OpenGLRenderer.cpp revision 0c0ec26366045e515790a6acdab782965efc63b4
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "ShadowTessellator.h" 40#include "utils/GLUtils.h" 41#include "Vector.h" 42#include "VertexBuffer.h" 43 44namespace android { 45namespace uirenderer { 46 47/////////////////////////////////////////////////////////////////////////////// 48// Defines 49/////////////////////////////////////////////////////////////////////////////// 50 51#define RAD_TO_DEG (180.0f / 3.14159265f) 52#define MIN_ANGLE 0.001f 53 54#define ALPHA_THRESHOLD 0 55 56static GLenum getFilter(const SkPaint* paint) { 57 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 58 return GL_LINEAR; 59 } 60 return GL_NEAREST; 61} 62 63/////////////////////////////////////////////////////////////////////////////// 64// Globals 65/////////////////////////////////////////////////////////////////////////////// 66 67/** 68 * Structure mapping Skia xfermodes to OpenGL blending factors. 69 */ 70struct Blender { 71 SkXfermode::Mode mode; 72 GLenum src; 73 GLenum dst; 74}; // struct Blender 75 76// In this array, the index of each Blender equals the value of the first 77// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 78static const Blender gBlends[] = { 79 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 81 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 82 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 84 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 86 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 88 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 90 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 92 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 93 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 94}; 95 96// This array contains the swapped version of each SkXfermode. For instance 97// this array's SrcOver blending mode is actually DstOver. You can refer to 98// createLayer() for more information on the purpose of this array. 99static const Blender gBlendsSwap[] = { 100 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 102 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 103 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 104 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 106 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 107 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 108 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 109 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 110 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 111 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 112 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 113 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 114 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 115}; 116 117/////////////////////////////////////////////////////////////////////////////// 118// Functions 119/////////////////////////////////////////////////////////////////////////////// 120 121template<typename T> 122static inline T min(T a, T b) { 123 return a < b ? a : b; 124} 125 126/////////////////////////////////////////////////////////////////////////////// 127// Constructors/destructor 128/////////////////////////////////////////////////////////////////////////////// 129 130OpenGLRenderer::OpenGLRenderer(): 131 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 132 // *set* draw modifiers to be 0 133 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 134 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 135 136 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 137 138 mFrameStarted = false; 139 mCountOverdraw = false; 140 141 mScissorOptimizationDisabled = false; 142} 143 144OpenGLRenderer::~OpenGLRenderer() { 145 // The context has already been destroyed at this point, do not call 146 // GL APIs. All GL state should be kept in Caches.h 147} 148 149void OpenGLRenderer::initProperties() { 150 char property[PROPERTY_VALUE_MAX]; 151 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 152 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 153 INIT_LOGD(" Scissor optimization %s", 154 mScissorOptimizationDisabled ? "disabled" : "enabled"); 155 } else { 156 INIT_LOGD(" Scissor optimization enabled"); 157 } 158} 159 160/////////////////////////////////////////////////////////////////////////////// 161// Setup 162/////////////////////////////////////////////////////////////////////////////// 163 164void OpenGLRenderer::setViewport(int width, int height) { 165 initViewport(width, height); 166 167 glDisable(GL_DITHER); 168 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 169 170 glEnableVertexAttribArray(Program::kBindingPosition); 171} 172 173void OpenGLRenderer::initViewport(int width, int height) { 174 mSnapshot->orthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 175 176 initializeViewport(width, height); 177} 178 179void OpenGLRenderer::setupFrameState(float left, float top, 180 float right, float bottom, bool opaque) { 181 mCaches.clearGarbage(); 182 183 initializeSaveStack(left, top, right, bottom); 184 mOpaque = opaque; 185 mTilingClip.set(left, top, right, bottom); 186} 187 188status_t OpenGLRenderer::startFrame() { 189 if (mFrameStarted) return DrawGlInfo::kStatusDone; 190 mFrameStarted = true; 191 192 mDirtyClip = true; 193 194 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 195 196 glViewport(0, 0, getWidth(), getHeight()); 197 198 // Functors break the tiling extension in pretty spectacular ways 199 // This ensures we don't use tiling when a functor is going to be 200 // invoked during the frame 201 mSuppressTiling = mCaches.hasRegisteredFunctors(); 202 203 startTilingCurrentClip(true); 204 205 debugOverdraw(true, true); 206 207 return clear(mTilingClip.left, mTilingClip.top, 208 mTilingClip.right, mTilingClip.bottom, mOpaque); 209} 210 211status_t OpenGLRenderer::prepareDirty(float left, float top, 212 float right, float bottom, bool opaque) { 213 214 setupFrameState(left, top, right, bottom, opaque); 215 216 // Layer renderers will start the frame immediately 217 // The framebuffer renderer will first defer the display list 218 // for each layer and wait until the first drawing command 219 // to start the frame 220 if (currentSnapshot()->fbo == 0) { 221 syncState(); 222 updateLayers(); 223 } else { 224 return startFrame(); 225 } 226 227 return DrawGlInfo::kStatusDone; 228} 229 230void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 231 // If we know that we are going to redraw the entire framebuffer, 232 // perform a discard to let the driver know we don't need to preserve 233 // the back buffer for this frame. 234 if (mExtensions.hasDiscardFramebuffer() && 235 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 236 const bool isFbo = getTargetFbo() == 0; 237 const GLenum attachments[] = { 238 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 239 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 240 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 241 } 242} 243 244status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 245 if (!opaque || mCountOverdraw) { 246 mCaches.enableScissor(); 247 mCaches.setScissor(left, currentSnapshot()->height - bottom, right - left, bottom - top); 248 glClear(GL_COLOR_BUFFER_BIT); 249 return DrawGlInfo::kStatusDrew; 250 } 251 252 mCaches.resetScissor(); 253 return DrawGlInfo::kStatusDone; 254} 255 256void OpenGLRenderer::syncState() { 257 if (mCaches.blend) { 258 glEnable(GL_BLEND); 259 } else { 260 glDisable(GL_BLEND); 261 } 262} 263 264void OpenGLRenderer::startTilingCurrentClip(bool opaque) { 265 if (!mSuppressTiling) { 266 const Snapshot* snapshot = currentSnapshot(); 267 268 const Rect* clip = &mTilingClip; 269 if (snapshot->flags & Snapshot::kFlagFboTarget) { 270 clip = &(snapshot->layer->clipRect); 271 } 272 273 startTiling(*clip, snapshot->height, opaque); 274 } 275} 276 277void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 278 if (!mSuppressTiling) { 279 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 280 clip.right - clip.left, clip.bottom - clip.top, opaque); 281 } 282} 283 284void OpenGLRenderer::endTiling() { 285 if (!mSuppressTiling) mCaches.endTiling(); 286} 287 288void OpenGLRenderer::finish() { 289 renderOverdraw(); 290 endTiling(); 291 292 // When finish() is invoked on FBO 0 we've reached the end 293 // of the current frame 294 if (getTargetFbo() == 0) { 295 mCaches.pathCache.trim(); 296 } 297 298 if (!suppressErrorChecks()) { 299#if DEBUG_OPENGL 300 GLUtils::dumpGLErrors(); 301#endif 302 303#if DEBUG_MEMORY_USAGE 304 mCaches.dumpMemoryUsage(); 305#else 306 if (mCaches.getDebugLevel() & kDebugMemory) { 307 mCaches.dumpMemoryUsage(); 308 } 309#endif 310 } 311 312 if (mCountOverdraw) { 313 countOverdraw(); 314 } 315 316 mFrameStarted = false; 317} 318 319void OpenGLRenderer::interrupt() { 320 if (mCaches.currentProgram) { 321 if (mCaches.currentProgram->isInUse()) { 322 mCaches.currentProgram->remove(); 323 mCaches.currentProgram = NULL; 324 } 325 } 326 mCaches.resetActiveTexture(); 327 mCaches.unbindMeshBuffer(); 328 mCaches.unbindIndicesBuffer(); 329 mCaches.resetVertexPointers(); 330 mCaches.disableTexCoordsVertexArray(); 331 debugOverdraw(false, false); 332} 333 334void OpenGLRenderer::resume() { 335 const Snapshot* snapshot = currentSnapshot(); 336 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 337 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 338 debugOverdraw(true, false); 339 340 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 341 342 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 343 mCaches.enableScissor(); 344 mCaches.resetScissor(); 345 dirtyClip(); 346 347 mCaches.activeTexture(0); 348 mCaches.resetBoundTextures(); 349 350 mCaches.blend = true; 351 glEnable(GL_BLEND); 352 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 353 glBlendEquation(GL_FUNC_ADD); 354} 355 356void OpenGLRenderer::resumeAfterLayer() { 357 const Snapshot* snapshot = currentSnapshot(); 358 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 359 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 360 debugOverdraw(true, false); 361 362 mCaches.resetScissor(); 363 dirtyClip(); 364} 365 366status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 367 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 368 369 Rect clip(*currentClipRect()); 370 clip.snapToPixelBoundaries(); 371 372 // Since we don't know what the functor will draw, let's dirty 373 // the entire clip region 374 if (hasLayer()) { 375 dirtyLayerUnchecked(clip, getRegion()); 376 } 377 378 DrawGlInfo info; 379 info.clipLeft = clip.left; 380 info.clipTop = clip.top; 381 info.clipRight = clip.right; 382 info.clipBottom = clip.bottom; 383 info.isLayer = hasLayer(); 384 info.width = currentSnapshot()->viewport.getWidth(); 385 info.height = currentSnapshot()->height; 386 currentTransform()->copyTo(&info.transform[0]); 387 388 bool dirtyClip = mDirtyClip; 389 // setup GL state for functor 390 if (mDirtyClip) { 391 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 392 } 393 if (mCaches.enableScissor() || dirtyClip) { 394 setScissorFromClip(); 395 } 396 interrupt(); 397 398 // call functor immediately after GL state setup 399 (*functor)(DrawGlInfo::kModeDraw, &info); 400 401 resume(); 402 return DrawGlInfo::kStatusDrew; 403} 404 405/////////////////////////////////////////////////////////////////////////////// 406// Debug 407/////////////////////////////////////////////////////////////////////////////// 408 409void OpenGLRenderer::eventMark(const char* name) const { 410 mCaches.eventMark(0, name); 411} 412 413void OpenGLRenderer::startMark(const char* name) const { 414 mCaches.startMark(0, name); 415} 416 417void OpenGLRenderer::endMark() const { 418 mCaches.endMark(); 419} 420 421void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 422 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 423 if (clear) { 424 mCaches.disableScissor(); 425 mCaches.stencil.clear(); 426 } 427 if (enable) { 428 mCaches.stencil.enableDebugWrite(); 429 } else { 430 mCaches.stencil.disable(); 431 } 432 } 433} 434 435void OpenGLRenderer::renderOverdraw() { 436 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 437 const Rect* clip = &mTilingClip; 438 439 mCaches.enableScissor(); 440 mCaches.setScissor(clip->left, firstSnapshot()->height - clip->bottom, 441 clip->right - clip->left, clip->bottom - clip->top); 442 443 // 1x overdraw 444 mCaches.stencil.enableDebugTest(2); 445 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 446 447 // 2x overdraw 448 mCaches.stencil.enableDebugTest(3); 449 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 450 451 // 3x overdraw 452 mCaches.stencil.enableDebugTest(4); 453 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 454 455 // 4x overdraw and higher 456 mCaches.stencil.enableDebugTest(4, true); 457 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 458 459 mCaches.stencil.disable(); 460 } 461} 462 463void OpenGLRenderer::countOverdraw() { 464 size_t count = getWidth() * getHeight(); 465 uint32_t* buffer = new uint32_t[count]; 466 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 467 468 size_t total = 0; 469 for (size_t i = 0; i < count; i++) { 470 total += buffer[i] & 0xff; 471 } 472 473 mOverdraw = total / float(count); 474 475 delete[] buffer; 476} 477 478/////////////////////////////////////////////////////////////////////////////// 479// Layers 480/////////////////////////////////////////////////////////////////////////////// 481 482bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 483 if (layer->deferredUpdateScheduled && layer->renderer && 484 layer->displayList.get() && layer->displayList->isRenderable()) { 485 ATRACE_CALL(); 486 487 Rect& dirty = layer->dirtyRect; 488 489 if (inFrame) { 490 endTiling(); 491 debugOverdraw(false, false); 492 } 493 494 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 495 layer->render(); 496 } else { 497 layer->defer(); 498 } 499 500 if (inFrame) { 501 resumeAfterLayer(); 502 startTilingCurrentClip(); 503 } 504 505 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 506 layer->hasDrawnSinceUpdate = false; 507 508 return true; 509 } 510 511 return false; 512} 513 514void OpenGLRenderer::updateLayers() { 515 // If draw deferring is enabled this method will simply defer 516 // the display list of each individual layer. The layers remain 517 // in the layer updates list which will be cleared by flushLayers(). 