OpenGLRenderer.cpp revision 139088228faa7f3c446af7387e017933998a5570
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 "PathTessellator.h" 39#include "Properties.h" 40#include "ShadowTessellator.h" 41#include "SkiaShader.h" 42#include "utils/GLUtils.h" 43#include "Vector.h" 44#include "VertexBuffer.h" 45 46namespace android { 47namespace uirenderer { 48 49/////////////////////////////////////////////////////////////////////////////// 50// Defines 51/////////////////////////////////////////////////////////////////////////////// 52 53#define RAD_TO_DEG (180.0f / 3.14159265f) 54#define MIN_ANGLE 0.001f 55 56#define ALPHA_THRESHOLD 0 57 58static GLenum getFilter(const SkPaint* paint) { 59 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 60 return GL_LINEAR; 61 } 62 return GL_NEAREST; 63} 64 65/////////////////////////////////////////////////////////////////////////////// 66// Globals 67/////////////////////////////////////////////////////////////////////////////// 68 69/** 70 * Structure mapping Skia xfermodes to OpenGL blending factors. 71 */ 72struct Blender { 73 SkXfermode::Mode mode; 74 GLenum src; 75 GLenum dst; 76}; // struct Blender 77 78// In this array, the index of each Blender equals the value of the first 79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 80static const Blender gBlends[] = { 81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 83 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 94 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 95 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 96}; 97 98// This array contains the swapped version of each SkXfermode. For instance 99// this array's SrcOver blending mode is actually DstOver. You can refer to 100// createLayer() for more information on the purpose of this array. 101static const Blender gBlendsSwap[] = { 102 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 104 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 105 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 106 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 107 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 108 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 109 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 110 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 111 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 112 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 114 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 115 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 116 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 117}; 118 119/////////////////////////////////////////////////////////////////////////////// 120// Functions 121/////////////////////////////////////////////////////////////////////////////// 122 123template<typename T> 124static inline T min(T a, T b) { 125 return a < b ? a : b; 126} 127 128/////////////////////////////////////////////////////////////////////////////// 129// Constructors/destructor 130/////////////////////////////////////////////////////////////////////////////// 131 132OpenGLRenderer::OpenGLRenderer(): 133 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 134 // *set* draw modifiers to be 0 135 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 136 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 137 138 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 139 140 mFrameStarted = false; 141 mCountOverdraw = false; 142 143 mScissorOptimizationDisabled = false; 144} 145 146OpenGLRenderer::~OpenGLRenderer() { 147 // The context has already been destroyed at this point, do not call 148 // GL APIs. All GL state should be kept in Caches.h 149} 150 151void OpenGLRenderer::initProperties() { 152 char property[PROPERTY_VALUE_MAX]; 153 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 154 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 155 INIT_LOGD(" Scissor optimization %s", 156 mScissorOptimizationDisabled ? "disabled" : "enabled"); 157 } else { 158 INIT_LOGD(" Scissor optimization enabled"); 159 } 160} 161 162/////////////////////////////////////////////////////////////////////////////// 163// Setup 164/////////////////////////////////////////////////////////////////////////////// 165 166void OpenGLRenderer::onViewportInitialized() { 167 glDisable(GL_DITHER); 168 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 169 170 glEnableVertexAttribArray(Program::kBindingPosition); 171} 172 173void OpenGLRenderer::setupFrameState(float left, float top, 174 float right, float bottom, bool opaque) { 175 mCaches.clearGarbage(); 176 177 initializeSaveStack(left, top, right, bottom); 178 mOpaque = opaque; 179 mTilingClip.set(left, top, right, bottom); 180} 181 182status_t OpenGLRenderer::startFrame() { 183 if (mFrameStarted) return DrawGlInfo::kStatusDone; 184 mFrameStarted = true; 185 186 mDirtyClip = true; 187 188 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 189 190 glViewport(0, 0, getWidth(), getHeight()); 191 192 // Functors break the tiling extension in pretty spectacular ways 193 // This ensures we don't use tiling when a functor is going to be 194 // invoked during the frame 195 mSuppressTiling = mCaches.hasRegisteredFunctors(); 196 197 startTilingCurrentClip(true); 198 199 debugOverdraw(true, true); 200 201 return clear(mTilingClip.left, mTilingClip.top, 202 mTilingClip.right, mTilingClip.bottom, mOpaque); 203} 204 205status_t OpenGLRenderer::prepareDirty(float left, float top, 206 float right, float bottom, bool opaque) { 207 208 setupFrameState(left, top, right, bottom, opaque); 209 210 // Layer renderers will start the frame immediately 211 // The framebuffer renderer will first defer the display list 212 // for each layer and wait until the first drawing command 213 // to start the frame 214 if (currentSnapshot()->fbo == 0) { 215 syncState(); 216 updateLayers(); 217 } else { 218 return startFrame(); 219 } 220 221 return DrawGlInfo::kStatusDone; 222} 223 224void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 225 // If we know that we are going to redraw the entire framebuffer, 226 // perform a discard to let the driver know we don't need to preserve 227 // the back buffer for this frame. 