OpenGLRenderer.cpp revision 0d5ac954a111d19270d6e618ee051a8d6419e1a5
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 <SkShader.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DeferredDisplayList.h" 36#include "DisplayListRenderer.h" 37#include "Fence.h" 38#include "RenderState.h" 39#include "PathTessellator.h" 40#include "Properties.h" 41#include "ShadowTessellator.h" 42#include "SkiaShader.h" 43#include "utils/GLUtils.h" 44#include "Vector.h" 45#include "VertexBuffer.h" 46 47namespace android { 48namespace uirenderer { 49 50/////////////////////////////////////////////////////////////////////////////// 51// Defines 52/////////////////////////////////////////////////////////////////////////////// 53 54#define RAD_TO_DEG (180.0f / 3.14159265f) 55#define MIN_ANGLE 0.001f 56 57#define ALPHA_THRESHOLD 0 58 59static GLenum getFilter(const SkPaint* paint) { 60 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 61 return GL_LINEAR; 62 } 63 return GL_NEAREST; 64} 65 66/////////////////////////////////////////////////////////////////////////////// 67// Globals 68/////////////////////////////////////////////////////////////////////////////// 69 70/** 71 * Structure mapping Skia xfermodes to OpenGL blending factors. 72 */ 73struct Blender { 74 SkXfermode::Mode mode; 75 GLenum src; 76 GLenum dst; 77}; // struct Blender 78 79// In this array, the index of each Blender equals the value of the first 80// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 81static const Blender gBlends[] = { 82 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 84 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 85 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 87 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 88 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 89 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 93 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 95 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 96 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 97}; 98 99// This array contains the swapped version of each SkXfermode. For instance 100// this array's SrcOver blending mode is actually DstOver. You can refer to 101// createLayer() for more information on the purpose of this array. 102static const Blender gBlendsSwap[] = { 103 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 104 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 105 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 106 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 107 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 108 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 109 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 110 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 111 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 112 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 113 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 114 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 115 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 116 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 117 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 118}; 119 120/////////////////////////////////////////////////////////////////////////////// 121// Functions 122/////////////////////////////////////////////////////////////////////////////// 123 124template<typename T> 125static inline T min(T a, T b) { 126 return a < b ? a : b; 127} 128 129/////////////////////////////////////////////////////////////////////////////// 130// Constructors/destructor 131/////////////////////////////////////////////////////////////////////////////// 132 133OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 134 : mCaches(Caches::getInstance()) 135 , mExtensions(Extensions::getInstance()) 136 , mRenderState(renderState) { 137 // *set* draw modifiers to be 0 138 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 139 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 140 141 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 142 143 mFrameStarted = false; 144 mCountOverdraw = false; 145 146 mScissorOptimizationDisabled = false; 147} 148 149OpenGLRenderer::~OpenGLRenderer() { 150 // The context has already been destroyed at this point, do not call 151 // GL APIs. All GL state should be kept in Caches.h 152} 153 154void OpenGLRenderer::initProperties() { 155 char property[PROPERTY_VALUE_MAX]; 156 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 157 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 158 INIT_LOGD(" Scissor optimization %s", 159 mScissorOptimizationDisabled ? "disabled" : "enabled"); 160 } else { 161 INIT_LOGD(" Scissor optimization enabled"); 162 } 163} 164 165/////////////////////////////////////////////////////////////////////////////// 166// Setup 167/////////////////////////////////////////////////////////////////////////////// 168 169void OpenGLRenderer::onViewportInitialized() { 170 glDisable(GL_DITHER); 171 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 172 173 glEnableVertexAttribArray(Program::kBindingPosition); 174} 175 176void OpenGLRenderer::setupFrameState(float left, float top, 177 float right, float bottom, bool opaque) { 178 mCaches.clearGarbage(); 179 180 initializeSaveStack(left, top, right, bottom); 181 mOpaque = opaque; 182 mTilingClip.set(left, top, right, bottom); 183} 184 185status_t OpenGLRenderer::startFrame() { 186 if (mFrameStarted) return DrawGlInfo::kStatusDone; 187 mFrameStarted = true; 188 189 mDirtyClip = true; 190 191 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 192 193 mRenderState.setViewport(getWidth(), getHeight()); 194 195 // Functors break the tiling extension in pretty spectacular ways 196 // This ensures we don't use tiling when a functor is going to be 197 // invoked during the frame 198 mSuppressTiling = mCaches.hasRegisteredFunctors(); 199 200 startTilingCurrentClip(true); 201 202 debugOverdraw(true, true); 203 204 return clear(mTilingClip.left, mTilingClip.top, 205 mTilingClip.right, mTilingClip.bottom, mOpaque); 206} 207 208status_t OpenGLRenderer::prepareDirty(float left, float top, 209 float right, float bottom, bool opaque) { 210 211 setupFrameState(left, top, right, bottom, opaque); 212 213 // Layer renderers will start the frame immediately 214 // The framebuffer renderer will first defer the display list 215 // for each layer and wait until the first drawing command 216 // to start the frame 217 if (currentSnapshot()->fbo == 0) { 218 syncState(); 219 updateLayers(); 220 } else { 221 return startFrame(); 222 } 223 224 return DrawGlInfo::kStatusDone; 225} 226 227void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 228 // If we know that we are going to redraw the entire framebuffer, 229 // perform a discard to let the driver know we don't need to preserve 230 // the back buffer for this frame. 231 if (mExtensions.hasDiscardFramebuffer() && 232 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 233 const bool isFbo = getTargetFbo() == 0; 234 const GLenum attachments[] = { 235 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 236 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 237 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 238 } 239} 240 241status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 242 if (!opaque || mCountOverdraw) { 243 mCaches.enableScissor(); 244 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 245 glClear(GL_COLOR_BUFFER_BIT); 246 return DrawGlInfo::kStatusDrew; 247 } 248 249 mCaches.resetScissor(); 250 return DrawGlInfo::kStatusDone; 251} 252 253void OpenGLRenderer::syncState() { 254 if (mCaches.blend) { 255 glEnable(GL_BLEND); 256 } else { 257 glDisable(GL_BLEND); 258 } 259} 260 261void OpenGLRenderer::startTilingCurrentClip(bool opaque) { 262 if (!mSuppressTiling) { 263 const Snapshot* snapshot = currentSnapshot(); 264 265 const Rect* clip = &mTilingClip; 266 if (snapshot->flags & Snapshot::kFlagFboTarget) { 267 clip = &(snapshot->layer->clipRect); 268 } 269 270 startTiling(*clip, getViewportHeight(), opaque); 271 } 272} 273 274void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 275 if (!mSuppressTiling) { 276 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 277 clip.right - clip.left, clip.bottom - clip.top, opaque); 278 } 279} 280 281void OpenGLRenderer::endTiling() { 282 if (!mSuppressTiling) mCaches.endTiling(); 283} 284 285void OpenGLRenderer::finish() { 286 renderOverdraw(); 287 endTiling(); 288 289 // When finish() is invoked on FBO 0 we've reached the end 290 // of the current frame 291 if (getTargetFbo() == 0) { 292 mCaches.pathCache.trim(); 293 mCaches.tessellationCache.trim(); 294 } 295 296 if (!suppressErrorChecks()) { 297#if DEBUG_OPENGL 298 GLUtils::dumpGLErrors(); 299#endif 300 301#if DEBUG_MEMORY_USAGE 302 mCaches.dumpMemoryUsage(); 303#else 304 if (mCaches.getDebugLevel() & kDebugMemory) { 305 mCaches.dumpMemoryUsage(); 306 } 307#endif 308 } 309 310 if (mCountOverdraw) { 311 countOverdraw(); 312 } 313 314 mFrameStarted = false; 315} 316 317void OpenGLRenderer::resumeAfterLayer() { 318 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 319 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 320 debugOverdraw(true, false); 321 322 mCaches.resetScissor(); 323 dirtyClip(); 324} 325 326status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 327 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 328 329 Rect clip(*currentClipRect()); 330 clip.snapToPixelBoundaries(); 331 332 // Since we don't know what the functor will draw, let's dirty 333 // the entire clip region 334 if (hasLayer()) { 335 dirtyLayerUnchecked(clip, getRegion()); 336 } 337 338 DrawGlInfo info; 339 info.clipLeft = clip.left; 340 info.clipTop = clip.top; 341 info.clipRight = clip.right; 342 info.clipBottom = clip.bottom; 343 info.isLayer = hasLayer(); 344 info.width = getViewportWidth(); 345 info.height = getViewportHeight(); 346 currentTransform()->copyTo(&info.transform[0]); 347 348 bool prevDirtyClip = mDirtyClip; 349 // setup GL state for functor 350 if (mDirtyClip) { 351 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 352 } 353 if (mCaches.enableScissor() || prevDirtyClip) { 354 setScissorFromClip(); 355 } 356 357 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 358 // Scissor may have been modified, reset dirty clip 359 dirtyClip(); 360 361 return DrawGlInfo::kStatusDrew; 362} 363 364/////////////////////////////////////////////////////////////////////////////// 365// Debug 366/////////////////////////////////////////////////////////////////////////////// 367 368void OpenGLRenderer::eventMark(const char* name) const { 369 mCaches.eventMark(0, name); 370} 371 372void OpenGLRenderer::startMark(const char* name) const { 373 mCaches.startMark(0, name); 374} 375 376void OpenGLRenderer::endMark() const { 377 mCaches.endMark(); 378} 379 380void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 381 mRenderState.debugOverdraw(enable, clear); 382} 383 384void OpenGLRenderer::renderOverdraw() { 385 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 386 const Rect* clip = &mTilingClip; 387 388 mCaches.enableScissor(); 389 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 390 clip->right - clip->left, clip->bottom - clip->top); 391 392 // 1x overdraw 393 mCaches.stencil.enableDebugTest(2); 394 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 395 396 // 2x overdraw 397 mCaches.stencil.enableDebugTest(3); 398 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 399 400 // 3x overdraw 401 mCaches.stencil.enableDebugTest(4); 402 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 403 404 // 4x overdraw and higher 405 mCaches.stencil.enableDebugTest(4, true); 406 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 407 408 mCaches.stencil.disable(); 409 } 410} 411 412void OpenGLRenderer::countOverdraw() { 413 size_t count = getWidth() * getHeight(); 414 uint32_t* buffer = new uint32_t[count]; 415 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 416 417 size_t total = 0; 418 for (size_t i = 0; i < count; i++) { 419 total += buffer[i] & 0xff; 420 } 421 422 mOverdraw = total / float(count); 423 424 delete[] buffer; 425} 426 427/////////////////////////////////////////////////////////////////////////////// 428// Layers 429/////////////////////////////////////////////////////////////////////////////// 430 431bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 432 if (layer->deferredUpdateScheduled && layer->renderer 433 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 434 ATRACE_CALL(); 435 436 Rect& dirty = layer->dirtyRect; 437 438 if (inFrame) { 439 endTiling(); 440 debugOverdraw(false, false); 441 } 442 443 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 444 layer->render(); 445 } else { 446 layer->defer(); 447 } 448 449 if (inFrame) { 450 resumeAfterLayer(); 451 startTilingCurrentClip(); 452 } 453 454 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 455 layer->hasDrawnSinceUpdate = false; 456 457 return true; 458 } 459 460 return false; 461} 462 463void OpenGLRenderer::updateLayers() { 464 // If draw deferring is enabled this method will simply defer 465 // the display list of each individual layer. The layers remain 466 // in the layer updates list which will be cleared by flushLayers(). 467 int count = mLayerUpdates.size(); 468 if (count > 0) { 469 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 470 startMark("Layer Updates"); 471 } else { 472 startMark("Defer Layer Updates"); 473 } 474 475 // Note: it is very important to update the layers in order 476 for (int i = 0; i < count; i++) { 477 Layer* layer = mLayerUpdates.itemAt(i); 478 updateLayer(layer, false); 479 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 480 mCaches.resourceCache.decrementRefcount(layer); 481 } 482 } 483 484 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 485 mLayerUpdates.clear(); 486 mRenderState.bindFramebuffer(getTargetFbo()); 487 } 488 endMark(); 489 } 490} 491 492void OpenGLRenderer::flushLayers() { 493 int count = mLayerUpdates.size(); 494 if (count > 0) { 495 startMark("Apply Layer Updates"); 496 char layerName[12]; 497 498 // Note: it is very important to update the layers in order 499 for (int i = 0; i < count; i++) { 500 sprintf(layerName, "Layer #%d", i); 501 startMark(layerName); 502 503 ATRACE_BEGIN("flushLayer"); 504 Layer* layer = mLayerUpdates.itemAt(i); 505 layer->flush(); 506 ATRACE_END(); 507 508 mCaches.resourceCache.decrementRefcount(layer); 509 510 endMark(); 511 } 512 513 mLayerUpdates.clear(); 514 mRenderState.bindFramebuffer(getTargetFbo()); 515 516 endMark(); 517 } 518} 519 520void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 521 if (layer) { 522 // Make sure we don't introduce duplicates. 