518 int count = mLayerUpdates.size(); 519 if (count > 0) { 520 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 521 startMark("Layer Updates"); 522 } else { 523 startMark("Defer Layer Updates"); 524 } 525 526 // Note: it is very important to update the layers in order 527 for (int i = 0; i < count; i++) { 528 Layer* layer = mLayerUpdates.itemAt(i); 529 updateLayer(layer, false); 530 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 531 mCaches.resourceCache.decrementRefcount(layer); 532 } 533 } 534 535 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 536 mLayerUpdates.clear(); 537 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 538 } 539 endMark(); 540 } 541} 542 543void OpenGLRenderer::flushLayers() { 544 int count = mLayerUpdates.size(); 545 if (count > 0) { 546 startMark("Apply Layer Updates"); 547 char layerName[12]; 548 549 // Note: it is very important to update the layers in order 550 for (int i = 0; i < count; i++) { 551 sprintf(layerName, "Layer #%d", i); 552 startMark(layerName); 553 554 ATRACE_BEGIN("flushLayer"); 555 Layer* layer = mLayerUpdates.itemAt(i); 556 layer->flush(); 557 ATRACE_END(); 558 559 mCaches.resourceCache.decrementRefcount(layer); 560 561 endMark(); 562 } 563 564 mLayerUpdates.clear(); 565 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 566 567 endMark(); 568 } 569} 570 571void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 572 if (layer) { 573 // Make sure we don't introduce duplicates. 574 // SortedVector would do this automatically but we need to respect 575 // the insertion order. The linear search is not an issue since 576 // this list is usually very short (typically one item, at most a few) 577 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 578 if (mLayerUpdates.itemAt(i) == layer) { 579 return; 580 } 581 } 582 mLayerUpdates.push_back(layer); 583 mCaches.resourceCache.incrementRefcount(layer); 584 } 585} 586 587void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 588 if (layer) { 589 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 590 if (mLayerUpdates.itemAt(i) == layer) { 591 mLayerUpdates.removeAt(i); 592 mCaches.resourceCache.decrementRefcount(layer); 593 break; 594 } 595 } 596 } 597} 598 599void OpenGLRenderer::clearLayerUpdates() { 600 size_t count = mLayerUpdates.size(); 601 if (count > 0) { 602 mCaches.resourceCache.lock(); 603 for (size_t i = 0; i < count; i++) { 604 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 605 } 606 mCaches.resourceCache.unlock(); 607 mLayerUpdates.clear(); 608 } 609} 610 611void OpenGLRenderer::flushLayerUpdates() { 612 syncState(); 613 updateLayers(); 614 flushLayers(); 615 // Wait for all the layer updates to be executed 616 AutoFence fence; 617} 618 619/////////////////////////////////////////////////////////////////////////////// 620// State management 621/////////////////////////////////////////////////////////////////////////////// 622 623void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 624 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 625 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 626 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 627 628 if (restoreViewport) { 629 const Rect& r = restored.viewport; 630 glViewport(r.left, r.top, r.right, r.bottom); 631 } 632 633 if (restoreClip) { 634 dirtyClip(); 635 } 636 637 if (restoreLayer) { 638 endMark(); // Savelayer 639 startMark("ComposeLayer"); 640 composeLayer(removed, restored); 641 endMark(); 642 } 643} 644 645/////////////////////////////////////////////////////////////////////////////// 646// Layers 647/////////////////////////////////////////////////////////////////////////////// 648 649int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 650 const SkPaint* paint, int flags, const SkPath* convexMask) { 651 const int count = saveSnapshot(flags); 652 653 if (!currentSnapshot()->isIgnored()) { 654 createLayer(left, top, right, bottom, paint, flags, convexMask); 655 } 656 657 return count; 658} 659 660void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 661 const Rect untransformedBounds(bounds); 662 663 currentTransform()->mapRect(bounds); 664 665 // Layers only make sense if they are in the framebuffer's bounds 666 if (bounds.intersect(*currentClipRect())) { 667 // We cannot work with sub-pixels in this case 668 bounds.snapToPixelBoundaries(); 669 670 // When the layer is not an FBO, we may use glCopyTexImage so we 671 // need to make sure the layer does not extend outside the bounds 672 // of the framebuffer 673 if (!bounds.intersect(currentSnapshot()->previous->viewport)) { 674 bounds.setEmpty(); 675 } else if (fboLayer) { 676 clip.set(bounds); 677 mat4 inverse; 678 inverse.loadInverse(*currentTransform()); 679 inverse.mapRect(clip); 680 clip.snapToPixelBoundaries(); 681 if (clip.intersect(untransformedBounds)) { 682 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 683 bounds.set(untransformedBounds); 684 } else { 685 clip.setEmpty(); 686 } 687 } 688 } else { 689 bounds.setEmpty(); 690 } 691} 692 693void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 694 bool fboLayer, int alpha) { 695 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 696 bounds.getHeight() > mCaches.maxTextureSize || 697 (fboLayer && clip.isEmpty())) { 698 mSnapshot->empty = fboLayer; 699 } else { 700 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 701 } 702} 703 704int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 705 const SkPaint* paint, int flags) { 706 const int count = saveSnapshot(flags); 707 708 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 709 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 710 // operations will be able to store and restore the current clip and transform info, and 711 // quick rejection will be correct (for display lists) 712 713 Rect bounds(left, top, right, bottom); 714 Rect clip; 715 calculateLayerBoundsAndClip(bounds, clip, true); 716 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 717 718 if (!currentSnapshot()->isIgnored()) { 719 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 720 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 721 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 722 } 723 } 724 725 return count; 726} 727 728/** 729 * Layers are viewed by Skia are slightly different than layers in image editing 730 * programs (for instance.) When a layer is created, previously created layers 731 * and the frame buffer still receive every drawing command. For instance, if a 732 * layer is created and a shape intersecting the bounds of the layers and the 733 * framebuffer is draw, the shape will be drawn on both (unless the layer was 734 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 735 * 736 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 737 * texture. Unfortunately, this is inefficient as it requires every primitive to 738 * be drawn n + 1 times, where n is the number of active layers. In practice this 739 * means, for every primitive: 740 * - Switch active frame buffer 741 * - Change viewport, clip and projection matrix 742 * - Issue the drawing 743 * 744 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 745 * To avoid this, layers are implemented in a different way here, at least in the 746 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 747 * is set. When this flag is set we can redirect all drawing operations into a 748 * single FBO. 749 * 750 * This implementation relies on the frame buffer being at least RGBA 8888. When 751 * a layer is created, only a texture is created, not an FBO. The content of the 752 * frame buffer contained within the layer's bounds is copied into this texture 753 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 754 * buffer and drawing continues as normal. This technique therefore treats the 755 * frame buffer as a scratch buffer for the layers. 756 * 757 * To compose the layers back onto the frame buffer, each layer texture 758 * (containing the original frame buffer data) is drawn as a simple quad over 759 * the frame buffer. The trick is that the quad is set as the composition 760 * destination in the blending equation, and the frame buffer becomes the source 761 * of the composition. 762 * 763 * Drawing layers with an alpha value requires an extra step before composition. 764 * An empty quad is drawn over the layer's region in the frame buffer. This quad 765 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 766 * quad is used to multiply the colors in the frame buffer. This is achieved by 767 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 768 * GL_ZERO, GL_SRC_ALPHA. 769 * 770 * Because glCopyTexImage2D() can be slow, an alternative implementation might 771 * be use to draw a single clipped layer. The implementation described above 772 * is correct in every case. 773 * 774 * (1) The frame buffer is actually not cleared right away. To allow the GPU 775 * to potentially optimize series of calls to glCopyTexImage2D, the frame 776 * buffer is left untouched until the first drawing operation. Only when 777 * something actually gets drawn are the layers regions cleared. 778 */ 779bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 780 const SkPaint* paint, int flags, const SkPath* convexMask) { 781 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 782 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 783 784 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 785 786 // Window coordinates of the layer 787 Rect clip; 788 Rect bounds(left, top, right, bottom); 789 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 790 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 791 792 // Bail out if we won't draw in this snapshot 793 if (currentSnapshot()->isIgnored()) { 794 return false; 795 } 796 797 mCaches.activeTexture(0); 798 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 799 if (!layer) { 800 return false; 801 } 802 803 layer->setPaint(paint); 804 layer->layer.set(bounds); 805 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 806 bounds.getWidth() / float(layer->getWidth()), 0.0f); 807 808 layer->setBlend(true); 809 layer->setDirty(false); 810 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 811 812 // Save the layer in the snapshot 813 mSnapshot->flags |= Snapshot::kFlagIsLayer; 814 mSnapshot->layer = layer; 815 816 startMark("SaveLayer"); 817 if (fboLayer) { 818 return createFboLayer(layer, bounds, clip); 819 } else { 820 // Copy the framebuffer into the layer 821 layer->bindTexture(); 822 if (!bounds.isEmpty()) { 823 if (layer->isEmpty()) { 824 // Workaround for some GL drivers. When reading pixels lying outside 825 // of the window we should get undefined values for those pixels. 826 // Unfortunately some drivers will turn the entire target texture black 827 // when reading outside of the window. 828 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 829 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 830 layer->setEmpty(false); 831 } 832 833 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 834 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 835 836 // Enqueue the buffer coordinates to clear the corresponding region later 837 mLayers.push(new Rect(bounds)); 838 } 839 } 840 841 return true; 842} 843 844bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 845 layer->clipRect.set(clip); 846 layer->setFbo(mCaches.fboCache.get()); 847 848 mSnapshot->region = &mSnapshot->layer->region; 849 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 850 mSnapshot->fbo = layer->getFbo(); 851 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 852 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 853 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 854 mSnapshot->height = bounds.getHeight(); 855 856 endTiling(); 857 debugOverdraw(false, false); 858 // Bind texture to FBO 859 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 860 layer->bindTexture(); 861 862 // Initialize the texture if needed 863 if (layer->isEmpty()) { 864 layer->allocateTexture(); 865 layer->setEmpty(false); 866 } 867 868 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 869 layer->getTexture(), 0); 870 871 startTilingCurrentClip(true); 872 873 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 874 mCaches.enableScissor(); 875 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 876 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 877 glClear(GL_COLOR_BUFFER_BIT); 878 879 dirtyClip(); 880 881 // Change the ortho projection 882 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 883 mSnapshot->orthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 884 885 return true; 886} 887 888/** 889 * Read the documentation of createLayer() before doing anything in this method. 