228 if (mExtensions.hasDiscardFramebuffer() && 229 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 230 const bool isFbo = getTargetFbo() == 0; 231 const GLenum attachments[] = { 232 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 233 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 234 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 235 } 236} 237 238status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 239 if (!opaque || mCountOverdraw) { 240 mCaches.enableScissor(); 241 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 242 glClear(GL_COLOR_BUFFER_BIT); 243 return DrawGlInfo::kStatusDrew; 244 } 245 246 mCaches.resetScissor(); 247 return DrawGlInfo::kStatusDone; 248} 249 250void OpenGLRenderer::syncState() { 251 if (mCaches.blend) { 252 glEnable(GL_BLEND); 253 } else { 254 glDisable(GL_BLEND); 255 } 256} 257 258void OpenGLRenderer::startTilingCurrentClip(bool opaque) { 259 if (!mSuppressTiling) { 260 const Snapshot* snapshot = currentSnapshot(); 261 262 const Rect* clip = &mTilingClip; 263 if (snapshot->flags & Snapshot::kFlagFboTarget) { 264 clip = &(snapshot->layer->clipRect); 265 } 266 267 startTiling(*clip, getViewportHeight(), opaque); 268 } 269} 270 271void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 272 if (!mSuppressTiling) { 273 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 274 clip.right - clip.left, clip.bottom - clip.top, opaque); 275 } 276} 277 278void OpenGLRenderer::endTiling() { 279 if (!mSuppressTiling) mCaches.endTiling(); 280} 281 282void OpenGLRenderer::finish() { 283 renderOverdraw(); 284 endTiling(); 285 286 // When finish() is invoked on FBO 0 we've reached the end 287 // of the current frame 288 if (getTargetFbo() == 0) { 289 mCaches.pathCache.trim(); 290 } 291 292 if (!suppressErrorChecks()) { 293#if DEBUG_OPENGL 294 GLUtils::dumpGLErrors(); 295#endif 296 297#if DEBUG_MEMORY_USAGE 298 mCaches.dumpMemoryUsage(); 299#else 300 if (mCaches.getDebugLevel() & kDebugMemory) { 301 mCaches.dumpMemoryUsage(); 302 } 303#endif 304 } 305 306 if (mCountOverdraw) { 307 countOverdraw(); 308 } 309 310 mFrameStarted = false; 311} 312 313void OpenGLRenderer::interrupt() { 314 if (mCaches.currentProgram) { 315 if (mCaches.currentProgram->isInUse()) { 316 mCaches.currentProgram->remove(); 317 mCaches.currentProgram = NULL; 318 } 319 } 320 mCaches.resetActiveTexture(); 321 mCaches.unbindMeshBuffer(); 322 mCaches.unbindIndicesBuffer(); 323 mCaches.resetVertexPointers(); 324 mCaches.disableTexCoordsVertexArray(); 325 debugOverdraw(false, false); 326} 327 328void OpenGLRenderer::resume() { 329 const Snapshot* snapshot = currentSnapshot(); 330 glViewport(0, 0, getViewportWidth(), getViewportHeight()); 331 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 332 debugOverdraw(true, false); 333 334 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 335 336 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 337 mCaches.enableScissor(); 338 mCaches.resetScissor(); 339 dirtyClip(); 340 341 mCaches.activeTexture(0); 342 mCaches.resetBoundTextures(); 343 344 mCaches.blend = true; 345 glEnable(GL_BLEND); 346 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 347 glBlendEquation(GL_FUNC_ADD); 348} 349 350void OpenGLRenderer::resumeAfterLayer() { 351 glViewport(0, 0, getViewportWidth(), getViewportHeight()); 352 glBindFramebuffer(GL_FRAMEBUFFER, currentSnapshot()->fbo); 353 debugOverdraw(true, false); 354 355 mCaches.resetScissor(); 356 dirtyClip(); 357} 358 359status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 360 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 361 362 Rect clip(*currentClipRect()); 363 clip.snapToPixelBoundaries(); 364 365 // Since we don't know what the functor will draw, let's dirty 366 // the entire clip region 367 if (hasLayer()) { 368 dirtyLayerUnchecked(clip, getRegion()); 369 } 370 371 DrawGlInfo info; 372 info.clipLeft = clip.left; 373 info.clipTop = clip.top; 374 info.clipRight = clip.right; 375 info.clipBottom = clip.bottom; 376 info.isLayer = hasLayer(); 377 info.width = getViewportWidth(); 378 info.height = getViewportHeight(); 379 currentTransform()->copyTo(&info.transform[0]); 380 381 bool dirtyClip = mDirtyClip; 382 // setup GL state for functor 383 if (mDirtyClip) { 384 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 385 } 386 if (mCaches.enableScissor() || dirtyClip) { 387 setScissorFromClip(); 388 } 389 interrupt(); 390 391 // call functor immediately after GL state setup 392 (*functor)(DrawGlInfo::kModeDraw, &info); 393 394 resume(); 395 return DrawGlInfo::kStatusDrew; 396} 397 398/////////////////////////////////////////////////////////////////////////////// 399// Debug 400/////////////////////////////////////////////////////////////////////////////// 401 402void OpenGLRenderer::eventMark(const char* name) const { 403 mCaches.eventMark(0, name); 404} 405 406void OpenGLRenderer::startMark(const char* name) const { 407 mCaches.startMark(0, name); 408} 409 410void OpenGLRenderer::endMark() const { 411 mCaches.endMark(); 412} 413 414void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 415 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 416 if (clear) { 417 mCaches.disableScissor(); 418 mCaches.stencil.clear(); 419 } 420 if (enable) { 421 mCaches.stencil.enableDebugWrite(); 422 } else { 423 mCaches.stencil.disable(); 424 } 425 } 426} 427 428void OpenGLRenderer::renderOverdraw() { 