523 // SortedVector would do this automatically but we need to respect 524 // the insertion order. The linear search is not an issue since 525 // this list is usually very short (typically one item, at most a few) 526 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 527 if (mLayerUpdates.itemAt(i) == layer) { 528 return; 529 } 530 } 531 mLayerUpdates.push_back(layer); 532 mCaches.resourceCache.incrementRefcount(layer); 533 } 534} 535 536void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 537 if (layer) { 538 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 539 if (mLayerUpdates.itemAt(i) == layer) { 540 mLayerUpdates.removeAt(i); 541 mCaches.resourceCache.decrementRefcount(layer); 542 break; 543 } 544 } 545 } 546} 547 548void OpenGLRenderer::clearLayerUpdates() { 549 size_t count = mLayerUpdates.size(); 550 if (count > 0) { 551 mCaches.resourceCache.lock(); 552 for (size_t i = 0; i < count; i++) { 553 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 554 } 555 mCaches.resourceCache.unlock(); 556 mLayerUpdates.clear(); 557 } 558} 559 560void OpenGLRenderer::flushLayerUpdates() { 561 syncState(); 562 updateLayers(); 563 flushLayers(); 564 // Wait for all the layer updates to be executed 565 AutoFence fence; 566} 567 568/////////////////////////////////////////////////////////////////////////////// 569// State management 570/////////////////////////////////////////////////////////////////////////////// 571 572void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 573 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 574 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 575 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 576 577 if (restoreViewport) { 578 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 579 } 580 581 if (restoreClip) { 582 dirtyClip(); 583 } 584 585 if (restoreLayer) { 586 endMark(); // Savelayer 587 startMark("ComposeLayer"); 588 composeLayer(removed, restored); 589 endMark(); 590 } 591} 592 593/////////////////////////////////////////////////////////////////////////////// 594// Layers 595/////////////////////////////////////////////////////////////////////////////// 596 597int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 598 const SkPaint* paint, int flags, const SkPath* convexMask) { 599 const int count = saveSnapshot(flags); 600 601 if (!currentSnapshot()->isIgnored()) { 602 createLayer(left, top, right, bottom, paint, flags, convexMask); 603 } 604 605 return count; 606} 607 608void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 609 const Rect untransformedBounds(bounds); 610 611 currentTransform()->mapRect(bounds); 612 613 // Layers only make sense if they are in the framebuffer's bounds 614 if (bounds.intersect(*currentClipRect())) { 615 // We cannot work with sub-pixels in this case 616 bounds.snapToPixelBoundaries(); 617 618 // When the layer is not an FBO, we may use glCopyTexImage so we 619 // need to make sure the layer does not extend outside the bounds 620 // of the framebuffer 621 const Snapshot& previous = *(currentSnapshot()->previous); 622 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 623 if (!bounds.intersect(previousViewport)) { 624 bounds.setEmpty(); 625 } else if (fboLayer) { 626 clip.set(bounds); 627 mat4 inverse; 628 inverse.loadInverse(*currentTransform()); 629 inverse.mapRect(clip); 630 clip.snapToPixelBoundaries(); 631 if (clip.intersect(untransformedBounds)) { 632 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 633 bounds.set(untransformedBounds); 634 } else { 635 clip.setEmpty(); 636 } 637 } 638 } else { 639 bounds.setEmpty(); 640 } 641} 642 643void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 644 bool fboLayer, int alpha) { 645 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 646 bounds.getHeight() > mCaches.maxTextureSize || 647 (fboLayer && clip.isEmpty())) { 648 mSnapshot->empty = fboLayer; 649 } else { 650 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 651 } 652} 653 654int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 655 const SkPaint* paint, int flags) { 656 const int count = saveSnapshot(flags); 657 658 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 659 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 660 // operations will be able to store and restore the current clip and transform info, and 661 // quick rejection will be correct (for display lists) 662 663 Rect bounds(left, top, right, bottom); 664 Rect clip; 665 calculateLayerBoundsAndClip(bounds, clip, true); 666 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 667 668 if (!currentSnapshot()->isIgnored()) { 669 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 670 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 671 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 672 mSnapshot->roundRectClipState = NULL; 673 } 674 } 675 676 return count; 677} 678 679/** 680 * Layers are viewed by Skia are slightly different than layers in image editing 681 * programs (for instance.) When a layer is created, previously created layers 682 * and the frame buffer still receive every drawing command. For instance, if a 683 * layer is created and a shape intersecting the bounds of the layers and the 684 * framebuffer is draw, the shape will be drawn on both (unless the layer was 685 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 686 * 687 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 688 * texture. Unfortunately, this is inefficient as it requires every primitive to 689 * be drawn n + 1 times, where n is the number of active layers. In practice this 690 * means, for every primitive: 691 * - Switch active frame buffer 692 * - Change viewport, clip and projection matrix 693 * - Issue the drawing 694 * 695 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 696 * To avoid this, layers are implemented in a different way here, at least in the 697 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 698 * is set. When this flag is set we can redirect all drawing operations into a 699 * single FBO. 700 * 701 * This implementation relies on the frame buffer being at least RGBA 8888. When 702 * a layer is created, only a texture is created, not an FBO. The content of the 703 * frame buffer contained within the layer's bounds is copied into this texture 704 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 705 * buffer and drawing continues as normal. This technique therefore treats the 706 * frame buffer as a scratch buffer for the layers. 707 * 708 * To compose the layers back onto the frame buffer, each layer texture 709 * (containing the original frame buffer data) is drawn as a simple quad over 710 * the frame buffer. The trick is that the quad is set as the composition 711 * destination in the blending equation, and the frame buffer becomes the source 712 * of the composition. 713 * 714 * Drawing layers with an alpha value requires an extra step before composition. 715 * An empty quad is drawn over the layer's region in the frame buffer. This quad 716 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 717 * quad is used to multiply the colors in the frame buffer. This is achieved by 718 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 719 * GL_ZERO, GL_SRC_ALPHA. 720 * 721 * Because glCopyTexImage2D() can be slow, an alternative implementation might 722 * be use to draw a single clipped layer. The implementation described above 723 * is correct in every case. 724 * 725 * (1) The frame buffer is actually not cleared right away. To allow the GPU 726 * to potentially optimize series of calls to glCopyTexImage2D, the frame 727 * buffer is left untouched until the first drawing operation. Only when 728 * something actually gets drawn are the layers regions cleared. 729 */ 730bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 731 const SkPaint* paint, int flags, const SkPath* convexMask) { 732 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 733 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 734 735 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 736 737 // Window coordinates of the layer 738 Rect clip; 739 Rect bounds(left, top, right, bottom); 740 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 741 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 742 743 // Bail out if we won't draw in this snapshot 744 if (currentSnapshot()->isIgnored()) { 745 return false; 746 } 747 748 mCaches.activeTexture(0); 749 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 750 if (!layer) { 751 return false; 752 } 753 754 layer->setPaint(paint); 755 layer->layer.set(bounds); 756 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 757 bounds.getWidth() / float(layer->getWidth()), 0.0f); 758 759 layer->setBlend(true); 760 layer->setDirty(false); 761 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 762 763 // Save the layer in the snapshot 764 mSnapshot->flags |= Snapshot::kFlagIsLayer; 765 mSnapshot->layer = layer; 766 767 startMark("SaveLayer"); 768 if (fboLayer) { 769 return createFboLayer(layer, bounds, clip); 770 } else { 771 // Copy the framebuffer into the layer 772 layer->bindTexture(); 773 if (!bounds.isEmpty()) { 774 if (layer->isEmpty()) { 775 // Workaround for some GL drivers. When reading pixels lying outside 776 // of the window we should get undefined values for those pixels. 777 // Unfortunately some drivers will turn the entire target texture black 778 // when reading outside of the window. 779 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 780 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 781 layer->setEmpty(false); 782 } 783 784 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 785 bounds.left, getViewportHeight() - bounds.bottom, 786 bounds.getWidth(), bounds.getHeight()); 787 788 // Enqueue the buffer coordinates to clear the corresponding region later 789 mLayers.push(new Rect(bounds)); 790 } 791 } 792 793 return true; 794} 795 796bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 797 layer->clipRect.set(clip); 798 layer->setFbo(mCaches.fboCache.get()); 799 800 mSnapshot->region = &mSnapshot->layer->region; 801 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 802 mSnapshot->fbo = layer->getFbo(); 803 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 804 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 805 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 806 mSnapshot->roundRectClipState = NULL; 807 808 endTiling(); 809 debugOverdraw(false, false); 810 // Bind texture to FBO 811 mRenderState.bindFramebuffer(layer->getFbo()); 812 layer->bindTexture(); 813 814 // Initialize the texture if needed 815 if (layer->isEmpty()) { 816 layer->allocateTexture(); 817 layer->setEmpty(false); 818 } 819 820 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 821 layer->getTexture(), 0); 822 823 startTilingCurrentClip(true); 824 825 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 826 mCaches.enableScissor(); 827 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 828 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 829 glClear(GL_COLOR_BUFFER_BIT); 830 831 dirtyClip(); 832 833 // Change the ortho projection 834 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 835 return true; 836} 837 838/** 839 * Read the documentation of createLayer() before doing anything in this method. 840 */ 841void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 842 if (!removed.layer) { 843 ALOGE("Attempting to compose a layer that does not exist"); 844 return; 845 } 846 847 Layer* layer = removed.layer; 848 const Rect& rect = layer->layer; 849 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 850 851 bool clipRequired = false; 852 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 853 &clipRequired, NULL, false); // safely ignore return, should never be rejected 854 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 855 856 if (fboLayer) { 857 endTiling(); 858 859 // Detach the texture from the FBO 860 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 861 862 layer->removeFbo(false); 863 864 // Unbind current FBO and restore previous one 865 mRenderState.bindFramebuffer(restored.fbo); 866 debugOverdraw(true, false); 867 868 startTilingCurrentClip(); 869 } 870 871 if (!fboLayer && layer->getAlpha() < 255) { 872 SkPaint layerPaint; 873 layerPaint.setAlpha(layer->getAlpha()); 874 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 875 layerPaint.setColorFilter(layer->getColorFilter()); 876 877 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 878 // Required below, composeLayerRect() will divide by 255 879 layer->setAlpha(255); 880 } 881 882 mCaches.unbindMeshBuffer(); 883 884 mCaches.activeTexture(0); 885 886 // When the layer is stored in an FBO, we can save a bit of fillrate by 887 // drawing only the dirty region 888 if (fboLayer) { 889 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 890 composeLayerRegion(layer, rect); 891 } else if (!rect.isEmpty()) { 892 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 893 894 save(0); 895 // the layer contains screen buffer content that shouldn't be alpha modulated 896 // (and any necessary alpha modulation was handled drawing into the layer) 897 mSnapshot->alpha = 1.0f; 898 composeLayerRect(layer, rect, true); 899 restore(); 900 } 901 902 dirtyClip(); 903 904 // Failing to add the layer to the cache should happen only if the layer is too large 905 layer->setConvexMask(NULL); 906 if (!mCaches.layerCache.put(layer)) { 907 LAYER_LOGD("Deleting layer"); 908 Caches::getInstance().resourceCache.decrementRefcount(layer); 909 } 910} 911 912void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 913 float alpha = getLayerAlpha(layer); 914 915 setupDraw(); 916 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 917 setupDrawWithTexture(); 918 } else { 919 setupDrawWithExternalTexture(); 920 } 921 setupDrawTextureTransform(); 922 setupDrawColor(alpha, alpha, alpha, alpha); 923 setupDrawColorFilter(layer->getColorFilter()); 924 setupDrawBlending(layer); 925 