890 */ 891void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 892 if (!removed.layer) { 893 ALOGE("Attempting to compose a layer that does not exist"); 894 return; 895 } 896 897 Layer* layer = removed.layer; 898 const Rect& rect = layer->layer; 899 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 900 901 bool clipRequired = false; 902 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 903 &clipRequired, false); // safely ignore return, should never be rejected 904 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 905 906 if (fboLayer) { 907 endTiling(); 908 909 // Detach the texture from the FBO 910 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 911 912 layer->removeFbo(false); 913 914 // Unbind current FBO and restore previous one 915 glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo); 916 debugOverdraw(true, false); 917 918 startTilingCurrentClip(); 919 } 920 921 if (!fboLayer && layer->getAlpha() < 255) { 922 SkPaint layerPaint; 923 layerPaint.setAlpha(layer->getAlpha()); 924 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 925 layerPaint.setColorFilter(layer->getColorFilter()); 926 927 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 928 // Required below, composeLayerRect() will divide by 255 929 layer->setAlpha(255); 930 } 931 932 mCaches.unbindMeshBuffer(); 933 934 mCaches.activeTexture(0); 935 936 // When the layer is stored in an FBO, we can save a bit of fillrate by 937 // drawing only the dirty region 938 if (fboLayer) { 939 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 940 composeLayerRegion(layer, rect); 941 } else if (!rect.isEmpty()) { 942 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 943 944 save(0); 945 // the layer contains screen buffer content that shouldn't be alpha modulated 946 // (and any necessary alpha modulation was handled drawing into the layer) 947 mSnapshot->alpha = 1.0f; 948 composeLayerRect(layer, rect, true); 949 restore(); 950 } 951 952 dirtyClip(); 953 954 // Failing to add the layer to the cache should happen only if the layer is too large 955 layer->setConvexMask(NULL); 956 if (!mCaches.layerCache.put(layer)) { 957 LAYER_LOGD("Deleting layer"); 958 Caches::getInstance().resourceCache.decrementRefcount(layer); 959 } 960} 961 962void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 963 float alpha = getLayerAlpha(layer); 964 965 setupDraw(); 966 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 967 setupDrawWithTexture(); 968 } else { 969 setupDrawWithExternalTexture(); 970 } 971 setupDrawTextureTransform(); 972 setupDrawColor(alpha, alpha, alpha, alpha); 973 setupDrawColorFilter(layer->getColorFilter()); 974 setupDrawBlending(layer); 975 setupDrawProgram(); 976 setupDrawPureColorUniforms(); 977 setupDrawColorFilterUniforms(layer->getColorFilter()); 978 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 979 setupDrawTexture(layer->getTexture()); 980 } else { 981 setupDrawExternalTexture(layer->getTexture()); 982 } 983 if (currentTransform()->isPureTranslate() && 984 !layer->getForceFilter() && 985 layer->getWidth() == (uint32_t) rect.getWidth() && 986 layer->getHeight() == (uint32_t) rect.getHeight()) { 987 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 988 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 989 990 layer->setFilter(GL_NEAREST); 991 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 992 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 993 } else { 994 layer->setFilter(GL_LINEAR); 995 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 996 rect.left, rect.top, rect.right, rect.bottom); 997 } 998 setupDrawTextureTransformUniforms(layer->getTexTransform()); 999 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1000 1001 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1002} 1003 1004void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1005 if (!layer->isTextureLayer()) { 1006 const Rect& texCoords = layer->texCoords; 1007 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1008 texCoords.right, texCoords.bottom); 1009 1010 float x = rect.left; 1011 float y = rect.top; 1012 bool simpleTransform = currentTransform()->isPureTranslate() && 1013 layer->getWidth() == (uint32_t) rect.getWidth() && 1014 layer->getHeight() == (uint32_t) rect.getHeight(); 1015 1016 if (simpleTransform) { 1017 // When we're swapping, the layer is already in screen coordinates 1018 if (!swap) { 1019 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1020 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1021 } 1022 1023 layer->setFilter(GL_NEAREST, true); 1024 } else { 1025 layer->setFilter(GL_LINEAR, true); 1026 } 1027 1028 SkPaint layerPaint; 1029 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1030 layerPaint.setXfermodeMode(layer->getMode()); 1031 layerPaint.setColorFilter(layer->getColorFilter()); 1032 1033 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1034 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1035 layer->getTexture(), &layerPaint, blend, 1036 &mMeshVertices[0].x, &mMeshVertices[0].u, 1037 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1038 1039 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1040 } else { 1041 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1042 drawTextureLayer(layer, rect); 1043 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1044 } 1045} 1046 1047/** 1048 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1049 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1050 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1051 * by saveLayer's restore 1052 */ 1053#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1054 DRAW_COMMAND; \ 1055 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1056 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1057 DRAW_COMMAND; \ 1058 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1059 } \ 1060 } 1061 1062#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1063 1064void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1065 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1066 1067 if (layer->getConvexMask()) { 1068 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1069 1070 // clip to the area of the layer the mask can be larger 1071 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1072 1073 SkPaint paint; 1074 paint.setAntiAlias(true); 1075 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1076 1077 SkiaShader* oldShader = mDrawModifiers.mShader; 1078 1079 // create LayerShader to map SaveLayer content into subsequent draw 1080 SkMatrix shaderMatrix; 1081 shaderMatrix.setTranslate(rect.left, rect.bottom); 1082 shaderMatrix.preScale(1, -1); 1083 SkiaLayerShader layerShader(layer, &shaderMatrix); 1084 mDrawModifiers.mShader = &layerShader; 1085 1086 // Since the drawing primitive is defined in local drawing space, 1087 // we don't need to modify the draw matrix 1088 const SkPath* maskPath = layer->getConvexMask(); 1089 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1090 1091 mDrawModifiers.mShader = oldShader; 1092 restore(); 1093 1094 return; 1095 } 1096 1097 if (layer->region.isRect()) { 1098 layer->setRegionAsRect(); 1099 1100 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1101 1102 layer->region.clear(); 1103 return; 1104 } 1105 1106 // standard Region based draw 1107 size_t count; 1108 const android::Rect* rects; 1109 Region safeRegion; 1110 if (CC_LIKELY(hasRectToRectTransform())) { 1111 rects = layer->region.getArray(&count); 1112 } else { 1113 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1114 rects = safeRegion.getArray(&count); 1115 } 1116 1117 const float alpha = getLayerAlpha(layer); 1118 const float texX = 1.0f / float(layer->getWidth()); 1119 const float texY = 1.0f / float(layer->getHeight()); 1120 const float height = rect.getHeight(); 1121 1122 setupDraw(); 1123 1124 // We must get (and therefore bind) the region mesh buffer 1125 // after we setup drawing in case we need to mess with the 1126 // stencil buffer in setupDraw() 1127 TextureVertex* mesh = mCaches.getRegionMesh(); 1128 uint32_t numQuads = 0; 1129 1130 setupDrawWithTexture(); 1131 setupDrawColor(alpha, alpha, alpha, alpha); 1132 setupDrawColorFilter(layer->getColorFilter()); 1133 setupDrawBlending(layer); 1134 setupDrawProgram(); 1135 setupDrawDirtyRegionsDisabled(); 1136 setupDrawPureColorUniforms(); 1137 setupDrawColorFilterUniforms(layer->getColorFilter()); 1138 setupDrawTexture(layer->getTexture()); 1139 if (currentTransform()->isPureTranslate()) { 1140 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1141 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1142 1143 layer->setFilter(GL_NEAREST); 1144 setupDrawModelView(kModelViewMode_Translate, false, 1145 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1146 } else { 1147 layer->setFilter(GL_LINEAR); 1148 setupDrawModelView(kModelViewMode_Translate, false, 1149 rect.left, rect.top, rect.right, rect.bottom); 1150 } 1151 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1152 1153 for (size_t i = 0; i < count; i++) { 1154 const android::Rect* r = &rects[i]; 1155 1156 const float u1 = r->left * texX; 1157 const float v1 = (height - r->top) * texY; 1158 const float u2 = r->right * texX; 1159 const float v2 = (height - r->bottom) * texY; 1160 1161 // TODO: Reject quads outside of the clip 1162 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1163 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1164 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1165 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1166 1167 numQuads++; 1168 1169 if (numQuads >= gMaxNumberOfQuads) { 1170 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1171 GL_UNSIGNED_SHORT, NULL)); 1172 numQuads = 0; 1173 mesh = mCaches.getRegionMesh(); 1174 } 1175 } 1176 1177 if (numQuads > 0) { 1178 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1179 GL_UNSIGNED_SHORT, NULL)); 1180 } 1181 1182#if DEBUG_LAYERS_AS_REGIONS 1183 drawRegionRectsDebug(layer->region); 1184#endif 1185 1186 layer->region.clear(); 1187} 1188 1189#if DEBUG_LAYERS_AS_REGIONS 1190void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1191 size_t count; 1192 const android::Rect* rects = region.getArray(&count); 1193 1194 uint32_t colors[] = { 1195 0x7fff0000, 0x7f00ff00, 1196 0x7f0000ff, 0x7fff00ff, 1197 }; 1198 1199 int offset = 0; 1200 int32_t top = rects[0].top; 1201 1202 for (size_t i = 0; i < count; i++) { 1203 if (top != rects[i].top) { 1204 offset ^= 0x2; 1205 top = rects[i].top; 1206 } 1207 1208 SkPaint paint; 1209 paint.setColor(colors[offset + (i & 0x1)]); 1210 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1211 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1212 } 1213} 1214#endif 1215 1216void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1217 Vector<float> rects; 1218 1219 SkRegion::Iterator it(region); 1220 while (!it.done()) { 1221 const SkIRect& r = it.rect(); 1222 rects.push(r.fLeft); 1223 rects.push(r.fTop); 1224 rects.push(r.fRight); 1225 rects.push(r.fBottom); 1226 it.next(); 1227 } 1228 1229 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1230} 1231 1232void OpenGLRenderer::dirtyLayer(const float left, const float top, 1233 const float right, const float bottom, const mat4 transform) { 1234 if (hasLayer()) { 1235 Rect bounds(left, top, right, bottom); 1236 transform.mapRect(bounds); 1237 dirtyLayerUnchecked(bounds, getRegion()); 1238 } 1239} 1240 1241void OpenGLRenderer::dirtyLayer(const float left, const float top, 1242 const float right, const float bottom) { 1243 if (hasLayer()) { 1244 Rect bounds(left, top, right, bottom); 1245 dirtyLayerUnchecked(bounds, getRegion()); 1246 } 1247} 1248 1249void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1250 if (bounds.intersect(*currentClipRect())) { 1251 bounds.snapToPixelBoundaries(); 1252 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1253 if (!dirty.isEmpty()) { 1254 region->orSelf(dirty); 1255 } 1256 } 1257} 1258 1259void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1260 GLsizei elementsCount = quadsCount * 6; 1261 while (elementsCount > 0) { 1262 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1263 1264 setupDrawIndexedVertices(&mesh[0].x); 1265 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1266 1267 elementsCount -= drawCount; 1268 // Though there are 4 vertices in a quad, we use 6 indices per 1269 // quad to draw with GL_TRIANGLES 1270 mesh += (drawCount / 6) * 4; 1271 } 1272} 1273 1274void OpenGLRenderer::clearLayerRegions() { 1275 const size_t count = mLayers.size(); 1276 if (count == 0) return; 1277 1278 if (!currentSnapshot()->isIgnored()) { 1279 // Doing several glScissor/glClear here can negatively impact 1280 // GPUs with a tiler architecture, instead we draw quads with 1281 // the Clear blending mode 1282 1283 // The list contains bounds that have already been clipped 1284 // against their initial clip rect, and the current clip 1285 // is likely different so we need to disable clipping here 1286 bool scissorChanged = mCaches.disableScissor(); 1287 1288 Vertex mesh[count * 4]; 1289 Vertex* vertex = mesh; 1290 1291 for (uint32_t i = 0; i < count; i++) { 1292 Rect* bounds = mLayers.itemAt(i); 1293 1294 Vertex::set(vertex++, bounds->left, bounds->top); 1295 Vertex::set(vertex++, bounds->right, bounds->top); 1296 Vertex::set(vertex++, bounds->left, bounds->bottom); 1297 Vertex::set(vertex++, bounds->right, bounds->bottom); 1298 1299 delete bounds; 1300 } 1301 // We must clear the list of dirty rects before we 1302 // call setupDraw() to prevent stencil setup to do 1303 // the same thing again 1304 mLayers.clear(); 1305 1306 SkPaint clearPaint; 1307 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1308 1309 setupDraw(false); 1310 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1311 setupDrawBlending(&clearPaint, true); 1312 setupDrawProgram(); 1313 setupDrawPureColorUniforms(); 1314 setupDrawModelView(kModelViewMode_Translate, false, 1315 0.0f, 0.0f, 0.0f, 0.0f, true); 1316 1317 issueIndexedQuadDraw(&mesh[0], count); 1318 1319 if (scissorChanged) mCaches.enableScissor(); 1320 } else { 1321 for (uint32_t i = 0; i < count; i++) { 1322 delete mLayers.itemAt(i); 1323 } 1324 mLayers.clear(); 1325 } 1326} 1327 1328/////////////////////////////////////////////////////////////////////////////// 1329// State Deferral 1330/////////////////////////////////////////////////////////////////////////////// 1331 1332bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1333 const Rect* currentClip = currentClipRect(); 1334 const mat4* currentMatrix = currentTransform(); 1335 1336 if (stateDeferFlags & kStateDeferFlag_Draw) { 1337 // state has bounds initialized in local coordinates 1338 if (!state.mBounds.isEmpty()) { 1339 currentMatrix->mapRect(state.mBounds); 1340 Rect clippedBounds(state.mBounds); 1341 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1342 // is used, it should more closely duplicate the quickReject logic (in how it uses 1343 // snapToPixelBoundaries) 1344 1345 if(!clippedBounds.intersect(*currentClip)) { 1346 // quick rejected 1347 return true; 1348 } 1349 1350 state.mClipSideFlags = kClipSide_None; 1351 if (!currentClip->contains(state.mBounds)) { 1352 int& flags = state.mClipSideFlags; 1353 // op partially clipped, so record which sides are clipped for clip-aware merging 1354 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1355 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1356 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1357 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1358 } 1359 state.mBounds.set(clippedBounds); 1360 } else { 1361 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1362 // overdraw avoidance (since we don't know what it overlaps) 1363 state.mClipSideFlags = kClipSide_ConservativeFull; 1364 state.mBounds.set(*currentClip); 1365 } 1366 } 1367 1368 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1369 if (state.mClipValid) { 1370 state.mClip.set(*currentClip); 1371 } 1372 1373 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1374 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1375 state.mMatrix.load(*currentMatrix); 1376 state.mDrawModifiers = mDrawModifiers; 1377 state.mAlpha = currentSnapshot()->alpha; 1378 return false; 1379} 1380 1381void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1382 setMatrix(state.mMatrix); 1383 mSnapshot->alpha = state.mAlpha; 1384 mDrawModifiers = state.mDrawModifiers; 1385 1386 if (state.mClipValid && !skipClipRestore) { 1387 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1388 state.mClip.right, state.mClip.bottom); 1389 dirtyClip(); 1390 } 1391} 1392 1393/** 1394 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1395 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1396 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1397 * 1398 * This method should be called when restoreDisplayState() won't be restoring the clip 1399 */ 1400void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1401 if (clipRect != NULL) { 1402 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1403 } else { 1404 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1405 } 1406 dirtyClip(); 1407 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1408} 1409 1410/////////////////////////////////////////////////////////////////////////////// 1411// Clipping 1412/////////////////////////////////////////////////////////////////////////////// 1413 1414void OpenGLRenderer::setScissorFromClip() { 1415 Rect clip(*currentClipRect()); 1416 clip.snapToPixelBoundaries(); 1417 1418 if (mCaches.setScissor(clip.left, currentSnapshot()->height - clip.bottom, 1419 clip.getWidth(), clip.getHeight())) { 1420 mDirtyClip = false; 1421 } 1422} 1423 1424void OpenGLRenderer::ensureStencilBuffer() { 1425 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1426 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1427 // just hope we have one when hasLayer() returns false. 