429 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 430 const Rect* clip = &mTilingClip; 431 432 mCaches.enableScissor(); 433 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 434 clip->right - clip->left, clip->bottom - clip->top); 435 436 // 1x overdraw 437 mCaches.stencil.enableDebugTest(2); 438 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 439 440 // 2x overdraw 441 mCaches.stencil.enableDebugTest(3); 442 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 443 444 // 3x overdraw 445 mCaches.stencil.enableDebugTest(4); 446 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 447 448 // 4x overdraw and higher 449 mCaches.stencil.enableDebugTest(4, true); 450 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 451 452 mCaches.stencil.disable(); 453 } 454} 455 456void OpenGLRenderer::countOverdraw() { 457 size_t count = getWidth() * getHeight(); 458 uint32_t* buffer = new uint32_t[count]; 459 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 460 461 size_t total = 0; 462 for (size_t i = 0; i < count; i++) { 463 total += buffer[i] & 0xff; 464 } 465 466 mOverdraw = total / float(count); 467 468 delete[] buffer; 469} 470 471/////////////////////////////////////////////////////////////////////////////// 472// Layers 473/////////////////////////////////////////////////////////////////////////////// 474 475bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 476 if (layer->deferredUpdateScheduled && layer->renderer && 477 layer->displayList.get() && layer->displayList->isRenderable()) { 478 ATRACE_CALL(); 479 480 Rect& dirty = layer->dirtyRect; 481 482 if (inFrame) { 483 endTiling(); 484 debugOverdraw(false, false); 485 } 486 487 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 488 layer->render(); 489 } else { 490 layer->defer(); 491 } 492 493 if (inFrame) { 494 resumeAfterLayer(); 495 startTilingCurrentClip(); 496 } 497 498 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 499 layer->hasDrawnSinceUpdate = false; 500 501 return true; 502 } 503 504 return false; 505} 506 507void OpenGLRenderer::updateLayers() { 508 // If draw deferring is enabled this method will simply defer 509 // the display list of each individual layer. The layers remain 510 // in the layer updates list which will be cleared by flushLayers(). 511 int count = mLayerUpdates.size(); 512 if (count > 0) { 513 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 514 startMark("Layer Updates"); 515 } else { 516 startMark("Defer Layer Updates"); 517 } 518 519 // Note: it is very important to update the layers in order 520 for (int i = 0; i < count; i++) { 521 Layer* layer = mLayerUpdates.itemAt(i); 522 updateLayer(layer, false); 523 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 524 mCaches.resourceCache.decrementRefcount(layer); 525 } 526 } 527 528 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 529 mLayerUpdates.clear(); 530 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 531 } 532 endMark(); 533 } 534} 535 536void OpenGLRenderer::flushLayers() { 537 int count = mLayerUpdates.size(); 538 if (count > 0) { 539 startMark("Apply Layer Updates"); 540 char layerName[12]; 541 542 // Note: it is very important to update the layers in order 543 for (int i = 0; i < count; i++) { 544 sprintf(layerName, "Layer #%d", i); 545 startMark(layerName); 546 547 ATRACE_BEGIN("flushLayer"); 548 Layer* layer = mLayerUpdates.itemAt(i); 549 layer->flush(); 550 ATRACE_END(); 551 552 mCaches.resourceCache.decrementRefcount(layer); 553 554 endMark(); 555 } 556 557 mLayerUpdates.clear(); 558 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 559 560 endMark(); 561 } 562} 563 564void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 565 if (layer) { 566 // Make sure we don't introduce duplicates. 567 // SortedVector would do this automatically but we need to respect 568 // the insertion order. The linear search is not an issue since 569 // this list is usually very short (typically one item, at most a few) 570 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 571 if (mLayerUpdates.itemAt(i) == layer) { 572 return; 573 } 574 } 575 mLayerUpdates.push_back(layer); 576 mCaches.resourceCache.incrementRefcount(layer); 577 } 578} 579 580void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 581 if (layer) { 582 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 583 if (mLayerUpdates.itemAt(i) == layer) { 584 mLayerUpdates.removeAt(i); 585 mCaches.resourceCache.decrementRefcount(layer); 586 break; 587 } 588 } 589 } 590} 591 592void OpenGLRenderer::clearLayerUpdates() { 593 size_t count = mLayerUpdates.size(); 594 if (count > 0) { 595 mCaches.resourceCache.lock(); 596 for (size_t i = 0; i < count; i++) { 597 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 598 } 599 mCaches.resourceCache.unlock(); 600 mLayerUpdates.clear(); 601 } 602} 603 604void OpenGLRenderer::flushLayerUpdates() { 605 syncState(); 606 updateLayers(); 607 flushLayers(); 608 // Wait for all the layer updates to be executed 609 AutoFence fence; 610} 611 612/////////////////////////////////////////////////////////////////////////////// 613// State management 614/////////////////////////////////////////////////////////////////////////////// 615 616void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 617 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 618 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 619 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 620 621 if (restoreViewport) { 622 glViewport(0, 0, getViewportWidth(), getViewportHeight()); 623 } 624 625 if (restoreClip) { 626 dirtyClip(); 627 } 628 629 if (restoreLayer) { 630 endMark(); // Savelayer 631 startMark("ComposeLayer"); 632 composeLayer(removed, restored); 633 endMark(); 634 } 635} 636 637/////////////////////////////////////////////////////////////////////////////// 