setupDrawProgram(); 926 setupDrawPureColorUniforms(); 927 setupDrawColorFilterUniforms(layer->getColorFilter()); 928 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 929 setupDrawTexture(layer->getTexture()); 930 } else { 931 setupDrawExternalTexture(layer->getTexture()); 932 } 933 if (currentTransform()->isPureTranslate() && 934 !layer->getForceFilter() && 935 layer->getWidth() == (uint32_t) rect.getWidth() && 936 layer->getHeight() == (uint32_t) rect.getHeight()) { 937 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 938 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 939 940 layer->setFilter(GL_NEAREST); 941 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 942 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 943 } else { 944 layer->setFilter(GL_LINEAR); 945 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 946 rect.left, rect.top, rect.right, rect.bottom); 947 } 948 setupDrawTextureTransformUniforms(layer->getTexTransform()); 949 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 950 951 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 952} 953 954void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 955 if (!layer->isTextureLayer()) { 956 const Rect& texCoords = layer->texCoords; 957 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 958 texCoords.right, texCoords.bottom); 959 960 float x = rect.left; 961 float y = rect.top; 962 bool simpleTransform = currentTransform()->isPureTranslate() && 963 layer->getWidth() == (uint32_t) rect.getWidth() && 964 layer->getHeight() == (uint32_t) rect.getHeight(); 965 966 if (simpleTransform) { 967 // When we're swapping, the layer is already in screen coordinates 968 if (!swap) { 969 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 970 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 971 } 972 973 layer->setFilter(GL_NEAREST, true); 974 } else { 975 layer->setFilter(GL_LINEAR, true); 976 } 977 978 SkPaint layerPaint; 979 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 980 layerPaint.setXfermodeMode(layer->getMode()); 981 layerPaint.setColorFilter(layer->getColorFilter()); 982 983 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 984 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 985 layer->getTexture(), &layerPaint, blend, 986 &mMeshVertices[0].x, &mMeshVertices[0].u, 987 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 988 989 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 990 } else { 991 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 992 drawTextureLayer(layer, rect); 993 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 994 } 995} 996 997/** 998 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 999 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1000 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1001 * by saveLayer's restore 1002 */ 1003#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1004 DRAW_COMMAND; \ 1005 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1006 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1007 DRAW_COMMAND; \ 1008 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1009 } \ 1010 } 1011 1012#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1013 1014// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1015// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1016class LayerShader : public SkShader { 1017public: 1018 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1019 : INHERITED(localMatrix) 1020 , mLayer(layer) { 1021 } 1022 1023 virtual bool asACustomShader(void** data) const { 1024 if (data) { 1025 *data = static_cast<void*>(mLayer); 1026 } 1027 return true; 1028 } 1029 1030 virtual bool isOpaque() const { 1031 return !mLayer->isBlend(); 1032 } 1033 1034protected: 1035 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1036 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1037 } 1038 1039 virtual void flatten(SkWriteBuffer&) const { 1040 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1041 } 1042 1043 virtual Factory getFactory() const { 1044 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1045 return NULL; 1046 } 1047private: 1048 // Unowned. 1049 Layer* mLayer; 1050 typedef SkShader INHERITED; 1051}; 1052 1053void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1054 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1055 1056 if (layer->getConvexMask()) { 1057 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1058 1059 // clip to the area of the layer the mask can be larger 1060 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1061 1062 SkPaint paint; 1063 paint.setAntiAlias(true); 1064 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1065 1066 // create LayerShader to map SaveLayer content into subsequent draw 1067 SkMatrix shaderMatrix; 1068 shaderMatrix.setTranslate(rect.left, rect.bottom); 1069 shaderMatrix.preScale(1, -1); 1070 LayerShader layerShader(layer, &shaderMatrix); 1071 paint.setShader(&layerShader); 1072 1073 // Since the drawing primitive is defined in local drawing space, 1074 // we don't need to modify the draw matrix 1075 const SkPath* maskPath = layer->getConvexMask(); 1076 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1077 1078 paint.setShader(NULL); 1079 restore(); 1080 1081 return; 1082 } 1083 1084 if (layer->region.isRect()) { 1085 layer->setRegionAsRect(); 1086 1087 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1088 1089 layer->region.clear(); 1090 return; 1091 } 1092 1093 // standard Region based draw 1094 size_t count; 1095 const android::Rect* rects; 1096 Region safeRegion; 1097 if (CC_LIKELY(hasRectToRectTransform())) { 1098 rects = layer->region.getArray(&count); 1099 } else { 1100 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1101 rects = safeRegion.getArray(&count); 1102 } 1103 1104 const float alpha = getLayerAlpha(layer); 1105 const float texX = 1.0f / float(layer->getWidth()); 1106 const float texY = 1.0f / float(layer->getHeight()); 1107 const float height = rect.getHeight(); 1108 1109 setupDraw(); 1110 1111 // We must get (and therefore bind) the region mesh buffer 1112 // after we setup drawing in case we need to mess with the 1113 // stencil buffer in setupDraw() 1114 TextureVertex* mesh = mCaches.getRegionMesh(); 1115 uint32_t numQuads = 0; 1116 1117 setupDrawWithTexture(); 1118 setupDrawColor(alpha, alpha, alpha, alpha); 1119 setupDrawColorFilter(layer->getColorFilter()); 1120 setupDrawBlending(layer); 1121 setupDrawProgram(); 1122 setupDrawDirtyRegionsDisabled(); 1123 setupDrawPureColorUniforms(); 1124 setupDrawColorFilterUniforms(layer->getColorFilter()); 1125 setupDrawTexture(layer->getTexture()); 1126 if (currentTransform()->isPureTranslate()) { 1127 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1128 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1129 1130 layer->setFilter(GL_NEAREST); 1131 setupDrawModelView(kModelViewMode_Translate, false, 1132 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1133 } else { 1134 layer->setFilter(GL_LINEAR); 1135 setupDrawModelView(kModelViewMode_Translate, false, 1136 rect.left, rect.top, rect.right, rect.bottom); 1137 } 1138 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1139 1140 for (size_t i = 0; i < count; i++) { 1141 const android::Rect* r = &rects[i]; 1142 1143 const float u1 = r->left * texX; 1144 const float v1 = (height - r->top) * texY; 1145 const float u2 = r->right * texX; 1146 const float v2 = (height - r->bottom) * texY; 1147 1148 // TODO: Reject quads outside of the clip 1149 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1150 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1151 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1152 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1153 1154 numQuads++; 1155 1156 if (numQuads >= gMaxNumberOfQuads) { 1157 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1158 GL_UNSIGNED_SHORT, NULL)); 1159 numQuads = 0; 1160 mesh = mCaches.getRegionMesh(); 1161 } 1162 } 1163 1164 if (numQuads > 0) { 1165 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1166 GL_UNSIGNED_SHORT, NULL)); 1167 } 1168 1169#if DEBUG_LAYERS_AS_REGIONS 1170 drawRegionRectsDebug(layer->region); 1171#endif 1172 1173 layer->region.clear(); 1174} 1175 1176#if DEBUG_LAYERS_AS_REGIONS 1177void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1178 size_t count; 1179 const android::Rect* rects = region.getArray(&count); 1180 1181 uint32_t colors[] = { 1182 0x7fff0000, 0x7f00ff00, 1183 0x7f0000ff, 0x7fff00ff, 1184 }; 1185 1186 int offset = 0; 1187 int32_t top = rects[0].top; 1188 1189 for (size_t i = 0; i < count; i++) { 1190 if (top != rects[i].top) { 1191 offset ^= 0x2; 1192 top = rects[i].top; 1193 } 1194 1195 SkPaint paint; 1196 paint.setColor(colors[offset + (i & 0x1)]); 1197 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1198 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1199 } 1200} 1201#endif 1202 1203void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1204 Vector<float> rects; 1205 1206 SkRegion::Iterator it(region); 1207 while (!it.done()) { 1208 const SkIRect& r = it.rect(); 1209 rects.push(r.fLeft); 1210 rects.push(r.fTop); 1211 rects.push(r.fRight); 1212 rects.push(r.fBottom); 1213 it.next(); 1214 } 1215 1216 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1217} 1218 1219void OpenGLRenderer::dirtyLayer(const float left, const float top, 1220 const float right, const float bottom, const mat4 transform) { 1221 if (hasLayer()) { 1222 Rect bounds(left, top, right, bottom); 1223 transform.mapRect(bounds); 1224 dirtyLayerUnchecked(bounds, getRegion()); 1225 } 1226} 1227 1228void OpenGLRenderer::dirtyLayer(const float left, const float top, 1229 const float right, const float bottom) { 1230 if (hasLayer()) { 1231 Rect bounds(left, top, right, bottom); 1232 dirtyLayerUnchecked(bounds, getRegion()); 1233 } 1234} 1235 1236void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1237 if (bounds.intersect(*currentClipRect())) { 1238 bounds.snapToPixelBoundaries(); 1239 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1240 if (!dirty.isEmpty()) { 1241 region->orSelf(dirty); 1242 } 1243 } 1244} 1245 1246void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1247 GLsizei elementsCount = quadsCount * 6; 1248 while (elementsCount > 0) { 1249 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1250 1251 setupDrawIndexedVertices(&mesh[0].x); 1252 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1253 1254 elementsCount -= drawCount; 1255 // Though there are 4 vertices in a quad, we use 6 indices per 1256 // quad to draw with GL_TRIANGLES 1257 mesh += (drawCount / 6) * 4; 1258 } 1259} 1260 1261void OpenGLRenderer::clearLayerRegions() { 1262 const size_t count = mLayers.size(); 1263 if (count == 0) return; 1264 1265 if (!currentSnapshot()->isIgnored()) { 1266 // Doing several glScissor/glClear here can negatively impact 1267 // GPUs with a tiler architecture, instead we draw quads with 1268 // the Clear blending mode 1269 1270 // The list contains bounds that have already been clipped 1271 // against their initial clip rect, and the current clip 1272 // is likely different so we need to disable clipping here 1273 bool scissorChanged = mCaches.disableScissor(); 1274 1275 Vertex mesh[count * 4]; 1276 Vertex* vertex = mesh; 1277 1278 for (uint32_t i = 0; i < count; i++) { 1279 Rect* bounds = mLayers.itemAt(i); 1280 1281 Vertex::set(vertex++, bounds->left, bounds->top); 1282 Vertex::set(vertex++, bounds->right, bounds->top); 1283 Vertex::set(vertex++, bounds->left, bounds->bottom); 1284 Vertex::set(vertex++, bounds->right, bounds->bottom); 1285 1286 delete bounds; 1287 } 1288 // We must clear the list of dirty rects before we 1289 // call setupDraw() to prevent stencil setup to do 1290 // the same thing again 1291 mLayers.clear(); 1292 1293 SkPaint clearPaint; 1294 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1295 1296 setupDraw(false); 1297 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1298 setupDrawBlending(&clearPaint, true); 1299 setupDrawProgram(); 1300 setupDrawPureColorUniforms(); 1301 setupDrawModelView(kModelViewMode_Translate, false, 1302 0.0f, 0.0f, 0.0f, 0.0f, true); 1303 1304 issueIndexedQuadDraw(&mesh[0], count); 1305 1306 if (scissorChanged) mCaches.enableScissor(); 1307 } else { 1308 for (uint32_t i = 0; i < count; i++) { 1309 delete mLayers.itemAt(i); 1310 } 1311 mLayers.clear(); 1312 } 1313} 1314 1315/////////////////////////////////////////////////////////////////////////////// 1316// State Deferral 1317/////////////////////////////////////////////////////////////////////////////// 1318 1319bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1320 const Rect* currentClip = currentClipRect(); 1321 const mat4* currentMatrix = currentTransform(); 1322 1323 if (stateDeferFlags & kStateDeferFlag_Draw) { 1324 // state has bounds initialized in local coordinates 1325 if (!state.mBounds.isEmpty()) { 1326 currentMatrix->mapRect(state.mBounds); 1327 Rect clippedBounds(state.mBounds); 1328 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1329 // is used, it should more closely duplicate the quickReject logic (in how it uses 1330 // snapToPixelBoundaries) 1331 1332 if(!clippedBounds.intersect(*currentClip)) { 1333 // quick rejected 1334 return true; 1335 } 1336 1337 state.mClipSideFlags = kClipSide_None; 1338 if (!currentClip->contains(state.mBounds)) { 1339 int& flags = state.mClipSideFlags; 1340 // op partially clipped, so record which sides are clipped for clip-aware merging 1341 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1342 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1343 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1344 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1345 } 1346 state.mBounds.set(clippedBounds); 1347 } else { 1348 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1349 // overdraw avoidance (since we don't know what it overlaps) 1350 state.mClipSideFlags = kClipSide_ConservativeFull; 1351 state.mBounds.set(*currentClip); 1352 } 1353 } 1354 1355 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1356 if (state.mClipValid) { 1357 state.mClip.set(*currentClip); 1358 } 1359 1360 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1361 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1362 state.mMatrix.load(*currentMatrix); 1363 state.mDrawModifiers = mDrawModifiers; 1364 state.mAlpha = currentSnapshot()->alpha; 1365 1366 // always store/restore, since it's just a pointer 1367 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1368 return false; 1369} 1370 1371void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1372 setMatrix(state.mMatrix); 1373 mSnapshot->alpha = state.mAlpha; 1374 mDrawModifiers = state.mDrawModifiers; 1375 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1376 1377 if (state.mClipValid && !skipClipRestore) { 1378 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1379 state.mClip.right, state.mClip.bottom); 1380 dirtyClip(); 1381 } 1382} 1383 1384/** 1385 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1386 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1387 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1388 * 1389 * This method should be called when restoreDisplayState() won't be restoring the clip 1390 */ 1391void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1392 if (clipRect != NULL) { 1393 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1394 } else { 1395 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1396 } 1397 dirtyClip(); 1398 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1399} 1400 1401/////////////////////////////////////////////////////////////////////////////// 1402// Clipping 1403/////////////////////////////////////////////////////////////////////////////// 1404 1405void OpenGLRenderer::setScissorFromClip() { 1406 Rect clip(*currentClipRect()); 1407 clip.snapToPixelBoundaries(); 1408 1409 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1410 clip.getWidth(), clip.getHeight())) { 1411 mDirtyClip = false; 1412 } 1413} 1414 1415void OpenGLRenderer::ensureStencilBuffer() { 1416 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1417 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1418 // just hope we have one when hasLayer() returns false. 