1428 if (hasLayer()) { 1429 attachStencilBufferToLayer(currentSnapshot()->layer); 1430 } 1431} 1432 1433void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1434 // The layer's FBO is already bound when we reach this stage 1435 if (!layer->getStencilRenderBuffer()) { 1436 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1437 // is attached after we initiated tiling. We must turn it off, 1438 // attach the new render buffer then turn tiling back on 1439 endTiling(); 1440 1441 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1442 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1443 layer->setStencilRenderBuffer(buffer); 1444 1445 startTiling(layer->clipRect, layer->layer.getHeight()); 1446 } 1447} 1448 1449void OpenGLRenderer::setStencilFromClip() { 1450 if (!mCaches.debugOverdraw) { 1451 if (!currentSnapshot()->clipRegion->isEmpty()) { 1452 // NOTE: The order here is important, we must set dirtyClip to false 1453 // before any draw call to avoid calling back into this method 1454 mDirtyClip = false; 1455 1456 ensureStencilBuffer(); 1457 1458 mCaches.stencil.enableWrite(); 1459 1460 // Clear the stencil but first make sure we restrict drawing 1461 // to the region's bounds 1462 bool resetScissor = mCaches.enableScissor(); 1463 if (resetScissor) { 1464 // The scissor was not set so we now need to update it 1465 setScissorFromClip(); 1466 } 1467 mCaches.stencil.clear(); 1468 if (resetScissor) mCaches.disableScissor(); 1469 1470 SkPaint paint; 1471 paint.setColor(0xff000000); 1472 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1473 1474 // NOTE: We could use the region contour path to generate a smaller mesh 1475 // Since we are using the stencil we could use the red book path 1476 // drawing technique. It might increase bandwidth usage though. 1477 1478 // The last parameter is important: we are not drawing in the color buffer 1479 // so we don't want to dirty the current layer, if any 1480 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1481 1482 mCaches.stencil.enableTest(); 1483 1484 // Draw the region used to generate the stencil if the appropriate debug 1485 // mode is enabled 1486 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1487 paint.setColor(0x7f0000ff); 1488 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1489 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1490 } 1491 } else { 1492 mCaches.stencil.disable(); 1493 } 1494 } 1495} 1496 1497/** 1498 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1499 * 1500 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1501 * style, and tessellated AA ramp 1502 */ 1503bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1504 const SkPaint* paint) { 1505 bool clipRequired = false; 1506 bool snapOut = paint && paint->isAntiAlias(); 1507 1508 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1509 float outset = paint->getStrokeWidth() * 0.5f; 1510 left -= outset; 1511 top -= outset; 1512 right += outset; 1513 bottom += outset; 1514 } 1515 1516 if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) { 1517 return true; 1518 } 1519 1520 if (!isRecording()) { 1521 // not quick rejected, so enable the scissor if clipRequired 1522 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1523 } 1524 return false; 1525} 1526 1527void OpenGLRenderer::debugClip() { 1528#if DEBUG_CLIP_REGIONS 1529 if (!isRecording() && !currentSnapshot()->clipRegion->isEmpty()) { 1530 SkPaint paint; 1531 paint.setColor(0x7f00ff00); 1532 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1533 1534 } 1535#endif 1536} 1537 1538/////////////////////////////////////////////////////////////////////////////// 1539// Drawing commands 1540/////////////////////////////////////////////////////////////////////////////// 1541 1542void OpenGLRenderer::setupDraw(bool clear) { 1543 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1544 // changes the scissor test state 1545 if (clear) clearLayerRegions(); 1546 // Make sure setScissor & setStencil happen at the beginning of 1547 // this method 1548 if (mDirtyClip) { 1549 if (mCaches.scissorEnabled) { 1550 setScissorFromClip(); 1551 } 1552 setStencilFromClip(); 1553 } 1554 1555 mDescription.reset(); 1556 1557 mSetShaderColor = false; 1558 mColorSet = false; 1559 mColorA = mColorR = mColorG = mColorB = 0.0f; 1560 mTextureUnit = 0; 1561 mTrackDirtyRegions = true; 1562 1563 // Enable debug highlight when what we're about to draw is tested against 1564 // the stencil buffer and if stencil highlight debugging is on 1565 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1566 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1567 mCaches.stencil.isTestEnabled(); 1568 1569 mDescription.emulateStencil = mCountOverdraw; 1570} 1571 1572void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1573 mDescription.hasTexture = true; 1574 mDescription.hasAlpha8Texture = isAlpha8; 1575} 1576 1577void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1578 mDescription.hasTexture = true; 1579 mDescription.hasColors = true; 1580 mDescription.hasAlpha8Texture = isAlpha8; 1581} 1582 1583void OpenGLRenderer::setupDrawWithExternalTexture() { 1584 mDescription.hasExternalTexture = true; 1585} 1586 1587void OpenGLRenderer::setupDrawNoTexture() { 1588 mCaches.disableTexCoordsVertexArray(); 1589} 1590 1591void OpenGLRenderer::setupDrawAA() { 1592 mDescription.isAA = true; 1593} 1594 1595void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1596 mColorA = alpha / 255.0f; 1597 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1598 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1599 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1600 mColorSet = true; 1601 mSetShaderColor = mDescription.setColorModulate(mColorA); 1602} 1603 1604void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1605 mColorA = alpha / 255.0f; 1606 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1607 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1608 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1609 mColorSet = true; 1610 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1611} 1612 1613void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1614 mCaches.fontRenderer->describe(mDescription, paint); 1615} 1616 1617void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1618 mColorA = a; 1619 mColorR = r; 1620 mColorG = g; 1621 mColorB = b; 1622 mColorSet = true; 1623 mSetShaderColor = mDescription.setColorModulate(a); 1624} 1625 1626void OpenGLRenderer::setupDrawShader() { 1627 if (mDrawModifiers.mShader) { 1628 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1629 } 1630} 1631 1632void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1633 if (filter == NULL) { 1634 return; 1635 } 1636 1637 SkXfermode::Mode mode; 1638 if (filter->asColorMode(NULL, &mode)) { 1639 mDescription.colorOp = ProgramDescription::kColorBlend; 1640 mDescription.colorMode = mode; 1641 } else if (filter->asColorMatrix(NULL)) { 1642 mDescription.colorOp = ProgramDescription::kColorMatrix; 1643 } 1644} 1645 1646void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1647 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1648 mColorA = 1.0f; 1649 mColorR = mColorG = mColorB = 0.0f; 1650 mSetShaderColor = mDescription.modulate = true; 1651 } 1652} 1653 1654void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1655 SkXfermode::Mode mode = layer->getMode(); 1656 // When the blending mode is kClear_Mode, we need to use a modulate color 1657 // argb=1,0,0,0 1658 accountForClear(mode); 1659 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1660 (mColorSet && mColorA < 1.0f) || 1661 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1662 layer->getColorFilter(); 1663 chooseBlending(blend, mode, mDescription, swapSrcDst); 1664} 1665 1666void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1667 SkXfermode::Mode mode = getXfermodeDirect(paint); 1668 // When the blending mode is kClear_Mode, we need to use a modulate color 1669 // argb=1,0,0,0 1670 accountForClear(mode); 1671 blend |= (mColorSet && mColorA < 1.0f) || 1672 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1673 (paint && paint->getColorFilter()); 1674 chooseBlending(blend, mode, mDescription, swapSrcDst); 1675} 1676 1677void OpenGLRenderer::setupDrawProgram() { 1678 useProgram(mCaches.programCache.get(mDescription)); 1679} 1680 1681void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1682 mTrackDirtyRegions = false; 1683} 1684 1685void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1686 float left, float top, float right, float bottom, bool ignoreTransform) { 1687 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1688 if (mode == kModelViewMode_TranslateAndScale) { 1689 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1690 } 1691 1692 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1693 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1694 mCaches.currentProgram->set(mSnapshot->orthoMatrix, mModelViewMatrix, transformMatrix, offset); 1695 if (dirty && mTrackDirtyRegions) { 1696 if (!ignoreTransform) { 1697 dirtyLayer(left, top, right, bottom, *currentTransform()); 1698 } else { 1699 dirtyLayer(left, top, right, bottom); 1700 } 1701 } 1702} 1703 1704void OpenGLRenderer::setupDrawColorUniforms() { 1705 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1706 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1707 } 1708} 1709 1710void OpenGLRenderer::setupDrawPureColorUniforms() { 1711 if (mSetShaderColor) { 1712 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1713 } 1714} 1715 1716void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1717 if (mDrawModifiers.mShader) { 1718 if (ignoreTransform) { 1719 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1720 // because it was built into modelView / the geometry, and the SkiaShader needs to 1721 // compensate. 1722 mat4 modelViewWithoutTransform; 1723 modelViewWithoutTransform.loadInverse(*currentTransform()); 1724 modelViewWithoutTransform.multiply(mModelViewMatrix); 1725 mModelViewMatrix.load(modelViewWithoutTransform); 1726 } 1727 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1728 mModelViewMatrix, *mSnapshot, &mTextureUnit); 1729 } 1730} 1731 1732void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1733 if (NULL == filter) { 1734 return; 1735 } 1736 1737 SkColor color; 1738 SkXfermode::Mode mode; 1739 if (filter->asColorMode(&color, &mode)) { 1740 const int alpha = SkColorGetA(color); 1741 const GLfloat a = alpha / 255.0f; 1742 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1743 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1744 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1745 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1746 return; 1747 } 1748 1749 SkScalar srcColorMatrix[20]; 1750 if (filter->asColorMatrix(srcColorMatrix)) { 1751 1752 float colorMatrix[16]; 1753 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1754 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1755 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1756 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1757 1758 // Skia uses the range [0..255] for the addition vector, but we need 1759 // the [0..1] range to apply the vector in GLSL 1760 float colorVector[4]; 1761 colorVector[0] = srcColorMatrix[4] / 255.0f; 1762 colorVector[1] = srcColorMatrix[9] / 255.0f; 1763 colorVector[2] = srcColorMatrix[14] / 255.0f; 1764 colorVector[3] = srcColorMatrix[19] / 255.0f; 1765 1766 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1767 GL_FALSE, colorMatrix); 1768 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1769 return; 1770 } 1771 1772 // it is an error if we ever get here 1773} 1774 1775void OpenGLRenderer::setupDrawTextGammaUniforms() { 1776 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1777} 1778 1779void OpenGLRenderer::setupDrawSimpleMesh() { 1780 bool force = mCaches.bindMeshBuffer(); 1781 mCaches.bindPositionVertexPointer(force, 0); 1782 mCaches.unbindIndicesBuffer(); 1783} 1784 1785void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1786 if (texture) bindTexture(texture); 1787 mTextureUnit++; 1788 mCaches.enableTexCoordsVertexArray(); 1789} 1790 1791void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1792 bindExternalTexture(texture); 1793 mTextureUnit++; 1794 mCaches.enableTexCoordsVertexArray(); 1795} 1796 1797void OpenGLRenderer::setupDrawTextureTransform() { 1798 mDescription.hasTextureTransform = true; 1799} 1800 1801void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1802 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1803 GL_FALSE, &transform.data[0]); 1804} 1805 1806void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1807 const GLvoid* texCoords, GLuint vbo) { 1808 bool force = false; 1809 if (!vertices || vbo) { 1810 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1811 } else { 1812 force = mCaches.unbindMeshBuffer(); 1813 } 1814 1815 mCaches.bindPositionVertexPointer(force, vertices); 1816 if (mCaches.currentProgram->texCoords >= 0) { 1817 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1818 } 1819 1820 mCaches.unbindIndicesBuffer(); 1821} 1822 1823void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1824 const GLvoid* texCoords, const GLvoid* colors) { 1825 bool force = mCaches.unbindMeshBuffer(); 