638// Layers 639/////////////////////////////////////////////////////////////////////////////// 640 641int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 642 const SkPaint* paint, int flags, const SkPath* convexMask) { 643 const int count = saveSnapshot(flags); 644 645 if (!currentSnapshot()->isIgnored()) { 646 createLayer(left, top, right, bottom, paint, flags, convexMask); 647 } 648 649 return count; 650} 651 652void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 653 const Rect untransformedBounds(bounds); 654 655 currentTransform()->mapRect(bounds); 656 657 // Layers only make sense if they are in the framebuffer's bounds 658 if (bounds.intersect(*currentClipRect())) { 659 // We cannot work with sub-pixels in this case 660 bounds.snapToPixelBoundaries(); 661 662 // When the layer is not an FBO, we may use glCopyTexImage so we 663 // need to make sure the layer does not extend outside the bounds 664 // of the framebuffer 665 const Snapshot& previous = *(currentSnapshot()->previous); 666 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 667 if (!bounds.intersect(previousViewport)) { 668 bounds.setEmpty(); 669 } else if (fboLayer) { 670 clip.set(bounds); 671 mat4 inverse; 672 inverse.loadInverse(*currentTransform()); 673 inverse.mapRect(clip); 674 clip.snapToPixelBoundaries(); 675 if (clip.intersect(untransformedBounds)) { 676 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 677 bounds.set(untransformedBounds); 678 } else { 679 clip.setEmpty(); 680 } 681 } 682 } else { 683 bounds.setEmpty(); 684 } 685} 686 687void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 688 bool fboLayer, int alpha) { 689 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 690 bounds.getHeight() > mCaches.maxTextureSize || 691 (fboLayer && clip.isEmpty())) { 692 mSnapshot->empty = fboLayer; 693 } else { 694 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 695 } 696} 697 698int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 699 const SkPaint* paint, int flags) { 700 const int count = saveSnapshot(flags); 701 702 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 703 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 704 // operations will be able to store and restore the current clip and transform info, and 705 // quick rejection will be correct (for display lists) 706 707 Rect bounds(left, top, right, bottom); 708 Rect clip; 709 calculateLayerBoundsAndClip(bounds, clip, true); 710 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 711 712 if (!currentSnapshot()->isIgnored()) { 713 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 714 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 715 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 716 mSnapshot->roundRectClipState = NULL; 717 } 718 } 719 720 return count; 721} 722 723/** 724 * Layers are viewed by Skia are slightly different than layers in image editing 725 * programs (for instance.) When a layer is created, previously created layers 726 * and the frame buffer still receive every drawing command. For instance, if a 727 * layer is created and a shape intersecting the bounds of the layers and the 728 * framebuffer is draw, the shape will be drawn on both (unless the layer was 729 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 730 * 731 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 732 * texture. Unfortunately, this is inefficient as it requires every primitive to 733 * be drawn n + 1 times, where n is the number of active layers. In practice this 734 * means, for every primitive: 735 * - Switch active frame buffer 736 * - Change viewport, clip and projection matrix 737 * - Issue the drawing 738 * 739 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 740 * To avoid this, layers are implemented in a different way here, at least in the 741 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 742 * is set. When this flag is set we can redirect all drawing operations into a 743 * single FBO. 744 * 745 * This implementation relies on the frame buffer being at least RGBA 8888. When 746 * a layer is created, only a texture is created, not an FBO. The content of the 747 * frame buffer contained within the layer's bounds is copied into this texture 748 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 749 * buffer and drawing continues as normal. This technique therefore treats the 750 * frame buffer as a scratch buffer for the layers. 751 * 752 * To compose the layers back onto the frame buffer, each layer texture 753 * (containing the original frame buffer data) is drawn as a simple quad over 754 * the frame buffer. The trick is that the quad is set as the composition 755 * destination in the blending equation, and the frame buffer becomes the source 756 * of the composition. 757 * 758 * Drawing layers with an alpha value requires an extra step before composition. 759 * An empty quad is drawn over the layer's region in the frame buffer. This quad 760 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 761 * quad is used to multiply the colors in the frame buffer. This is achieved by 762 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 763 * GL_ZERO, GL_SRC_ALPHA. 764 * 765 * Because glCopyTexImage2D() can be slow, an alternative implementation might 766 * be use to draw a single clipped layer. The implementation described above 767 * is correct in every case. 768 * 769 * (1) The frame buffer is actually not cleared right away. To allow the GPU 770 * to potentially optimize series of calls to glCopyTexImage2D, the frame 771 * buffer is left untouched until the first drawing operation. Only when 772 * something actually gets drawn are the layers regions cleared. 