1419 if (hasLayer()) { 1420 attachStencilBufferToLayer(currentSnapshot()->layer); 1421 } 1422} 1423 1424void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1425 // The layer's FBO is already bound when we reach this stage 1426 if (!layer->getStencilRenderBuffer()) { 1427 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1428 // is attached after we initiated tiling. We must turn it off, 1429 // attach the new render buffer then turn tiling back on 1430 endTiling(); 1431 1432 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1433 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1434 layer->setStencilRenderBuffer(buffer); 1435 1436 startTiling(layer->clipRect, layer->layer.getHeight()); 1437 } 1438} 1439 1440void OpenGLRenderer::setStencilFromClip() { 1441 if (!mCaches.debugOverdraw) { 1442 if (!currentSnapshot()->clipRegion->isEmpty()) { 1443 // NOTE: The order here is important, we must set dirtyClip to false 1444 // before any draw call to avoid calling back into this method 1445 mDirtyClip = false; 1446 1447 ensureStencilBuffer(); 1448 1449 mCaches.stencil.enableWrite(); 1450 1451 // Clear and update the stencil, but first make sure we restrict drawing 1452 // to the region's bounds 1453 bool resetScissor = mCaches.enableScissor(); 1454 if (resetScissor) { 1455 // The scissor was not set so we now need to update it 1456 setScissorFromClip(); 1457 } 1458 mCaches.stencil.clear(); 1459 1460 // stash and disable the outline clip state, since stencil doesn't account for outline 1461 bool storedSkipOutlineClip = mSkipOutlineClip; 1462 mSkipOutlineClip = true; 1463 1464 SkPaint paint; 1465 paint.setColor(0xff000000); 1466 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1467 1468 // NOTE: We could use the region contour path to generate a smaller mesh 1469 // Since we are using the stencil we could use the red book path 1470 // drawing technique. It might increase bandwidth usage though. 1471 1472 // The last parameter is important: we are not drawing in the color buffer 1473 // so we don't want to dirty the current layer, if any 1474 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1475 if (resetScissor) mCaches.disableScissor(); 1476 mSkipOutlineClip = storedSkipOutlineClip; 1477 1478 mCaches.stencil.enableTest(); 1479 1480 // Draw the region used to generate the stencil if the appropriate debug 1481 // mode is enabled 1482 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1483 paint.setColor(0x7f0000ff); 1484 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1485 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1486 } 1487 } else { 1488 mCaches.stencil.disable(); 1489 } 1490 } 1491} 1492 1493/** 1494 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1495 * 1496 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1497 * style, and tessellated AA ramp 1498 */ 1499bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1500 const SkPaint* paint) { 1501 bool snapOut = paint && paint->isAntiAlias(); 1502 1503 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1504 float outset = paint->getStrokeWidth() * 0.5f; 1505 left -= outset; 1506 top -= outset; 1507 right += outset; 1508 bottom += outset; 1509 } 1510 1511 bool clipRequired = false; 1512 bool roundRectClipRequired = false; 1513 if (calculateQuickRejectForScissor(left, top, right, bottom, 1514 &clipRequired, &roundRectClipRequired, snapOut)) { 1515 return true; 1516 } 1517 1518 // not quick rejected, so enable the scissor if clipRequired 1519 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1520 mSkipOutlineClip = !roundRectClipRequired; 1521 return false; 1522} 1523 1524void OpenGLRenderer::debugClip() { 1525#if DEBUG_CLIP_REGIONS 1526 if (!currentSnapshot()->clipRegion->isEmpty()) { 1527 SkPaint paint; 1528 paint.setColor(0x7f00ff00); 1529 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1530 1531 } 1532#endif 1533} 1534 1535/////////////////////////////////////////////////////////////////////////////// 1536// Drawing commands 1537/////////////////////////////////////////////////////////////////////////////// 1538 1539void OpenGLRenderer::setupDraw(bool clear) { 1540 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1541 // changes the scissor test state 1542 if (clear) clearLayerRegions(); 1543 // Make sure setScissor & setStencil happen at the beginning of 1544 // this method 1545 if (mDirtyClip) { 1546 if (mCaches.scissorEnabled) { 1547 setScissorFromClip(); 1548 } 1549 setStencilFromClip(); 1550 } 1551 1552 mDescription.reset(); 1553 1554 mSetShaderColor = false; 1555 mColorSet = false; 1556 mColorA = mColorR = mColorG = mColorB = 0.0f; 1557 mTextureUnit = 0; 1558 mTrackDirtyRegions = true; 1559 1560 // Enable debug highlight when what we're about to draw is tested against 1561 // the stencil buffer and if stencil highlight debugging is on 1562 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1563 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1564 mCaches.stencil.isTestEnabled(); 1565 1566 mDescription.emulateStencil = mCountOverdraw; 1567} 1568 1569void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1570 mDescription.hasTexture = true; 1571 mDescription.hasAlpha8Texture = isAlpha8; 1572} 1573 1574void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1575 mDescription.hasTexture = true; 1576 mDescription.hasColors = true; 1577 mDescription.hasAlpha8Texture = isAlpha8; 1578} 1579 1580void OpenGLRenderer::setupDrawWithExternalTexture() { 1581 mDescription.hasExternalTexture = true; 1582} 1583 1584void OpenGLRenderer::setupDrawNoTexture() { 1585 mCaches.disableTexCoordsVertexArray(); 1586} 1587 1588void OpenGLRenderer::setupDrawAA() { 1589 mDescription.isAA = true; 1590} 1591 1592void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1593 mColorA = alpha / 255.0f; 1594 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1595 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1596 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1597 mColorSet = true; 1598 mSetShaderColor = mDescription.setColorModulate(mColorA); 1599} 1600 1601void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1602 mColorA = alpha / 255.0f; 1603 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1604 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1605 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1606 mColorSet = true; 1607 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1608} 1609 1610void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1611 mCaches.fontRenderer->describe(mDescription, paint); 1612} 1613 1614void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1615 mColorA = a; 1616 mColorR = r; 1617 mColorG = g; 1618 mColorB = b; 1619 mColorSet = true; 1620 mSetShaderColor = mDescription.setColorModulate(a); 1621} 1622 1623void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1624 if (shader != NULL) { 1625 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1626 } 1627} 1628 1629void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1630 if (filter == NULL) { 1631 return; 1632 } 1633 1634 SkXfermode::Mode mode; 1635 if (filter->asColorMode(NULL, &mode)) { 1636 mDescription.colorOp = ProgramDescription::kColorBlend; 1637 mDescription.colorMode = mode; 1638 } else if (filter->asColorMatrix(NULL)) { 1639 mDescription.colorOp = ProgramDescription::kColorMatrix; 1640 } 1641} 1642 1643void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1644 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1645 mColorA = 1.0f; 1646 mColorR = mColorG = mColorB = 0.0f; 1647 mSetShaderColor = mDescription.modulate = true; 1648 } 1649} 1650 1651static bool isBlendedColorFilter(const SkColorFilter* filter) { 1652 if (filter == NULL) { 1653 return false; 1654 } 1655 return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0; 1656} 1657 1658void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1659 SkXfermode::Mode mode = layer->getMode(); 1660 // When the blending mode is kClear_Mode, we need to use a modulate color 1661 // argb=1,0,0,0 1662 accountForClear(mode); 1663 // TODO: check shader blending, once we have shader drawing support for layers. 1664 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1665 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1666 chooseBlending(blend, mode, mDescription, swapSrcDst); 1667} 1668 1669void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1670 SkXfermode::Mode mode = getXfermodeDirect(paint); 1671 // When the blending mode is kClear_Mode, we need to use a modulate color 1672 // argb=1,0,0,0 1673 accountForClear(mode); 1674 blend |= (mColorSet && mColorA < 1.0f) || 1675 (getShader(paint) && !getShader(paint)->isOpaque()) || 1676 isBlendedColorFilter(getColorFilter(paint)); 1677 chooseBlending(blend, mode, mDescription, swapSrcDst); 1678} 1679 1680void OpenGLRenderer::setupDrawProgram() { 1681 useProgram(mCaches.programCache.get(mDescription)); 1682 if (mDescription.hasRoundRectClip) { 1683 // TODO: avoid doing this repeatedly, stashing state pointer in program 1684 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1685 const Rect& innerRect = state->outlineInnerRect; 1686 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1687 innerRect.left, innerRect.top, 1688 innerRect.right, innerRect.bottom); 1689 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1690 state->outlineRadius); 1691 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1692 1, GL_FALSE, &state->matrix.data[0]); 1693 } 1694} 1695 1696void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1697 mTrackDirtyRegions = false; 1698} 1699 1700void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1701 float left, float top, float right, float bottom, bool ignoreTransform) { 1702 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1703 if (mode == kModelViewMode_TranslateAndScale) { 1704 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1705 } 1706 1707 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1708 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1709 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1710 if (dirty && mTrackDirtyRegions) { 1711 if (!ignoreTransform) { 1712 dirtyLayer(left, top, right, bottom, *currentTransform()); 1713 } else { 1714 dirtyLayer(left, top, right, bottom); 1715 } 1716 } 1717} 1718 1719void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1720 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1721 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1722 } 1723} 1724 1725void OpenGLRenderer::setupDrawPureColorUniforms() { 1726 if (mSetShaderColor) { 1727 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1728 } 1729} 1730 1731void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1732 if (shader == NULL) { 1733 return; 1734 } 1735 1736 if (ignoreTransform) { 1737 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1738 // because it was built into modelView / the geometry, and the description needs to 1739 // compensate. 