1826 GLsizei stride = sizeof(ColorTextureVertex); 1827 1828 mCaches.bindPositionVertexPointer(force, vertices, stride); 1829 if (mCaches.currentProgram->texCoords >= 0) { 1830 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1831 } 1832 int slot = mCaches.currentProgram->getAttrib("colors"); 1833 if (slot >= 0) { 1834 glEnableVertexAttribArray(slot); 1835 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1836 } 1837 1838 mCaches.unbindIndicesBuffer(); 1839} 1840 1841void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1842 const GLvoid* texCoords, GLuint vbo) { 1843 bool force = false; 1844 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1845 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1846 // use the default VBO found in Caches 1847 if (!vertices || vbo) { 1848 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1849 } else { 1850 force = mCaches.unbindMeshBuffer(); 1851 } 1852 mCaches.bindQuadIndicesBuffer(); 1853 1854 mCaches.bindPositionVertexPointer(force, vertices); 1855 if (mCaches.currentProgram->texCoords >= 0) { 1856 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1857 } 1858} 1859 1860void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1861 bool force = mCaches.unbindMeshBuffer(); 1862 mCaches.bindQuadIndicesBuffer(); 1863 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1864} 1865 1866/////////////////////////////////////////////////////////////////////////////// 1867// Drawing 1868/////////////////////////////////////////////////////////////////////////////// 1869 1870status_t OpenGLRenderer::drawDisplayList(RenderNode* displayList, Rect& dirty, 1871 int32_t replayFlags) { 1872 status_t status; 1873 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1874 // will be performed by the display list itself 1875 if (displayList && displayList->isRenderable()) { 1876 // compute 3d ordering 1877 displayList->computeOrdering(); 1878 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1879 status = startFrame(); 1880 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1881 displayList->replayNodeTree(replayStruct); 1882 return status | replayStruct.mDrawGlStatus; 1883 } 1884 1885 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1886 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1887 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1888 displayList->deferNodeTree(deferStruct); 1889 1890 flushLayers(); 1891 status = startFrame(); 1892 1893 return deferredList.flush(*this, dirty) | status; 1894 } 1895 1896 return DrawGlInfo::kStatusDone; 1897} 1898 1899void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1900 int color = paint != NULL ? paint->getColor() : 0; 1901 1902 float x = left; 1903 float y = top; 1904 1905 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1906 1907 bool ignoreTransform = false; 1908 if (currentTransform()->isPureTranslate()) { 1909 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1910 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1911 ignoreTransform = true; 1912 1913 texture->setFilter(GL_NEAREST, true); 1914 } else { 1915 texture->setFilter(getFilter(paint), true); 1916 } 1917 1918 // No need to check for a UV mapper on the texture object, only ARGB_8888 1919 // bitmaps get packed in the atlas 1920 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1921 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1922 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1923} 1924 1925/** 1926 * Important note: this method is intended to draw batches of bitmaps and 1927 * will not set the scissor enable or dirty the current layer, if any. 1928 * The caller is responsible for properly dirtying the current layer. 1929 */ 1930status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1931 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1932 const Rect& bounds, const SkPaint* paint) { 1933 mCaches.activeTexture(0); 1934 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1935 if (!texture) return DrawGlInfo::kStatusDone; 1936 1937 const AutoTexture autoCleanup(texture); 1938 1939 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1940 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1941 1942 const float x = (int) floorf(bounds.left + 0.5f); 1943 const float y = (int) floorf(bounds.top + 0.5f); 1944 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 1945 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1946 texture->id, paint, &vertices[0].x, &vertices[0].u, 1947 GL_TRIANGLES, bitmapCount * 6, true, 1948 kModelViewMode_Translate, false); 1949 } else { 1950 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1951 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1952 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1953 kModelViewMode_Translate, false); 1954 } 1955 1956 return DrawGlInfo::kStatusDrew; 1957} 1958 1959status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top, 1960 const SkPaint* paint) { 1961 const float right = left + bitmap->width(); 1962 const float bottom = top + bitmap->height(); 1963 1964 if (quickRejectSetupScissor(left, top, right, bottom)) { 1965 return DrawGlInfo::kStatusDone; 1966 } 1967 1968 mCaches.activeTexture(0); 1969 Texture* texture = getTexture(bitmap); 1970 if (!texture) return DrawGlInfo::kStatusDone; 1971 const AutoTexture autoCleanup(texture); 1972 1973 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 1974 drawAlphaBitmap(texture, left, top, paint); 1975 } else { 1976 drawTextureRect(left, top, right, bottom, texture, paint); 1977 } 1978 1979 return DrawGlInfo::kStatusDrew; 1980} 1981 1982status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix, 1983 const SkPaint* paint) { 1984 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1985 const mat4 transform(*matrix); 1986 transform.mapRect(r); 1987 1988 if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) { 1989 return DrawGlInfo::kStatusDone; 1990 } 1991 1992 mCaches.activeTexture(0); 1993 Texture* texture = getTexture(bitmap); 1994 if (!texture) return DrawGlInfo::kStatusDone; 1995 const AutoTexture autoCleanup(texture); 1996 1997 // This could be done in a cheaper way, all we need is pass the matrix 1998 // to the vertex shader. The save/restore is a bit overkill. 1999 save(SkCanvas::kMatrix_SaveFlag); 2000 concatMatrix(matrix); 2001 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2002 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2003 } else { 2004 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2005 } 2006 restore(); 2007 2008 return DrawGlInfo::kStatusDrew; 2009} 2010 2011status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top, 2012 const SkPaint* paint) { 2013 const float right = left + bitmap->width(); 2014 const float bottom = top + bitmap->height(); 2015 2016 if (quickRejectSetupScissor(left, top, right, bottom)) { 2017 return DrawGlInfo::kStatusDone; 2018 } 2019 2020 mCaches.activeTexture(0); 2021 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2022 const AutoTexture autoCleanup(texture); 2023 2024 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2025 drawAlphaBitmap(texture, left, top, paint); 2026 } else { 2027 drawTextureRect(left, top, right, bottom, texture, paint); 2028 } 2029 2030 return DrawGlInfo::kStatusDrew; 2031} 2032 2033status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2034 const float* vertices, const int* colors, const SkPaint* paint) { 2035 if (!vertices || currentSnapshot()->isIgnored()) { 2036 return DrawGlInfo::kStatusDone; 2037 } 2038 2039 // TODO: use quickReject on bounds from vertices 2040 mCaches.enableScissor(); 2041 2042 float left = FLT_MAX; 2043 float top = FLT_MAX; 2044 float right = FLT_MIN; 2045 float bottom = FLT_MIN; 2046 2047 const uint32_t count = meshWidth * meshHeight * 6; 2048 2049 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2050 mesh.setCapacity(count); 2051 ColorTextureVertex* vertex = mesh.editArray(); 2052 2053 bool cleanupColors = false; 2054 if (!colors) { 2055 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2056 int* newColors = new int[colorsCount]; 2057 memset(newColors, 0xff, colorsCount * sizeof(int)); 2058 colors = newColors; 2059 cleanupColors = true; 2060 } 2061 2062 mCaches.activeTexture(0); 2063 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2064 const UvMapper& mapper(getMapper(texture)); 2065 2066 for (int32_t y = 0; y < meshHeight; y++) { 2067 for (int32_t x = 0; x < meshWidth; x++) { 2068 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2069 2070 float u1 = float(x) / meshWidth; 2071 float u2 = float(x + 1) / meshWidth; 2072 float v1 = float(y) / meshHeight; 2073 float v2 = float(y + 1) / meshHeight; 2074 2075 mapper.map(u1, v1, u2, v2); 2076 2077 int ax = i + (meshWidth + 1) * 2; 2078 int ay = ax + 1; 2079 int bx = i; 2080 int by = bx + 1; 2081 int cx = i + 2; 2082 int cy = cx + 1; 2083 int dx = i + (meshWidth + 1) * 2 + 2; 2084 int dy = dx + 1; 2085 2086 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2087 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2088 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2089 2090 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2091 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2092 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2093 2094 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2095 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2096 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2097 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2098 } 2099 } 2100 2101 if (quickRejectSetupScissor(left, top, right, bottom)) { 2102 if (cleanupColors) delete[] colors; 2103 return DrawGlInfo::kStatusDone; 2104 } 2105 2106 if (!texture) { 2107 texture = mCaches.textureCache.get(bitmap); 2108 if (!texture) { 2109 if (cleanupColors) delete[] colors; 2110 return DrawGlInfo::kStatusDone; 2111 } 2112 } 2113 const AutoTexture autoCleanup(texture); 2114 2115 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2116 texture->setFilter(getFilter(paint), true); 2117 2118 int alpha; 2119 SkXfermode::Mode mode; 2120 getAlphaAndMode(paint, &alpha, &mode); 2121 2122 float a = alpha / 255.0f; 2123 2124 if (hasLayer()) { 2125 dirtyLayer(left, top, right, bottom, *currentTransform()); 2126 } 2127 2128 setupDraw(); 2129 setupDrawWithTextureAndColor(); 2130 setupDrawColor(a, a, a, a); 2131 setupDrawColorFilter(getColorFilter(paint)); 2132 setupDrawBlending(paint, true); 2133 setupDrawProgram(); 2134 setupDrawDirtyRegionsDisabled(); 2135 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2136 setupDrawTexture(texture->id); 2137 setupDrawPureColorUniforms(); 2138 setupDrawColorFilterUniforms(getColorFilter(paint)); 2139 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2140 2141 glDrawArrays(GL_TRIANGLES, 0, count); 2142 2143 int slot = mCaches.currentProgram->getAttrib("colors"); 2144 if (slot >= 0) { 2145 glDisableVertexAttribArray(slot); 2146 } 2147 2148 if (cleanupColors) delete[] colors; 2149 2150 return DrawGlInfo::kStatusDrew; 2151} 2152 2153status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2154 float srcLeft, float srcTop, float srcRight, float srcBottom, 2155 float dstLeft, float dstTop, float dstRight, float dstBottom, 2156 const SkPaint* paint) { 2157 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2158 return DrawGlInfo::kStatusDone; 2159 } 2160 2161 mCaches.activeTexture(0); 2162 Texture* texture = getTexture(bitmap); 2163 if (!texture) return DrawGlInfo::kStatusDone; 2164 const AutoTexture autoCleanup(texture); 2165 2166 const float width = texture->width; 2167 const float height = texture->height; 2168 2169 float u1 = fmax(0.0f, srcLeft / width); 2170 float v1 = fmax(0.0f, srcTop / height); 2171 float u2 = fmin(1.0f, srcRight / width); 2172 float v2 = fmin(1.0f, srcBottom / height); 2173 2174 getMapper(texture).map(u1, v1, u2, v2); 2175 2176 mCaches.unbindMeshBuffer(); 2177 resetDrawTextureTexCoords(u1, v1, u2, v2); 2178 2179 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2180 2181 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2182 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2183 2184 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2185 // Apply a scale transform on the canvas only when a shader is in use 2186 // Skia handles the ratio between the dst and src rects as a scale factor 2187 // when a shader is set 2188 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2189 bool ignoreTransform = false; 2190 2191 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2192 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2193 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2194 2195 dstRight = x + (dstRight - dstLeft); 2196 dstBottom = y + (dstBottom - dstTop); 2197 2198 dstLeft = x; 2199 dstTop = y; 2200 2201 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2202 ignoreTransform = true; 2203 } else { 2204 texture->setFilter(getFilter(paint), true); 2205 } 2206 2207 if (CC_UNLIKELY(useScaleTransform)) { 2208 save(SkCanvas::kMatrix_SaveFlag); 2209 translate(dstLeft, dstTop); 2210 scale(scaleX, scaleY); 2211 2212 dstLeft = 0.0f; 2213 dstTop = 0.0f; 2214 2215 dstRight = srcRight - srcLeft; 2216 dstBottom = srcBottom - srcTop; 2217 } 2218 2219 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2220 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2221 texture->id, paint, 2222 &mMeshVertices[0].x, &mMeshVertices[0].u, 2223 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2224 } else { 2225 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2226 texture->id, paint, texture->blend, 2227 &mMeshVertices[0].x, &mMeshVertices[0].u, 2228 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2229 } 2230 2231 if (CC_UNLIKELY(useScaleTransform)) { 2232 restore(); 2233 } 2234 2235 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2236 2237 return DrawGlInfo::kStatusDrew; 2238} 2239 2240status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2241 float left, float top, float right, float bottom, const SkPaint* paint) { 2242 if (quickRejectSetupScissor(left, top, right, bottom)) { 2243 return DrawGlInfo::kStatusDone; 2244 } 2245 2246 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2247 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2248 right - left, bottom - top, patch); 2249 2250 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2251} 2252 2253status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2254 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2255 const SkPaint* paint) { 2256 if (quickRejectSetupScissor(left, top, right, bottom)) { 2257 return DrawGlInfo::kStatusDone; 2258 } 2259 2260 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2261 mCaches.activeTexture(0); 2262 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2263 if (!texture) return DrawGlInfo::kStatusDone; 2264 const AutoTexture autoCleanup(texture); 2265 2266 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2267 texture->setFilter(GL_LINEAR, true); 2268 2269 const bool pureTranslate = currentTransform()->isPureTranslate(); 2270 // Mark the current layer dirty where we are going to draw the patch 2271 if (hasLayer() && mesh->hasEmptyQuads) { 2272 const float offsetX = left + currentTransform()->getTranslateX(); 2273 const float offsetY = top + currentTransform()->getTranslateY(); 2274 const size_t count = mesh->quads.size(); 2275 for (size_t i = 0; i < count; i++) { 2276 const Rect& bounds = mesh->quads.itemAt(i); 2277 if (CC_LIKELY(pureTranslate)) { 2278 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2279 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2280 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2281 } else { 2282 dirtyLayer(left + bounds.left, top + bounds.top, 2283 left + bounds.right, top + bounds.bottom, *currentTransform()); 2284 } 2285 } 2286 } 2287 2288 bool ignoreTransform = false; 2289 if (CC_LIKELY(pureTranslate)) { 2290 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2291 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2292 2293 right = x + right - left; 2294 bottom = y + bottom - top; 2295 left = x; 2296 top = y; 2297 ignoreTransform = true; 2298 } 2299 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2300 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2301 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2302 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2303 } 2304 2305 return DrawGlInfo::kStatusDrew; 2306} 2307 2308/** 2309 * Important note: this method is intended to draw batches of 9-patch objects and 2310 * will not set the scissor enable or dirty the current layer, if any. 2311 * The caller is responsible for properly dirtying the current layer. 