773 */ 774bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 775 const SkPaint* paint, int flags, const SkPath* convexMask) { 776 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 777 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 778 779 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 780 781 // Window coordinates of the layer 782 Rect clip; 783 Rect bounds(left, top, right, bottom); 784 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 785 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 786 787 // Bail out if we won't draw in this snapshot 788 if (currentSnapshot()->isIgnored()) { 789 return false; 790 } 791 792 mCaches.activeTexture(0); 793 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 794 if (!layer) { 795 return false; 796 } 797 798 layer->setPaint(paint); 799 layer->layer.set(bounds); 800 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 801 bounds.getWidth() / float(layer->getWidth()), 0.0f); 802 803 layer->setBlend(true); 804 layer->setDirty(false); 805 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 806 807 // Save the layer in the snapshot 808 mSnapshot->flags |= Snapshot::kFlagIsLayer; 809 mSnapshot->layer = layer; 810 811 startMark("SaveLayer"); 812 if (fboLayer) { 813 return createFboLayer(layer, bounds, clip); 814 } else { 815 // Copy the framebuffer into the layer 816 layer->bindTexture(); 817 if (!bounds.isEmpty()) { 818 if (layer->isEmpty()) { 819 // Workaround for some GL drivers. When reading pixels lying outside 820 // of the window we should get undefined values for those pixels. 821 // Unfortunately some drivers will turn the entire target texture black 822 // when reading outside of the window. 823 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 824 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 825 layer->setEmpty(false); 826 } 827 828 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 829 bounds.left, getViewportHeight() - bounds.bottom, 830 bounds.getWidth(), bounds.getHeight()); 831 832 // Enqueue the buffer coordinates to clear the corresponding region later 833 mLayers.push(new Rect(bounds)); 834 } 835 } 836 837 return true; 838} 839 840bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 841 layer->clipRect.set(clip); 842 layer->setFbo(mCaches.fboCache.get()); 843 844 mSnapshot->region = &mSnapshot->layer->region; 845 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 846 mSnapshot->fbo = layer->getFbo(); 847 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 848 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 849 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 850 mSnapshot->roundRectClipState = NULL; 851 852 endTiling(); 853 debugOverdraw(false, false); 854 // Bind texture to FBO 855 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 856 layer->bindTexture(); 857 858 // Initialize the texture if needed 859 if (layer->isEmpty()) { 860 layer->allocateTexture(); 861 layer->setEmpty(false); 862 } 863 864 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 865 layer->getTexture(), 0); 866 867 startTilingCurrentClip(true); 868 869 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 870 mCaches.enableScissor(); 871 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 872 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 873 glClear(GL_COLOR_BUFFER_BIT); 874 875 dirtyClip(); 876 877 // Change the ortho projection 878 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 879 return true; 880} 881 882/** 883 * Read the documentation of createLayer() before doing anything in this method. 884 */ 885void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 886 if (!removed.layer) { 887 ALOGE("Attempting to compose a layer that does not exist"); 888 return; 889 } 890 891 Layer* layer = removed.layer; 892 const Rect& rect = layer->layer; 893 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 894 895 bool clipRequired = false; 896 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 897 &clipRequired, NULL, false); // safely ignore return, should never be rejected 898 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 899 900 if (fboLayer) { 901 endTiling(); 902 903 // Detach the texture from the FBO 904 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 905 906 layer->removeFbo(false); 907 908 // Unbind current FBO and restore previous one 909 glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo); 910 debugOverdraw(true, false); 911 912 startTilingCurrentClip(); 913 } 914 915 if (!fboLayer && layer->getAlpha() < 255) { 916 SkPaint layerPaint; 917 layerPaint.setAlpha(layer->getAlpha()); 918 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 919 layerPaint.setColorFilter(layer->getColorFilter()); 920 921 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 922 // Required below, composeLayerRect() will divide by 255 923 layer->setAlpha(255); 924 } 925 926 mCaches.unbindMeshBuffer(); 927 928 mCaches.activeTexture(0); 929 930 // When the layer is stored in an FBO, we can save a bit of fillrate by 931 // drawing only the dirty region 932 if (fboLayer) { 933 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 934 composeLayerRegion(layer, rect); 935 } else if (!rect.isEmpty()) { 936 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 937 938 save(0); 939 // the layer contains screen buffer content that shouldn't be alpha modulated 940 // (and any necessary alpha modulation was handled drawing into the layer) 941 mSnapshot->alpha = 1.0f; 942 composeLayerRect(layer, rect, true); 943 restore(); 944 } 945 946 dirtyClip(); 947 948 // Failing to add the layer to the cache should happen only if the layer is too large 949 layer->setConvexMask(NULL); 950 if (!mCaches.layerCache.put(layer)) { 951 LAYER_LOGD("Deleting layer"); 952 Caches::getInstance().resourceCache.decrementRefcount(layer); 953 } 954} 955 956void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 