1740 mat4 modelViewWithoutTransform; 1741 modelViewWithoutTransform.loadInverse(*currentTransform()); 1742 modelViewWithoutTransform.multiply(mModelViewMatrix); 1743 mModelViewMatrix.load(modelViewWithoutTransform); 1744 } 1745 1746 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1747} 1748 1749void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1750 if (NULL == filter) { 1751 return; 1752 } 1753 1754 SkColor color; 1755 SkXfermode::Mode mode; 1756 if (filter->asColorMode(&color, &mode)) { 1757 const int alpha = SkColorGetA(color); 1758 const GLfloat a = alpha / 255.0f; 1759 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1760 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1761 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1762 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1763 return; 1764 } 1765 1766 SkScalar srcColorMatrix[20]; 1767 if (filter->asColorMatrix(srcColorMatrix)) { 1768 1769 float colorMatrix[16]; 1770 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1771 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1772 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1773 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1774 1775 // Skia uses the range [0..255] for the addition vector, but we need 1776 // the [0..1] range to apply the vector in GLSL 1777 float colorVector[4]; 1778 colorVector[0] = srcColorMatrix[4] / 255.0f; 1779 colorVector[1] = srcColorMatrix[9] / 255.0f; 1780 colorVector[2] = srcColorMatrix[14] / 255.0f; 1781 colorVector[3] = srcColorMatrix[19] / 255.0f; 1782 1783 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1784 GL_FALSE, colorMatrix); 1785 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1786 return; 1787 } 1788 1789 // it is an error if we ever get here 1790} 1791 1792void OpenGLRenderer::setupDrawTextGammaUniforms() { 1793 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1794} 1795 1796void OpenGLRenderer::setupDrawSimpleMesh() { 1797 bool force = mCaches.bindMeshBuffer(); 1798 mCaches.bindPositionVertexPointer(force, 0); 1799 mCaches.unbindIndicesBuffer(); 1800} 1801 1802void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1803 if (texture) bindTexture(texture); 1804 mTextureUnit++; 1805 mCaches.enableTexCoordsVertexArray(); 1806} 1807 1808void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1809 bindExternalTexture(texture); 1810 mTextureUnit++; 1811 mCaches.enableTexCoordsVertexArray(); 1812} 1813 1814void OpenGLRenderer::setupDrawTextureTransform() { 1815 mDescription.hasTextureTransform = true; 1816} 1817 1818void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1819 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1820 GL_FALSE, &transform.data[0]); 1821} 1822 1823void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1824 const GLvoid* texCoords, GLuint vbo) { 1825 bool force = false; 1826 if (!vertices || vbo) { 1827 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1828 } else { 1829 force = mCaches.unbindMeshBuffer(); 1830 } 1831 1832 mCaches.bindPositionVertexPointer(force, vertices); 1833 if (mCaches.currentProgram->texCoords >= 0) { 1834 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1835 } 1836 1837 mCaches.unbindIndicesBuffer(); 1838} 1839 1840void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1841 const GLvoid* texCoords, const GLvoid* colors) { 1842 bool force = mCaches.unbindMeshBuffer(); 1843 GLsizei stride = sizeof(ColorTextureVertex); 1844 1845 mCaches.bindPositionVertexPointer(force, vertices, stride); 1846 if (mCaches.currentProgram->texCoords >= 0) { 1847 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1848 } 1849 int slot = mCaches.currentProgram->getAttrib("colors"); 1850 if (slot >= 0) { 1851 glEnableVertexAttribArray(slot); 1852 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1853 } 1854 1855 mCaches.unbindIndicesBuffer(); 1856} 1857 1858void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1859 const GLvoid* texCoords, GLuint vbo) { 1860 bool force = false; 1861 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1862 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1863 // use the default VBO found in Caches 1864 if (!vertices || vbo) { 1865 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1866 } else { 1867 force = mCaches.unbindMeshBuffer(); 1868 } 1869 mCaches.bindQuadIndicesBuffer(); 1870 1871 mCaches.bindPositionVertexPointer(force, vertices); 1872 if (mCaches.currentProgram->texCoords >= 0) { 1873 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1874 } 1875} 1876 1877void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1878 bool force = mCaches.unbindMeshBuffer(); 1879 mCaches.bindQuadIndicesBuffer(); 1880 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1881} 1882 1883/////////////////////////////////////////////////////////////////////////////// 1884// Drawing 1885/////////////////////////////////////////////////////////////////////////////// 1886 1887status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1888 status_t status; 1889 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1890 // will be performed by the display list itself 1891 if (renderNode && renderNode->isRenderable()) { 1892 // compute 3d ordering 1893 renderNode->computeOrdering(); 1894 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1895 status = startFrame(); 1896 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1897 renderNode->replay(replayStruct, 0); 1898 return status | replayStruct.mDrawGlStatus; 1899 } 1900 1901 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1902 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1903 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1904 renderNode->defer(deferStruct, 0); 1905 1906 flushLayers(); 1907 status = startFrame(); 1908 1909 return deferredList.flush(*this, dirty) | status; 1910 } 1911 1912 return DrawGlInfo::kStatusDone; 1913} 1914 1915void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1916 int color = paint != NULL ? paint->getColor() : 0; 1917 1918 float x = left; 1919 float y = top; 1920 1921 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1922 1923 bool ignoreTransform = false; 1924 if (currentTransform()->isPureTranslate()) { 1925 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1926 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1927 ignoreTransform = true; 1928 1929 texture->setFilter(GL_NEAREST, true); 1930 } else { 1931 texture->setFilter(getFilter(paint), true); 1932 } 1933 1934 // No need to check for a UV mapper on the texture object, only ARGB_8888 1935 // bitmaps get packed in the atlas 1936 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1937 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1938 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1939} 1940 1941/** 1942 * Important note: this method is intended to draw batches of bitmaps and 1943 * will not set the scissor enable or dirty the current layer, if any. 1944 * The caller is responsible for properly dirtying the current layer. 1945 */ 1946status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1947 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1948 const Rect& bounds, const SkPaint* paint) { 1949 mCaches.activeTexture(0); 1950 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1951 if (!texture) return DrawGlInfo::kStatusDone; 1952 1953 const AutoTexture autoCleanup(texture); 1954 1955 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1956 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1957 1958 const float x = (int) floorf(bounds.left + 0.5f); 1959 const float y = (int) floorf(bounds.top + 0.5f); 1960 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1961 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1962 texture->id, paint, &vertices[0].x, &vertices[0].u, 1963 GL_TRIANGLES, bitmapCount * 6, true, 1964 kModelViewMode_Translate, false); 1965 } else { 1966 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1967 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1968 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1969 kModelViewMode_Translate, false); 1970 } 1971 1972 return DrawGlInfo::kStatusDrew; 1973} 1974 1975status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top, 1976 const SkPaint* paint) { 1977 const float right = left + bitmap->width(); 1978 const float bottom = top + bitmap->height(); 1979 1980 if (quickRejectSetupScissor(left, top, right, bottom)) { 1981 return DrawGlInfo::kStatusDone; 1982 } 1983 1984 mCaches.activeTexture(0); 1985 Texture* texture = getTexture(bitmap); 1986 if (!texture) return DrawGlInfo::kStatusDone; 1987 const AutoTexture autoCleanup(texture); 1988 1989 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1990 drawAlphaBitmap(texture, left, top, paint); 1991 } else { 1992 drawTextureRect(left, top, right, bottom, texture, paint); 1993 } 1994 1995 return DrawGlInfo::kStatusDrew; 1996} 1997 1998status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix& matrix, 1999 const SkPaint* paint) { 2000 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2001 const mat4 transform(matrix); 2002 transform.mapRect(r); 2003 2004 if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) { 2005 return DrawGlInfo::kStatusDone; 2006 } 2007 2008 mCaches.activeTexture(0); 2009 Texture* texture = getTexture(bitmap); 2010 if (!texture) return DrawGlInfo::kStatusDone; 2011 const AutoTexture autoCleanup(texture); 2012 2013 // This could be done in a cheaper way, all we need is pass the matrix 2014 // to the vertex shader. The save/restore is a bit overkill. 2015 save(SkCanvas::kMatrix_SaveFlag); 2016 concatMatrix(matrix); 2017 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2018 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2019 } else { 2020 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2021 } 2022 restore(); 2023 2024 return DrawGlInfo::kStatusDrew; 2025} 2026 2027status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top, 2028 const SkPaint* paint) { 2029 const float right = left + bitmap->width(); 2030 const float bottom = top + bitmap->height(); 2031 2032 if (quickRejectSetupScissor(left, top, right, bottom)) { 2033 return DrawGlInfo::kStatusDone; 2034 } 2035 2036 mCaches.activeTexture(0); 2037 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2038 const AutoTexture autoCleanup(texture); 2039 2040 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2041 drawAlphaBitmap(texture, left, top, paint); 2042 } else { 2043 drawTextureRect(left, top, right, bottom, texture, paint); 2044 } 2045 2046 return DrawGlInfo::kStatusDrew; 2047} 2048 2049status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2050 const float* vertices, const int* colors, const SkPaint* paint) { 2051 if (!vertices || currentSnapshot()->isIgnored()) { 2052 return DrawGlInfo::kStatusDone; 2053 } 2054 2055 // TODO: use quickReject on bounds from vertices 2056 mCaches.enableScissor(); 2057 2058 float left = FLT_MAX; 2059 float top = FLT_MAX; 2060 float right = FLT_MIN; 2061 float bottom = FLT_MIN; 2062 2063 const uint32_t count = meshWidth * meshHeight * 6; 2064 2065 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2066 mesh.setCapacity(count); 2067 ColorTextureVertex* vertex = mesh.editArray(); 2068 2069 bool cleanupColors = false; 2070 if (!colors) { 2071 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2072 int* newColors = new int[colorsCount]; 2073 memset(newColors, 0xff, colorsCount * sizeof(int)); 2074 colors = newColors; 2075 cleanupColors = true; 2076 } 2077 2078 mCaches.activeTexture(0); 2079 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2080 const UvMapper& mapper(getMapper(texture)); 2081 2082 for (int32_t y = 0; y < meshHeight; y++) { 2083 for (int32_t x = 0; x < meshWidth; x++) { 2084 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2085 2086 float u1 = float(x) / meshWidth; 2087 float u2 = float(x + 1) / meshWidth; 2088 float v1 = float(y) / meshHeight; 2089 float v2 = float(y + 1) / meshHeight; 2090 2091 mapper.map(u1, v1, u2, v2); 2092 2093 int ax = i + (meshWidth + 1) * 2; 2094 int ay = ax + 1; 2095 int bx = i; 2096 int by = bx + 1; 2097 int cx = i + 2; 2098 int cy = cx + 1; 2099 int dx = i + (meshWidth + 1) * 2 + 2; 2100 int dy = dx + 1; 2101 2102 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2103 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2104 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2105 2106 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2107 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2108 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2109 2110 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2111 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2112 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2113 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2114 } 2115 } 2116 2117 if (quickRejectSetupScissor(left, top, right, bottom)) { 2118 if (cleanupColors) delete[] colors; 2119 return DrawGlInfo::kStatusDone; 2120 } 2121 2122 if (!texture) { 2123 texture = mCaches.textureCache.get(bitmap); 2124 if (!texture) { 2125 if (cleanupColors) delete[] colors; 2126 return DrawGlInfo::kStatusDone; 2127 } 2128 } 2129 const AutoTexture autoCleanup(texture); 2130 2131 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2132 texture->setFilter(getFilter(paint), true); 2133 2134 int alpha; 2135 SkXfermode::Mode mode; 2136 getAlphaAndMode(paint, &alpha, &mode); 2137 2138 float a = alpha / 255.0f; 2139 2140 if (hasLayer()) { 2141 dirtyLayer(left, top, right, bottom, *currentTransform()); 2142 } 2143 2144 setupDraw(); 2145 setupDrawWithTextureAndColor(); 2146 setupDrawColor(a, a, a, a); 2147 setupDrawColorFilter(getColorFilter(paint)); 2148 setupDrawBlending(paint, true); 2149 setupDrawProgram(); 2150 setupDrawDirtyRegionsDisabled(); 2151 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2152 setupDrawTexture(texture->id); 2153 setupDrawPureColorUniforms(); 2154 setupDrawColorFilterUniforms(getColorFilter(paint)); 2155 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2156 2157 glDrawArrays(GL_TRIANGLES, 0, count); 2158 2159 int slot = mCaches.currentProgram->getAttrib("colors"); 2160 if (slot >= 0) { 2161 glDisableVertexAttribArray(slot); 2162 } 2163 2164 if (cleanupColors) delete[] colors; 2165 2166 return DrawGlInfo::kStatusDrew; 2167} 2168 2169status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2170 float srcLeft, float srcTop, float srcRight, float srcBottom, 2171 float dstLeft, float dstTop, float dstRight, float dstBottom, 2172 const SkPaint* paint) { 2173 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2174 return DrawGlInfo::kStatusDone; 2175 } 2176 2177 mCaches.activeTexture(0); 2178 Texture* texture = getTexture(bitmap); 2179 if (!texture) return DrawGlInfo::kStatusDone; 2180 const AutoTexture autoCleanup(texture); 2181 2182 const float width = texture->width; 2183 const float height = texture->height; 2184 2185 float u1 = fmax(0.0f, srcLeft / width); 2186 float v1 = fmax(0.0f, srcTop / height); 2187 float u2 = fmin(1.0f, srcRight / width); 2188 float v2 = fmin(1.0f, srcBottom / height); 2189 2190 getMapper(texture).map(u1, v1, u2, v2); 2191 2192 mCaches.unbindMeshBuffer(); 2193 resetDrawTextureTexCoords(u1, v1, u2, v2); 2194 2195 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2196 2197 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2198 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2199 2200 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2201 // Apply a scale transform on the canvas only when a shader is in use 2202 // Skia handles the ratio between the dst and src rects as a scale factor 2203 // when a shader is set 2204 bool useScaleTransform = getShader(paint) && scaled; 2205 bool ignoreTransform = false; 2206 2207 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2208 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2209 