2312 */ 2313status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2314 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2315 mCaches.activeTexture(0); 2316 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2317 if (!texture) return DrawGlInfo::kStatusDone; 2318 const AutoTexture autoCleanup(texture); 2319 2320 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2321 texture->setFilter(GL_LINEAR, true); 2322 2323 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2324 texture->blend, &vertices[0].x, &vertices[0].u, 2325 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2326 2327 return DrawGlInfo::kStatusDrew; 2328} 2329 2330status_t OpenGLRenderer::drawVertexBuffer(VertexBufferMode mode, 2331 const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) { 2332 // not missing call to quickReject/dirtyLayer, always done at a higher level 2333 if (!vertexBuffer.getVertexCount()) { 2334 // no vertices to draw 2335 return DrawGlInfo::kStatusDone; 2336 } 2337 2338 int color = paint->getColor(); 2339 bool isAA = paint->isAntiAlias(); 2340 2341 setupDraw(); 2342 setupDrawNoTexture(); 2343 if (isAA) setupDrawAA(); 2344 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2345 setupDrawColorFilter(getColorFilter(paint)); 2346 setupDrawShader(); 2347 setupDrawBlending(paint, isAA); 2348 setupDrawProgram(); 2349 setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0); 2350 setupDrawColorUniforms(); 2351 setupDrawColorFilterUniforms(getColorFilter(paint)); 2352 setupDrawShaderUniforms(); 2353 2354 const void* vertices = vertexBuffer.getBuffer(); 2355 bool force = mCaches.unbindMeshBuffer(); 2356 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2357 mCaches.resetTexCoordsVertexPointer(); 2358 2359 2360 int alphaSlot = -1; 2361 if (isAA) { 2362 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2363 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2364 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2365 glEnableVertexAttribArray(alphaSlot); 2366 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2367 } 2368 2369 if (mode == kVertexBufferMode_Standard) { 2370 mCaches.unbindIndicesBuffer(); 2371 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2372 } else if (mode == kVertexBufferMode_OnePolyRingShadow) { 2373 mCaches.bindShadowIndicesBuffer(); 2374 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2375 } else if (mode == kVertexBufferMode_TwoPolyRingShadow) { 2376 mCaches.bindShadowIndicesBuffer(); 2377 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2378 } 2379 2380 if (isAA) { 2381 glDisableVertexAttribArray(alphaSlot); 2382 } 2383 2384 return DrawGlInfo::kStatusDrew; 2385} 2386 2387/** 2388 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2389 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2390 * screen space in all directions. However, instead of using a fragment shader to compute the 2391 * translucency of the color from its position, we simply use a varying parameter to define how far 2392 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2393 * 2394 * Doesn't yet support joins, caps, or path effects. 2395 */ 2396status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2397 VertexBuffer vertexBuffer; 2398 // TODO: try clipping large paths to viewport 2399 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2400 2401 if (hasLayer()) { 2402 SkRect bounds = path.getBounds(); 2403 PathTessellator::expandBoundsForStroke(bounds, paint); 2404 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2405 } 2406 2407 return drawVertexBuffer(kVertexBufferMode_Standard, vertexBuffer, paint); 2408} 2409 2410/** 2411 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2412 * and additional geometry for defining an alpha slope perimeter. 2413 * 2414 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2415 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2416 * in-shader alpha region, but found it to be taxing on some GPUs. 2417 * 2418 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2419 * memory transfer by removing need for degenerate vertices. 2420 */ 2421status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2422 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2423 2424 count &= ~0x3; // round down to nearest four 2425 2426 VertexBuffer buffer; 2427 SkRect bounds; 2428 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), bounds, buffer); 2429 2430 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2431 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2432 return DrawGlInfo::kStatusDone; 2433 } 2434 2435 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2436 2437 bool useOffset = !paint->isAntiAlias(); 2438 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2439} 2440 2441status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2442 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2443 2444 count &= ~0x1; // round down to nearest two 2445 2446 VertexBuffer buffer; 2447 SkRect bounds; 2448 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), bounds, buffer); 2449 2450 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2451 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2452 return DrawGlInfo::kStatusDone; 2453 } 2454 2455 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2456 2457 bool useOffset = !paint->isAntiAlias(); 2458 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2459} 2460 2461status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2462 // No need to check against the clip, we fill the clip region 2463 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2464 2465 Rect clip(*currentClipRect()); 2466 clip.snapToPixelBoundaries(); 2467 2468 SkPaint paint; 2469 paint.setColor(color); 2470 paint.setXfermodeMode(mode); 2471 2472 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2473 2474 return DrawGlInfo::kStatusDrew; 2475} 2476 2477status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2478 const SkPaint* paint) { 2479 if (!texture) return DrawGlInfo::kStatusDone; 2480 const AutoTexture autoCleanup(texture); 2481 2482 const float x = left + texture->left - texture->offset; 2483 const float y = top + texture->top - texture->offset; 2484 2485 drawPathTexture(texture, x, y, paint); 2486 2487 return DrawGlInfo::kStatusDrew; 2488} 2489 2490status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2491 float rx, float ry, const SkPaint* p) { 2492 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2493 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2494 return DrawGlInfo::kStatusDone; 2495 } 2496 2497 if (p->getPathEffect() != 0) { 2498 mCaches.activeTexture(0); 2499 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2500 right - left, bottom - top, rx, ry, p); 2501 return drawShape(left, top, texture, p); 2502 } 2503 2504 SkPath path; 2505 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2506 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2507 float outset = p->getStrokeWidth() / 2; 2508 rect.outset(outset, outset); 2509 rx += outset; 2510 ry += outset; 2511 } 2512 path.addRoundRect(rect, rx, ry); 2513 return drawConvexPath(path, p); 2514} 2515 2516status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2517 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius, 2518 x + radius, y + radius, p) || 2519 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2520 return DrawGlInfo::kStatusDone; 2521 } 2522 if (p->getPathEffect() != 0) { 2523 mCaches.activeTexture(0); 2524 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2525 return drawShape(x - radius, y - radius, texture, p); 2526 } 2527 2528 SkPath path; 2529 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2530 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2531 } else { 2532 path.addCircle(x, y, radius); 2533 } 2534 return drawConvexPath(path, p); 2535} 2536 2537status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2538 const SkPaint* p) { 2539 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2540 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2541 return DrawGlInfo::kStatusDone; 2542 } 2543 2544 if (p->getPathEffect() != 0) { 2545 mCaches.activeTexture(0); 2546 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2547 return drawShape(left, top, texture, p); 2548 } 2549 2550 SkPath path; 2551 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2552 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2553 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2554 } 2555 path.addOval(rect); 2556 return drawConvexPath(path, p); 2557} 2558 2559status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2560 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2561 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2562 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2563 return DrawGlInfo::kStatusDone; 2564 } 2565 2566 if (fabs(sweepAngle) >= 360.0f) { 2567 return drawOval(left, top, right, bottom, p); 2568 } 2569 2570 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2571 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2572 mCaches.activeTexture(0); 2573 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2574 startAngle, sweepAngle, useCenter, p); 2575 return drawShape(left, top, texture, p); 2576 } 2577 2578 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2579 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2580 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2581 } 2582 2583 SkPath path; 2584 if (useCenter) { 2585 path.moveTo(rect.centerX(), rect.centerY()); 2586 } 2587 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2588 if (useCenter) { 2589 path.close(); 2590 } 2591 return drawConvexPath(path, p); 2592} 2593 2594// See SkPaintDefaults.h 2595#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2596 2597status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2598 const SkPaint* p) { 2599 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2600 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2601 return DrawGlInfo::kStatusDone; 2602 } 2603 2604 if (p->getStyle() != SkPaint::kFill_Style) { 2605 // only fill style is supported by drawConvexPath, since others have to handle joins 2606 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2607 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2608 mCaches.activeTexture(0); 2609 const PathTexture* texture = 2610 mCaches.pathCache.getRect(right - left, bottom - top, p); 2611 return drawShape(left, top, texture, p); 2612 } 2613 2614 SkPath path; 2615 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2616 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2617 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2618 } 2619 path.addRect(rect); 2620 return drawConvexPath(path, p); 2621 } 2622 2623 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2624 SkPath path; 2625 path.addRect(left, top, right, bottom); 2626 return drawConvexPath(path, p); 2627 } else { 2628 drawColorRect(left, top, right, bottom, p); 2629 return DrawGlInfo::kStatusDrew; 2630 } 2631} 2632 2633void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2634 int bytesCount, int count, const float* positions, 2635 FontRenderer& fontRenderer, int alpha, float x, float y) { 2636 mCaches.activeTexture(0); 2637 2638 TextShadow textShadow; 2639 if (!getTextShadow(paint, &textShadow)) { 2640 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2641 } 2642 2643 // NOTE: The drop shadow will not perform gamma correction 2644 // if shader-based correction is enabled 2645 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2646 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2647 paint, text, bytesCount, count, textShadow.radius, positions); 2648 // If the drop shadow exceeds the max texture size or couldn't be 2649 // allocated, skip drawing 2650 if (!shadow) return; 2651 const AutoTexture autoCleanup(shadow); 2652 2653 const float sx = x - shadow->left + textShadow.dx; 2654 const float sy = y - shadow->top + textShadow.dy; 2655 2656 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2657 if (mDrawModifiers.mShader) { 2658 textShadow.color = SK_ColorWHITE; 2659 } 2660 2661 setupDraw(); 2662 setupDrawWithTexture(true); 2663 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2664 setupDrawColorFilter(getColorFilter(paint)); 2665 setupDrawShader(); 2666 setupDrawBlending(paint, true); 2667 setupDrawProgram(); 2668 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2669 sx, sy, sx + shadow->width, sy + shadow->height); 2670 setupDrawTexture(shadow->id); 2671 setupDrawPureColorUniforms(); 2672 