957 float alpha = getLayerAlpha(layer); 958 959 setupDraw(); 960 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 961 setupDrawWithTexture(); 962 } else { 963 setupDrawWithExternalTexture(); 964 } 965 setupDrawTextureTransform(); 966 setupDrawColor(alpha, alpha, alpha, alpha); 967 setupDrawColorFilter(layer->getColorFilter()); 968 setupDrawBlending(layer); 969 setupDrawProgram(); 970 setupDrawPureColorUniforms(); 971 setupDrawColorFilterUniforms(layer->getColorFilter()); 972 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 973 setupDrawTexture(layer->getTexture()); 974 } else { 975 setupDrawExternalTexture(layer->getTexture()); 976 } 977 if (currentTransform()->isPureTranslate() && 978 !layer->getForceFilter() && 979 layer->getWidth() == (uint32_t) rect.getWidth() && 980 layer->getHeight() == (uint32_t) rect.getHeight()) { 981 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 982 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 983 984 layer->setFilter(GL_NEAREST); 985 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 986 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 987 } else { 988 layer->setFilter(GL_LINEAR); 989 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 990 rect.left, rect.top, rect.right, rect.bottom); 991 } 992 setupDrawTextureTransformUniforms(layer->getTexTransform()); 993 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 994 995 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 996} 997 998void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 999 if (!layer->isTextureLayer()) { 1000 const Rect& texCoords = layer->texCoords; 1001 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1002 texCoords.right, texCoords.bottom); 1003 1004 float x = rect.left; 1005 float y = rect.top; 1006 bool simpleTransform = currentTransform()->isPureTranslate() && 1007 layer->getWidth() == (uint32_t) rect.getWidth() && 1008 layer->getHeight() == (uint32_t) rect.getHeight(); 1009 1010 if (simpleTransform) { 1011 // When we're swapping, the layer is already in screen coordinates 1012 if (!swap) { 1013 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1014 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1015 } 1016 1017 layer->setFilter(GL_NEAREST, true); 1018 } else { 1019 layer->setFilter(GL_LINEAR, true); 1020 } 1021 1022 SkPaint layerPaint; 1023 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1024 layerPaint.setXfermodeMode(layer->getMode()); 1025 layerPaint.setColorFilter(layer->getColorFilter()); 1026 1027 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1028 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1029 layer->getTexture(), &layerPaint, blend, 1030 &mMeshVertices[0].x, &mMeshVertices[0].u, 1031 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1032 1033 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1034 } else { 1035 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1036 drawTextureLayer(layer, rect); 1037 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1038 } 1039} 1040 1041/** 1042 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1043 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1044 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1045 * by saveLayer's restore 1046 */ 1047#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1048 DRAW_COMMAND; \ 1049 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1050 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1051 DRAW_COMMAND; \ 1052 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1053 } \ 1054 } 1055 1056#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1057 1058// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1059// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1060class LayerShader : public SkShader { 1061public: 1062 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1063 : INHERITED(localMatrix) 1064 , mLayer(layer) { 1065 } 1066 1067 virtual bool asACustomShader(void** data) const { 1068 if (data) { 1069 *data = static_cast<void*>(mLayer); 1070 } 1071 return true; 1072 } 1073 1074 virtual bool isOpaque() const { 1075 return !mLayer->isBlend(); 1076 } 1077 1078protected: 1079 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1080 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1081 } 1082 1083 virtual void flatten(SkWriteBuffer&) const { 1084 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1085 } 1086 1087 virtual Factory getFactory() const { 1088 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1089 return NULL; 1090 } 1091private: 1092 // Unowned. 1093 Layer* mLayer; 1094 typedef SkShader INHERITED; 1095}; 1096 1097void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1098 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1099 1100 if (layer->getConvexMask()) { 1101 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1102 1103 // clip to the area of the layer the mask can be larger 1104 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1105 1106 SkPaint paint; 1107 paint.setAntiAlias(true); 1108 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1109 1110 // create LayerShader to map SaveLayer content into subsequent draw 1111 SkMatrix shaderMatrix; 1112 shaderMatrix.setTranslate(rect.left, rect.bottom); 1113 shaderMatrix.preScale(1, -1); 1114 LayerShader layerShader(layer, &shaderMatrix); 1115 paint.setShader(&layerShader); 1116 1117 // Since the drawing primitive is defined in local drawing space, 1118 // we don't need to modify the draw matrix 1119 const SkPath* maskPath = layer->getConvexMask(); 1120 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1121 1122 paint.setShader(NULL); 1123 restore(); 1124 1125 return; 1126 } 1127 1128 if (layer->region.isRect()) { 1129 layer->setRegionAsRect(); 1130 1131 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1132 