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2210 2211 dstRight = x + (dstRight - dstLeft); 2212 dstBottom = y + (dstBottom - dstTop); 2213 2214 dstLeft = x; 2215 dstTop = y; 2216 2217 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2218 ignoreTransform = true; 2219 } else { 2220 texture->setFilter(getFilter(paint), true); 2221 } 2222 2223 if (CC_UNLIKELY(useScaleTransform)) { 2224 save(SkCanvas::kMatrix_SaveFlag); 2225 translate(dstLeft, dstTop); 2226 scale(scaleX, scaleY); 2227 2228 dstLeft = 0.0f; 2229 dstTop = 0.0f; 2230 2231 dstRight = srcRight - srcLeft; 2232 dstBottom = srcBottom - srcTop; 2233 } 2234 2235 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2236 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2237 texture->id, paint, 2238 &mMeshVertices[0].x, &mMeshVertices[0].u, 2239 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2240 } else { 2241 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2242 texture->id, paint, texture->blend, 2243 &mMeshVertices[0].x, &mMeshVertices[0].u, 2244 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2245 } 2246 2247 if (CC_UNLIKELY(useScaleTransform)) { 2248 restore(); 2249 } 2250 2251 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2252 2253 return DrawGlInfo::kStatusDrew; 2254} 2255 2256status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2257 float left, float top, float right, float bottom, const SkPaint* paint) { 2258 if (quickRejectSetupScissor(left, top, right, bottom)) { 2259 return DrawGlInfo::kStatusDone; 2260 } 2261 2262 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2263 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2264 right - left, bottom - top, patch); 2265 2266 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2267} 2268 2269status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2270 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2271 const SkPaint* paint) { 2272 if (quickRejectSetupScissor(left, top, right, bottom)) { 2273 return DrawGlInfo::kStatusDone; 2274 } 2275 2276 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2277 mCaches.activeTexture(0); 2278 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2279 if (!texture) return DrawGlInfo::kStatusDone; 2280 const AutoTexture autoCleanup(texture); 2281 2282 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2283 texture->setFilter(GL_LINEAR, true); 2284 2285 const bool pureTranslate = currentTransform()->isPureTranslate(); 2286 // Mark the current layer dirty where we are going to draw the patch 2287 if (hasLayer() && mesh->hasEmptyQuads) { 2288 const float offsetX = left + currentTransform()->getTranslateX(); 2289 const float offsetY = top + currentTransform()->getTranslateY(); 2290 const size_t count = mesh->quads.size(); 2291 for (size_t i = 0; i < count; i++) { 2292 const Rect& bounds = mesh->quads.itemAt(i); 2293 if (CC_LIKELY(pureTranslate)) { 2294 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2295 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2296 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2297 } else { 2298 dirtyLayer(left + bounds.left, top + bounds.top, 2299 left + bounds.right, top + bounds.bottom, *currentTransform()); 2300 } 2301 } 2302 } 2303 2304 bool ignoreTransform = false; 2305 if (CC_LIKELY(pureTranslate)) { 2306 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2307 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2308 2309 right = x + right - left; 2310 bottom = y + bottom - top; 2311 left = x; 2312 top = y; 2313 ignoreTransform = true; 2314 } 2315 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2316 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2317 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2318 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2319 } 2320 2321 return DrawGlInfo::kStatusDrew; 2322} 2323 2324/** 2325 * Important note: this method is intended to draw batches of 9-patch objects and 2326 * will not set the scissor enable or dirty the current layer, if any. 2327 * The caller is responsible for properly dirtying the current layer. 2328 */ 2329status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2330 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2331 mCaches.activeTexture(0); 2332 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2333 if (!texture) return DrawGlInfo::kStatusDone; 2334 const AutoTexture autoCleanup(texture); 2335 2336 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2337 texture->setFilter(GL_LINEAR, true); 2338 2339 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2340 texture->blend, &vertices[0].x, &vertices[0].u, 2341 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2342 2343 return DrawGlInfo::kStatusDrew; 2344} 2345 2346status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2347 const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) { 2348 // not missing call to quickReject/dirtyLayer, always done at a higher level 2349 if (!vertexBuffer.getVertexCount()) { 2350 // no vertices to draw 2351 return DrawGlInfo::kStatusDone; 2352 } 2353 2354 Rect bounds(vertexBuffer.getBounds()); 2355 bounds.translate(translateX, translateY); 2356 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2357 2358 int color = paint->getColor(); 2359 bool isAA = paint->isAntiAlias(); 2360 2361 setupDraw(); 2362 setupDrawNoTexture(); 2363 if (isAA) setupDrawAA(); 2364 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2365 setupDrawColorFilter(getColorFilter(paint)); 2366 setupDrawShader(getShader(paint)); 2367 setupDrawBlending(paint, isAA); 2368 setupDrawProgram(); 2369 setupDrawModelView(kModelViewMode_Translate, useOffset, translateX, translateY, 0, 0); 2370 setupDrawColorUniforms(getShader(paint)); 2371 setupDrawColorFilterUniforms(getColorFilter(paint)); 2372 setupDrawShaderUniforms(getShader(paint)); 2373 2374 const void* vertices = vertexBuffer.getBuffer(); 2375 bool force = mCaches.unbindMeshBuffer(); 2376 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2377 mCaches.resetTexCoordsVertexPointer(); 2378 2379 2380 int alphaSlot = -1; 2381 if (isAA) { 2382 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2383 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2384 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2385 glEnableVertexAttribArray(alphaSlot); 2386 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2387 } 2388 2389 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2390 if (mode == VertexBuffer::kStandard) { 2391 mCaches.unbindIndicesBuffer(); 2392 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2393 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2394 mCaches.bindShadowIndicesBuffer(); 2395 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2396 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2397 mCaches.bindShadowIndicesBuffer(); 2398 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2399 } 2400 2401 if (isAA) { 2402 glDisableVertexAttribArray(alphaSlot); 2403 } 2404 2405 return DrawGlInfo::kStatusDrew; 2406} 2407 2408/** 2409 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2410 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2411 * screen space in all directions. However, instead of using a fragment shader to compute the 2412 * translucency of the color from its position, we simply use a varying parameter to define how far 2413 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2414 * 2415 * Doesn't yet support joins, caps, or path effects. 2416 */ 2417status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2418 VertexBuffer vertexBuffer; 2419 // TODO: try clipping large paths to viewport 2420 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2421 return drawVertexBuffer(vertexBuffer, paint); 2422} 2423 2424/** 2425 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2426 * and additional geometry for defining an alpha slope perimeter. 2427 * 2428 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2429 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2430 * in-shader alpha region, but found it to be taxing on some GPUs. 2431 * 2432 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2433 * memory transfer by removing need for degenerate vertices. 2434 */ 2435status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2436 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2437 2438 count &= ~0x3; // round down to nearest four 2439 2440 VertexBuffer buffer; 2441 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2442 const Rect& bounds = buffer.getBounds(); 2443 2444 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2445 return DrawGlInfo::kStatusDone; 2446 } 2447 2448 bool useOffset = !paint->isAntiAlias(); 2449 return drawVertexBuffer(buffer, paint, useOffset); 2450} 2451 2452status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2453 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2454 2455 count &= ~0x1; // round down to nearest two 2456 2457 VertexBuffer buffer; 2458 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2459 2460 const Rect& bounds = buffer.getBounds(); 2461 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2462 return DrawGlInfo::kStatusDone; 2463 } 2464 2465 bool useOffset = !paint->isAntiAlias(); 2466 return drawVertexBuffer(buffer, paint, useOffset); 2467} 2468 2469status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2470 // No need to check against the clip, we fill the clip region 2471 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2472 2473 Rect clip(*currentClipRect()); 2474 clip.snapToPixelBoundaries(); 2475 2476 SkPaint paint; 2477 paint.setColor(color); 2478 paint.setXfermodeMode(mode); 2479 2480 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2481 2482 return DrawGlInfo::kStatusDrew; 2483} 2484 2485status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2486 const SkPaint* paint) { 2487 if (!texture) return DrawGlInfo::kStatusDone; 2488 const AutoTexture autoCleanup(texture); 2489 2490 const float x = left + texture->left - texture->offset; 2491 const float y = top + texture->top - texture->offset; 2492 2493 drawPathTexture(texture, x, y, paint); 2494 2495 return DrawGlInfo::kStatusDrew; 2496} 2497 2498status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2499 float rx, float ry, const SkPaint* p) { 2500 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2501 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2502 return DrawGlInfo::kStatusDone; 2503 } 2504 2505 if (p->getPathEffect() != 0) { 2506 mCaches.activeTexture(0); 2507 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2508 right - left, bottom - top, rx, ry, p); 2509 return drawShape(left, top, texture, p); 2510 } 2511 2512 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2513 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2514 return drawVertexBuffer(left, top, *vertexBuffer, p); 2515} 2516 2517status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2518 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius, 2519 x + radius, y + radius, p) || 2520 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2521 return DrawGlInfo::kStatusDone; 2522 } 2523 if (p->getPathEffect() != 0) { 2524 mCaches.activeTexture(0); 2525 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2526 return drawShape(x - radius, y - radius, texture, p); 2527 } 2528 2529 SkPath path; 2530 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2531 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2532 } else { 2533 path.addCircle(x, y, radius); 2534 } 2535 return drawConvexPath(path, p); 2536} 2537 2538status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2539 const SkPaint* p) { 2540 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2541 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2542 return DrawGlInfo::kStatusDone; 2543 } 2544 2545 if (p->getPathEffect() != 0) { 2546 mCaches.activeTexture(0); 2547 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2548 return drawShape(left, top, texture, p); 2549 } 2550 2551 SkPath path; 2552 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2553 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2554 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2555 } 2556 path.addOval(rect); 2557 return drawConvexPath(path, p); 2558} 2559 2560status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2561 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2562 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2563 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2564 return DrawGlInfo::kStatusDone; 2565 } 2566 2567 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2568 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2569 mCaches.activeTexture(0); 2570 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2571 startAngle, sweepAngle, useCenter, p); 2572 return drawShape(left, top, texture, p); 2573 } 2574 2575 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2576 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2577 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2578 } 2579 2580 SkPath path; 2581 if (useCenter) { 2582 path.moveTo(rect.centerX(), rect.centerY()); 2583 } 2584 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2585 if (useCenter) { 2586 path.close(); 2587 } 2588 return drawConvexPath(path, p); 2589} 2590 2591// See SkPaintDefaults.h 2592#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2593 2594status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2595 const SkPaint* p) { 2596 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2597 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2598 return DrawGlInfo::kStatusDone; 2599 } 2600 2601 if (p->getStyle() != SkPaint::kFill_Style) { 2602 // only fill style is supported by drawConvexPath, since others have to handle joins 2603 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2604 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2605 mCaches.activeTexture(0); 2606 const PathTexture* texture = 2607 mCaches.pathCache.getRect(right - left, bottom - top, p); 2608 return drawShape(left, top, texture, p); 2609 } 2610 2611 SkPath path; 2612 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2613 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2614 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2615 } 2616 path.addRect(rect); 2617 return drawConvexPath(path, p); 2618 } 2619 2620 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2621 