setupDrawColorFilterUniforms(getColorFilter(paint)); 2673 setupDrawShaderUniforms(); 2674 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2675 2676 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2677} 2678 2679bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2680 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2681 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2682} 2683 2684status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2685 const float* positions, const SkPaint* paint) { 2686 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2687 return DrawGlInfo::kStatusDone; 2688 } 2689 2690 // NOTE: Skia does not support perspective transform on drawPosText yet 2691 if (!currentTransform()->isSimple()) { 2692 return DrawGlInfo::kStatusDone; 2693 } 2694 2695 mCaches.enableScissor(); 2696 2697 float x = 0.0f; 2698 float y = 0.0f; 2699 const bool pureTranslate = currentTransform()->isPureTranslate(); 2700 if (pureTranslate) { 2701 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2702 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2703 } 2704 2705 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2706 fontRenderer.setFont(paint, mat4::identity()); 2707 2708 int alpha; 2709 SkXfermode::Mode mode; 2710 getAlphaAndMode(paint, &alpha, &mode); 2711 2712 if (CC_UNLIKELY(hasTextShadow(paint))) { 2713 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2714 alpha, 0.0f, 0.0f); 2715 } 2716 2717 // Pick the appropriate texture filtering 2718 bool linearFilter = currentTransform()->changesBounds(); 2719 if (pureTranslate && !linearFilter) { 2720 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2721 } 2722 fontRenderer.setTextureFiltering(linearFilter); 2723 2724 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2725 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2726 2727 const bool hasActiveLayer = hasLayer(); 2728 2729 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2730 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2731 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2732 if (hasActiveLayer) { 2733 if (!pureTranslate) { 2734 currentTransform()->mapRect(bounds); 2735 } 2736 dirtyLayerUnchecked(bounds, getRegion()); 2737 } 2738 } 2739 2740 return DrawGlInfo::kStatusDrew; 2741} 2742 2743mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2744 mat4 fontTransform; 2745 if (CC_LIKELY(transform.isPureTranslate())) { 2746 fontTransform = mat4::identity(); 2747 } else { 2748 if (CC_UNLIKELY(transform.isPerspective())) { 2749 fontTransform = mat4::identity(); 2750 } else { 2751 float sx, sy; 2752 currentTransform()->decomposeScale(sx, sy); 2753 fontTransform.loadScale(sx, sy, 1.0f); 2754 } 2755 } 2756 return fontTransform; 2757} 2758 2759status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2760 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2761 DrawOpMode drawOpMode) { 2762 2763 if (drawOpMode == kDrawOpMode_Immediate) { 2764 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2765 // drawing as ops from DeferredDisplayList are already filtered for these 2766 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2767 quickRejectSetupScissor(bounds)) { 2768 return DrawGlInfo::kStatusDone; 2769 } 2770 } 2771 2772 const float oldX = x; 2773 const float oldY = y; 2774 2775 const mat4& transform = *currentTransform(); 2776 const bool pureTranslate = transform.isPureTranslate(); 2777 2778 if (CC_LIKELY(pureTranslate)) { 2779 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2780 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2781 } 2782 2783 int alpha; 2784 SkXfermode::Mode mode; 2785 getAlphaAndMode(paint, &alpha, &mode); 2786 2787 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2788 2789 if (CC_UNLIKELY(hasTextShadow(paint))) { 2790 fontRenderer.setFont(paint, mat4::identity()); 2791 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2792 alpha, oldX, oldY); 2793 } 2794 2795 const bool hasActiveLayer = hasLayer(); 2796 2797 // We only pass a partial transform to the font renderer. That partial 2798 // matrix defines how glyphs are rasterized. Typically we want glyphs 2799 // to be rasterized at their final size on screen, which means the partial 2800 // matrix needs to take the scale factor into account. 2801 // When a partial matrix is used to transform glyphs during rasterization, 2802 // the mesh is generated with the inverse transform (in the case of scale, 2803 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2804 // apply the full transform matrix at draw time in the vertex shader. 2805 // Applying the full matrix in the shader is the easiest way to handle 2806 // rotation and perspective and allows us to always generated quads in the 2807 // font renderer which greatly simplifies the code, clipping in particular. 2808 mat4 fontTransform = findBestFontTransform(transform); 2809 fontRenderer.setFont(paint, fontTransform); 2810 2811 // Pick the appropriate texture filtering 2812 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2813 fontRenderer.setTextureFiltering(linearFilter); 2814 2815 // TODO: Implement better clipping for scaled/rotated text 2816 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2817 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2818 2819 bool status; 2820 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2821 2822 // don't call issuedrawcommand, do it at end of batch 2823 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2824 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2825 SkPaint paintCopy(*paint); 2826 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2827 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2828 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2829 } else { 2830 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2831 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2832 } 2833 2834 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2835 if (!pureTranslate) { 2836 transform.mapRect(layerBounds); 2837 } 2838 dirtyLayerUnchecked(layerBounds, getRegion()); 2839 } 2840 2841 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2842 2843 return DrawGlInfo::kStatusDrew; 2844} 2845 2846status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2847 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2848 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2849 return DrawGlInfo::kStatusDone; 2850 } 2851 2852 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2853 mCaches.enableScissor(); 2854 2855 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2856 fontRenderer.setFont(paint, mat4::identity()); 2857 fontRenderer.setTextureFiltering(true); 2858 2859 int alpha; 2860 SkXfermode::Mode mode; 2861 getAlphaAndMode(paint, &alpha, &mode); 2862 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2863 2864 const Rect* clip = &mSnapshot->getLocalClip(); 2865 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2866 2867 const bool hasActiveLayer = hasLayer(); 2868 2869 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2870 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2871 if (hasActiveLayer) { 2872 currentTransform()->mapRect(bounds); 2873 dirtyLayerUnchecked(bounds, getRegion()); 2874 } 2875 } 2876 2877 return DrawGlInfo::kStatusDrew; 2878} 2879 2880status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2881 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2882 2883 mCaches.activeTexture(0); 2884 2885 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2886 if (!texture) return DrawGlInfo::kStatusDone; 2887 const AutoTexture autoCleanup(texture); 2888 2889 const float x = texture->left - texture->offset; 2890 const float y = texture->top - texture->offset; 2891 2892 drawPathTexture(texture, x, y, paint); 2893 2894 return DrawGlInfo::kStatusDrew; 2895} 2896 2897status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2898 if (!layer) { 2899 return DrawGlInfo::kStatusDone; 2900 } 2901 2902 mat4* transform = NULL; 2903 if (layer->isTextureLayer()) { 2904 transform = &layer->getTransform(); 2905 if (!transform->isIdentity()) { 2906 save(SkCanvas::kMatrix_SaveFlag); 2907 concatMatrix(*transform); 2908 } 2909 } 2910 2911 bool clipRequired = false; 2912 const bool rejected = calculateQuickRejectForScissor(x, y, 2913 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false); 2914 2915 if (rejected) { 2916 if (transform && !transform->isIdentity()) { 2917 restore(); 2918 } 2919 return DrawGlInfo::kStatusDone; 2920 } 2921 2922 updateLayer(layer, true); 2923 2924 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2925 mCaches.activeTexture(0); 2926 2927 if (CC_LIKELY(!layer->region.isEmpty())) { 2928 if (layer->region.isRect()) { 2929 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2930 composeLayerRect(layer, layer->regionRect)); 2931 } else if (layer->mesh) { 2932 2933 const float a = getLayerAlpha(layer); 2934 setupDraw(); 2935 setupDrawWithTexture(); 2936 setupDrawColor(a, a, a, a); 2937 setupDrawColorFilter(layer->getColorFilter()); 2938 setupDrawBlending(layer); 2939 setupDrawProgram(); 2940 setupDrawPureColorUniforms(); 2941 setupDrawColorFilterUniforms(layer->getColorFilter()); 2942 setupDrawTexture(layer->getTexture()); 2943 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2944 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2945 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2946 2947 layer->setFilter(GL_NEAREST); 2948 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2949 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2950 } else { 2951 layer->setFilter(GL_LINEAR); 2952 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2953 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2954 } 2955 2956 TextureVertex* mesh = &layer->mesh[0]; 2957 GLsizei elementsCount = layer->meshElementCount; 2958 2959 while (elementsCount > 0) { 2960 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2961 2962 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2963 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2964 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2965 2966 elementsCount -= drawCount; 2967 // Though there are 4 vertices in a quad, we use 6 indices per 2968 // quad to draw with GL_TRIANGLES 2969 mesh += (drawCount / 6) * 4; 2970 } 2971 2972#if DEBUG_LAYERS_AS_REGIONS 2973 drawRegionRectsDebug(layer->region); 2974#endif 2975 } 2976 2977 if (layer->debugDrawUpdate) { 2978 layer->debugDrawUpdate = false; 2979 2980 SkPaint paint; 2981 paint.setColor(0x7f00ff00); 2982 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2983 } 2984 } 2985 layer->hasDrawnSinceUpdate = true; 2986 2987 if (transform && !transform->isIdentity()) { 2988 restore(); 2989 } 2990 2991 return DrawGlInfo::kStatusDrew; 2992} 2993 2994/////////////////////////////////////////////////////////////////////////////// 2995// Shaders 2996/////////////////////////////////////////////////////////////////////////////// 2997 2998void OpenGLRenderer::resetShader() { 2999 mDrawModifiers.mShader = NULL; 3000} 3001 3002void OpenGLRenderer::setupShader(SkiaShader* shader) { 3003 mDrawModifiers.mShader = shader; 3004 if (mDrawModifiers.mShader) { 3005 mDrawModifiers.mShader->setCaches(mCaches); 3006 } 3007} 3008 3009/////////////////////////////////////////////////////////////////////////////// 3010// Draw filters 3011/////////////////////////////////////////////////////////////////////////////// 3012 3013void OpenGLRenderer::resetPaintFilter() { 3014 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3015 // comparison, see MergingDrawBatch::canMergeWith 3016 mDrawModifiers.mHasDrawFilter = false; 3017 mDrawModifiers.mPaintFilterClearBits = 0; 3018 mDrawModifiers.mPaintFilterSetBits = 0; 3019} 3020 3021void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3022 mDrawModifiers.mHasDrawFilter = true; 3023 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3024 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3025} 3026 3027const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3028 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3029 return paint; 3030 } 3031 3032 uint32_t flags = paint->getFlags(); 3033 3034 mFilteredPaint = *paint; 3035 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3036 mDrawModifiers.mPaintFilterSetBits); 3037 3038 return &mFilteredPaint; 3039} 3040 3041/////////////////////////////////////////////////////////////////////////////// 3042// Drawing implementation 3043/////////////////////////////////////////////////////////////////////////////// 3044 3045Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3046 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3047 if (!texture) { 3048 return mCaches.textureCache.get(bitmap); 3049 } 3050 return texture; 3051} 3052 3053void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3054 float x, float y, const SkPaint* paint) { 3055 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3056 return; 3057 } 3058 3059 int alpha; 3060 SkXfermode::Mode mode; 3061 getAlphaAndMode(paint, &alpha, &mode); 3062 3063 setupDraw(); 3064 setupDrawWithTexture(true); 3065 setupDrawAlpha8Color(paint->getColor(), alpha); 3066 setupDrawColorFilter(getColorFilter(paint)); 3067 setupDrawShader(); 3068 setupDrawBlending(paint, true); 3069 setupDrawProgram(); 3070 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3071 x, y, x + texture->width, y + texture->height); 3072 setupDrawTexture(texture->id); 3073 setupDrawPureColorUniforms(); 3074 setupDrawColorFilterUniforms(getColorFilter(paint)); 3075 setupDrawShaderUniforms(); 3076 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3077 3078 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3079} 3080 3081// Same values used by Skia 3082#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3083#define kStdUnderline_Offset (1.0f / 9.0f) 3084#define kStdUnderline_Thickness (1.0f / 18.0f) 3085 3086void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3087 const SkPaint* paint) { 3088 // Handle underline and strike-through 3089 uint32_t flags = paint->getFlags(); 3090 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3091 SkPaint paintCopy(*paint); 3092 3093 if (CC_LIKELY(underlineWidth > 0.0f)) { 3094 const float textSize = paintCopy.getTextSize(); 3095 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3096 3097 const float left = x; 3098 float top = 0.0f; 3099 3100 int linesCount = 0; 3101 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3102 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3103 3104 const int pointsCount = 4 * linesCount; 3105 float points[pointsCount]; 3106 int currentPoint = 0; 3107 3108 if (flags & SkPaint::kUnderlineText_Flag) { 3109 top = y + textSize * kStdUnderline_Offset; 3110 points[currentPoint++] = left; 3111 points[currentPoint++] = top; 3112 points[currentPoint++] = left + underlineWidth; 3113 points[currentPoint++] = top; 3114 } 3115 3116 if (flags & SkPaint::kStrikeThruText_Flag) { 3117 top = y + textSize * kStdStrikeThru_Offset; 3118 points[currentPoint++] = left; 3119 points[currentPoint++] = top; 3120 points[currentPoint++] = left + underlineWidth; 3121 points[currentPoint++] = top; 3122 } 3123 3124 paintCopy.setStrokeWidth(strokeWidth); 3125 3126 drawLines(&points[0], pointsCount, &paintCopy); 3127 } 3128 } 3129} 3130 3131status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3132 if (currentSnapshot()->isIgnored()) { 3133 return DrawGlInfo::kStatusDone; 3134 } 3135 3136 return drawColorRects(rects, count, paint, false, true, true); 3137} 3138 3139static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3140 // map z coordinate with true 3d matrix 3141 point.z = transformZ.mapZ(point); 3142 3143 // map x,y coordinates with draw/Skia matrix 3144 transformXY.mapPoint(point.x, point.y); 3145} 3146 3147status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& casterTransformZ, 3148 float casterAlpha, bool casterUnclipped, const SkPath* casterPerimeter) { 3149 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3150 3151 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3152 mCaches.enableScissor(); 3153 3154 SkPaint paint; 3155 paint.setAntiAlias(true); // want to use AlphaVertex 3156 3157 // tessellate caster outline into a 2d polygon 3158 Vector<Vertex> casterVertices2d; 3159 const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value 3160 PathTessellator::approximatePathOutlineVertices(*casterPerimeter, 3161 casterRefinementThresholdSquared, casterVertices2d); 3162 if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) { 3163 ShadowTessellator::reverseVertexArray(casterVertices2d.editArray(), 3164 casterVertices2d.size()); 3165 } 3166 3167 if (casterVertices2d.size() == 0) { 3168 // empty caster polygon computed from path 3169 return DrawGlInfo::kStatusDone; 3170 } 3171 3172 // map 2d caster poly into 3d 3173 const int casterVertexCount = casterVertices2d.size(); 3174 Vector3 casterPolygon[casterVertexCount]; 3175 float minZ = FLT_MAX; 3176 float maxZ = -FLT_MAX; 3177 for (int i = 0; i < casterVertexCount; i++) { 3178 const Vertex& point2d = casterVertices2d[i]; 3179 casterPolygon[i] = Vector3(point2d.x, point2d.y, 0); 3180 mapPointFakeZ(casterPolygon[i], casterTransformXY, casterTransformZ); 3181 minZ = fmin(minZ, casterPolygon[i].z); 3182 maxZ = fmax(maxZ, casterPolygon[i].z); 3183 } 3184 3185 // map the centroid of the caster into 3d 3186 Vector2 centroid = ShadowTessellator::centroid2d( 3187 reinterpret_cast<const Vector2*>(casterVertices2d.array()), 3188 casterVertexCount); 3189 Vector3 centroid3d(centroid.x, centroid.y, 0); 3190 mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ); 3191 3192 // if the caster intersects the z=0 plane, lift it in Z so it doesn't 3193 if (minZ < SHADOW_MIN_CASTER_Z) { 3194 float casterLift = SHADOW_MIN_CASTER_Z - minZ; 3195 for (int i = 0; i < casterVertexCount; i++) { 3196 casterPolygon[i].z += casterLift; 3197 } 3198 centroid3d.z += casterLift; 3199 } 3200 3201 // Check whether we want to draw the shadow at all by checking the caster's 3202 // bounds against clip. 3203 // We only have ortho projection, so we can just ignore the Z in caster for 3204 // simple rejection calculation. 3205 Rect localClip = mSnapshot->getLocalClip(); 3206 Rect casterBounds(casterPerimeter->getBounds()); 3207 casterTransformXY.mapRect(casterBounds); 3208 3209 bool isCasterOpaque = (casterAlpha == 1.0f) && casterUnclipped; 3210 // draw caster's shadows 3211 if (mCaches.propertyAmbientShadowStrength > 0) { 3212 paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0); 3213 VertexBuffer ambientShadowVertexBuffer; 3214 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateAmbientShadow( 3215 isCasterOpaque, casterPolygon, casterVertexCount, centroid3d, 3216 casterBounds, localClip, maxZ, ambientShadowVertexBuffer); 3217 drawVertexBuffer(vertexBufferMode, ambientShadowVertexBuffer, &paint); 3218 } 3219 3220 if (mCaches.propertySpotShadowStrength > 0) { 3221 paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0); 3222 VertexBuffer spotShadowVertexBuffer; 3223 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateSpotShadow( 3224 isCasterOpaque, casterPolygon, casterVertexCount, 3225 *currentTransform(), getWidth(), getHeight(), casterBounds, localClip, 3226 spotShadowVertexBuffer); 3227 drawVertexBuffer(vertexBufferMode, spotShadowVertexBuffer, &paint); 3228 } 3229 3230 return DrawGlInfo::kStatusDrew; 3231} 3232 3233status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3234 bool ignoreTransform, bool dirty, bool clip) { 3235 if (count == 0) { 3236 return DrawGlInfo::kStatusDone; 3237 } 3238 3239 int color = paint->getColor(); 3240 // If a shader is set, preserve only the alpha 3241 if (mDrawModifiers.mShader) { 3242 color |= 0x00ffffff; 3243 } 3244 3245 float left = FLT_MAX; 3246 float top = FLT_MAX; 3247 float right = FLT_MIN; 3248 float bottom = FLT_MIN; 3249 3250 Vertex mesh[count]; 3251 Vertex* vertex = mesh; 3252 3253 for (int index = 0; index < count; index += 4) { 3254 float l = rects[index + 0]; 3255 float t = rects[index + 1]; 3256 float r = rects[index + 2]; 3257 float b = rects[index + 3]; 3258 3259 Vertex::set(vertex++, l, t); 3260 Vertex::set(vertex++, r, t); 3261 Vertex::set(vertex++, l, b); 3262 Vertex::set(vertex++, r, b); 3263 3264 left = fminf(left, l); 3265 top = fminf(top, t); 3266 right = fmaxf(right, r); 3267 bottom = fmaxf(bottom, b); 3268 } 3269 3270 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3271 return DrawGlInfo::kStatusDone; 3272 } 3273 3274 setupDraw(); 3275 setupDrawNoTexture(); 3276 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3277 setupDrawShader(); 3278 setupDrawColorFilter(getColorFilter(paint)); 3279 setupDrawBlending(paint); 3280 setupDrawProgram(); 3281 setupDrawDirtyRegionsDisabled(); 3282 setupDrawModelView(kModelViewMode_Translate, false, 3283 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3284 setupDrawColorUniforms(); 3285 setupDrawShaderUniforms(); 3286 setupDrawColorFilterUniforms(getColorFilter(paint)); 3287 3288 if (dirty && hasLayer()) { 3289 dirtyLayer(left, top, right, bottom, *currentTransform()); 3290 } 3291 3292 issueIndexedQuadDraw(&mesh[0], count / 4); 3293 3294 return DrawGlInfo::kStatusDrew; 3295} 3296 3297void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3298 const SkPaint* paint, bool ignoreTransform) { 3299 int color = paint->getColor(); 3300 // If a shader is set, preserve only the alpha 3301 if (mDrawModifiers.mShader) { 3302 color |= 0x00ffffff; 3303 } 3304 3305 setupDraw(); 3306 setupDrawNoTexture(); 3307 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3308 setupDrawShader(); 3309 setupDrawColorFilter(getColorFilter(paint)); 3310 setupDrawBlending(paint); 3311 setupDrawProgram(); 3312 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3313 left, top, right, bottom, ignoreTransform); 3314 setupDrawColorUniforms(); 3315 setupDrawShaderUniforms(ignoreTransform); 3316 setupDrawColorFilterUniforms(getColorFilter(paint)); 3317 setupDrawSimpleMesh(); 3318 3319 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3320} 3321 3322void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3323 Texture* texture, const SkPaint* paint) { 3324 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3325 3326 GLvoid* vertices = (GLvoid*) NULL; 3327 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3328 3329 if (texture->uvMapper) { 3330 vertices = &mMeshVertices[0].x; 3331 texCoords = &mMeshVertices[0].u; 3332 3333 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3334 texture->uvMapper->map(uvs); 3335 3336 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3337 } 3338 3339 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3340 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3341 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3342 3343 texture->setFilter(GL_NEAREST, true); 3344 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3345 paint, texture->blend, vertices, texCoords, 3346 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3347 } else { 3348 texture->setFilter(getFilter(paint), true); 3349 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3350 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3351 } 3352 3353 if (texture->uvMapper) { 3354 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3355 } 3356} 3357 3358void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3359 GLuint texture, const SkPaint* paint, bool blend, 3360 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3361 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3362 ModelViewMode modelViewMode, bool dirty) { 3363 3364 int a; 3365 SkXfermode::Mode mode; 3366 getAlphaAndMode(paint, &a, &mode); 3367 const float alpha = a / 255.0f; 3368 3369 setupDraw(); 3370 setupDrawWithTexture(); 3371 setupDrawColor(alpha, alpha, alpha, alpha); 3372 setupDrawColorFilter(getColorFilter(paint)); 3373 setupDrawBlending(paint, blend, swapSrcDst); 3374 setupDrawProgram(); 3375 if (!dirty) setupDrawDirtyRegionsDisabled(); 3376 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3377 setupDrawTexture(texture); 3378 setupDrawPureColorUniforms(); 3379 setupDrawColorFilterUniforms(getColorFilter(paint)); 3380 setupDrawMesh(vertices, texCoords, vbo); 3381 3382 glDrawArrays(drawMode, 0, elementsCount); 3383} 3384 3385void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3386 GLuint texture, const SkPaint* paint, bool blend, 3387 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3388 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3389 ModelViewMode modelViewMode, bool dirty) { 3390 3391 int a; 3392 SkXfermode::Mode mode; 3393 getAlphaAndMode(paint, &a, &mode); 3394 const float alpha = a / 255.0f; 3395 3396 setupDraw(); 3397 setupDrawWithTexture(); 3398 setupDrawColor(alpha, alpha, alpha, alpha); 3399 setupDrawColorFilter(getColorFilter(paint)); 3400 setupDrawBlending(paint, blend, swapSrcDst); 3401 setupDrawProgram(); 3402 if (!dirty) setupDrawDirtyRegionsDisabled(); 3403 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3404 setupDrawTexture(texture); 3405 setupDrawPureColorUniforms(); 3406 setupDrawColorFilterUniforms(getColorFilter(paint)); 3407 setupDrawMeshIndices(vertices, texCoords, vbo); 3408 3409 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3410} 3411 3412void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3413 GLuint texture, const SkPaint* paint, 3414 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3415 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3416 3417 int color = paint != NULL ? paint->getColor() : 0; 3418 int alpha; 3419 SkXfermode::Mode mode; 3420 getAlphaAndMode(paint, &alpha, &mode); 3421 3422 setupDraw(); 3423 setupDrawWithTexture(true); 3424 if (paint != NULL) { 3425 setupDrawAlpha8Color(color, alpha); 3426 } 3427 setupDrawColorFilter(getColorFilter(paint)); 3428 setupDrawShader(); 3429 setupDrawBlending(paint, true); 3430 setupDrawProgram(); 3431 if (!dirty) setupDrawDirtyRegionsDisabled(); 3432 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3433 setupDrawTexture(texture); 3434 setupDrawPureColorUniforms(); 3435 setupDrawColorFilterUniforms(getColorFilter(paint)); 3436 setupDrawShaderUniforms(ignoreTransform); 3437 setupDrawMesh(vertices, texCoords); 3438 3439 glDrawArrays(drawMode, 0, elementsCount); 3440} 3441 3442void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3443 ProgramDescription& description, bool swapSrcDst) { 3444 if (mCountOverdraw) { 3445 if (!mCaches.blend) glEnable(GL_BLEND); 3446 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3447 glBlendFunc(GL_ONE, GL_ONE); 3448 } 3449 3450 mCaches.blend = true; 3451 mCaches.lastSrcMode = GL_ONE; 3452 mCaches.lastDstMode = GL_ONE; 3453 3454 return; 3455 } 3456 3457 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3458 3459 if (blend) { 3460 // These blend modes are not supported by OpenGL directly and have 3461 // to be implemented using shaders. Since the shader will perform 3462 // the blending, turn blending off here 3463 // If the blend mode cannot be implemented using shaders, fall 3464 // back to the default SrcOver blend mode instead 3465 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3466 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3467 description.framebufferMode = mode; 3468 description.swapSrcDst = swapSrcDst; 3469 3470 if (mCaches.blend) { 3471 glDisable(GL_BLEND); 3472 mCaches.blend = false; 3473 } 3474 3475 return; 3476 } else { 3477 mode = SkXfermode::kSrcOver_Mode; 3478 } 3479 } 3480 3481 if (!mCaches.blend) { 3482 glEnable(GL_BLEND); 3483 } 3484 3485 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3486 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3487 3488 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3489 glBlendFunc(sourceMode, destMode); 3490 mCaches.lastSrcMode = sourceMode; 3491 mCaches.lastDstMode = destMode; 3492 } 3493 } else if (mCaches.blend) { 3494 glDisable(GL_BLEND); 3495 } 3496 mCaches.blend = blend; 3497} 3498 3499bool OpenGLRenderer::useProgram(Program* program) { 3500 if (!program->isInUse()) { 3501 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3502 program->use(); 3503 mCaches.currentProgram = program; 3504 return false; 3505 } 3506 return true; 3507} 3508 3509void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3510 TextureVertex* v = &mMeshVertices[0]; 3511 TextureVertex::setUV(v++, u1, v1); 3512 TextureVertex::setUV(v++, u2, v1); 3513 TextureVertex::setUV(v++, u1, v2); 3514 TextureVertex::setUV(v++, u2, v2); 3515} 3516 3517void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3518 getAlphaAndModeDirect(paint, alpha, mode); 3519 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3520 // if drawing a layer, ignore the paint's alpha 3521 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3522 } 3523 *alpha *= currentSnapshot()->alpha; 3524} 3525 3526float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3527 float alpha; 3528 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3529 alpha = mDrawModifiers.mOverrideLayerAlpha; 3530 } else { 3531 alpha = layer->getAlpha() / 255.0f; 3532 } 3533 return alpha * currentSnapshot()->alpha; 3534} 3535 3536}; // namespace uirenderer 3537}; // namespace android 3538