1133 layer->region.clear(); 1134 return; 1135 } 1136 1137 // standard Region based draw 1138 size_t count; 1139 const android::Rect* rects; 1140 Region safeRegion; 1141 if (CC_LIKELY(hasRectToRectTransform())) { 1142 rects = layer->region.getArray(&count); 1143 } else { 1144 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1145 rects = safeRegion.getArray(&count); 1146 } 1147 1148 const float alpha = getLayerAlpha(layer); 1149 const float texX = 1.0f / float(layer->getWidth()); 1150 const float texY = 1.0f / float(layer->getHeight()); 1151 const float height = rect.getHeight(); 1152 1153 setupDraw(); 1154 1155 // We must get (and therefore bind) the region mesh buffer 1156 // after we setup drawing in case we need to mess with the 1157 // stencil buffer in setupDraw() 1158 TextureVertex* mesh = mCaches.getRegionMesh(); 1159 uint32_t numQuads = 0; 1160 1161 setupDrawWithTexture(); 1162 setupDrawColor(alpha, alpha, alpha, alpha); 1163 setupDrawColorFilter(layer->getColorFilter()); 1164 setupDrawBlending(layer); 1165 setupDrawProgram(); 1166 setupDrawDirtyRegionsDisabled(); 1167 setupDrawPureColorUniforms(); 1168 setupDrawColorFilterUniforms(layer->getColorFilter()); 1169 setupDrawTexture(layer->getTexture()); 1170 if (currentTransform()->isPureTranslate()) { 1171 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1172 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1173 1174 layer->setFilter(GL_NEAREST); 1175 setupDrawModelView(kModelViewMode_Translate, false, 1176 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1177 } else { 1178 layer->setFilter(GL_LINEAR); 1179 setupDrawModelView(kModelViewMode_Translate, false, 1180 rect.left, rect.top, rect.right, rect.bottom); 1181 } 1182 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1183 1184 for (size_t i = 0; i < count; i++) { 1185 const android::Rect* r = &rects[i]; 1186 1187 const float u1 = r->left * texX; 1188 const float v1 = (height - r->top) * texY; 1189 const float u2 = r->right * texX; 1190 const float v2 = (height - r->bottom) * texY; 1191 1192 // TODO: Reject quads outside of the clip 1193 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1194 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1195 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1196 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1197 1198 numQuads++; 1199 1200 if (numQuads >= gMaxNumberOfQuads) { 1201 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1202 GL_UNSIGNED_SHORT, NULL)); 1203 numQuads = 0; 1204 mesh = mCaches.getRegionMesh(); 1205 } 1206 } 1207 1208 if (numQuads > 0) { 1209 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1210 GL_UNSIGNED_SHORT, NULL)); 1211 } 1212 1213#if DEBUG_LAYERS_AS_REGIONS 1214 drawRegionRectsDebug(layer->region); 1215#endif 1216 1217 layer->region.clear(); 1218} 1219 1220#if DEBUG_LAYERS_AS_REGIONS 1221void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1222 size_t count; 1223 const android::Rect* rects = region.getArray(&count); 1224 1225 uint32_t colors[] = { 1226 0x7fff0000, 0x7f00ff00, 1227 0x7f0000ff, 0x7fff00ff, 1228 }; 1229 1230 int offset = 0; 1231 int32_t top = rects[0].top; 1232 1233 for (size_t i = 0; i < count; i++) { 1234 if (top != rects[i].top) { 1235 offset ^= 0x2; 1236 top = rects[i].top; 1237 } 1238 1239 SkPaint paint; 1240 paint.setColor(colors[offset + (i & 0x1)]); 1241 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1242 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1243 } 1244} 1245#endif 1246 1247void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1248 Vector<float> rects; 1249 1250 SkRegion::Iterator it(region); 1251 while (!it.done()) { 1252 const SkIRect& r = it.rect(); 1253 rects.push(r.fLeft); 1254 rects.push(r.fTop); 1255 rects.push(r.fRight); 1256 rects.push(r.fBottom); 1257 it.next(); 1258 } 1259 1260 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1261} 1262 1263void OpenGLRenderer::dirtyLayer(const float left, const float top, 1264 const float right, const float bottom, const mat4 transform) { 1265 if (hasLayer()) { 1266 Rect bounds(left, top, right, bottom); 1267 transform.mapRect(bounds); 1268 dirtyLayerUnchecked(bounds, getRegion()); 1269 } 1270} 1271 1272void OpenGLRenderer::dirtyLayer(const float left, const float top, 1273 const float right, const float bottom) { 1274 if (hasLayer()) { 1275 Rect bounds(left, top, right, bottom); 1276 dirtyLayerUnchecked(bounds, getRegion()); 1277 } 1278} 1279 1280void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1281 if (bounds.intersect(*currentClipRect())) { 1282 bounds.snapToPixelBoundaries(); 1283 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1284 if (!dirty.isEmpty()) { 1285 region->orSelf(dirty); 1286 } 1287 } 1288} 1289 1290void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1291 GLsizei elementsCount = quadsCount * 6; 1292 while (elementsCount > 0) { 1293 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1294 1295 setupDrawIndexedVertices(&mesh[0].x); 1296 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1297 1298 elementsCount -= drawCount; 1299 // Though there are 4 vertices in a quad, we use 6 indices per 1300 // quad to draw with GL_TRIANGLES 1301 mesh += (drawCount / 6) * 4; 1302 } 1303} 1304 1305void OpenGLRenderer::clearLayerRegions() { 1306 const size_t count = mLayers.size(); 1307 if (count == 0) return; 1308 1309 if (!currentSnapshot()->isIgnored()) { 1310 // Doing several glScissor/glClear here can negatively impact 1311 // GPUs with a tiler architecture, instead we draw quads with 1312 // the Clear blending mode 1313 1314 // The list contains bounds that have already been clipped 1315 // against their initial clip rect, and the current clip 1316 // is likely different so we need to disable clipping here 1317 bool scissorChanged = mCaches.disableScissor(); 