SkPath path; 2622 path.addRect(left, top, right, bottom); 2623 return drawConvexPath(path, p); 2624 } else { 2625 drawColorRect(left, top, right, bottom, p); 2626 return DrawGlInfo::kStatusDrew; 2627 } 2628} 2629 2630void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2631 int bytesCount, int count, const float* positions, 2632 FontRenderer& fontRenderer, int alpha, float x, float y) { 2633 mCaches.activeTexture(0); 2634 2635 TextShadow textShadow; 2636 if (!getTextShadow(paint, &textShadow)) { 2637 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2638 } 2639 2640 // NOTE: The drop shadow will not perform gamma correction 2641 // if shader-based correction is enabled 2642 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2643 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2644 paint, text, bytesCount, count, textShadow.radius, positions); 2645 // If the drop shadow exceeds the max texture size or couldn't be 2646 // allocated, skip drawing 2647 if (!shadow) return; 2648 const AutoTexture autoCleanup(shadow); 2649 2650 const float sx = x - shadow->left + textShadow.dx; 2651 const float sy = y - shadow->top + textShadow.dy; 2652 2653 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2654 if (getShader(paint)) { 2655 textShadow.color = SK_ColorWHITE; 2656 } 2657 2658 setupDraw(); 2659 setupDrawWithTexture(true); 2660 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2661 setupDrawColorFilter(getColorFilter(paint)); 2662 setupDrawShader(getShader(paint)); 2663 setupDrawBlending(paint, true); 2664 setupDrawProgram(); 2665 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2666 sx, sy, sx + shadow->width, sy + shadow->height); 2667 setupDrawTexture(shadow->id); 2668 setupDrawPureColorUniforms(); 2669 setupDrawColorFilterUniforms(getColorFilter(paint)); 2670 setupDrawShaderUniforms(getShader(paint)); 2671 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2672 2673 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2674} 2675 2676bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2677 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2678 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2679} 2680 2681status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2682 const float* positions, const SkPaint* paint) { 2683 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2684 return DrawGlInfo::kStatusDone; 2685 } 2686 2687 // NOTE: Skia does not support perspective transform on drawPosText yet 2688 if (!currentTransform()->isSimple()) { 2689 return DrawGlInfo::kStatusDone; 2690 } 2691 2692 mCaches.enableScissor(); 2693 2694 float x = 0.0f; 2695 float y = 0.0f; 2696 const bool pureTranslate = currentTransform()->isPureTranslate(); 2697 if (pureTranslate) { 2698 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2699 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2700 } 2701 2702 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2703 fontRenderer.setFont(paint, SkMatrix::I()); 2704 2705 int alpha; 2706 SkXfermode::Mode mode; 2707 getAlphaAndMode(paint, &alpha, &mode); 2708 2709 if (CC_UNLIKELY(hasTextShadow(paint))) { 2710 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2711 alpha, 0.0f, 0.0f); 2712 } 2713 2714 // Pick the appropriate texture filtering 2715 bool linearFilter = currentTransform()->changesBounds(); 2716 if (pureTranslate && !linearFilter) { 2717 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2718 } 2719 fontRenderer.setTextureFiltering(linearFilter); 2720 2721 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2722 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2723 2724 const bool hasActiveLayer = hasLayer(); 2725 2726 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2727 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2728 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2729 if (hasActiveLayer) { 2730 if (!pureTranslate) { 2731 currentTransform()->mapRect(bounds); 2732 } 2733 dirtyLayerUnchecked(bounds, getRegion()); 2734 } 2735 } 2736 2737 return DrawGlInfo::kStatusDrew; 2738} 2739 2740bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2741 if (CC_LIKELY(transform.isPureTranslate())) { 2742 outMatrix->setIdentity(); 2743 return false; 2744 } else if (CC_UNLIKELY(transform.isPerspective())) { 2745 outMatrix->setIdentity(); 2746 return true; 2747 } 2748 2749 /** 2750 * Input is a non-perspective, scaling transform. Generate a scale-only transform, based upon 2751 * bucketed scale values. Special case for 'extra raster buckets' - disable filtration in the 2752 * case of an exact match, and isSimple() transform 2753 */ 2754 float sx, sy; 2755 transform.decomposeScale(sx, sy); 2756 2757 float bestSx = roundf(fmaxf(1.0f, sx)); 2758 float bestSy = roundf(fmaxf(1.0f, sy)); 2759 bool filter = true; 2760 2761 for (unsigned int i = 0; i < mCaches.propertyExtraRasterBuckets.size(); i++) { 2762 float bucket = mCaches.propertyExtraRasterBuckets[i]; 2763 if (sx == bucket && sy == bucket) { 2764 bestSx = bestSy = bucket; 2765 filter = !transform.isSimple(); // disable filter, if simple 2766 break; 2767 } 2768 2769 if (fabs(bucket - sx) < fabs(bestSx - sx)) bestSx = sx; 2770 if (fabs(bucket - sy) < fabs(bestSy - sy)) bestSy = sy; 2771 } 2772 2773 outMatrix->setScale(bestSx, bestSy); 2774 return filter; 2775} 2776 2777status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2778 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2779 DrawOpMode drawOpMode) { 2780 2781 if (drawOpMode == kDrawOpMode_Immediate) { 2782 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2783 // drawing as ops from DeferredDisplayList are already filtered for these 2784 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2785 quickRejectSetupScissor(bounds)) { 2786 return DrawGlInfo::kStatusDone; 2787 } 2788 } 2789 2790 const float oldX = x; 2791 const float oldY = y; 2792 2793 const mat4& transform = *currentTransform(); 2794 const bool pureTranslate = transform.isPureTranslate(); 2795 2796 if (CC_LIKELY(pureTranslate)) { 2797 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2798 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2799 } 2800 2801 int alpha; 2802 SkXfermode::Mode mode; 2803 getAlphaAndMode(paint, &alpha, &mode); 2804 2805 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2806 2807 if (CC_UNLIKELY(hasTextShadow(paint))) { 2808 fontRenderer.setFont(paint, SkMatrix::I()); 2809 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2810 alpha, oldX, oldY); 2811 } 2812 2813 const bool hasActiveLayer = hasLayer(); 2814 2815 // We only pass a partial transform to the font renderer. That partial 2816 // matrix defines how glyphs are rasterized. Typically we want glyphs 2817 // to be rasterized at their final size on screen, which means the partial 2818 // matrix needs to take the scale factor into account. 2819 // When a partial matrix is used to transform glyphs during rasterization, 2820 // the mesh is generated with the inverse transform (in the case of scale, 2821 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2822 // apply the full transform matrix at draw time in the vertex shader. 2823 // Applying the full matrix in the shader is the easiest way to handle 2824 // rotation and perspective and allows us to always generated quads in the 2825 // font renderer which greatly simplifies the code, clipping in particular. 2826 SkMatrix fontTransform; 2827 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2828 || fabs(y - (int) y) > 0.0f 2829 || fabs(x - (int) x) > 0.0f; 2830 fontRenderer.setFont(paint, fontTransform); 2831 fontRenderer.setTextureFiltering(linearFilter); 2832 2833 // TODO: Implement better clipping for scaled/rotated text 2834 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2835 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2836 2837 bool status; 2838 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2839 2840 // don't call issuedrawcommand, do it at end of batch 2841 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2842 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2843 SkPaint paintCopy(*paint); 2844 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2845 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2846 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2847 } else { 2848 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2849 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2850 } 2851 2852 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2853 if (!pureTranslate) { 2854 transform.mapRect(layerBounds); 2855 } 2856 dirtyLayerUnchecked(layerBounds, getRegion()); 2857 } 2858 2859 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2860 2861 return DrawGlInfo::kStatusDrew; 2862} 2863 2864status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2865 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2866 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2867 return DrawGlInfo::kStatusDone; 2868 } 2869 2870 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2871 mCaches.enableScissor(); 2872 2873 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2874 fontRenderer.setFont(paint, SkMatrix::I()); 2875 fontRenderer.setTextureFiltering(true); 2876 2877 int alpha; 2878 SkXfermode::Mode mode; 2879 getAlphaAndMode(paint, &alpha, &mode); 2880 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2881 2882 const Rect* clip = &mSnapshot->getLocalClip(); 2883 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2884 2885 const bool hasActiveLayer = hasLayer(); 2886 2887 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2888 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2889 if (hasActiveLayer) { 2890 currentTransform()->mapRect(bounds); 2891 dirtyLayerUnchecked(bounds, getRegion()); 2892 } 2893 } 2894 2895 return DrawGlInfo::kStatusDrew; 2896} 2897 2898status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2899 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2900 2901 mCaches.activeTexture(0); 2902 2903 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2904 if (!texture) return DrawGlInfo::kStatusDone; 2905 const AutoTexture autoCleanup(texture); 2906 2907 const float x = texture->left - texture->offset; 2908 const float y = texture->top - texture->offset; 2909 2910 drawPathTexture(texture, x, y, paint); 2911 2912 return DrawGlInfo::kStatusDrew; 2913} 2914 2915status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2916 if (!layer) { 2917 return DrawGlInfo::kStatusDone; 2918 } 2919 2920 mat4* transform = NULL; 2921 if (layer->isTextureLayer()) { 2922 transform = &layer->getTransform(); 2923 if (!transform->isIdentity()) { 2924 save(SkCanvas::kMatrix_SaveFlag); 2925 concatMatrix(*transform); 2926 } 2927 } 2928 2929 bool clipRequired = false; 2930 const bool rejected = calculateQuickRejectForScissor(x, y, 2931 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2932 2933 if (rejected) { 2934 if (transform && !transform->isIdentity()) { 2935 restore(); 2936 } 2937 return DrawGlInfo::kStatusDone; 2938 } 2939 2940 updateLayer(layer, true); 2941 2942 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2943 mCaches.activeTexture(0); 2944 2945 if (CC_LIKELY(!layer->region.isEmpty())) { 2946 if (layer->region.isRect()) { 2947 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2948 composeLayerRect(layer, layer->regionRect)); 2949 } else if (layer->mesh) { 2950 2951 const float a = getLayerAlpha(layer); 2952 setupDraw(); 2953 setupDrawWithTexture(); 2954 setupDrawColor(a, a, a, a); 2955 setupDrawColorFilter(layer->getColorFilter()); 2956 setupDrawBlending(layer); 2957 setupDrawProgram(); 2958 setupDrawPureColorUniforms(); 2959 setupDrawColorFilterUniforms(layer->getColorFilter()); 2960 setupDrawTexture(layer->getTexture()); 2961 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2962 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2963 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2964 2965 layer->setFilter(GL_NEAREST); 2966 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2967 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2968 } else { 2969 layer->setFilter(GL_LINEAR); 2970 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2971 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2972 } 2973 2974 TextureVertex* mesh = &layer->mesh[0]; 2975 GLsizei elementsCount = layer->meshElementCount; 2976 2977 while (elementsCount > 0) { 2978 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2979 2980 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2981 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2982 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2983 2984 elementsCount -= drawCount; 2985 // Though there are 4 vertices in a quad, we use 6 indices per 2986 // quad to draw with GL_TRIANGLES 2987 mesh += (drawCount / 6) * 4; 2988 } 2989 2990#if DEBUG_LAYERS_AS_REGIONS 2991 drawRegionRectsDebug(layer->region); 2992#endif 2993 } 2994 2995 if (layer->debugDrawUpdate) { 2996 layer->debugDrawUpdate = false; 2997 2998 SkPaint paint; 2999 paint.setColor(0x7f00ff00); 3000 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3001 } 3002 } 3003 layer->hasDrawnSinceUpdate = true; 3004 3005 if (transform && !transform->isIdentity()) { 3006 restore(); 3007 } 3008 3009 return DrawGlInfo::kStatusDrew; 3010} 3011 3012/////////////////////////////////////////////////////////////////////////////// 3013// Draw filters 3014/////////////////////////////////////////////////////////////////////////////// 3015 3016void OpenGLRenderer::resetPaintFilter() { 3017 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3018 // comparison, see MergingDrawBatch::canMergeWith 3019 mDrawModifiers.mHasDrawFilter = false; 3020 mDrawModifiers.mPaintFilterClearBits = 0; 3021 mDrawModifiers.mPaintFilterSetBits = 0; 3022} 3023 3024void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3025 mDrawModifiers.mHasDrawFilter = true; 3026 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3027 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3028} 3029 3030const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3031 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3032 return paint; 3033 } 3034 3035 uint32_t flags = paint->getFlags(); 3036 3037 mFilteredPaint = *paint; 3038 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3039 mDrawModifiers.mPaintFilterSetBits); 3040 3041 return &mFilteredPaint; 3042} 3043 3044/////////////////////////////////////////////////////////////////////////////// 3045// Drawing implementation 3046/////////////////////////////////////////////////////////////////////////////// 3047 3048Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3049 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3050 if (!texture) { 3051 return mCaches.textureCache.get(bitmap); 3052 } 3053 return texture; 3054} 3055 3056void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3057 float x, float y, const SkPaint* paint) { 3058 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3059 return; 3060 } 3061 3062 int alpha; 3063 SkXfermode::Mode mode; 3064 getAlphaAndMode(paint, &alpha, &mode); 3065 3066 setupDraw(); 3067 setupDrawWithTexture(true); 3068 setupDrawAlpha8Color(paint->getColor(), alpha); 3069 setupDrawColorFilter(getColorFilter(paint)); 3070 setupDrawShader(getShader(paint)); 3071 setupDrawBlending(paint, true); 3072 setupDrawProgram(); 3073 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3074 x, y, x + texture->width, y + texture->height); 3075 setupDrawTexture(texture->id); 3076 setupDrawPureColorUniforms(); 3077 setupDrawColorFilterUniforms(getColorFilter(paint)); 3078 setupDrawShaderUniforms(getShader(paint)); 3079 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3080 3081 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3082} 3083 3084// Same values used by Skia 3085#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3086#define kStdUnderline_Offset (1.0f / 9.0f) 3087#define kStdUnderline_Thickness (1.0f / 18.0f) 3088 3089void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3090 const SkPaint* paint) { 3091 // Handle underline and strike-through 3092 uint32_t flags = paint->getFlags(); 3093 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3094 SkPaint paintCopy(*paint); 3095 3096 if (CC_LIKELY(underlineWidth > 0.0f)) { 3097 const float textSize = paintCopy.getTextSize(); 3098 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3099 3100 const float left = x; 3101 float top = 0.0f; 3102 3103 int linesCount = 0; 3104 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3105 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3106 3107 const int pointsCount = 4 * linesCount; 3108 float points[pointsCount]; 3109 int currentPoint = 0; 3110 3111 if (flags & SkPaint::kUnderlineText_Flag) { 3112 top = y + textSize * kStdUnderline_Offset; 3113 points[currentPoint++] = left; 3114 points[currentPoint++] = top; 3115 points[currentPoint++] = left + underlineWidth; 3116 points[currentPoint++] = top; 3117 } 3118 3119 if (flags & SkPaint::kStrikeThruText_Flag) { 3120 top = y + textSize * kStdStrikeThru_Offset; 3121 points[currentPoint++] = left; 3122 points[currentPoint++] = top; 3123 points[currentPoint++] = left + underlineWidth; 3124 points[currentPoint++] = top; 3125 } 3126 3127 paintCopy.setStrokeWidth(strokeWidth); 3128 3129 drawLines(&points[0], pointsCount, &paintCopy); 3130 } 3131 } 3132} 3133 3134status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3135 if (currentSnapshot()->isIgnored()) { 3136 return DrawGlInfo::kStatusDone; 3137 } 3138 3139 return drawColorRects(rects, count, paint, false, true, true); 3140} 3141 3142static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3143 // map z coordinate with true 3d matrix 3144 point.z = transformZ.mapZ(point); 3145 3146 // map x,y coordinates with draw/Skia matrix 3147 transformXY.mapPoint(point.x, point.y); 3148} 3149 3150status_t OpenGLRenderer::drawShadow(float casterAlpha, 3151 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3152 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3153 3154 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3155 mCaches.enableScissor(); 3156 3157 SkPaint paint; 3158 paint.setAntiAlias(true); // want to use AlphaVertex 3159 3160 if (ambientShadowVertexBuffer && mCaches.propertyAmbientShadowStrength > 0) { 3161 paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0); 3162 drawVertexBuffer(*ambientShadowVertexBuffer, &paint); 3163 } 3164 3165 if (spotShadowVertexBuffer && mCaches.propertySpotShadowStrength > 0) { 3166 paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0); 3167 drawVertexBuffer(*spotShadowVertexBuffer, &paint); 3168 } 3169 3170 return DrawGlInfo::kStatusDrew; 3171} 3172 3173status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3174 bool ignoreTransform, bool dirty, bool clip) { 3175 if (count == 0) { 3176 return DrawGlInfo::kStatusDone; 3177 } 3178 3179 int color = paint->getColor(); 3180 // If a shader is set, preserve only the alpha 3181 if (getShader(paint)) { 3182 color |= 0x00ffffff; 3183 } 3184 3185 float left = FLT_MAX; 3186 float top = FLT_MAX; 3187 float right = FLT_MIN; 3188 float bottom = FLT_MIN; 3189 3190 Vertex mesh[count]; 3191 Vertex* vertex = mesh; 3192 3193 for (int index = 0; index < count; index += 4) { 3194 float l = rects[index + 0]; 3195 float t = rects[index + 1]; 3196 float r = rects[index + 2]; 3197 float b = rects[index + 3]; 3198 3199 Vertex::set(vertex++, l, t); 3200 Vertex::set(vertex++, r, t); 3201 Vertex::set(vertex++, l, b); 3202 Vertex::set(vertex++, r, b); 3203 3204 left = fminf(left, l); 3205 top = fminf(top, t); 3206 right = fmaxf(right, r); 3207 bottom = fmaxf(bottom, b); 3208 } 3209 3210 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3211 return DrawGlInfo::kStatusDone; 3212 } 3213 3214 setupDraw(); 3215 setupDrawNoTexture(); 3216 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3217 setupDrawShader(getShader(paint)); 3218 setupDrawColorFilter(getColorFilter(paint)); 3219 setupDrawBlending(paint); 3220 setupDrawProgram(); 3221 setupDrawDirtyRegionsDisabled(); 3222 setupDrawModelView(kModelViewMode_Translate, false, 3223 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3224 setupDrawColorUniforms(getShader(paint)); 3225 setupDrawShaderUniforms(getShader(paint)); 3226 setupDrawColorFilterUniforms(getColorFilter(paint)); 3227 3228 if (dirty && hasLayer()) { 3229 dirtyLayer(left, top, right, bottom, *currentTransform()); 3230 } 3231 3232 issueIndexedQuadDraw(&mesh[0], count / 4); 3233 3234 return DrawGlInfo::kStatusDrew; 3235} 3236 3237void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3238 const SkPaint* paint, bool ignoreTransform) { 3239 int color = paint->getColor(); 3240 // If a shader is set, preserve only the alpha 3241 if (getShader(paint)) { 3242 color |= 0x00ffffff; 3243 } 3244 3245 setupDraw(); 3246 setupDrawNoTexture(); 3247 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3248 setupDrawShader(getShader(paint)); 3249 setupDrawColorFilter(getColorFilter(paint)); 3250 setupDrawBlending(paint); 3251 setupDrawProgram(); 3252 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3253 left, top, right, bottom, ignoreTransform); 3254 setupDrawColorUniforms(getShader(paint)); 3255 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3256 setupDrawColorFilterUniforms(getColorFilter(paint)); 3257 setupDrawSimpleMesh(); 3258 3259 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3260} 3261 3262void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3263 Texture* texture, const SkPaint* paint) { 3264 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3265 3266 GLvoid* vertices = (GLvoid*) NULL; 3267 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3268 3269 if (texture->uvMapper) { 3270 vertices = &mMeshVertices[0].x; 3271 texCoords = &mMeshVertices[0].u; 3272 3273 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3274 texture->uvMapper->map(uvs); 3275 3276 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3277 } 3278 3279 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3280 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3281 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3282 3283 texture->setFilter(GL_NEAREST, true); 3284 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3285 paint, texture->blend, vertices, texCoords, 3286 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3287 } else { 3288 texture->setFilter(getFilter(paint), true); 3289 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3290 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3291 } 3292 3293 if (texture->uvMapper) { 3294 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3295 } 3296} 3297 3298void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3299 GLuint texture, const SkPaint* paint, bool blend, 3300 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3301 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3302 ModelViewMode modelViewMode, bool dirty) { 3303 3304 int a; 3305 SkXfermode::Mode mode; 3306 getAlphaAndMode(paint, &a, &mode); 3307 const float alpha = a / 255.0f; 3308 3309 setupDraw(); 3310 setupDrawWithTexture(); 3311 setupDrawColor(alpha, alpha, alpha, alpha); 3312 setupDrawColorFilter(getColorFilter(paint)); 3313 setupDrawBlending(paint, blend, swapSrcDst); 3314 setupDrawProgram(); 3315 if (!dirty) setupDrawDirtyRegionsDisabled(); 3316 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3317 setupDrawTexture(texture); 3318 setupDrawPureColorUniforms(); 3319 setupDrawColorFilterUniforms(getColorFilter(paint)); 3320 setupDrawMesh(vertices, texCoords, vbo); 3321 3322 glDrawArrays(drawMode, 0, elementsCount); 3323} 3324 3325void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3326 GLuint texture, const SkPaint* paint, bool blend, 3327 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3328 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3329 ModelViewMode modelViewMode, bool dirty) { 3330 3331 int a; 3332 SkXfermode::Mode mode; 3333 getAlphaAndMode(paint, &a, &mode); 3334 const float alpha = a / 255.0f; 3335 3336 setupDraw(); 3337 setupDrawWithTexture(); 3338 setupDrawColor(alpha, alpha, alpha, alpha); 3339 setupDrawColorFilter(getColorFilter(paint)); 3340 setupDrawBlending(paint, blend, swapSrcDst); 3341 setupDrawProgram(); 3342 if (!dirty) setupDrawDirtyRegionsDisabled(); 3343 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3344 setupDrawTexture(texture); 3345 setupDrawPureColorUniforms(); 3346 setupDrawColorFilterUniforms(getColorFilter(paint)); 3347 setupDrawMeshIndices(vertices, texCoords, vbo); 3348 3349 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3350} 3351 3352void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3353 GLuint texture, const SkPaint* paint, 3354 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3355 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3356 3357 int color = paint != NULL ? paint->getColor() : 0; 3358 int alpha; 3359 SkXfermode::Mode mode; 3360 getAlphaAndMode(paint, &alpha, &mode); 3361 3362 setupDraw(); 3363 setupDrawWithTexture(true); 3364 if (paint != NULL) { 3365 setupDrawAlpha8Color(color, alpha); 3366 } 3367 setupDrawColorFilter(getColorFilter(paint)); 3368 setupDrawShader(getShader(paint)); 3369 setupDrawBlending(paint, true); 3370 setupDrawProgram(); 3371 if (!dirty) setupDrawDirtyRegionsDisabled(); 3372 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3373 setupDrawTexture(texture); 3374 setupDrawPureColorUniforms(); 3375 setupDrawColorFilterUniforms(getColorFilter(paint)); 3376 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3377 setupDrawMesh(vertices, texCoords); 3378 3379 glDrawArrays(drawMode, 0, elementsCount); 3380} 3381 3382void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3383 ProgramDescription& description, bool swapSrcDst) { 3384 3385 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3386 blend = true; 3387 mDescription.hasRoundRectClip = true; 3388 } 3389 mSkipOutlineClip = true; 3390 3391 if (mCountOverdraw) { 3392 if (!mCaches.blend) glEnable(GL_BLEND); 3393 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3394 glBlendFunc(GL_ONE, GL_ONE); 3395 } 3396 3397 mCaches.blend = true; 3398 mCaches.lastSrcMode = GL_ONE; 3399 mCaches.lastDstMode = GL_ONE; 3400 3401 return; 3402 } 3403 3404 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3405 3406 if (blend) { 3407 // These blend modes are not supported by OpenGL directly and have 3408 // to be implemented using shaders. Since the shader will perform 3409 // the blending, turn blending off here 3410 // If the blend mode cannot be implemented using shaders, fall 3411 // back to the default SrcOver blend mode instead 3412 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3413 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3414 description.framebufferMode = mode; 3415 description.swapSrcDst = swapSrcDst; 3416 3417 if (mCaches.blend) { 3418 glDisable(GL_BLEND); 3419 mCaches.blend = false; 3420 } 3421 3422 return; 3423 } else { 3424 mode = SkXfermode::kSrcOver_Mode; 3425 } 3426 } 3427 3428 if (!mCaches.blend) { 3429 glEnable(GL_BLEND); 3430 } 3431 3432 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3433 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3434 3435 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3436 glBlendFunc(sourceMode, destMode); 3437 mCaches.lastSrcMode = sourceMode; 3438 mCaches.lastDstMode = destMode; 3439 } 3440 } else if (mCaches.blend) { 3441 glDisable(GL_BLEND); 3442 } 3443 mCaches.blend = blend; 3444} 3445 3446bool OpenGLRenderer::useProgram(Program* program) { 3447 if (!program->isInUse()) { 3448 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3449 program->use(); 3450 mCaches.currentProgram = program; 3451 return false; 3452 } 3453 return true; 3454} 3455 3456void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3457 TextureVertex* v = &mMeshVertices[0]; 3458 TextureVertex::setUV(v++, u1, v1); 3459 TextureVertex::setUV(v++, u2, v1); 3460 TextureVertex::setUV(v++, u1, v2); 3461 TextureVertex::setUV(v++, u2, v2); 3462} 3463 3464void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3465 getAlphaAndModeDirect(paint, alpha, mode); 3466 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3467 // if drawing a layer, ignore the paint's alpha 3468 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3469 } 3470 *alpha *= currentSnapshot()->alpha; 3471} 3472 3473float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3474 float alpha; 3475 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3476 alpha = mDrawModifiers.mOverrideLayerAlpha; 3477 } else { 3478 alpha = layer->getAlpha() / 255.0f; 3479 } 3480 return alpha * currentSnapshot()->alpha; 3481} 3482 3483}; // namespace uirenderer 3484}; // namespace android 3485