1318 1319 Vertex mesh[count * 4]; 1320 Vertex* vertex = mesh; 1321 1322 for (uint32_t i = 0; i < count; i++) { 1323 Rect* bounds = mLayers.itemAt(i); 1324 1325 Vertex::set(vertex++, bounds->left, bounds->top); 1326 Vertex::set(vertex++, bounds->right, bounds->top); 1327 Vertex::set(vertex++, bounds->left, bounds->bottom); 1328 Vertex::set(vertex++, bounds->right, bounds->bottom); 1329 1330 delete bounds; 1331 } 1332 // We must clear the list of dirty rects before we 1333 // call setupDraw() to prevent stencil setup to do 1334 // the same thing again 1335 mLayers.clear(); 1336 1337 SkPaint clearPaint; 1338 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1339 1340 setupDraw(false); 1341 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1342 setupDrawBlending(&clearPaint, true); 1343 setupDrawProgram(); 1344 setupDrawPureColorUniforms(); 1345 setupDrawModelView(kModelViewMode_Translate, false, 1346 0.0f, 0.0f, 0.0f, 0.0f, true); 1347 1348 issueIndexedQuadDraw(&mesh[0], count); 1349 1350 if (scissorChanged) mCaches.enableScissor(); 1351 } else { 1352 for (uint32_t i = 0; i < count; i++) { 1353 delete mLayers.itemAt(i); 1354 } 1355 mLayers.clear(); 1356 } 1357} 1358 1359/////////////////////////////////////////////////////////////////////////////// 1360// State Deferral 1361/////////////////////////////////////////////////////////////////////////////// 1362 1363bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1364 const Rect* currentClip = currentClipRect(); 1365 const mat4* currentMatrix = currentTransform(); 1366 1367 if (stateDeferFlags & kStateDeferFlag_Draw) { 1368 // state has bounds initialized in local coordinates 1369 if (!state.mBounds.isEmpty()) { 1370 currentMatrix->mapRect(state.mBounds); 1371 Rect clippedBounds(state.mBounds); 1372 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1373 // is used, it should more closely duplicate the quickReject logic (in how it uses 1374 // snapToPixelBoundaries) 1375 1376 if(!clippedBounds.intersect(*currentClip)) { 1377 // quick rejected 1378 return true; 1379 } 1380 1381 state.mClipSideFlags = kClipSide_None; 1382 if (!currentClip->contains(state.mBounds)) { 1383 int& flags = state.mClipSideFlags; 1384 // op partially clipped, so record which sides are clipped for clip-aware merging 1385 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1386 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1387 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1388 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1389 } 1390 state.mBounds.set(clippedBounds); 1391 } else { 1392 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1393 // overdraw avoidance (since we don't know what it overlaps) 1394 state.mClipSideFlags = kClipSide_ConservativeFull; 1395 state.mBounds.set(*currentClip); 1396 } 1397 } 1398 1399 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1400 if (state.mClipValid) { 1401 state.mClip.set(*currentClip); 1402 } 1403 1404 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1405 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1406 state.mMatrix.load(*currentMatrix); 1407 state.mDrawModifiers = mDrawModifiers; 1408 state.mAlpha = currentSnapshot()->alpha; 1409 1410 // always store/restore, since it's just a pointer 1411 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1412 return false; 1413} 1414 1415void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1416 setMatrix(state.mMatrix); 1417 mSnapshot->alpha = state.mAlpha; 1418 mDrawModifiers = state.mDrawModifiers; 1419 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1420 1421 if (state.mClipValid && !skipClipRestore) { 1422 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1423 state.mClip.right, state.mClip.bottom); 1424 dirtyClip(); 1425 } 1426} 1427 1428/** 1429 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1430 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1431 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1432 * 1433 * This method should be called when restoreDisplayState() won't be restoring the clip 1434 */ 1435void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1436 if (clipRect != NULL) { 1437 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1438 } else { 1439 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1440 } 1441 dirtyClip(); 1442 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1443} 1444 1445/////////////////////////////////////////////////////////////////////////////// 1446// Clipping 1447/////////////////////////////////////////////////////////////////////////////// 1448 1449void OpenGLRenderer::setScissorFromClip() { 1450 Rect clip(*currentClipRect()); 1451 clip.snapToPixelBoundaries(); 1452 1453 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1454 clip.getWidth(), clip.getHeight())) { 1455 mDirtyClip = false; 1456 } 1457} 1458 1459void OpenGLRenderer::ensureStencilBuffer() { 1460 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1461 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1462 // just hope we have one when hasLayer() returns false. 1463 if (hasLayer()) { 1464 attachStencilBufferToLayer(currentSnapshot()->layer); 1465 } 1466} 1467 1468void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1469 // The layer's FBO is already bound when we reach this stage 1470 if (!layer->getStencilRenderBuffer()) { 1471 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1472 // is attached after we initiated tiling. We must turn it off, 1473 // attach the new render buffer then turn tiling back on 1474 endTiling(); 1475 1476 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1477 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1478 layer->setStencilRenderBuffer(buffer); 1479 1480 startTiling(layer->clipRect, layer->layer.getHeight()); 1481 } 1482} 1483 1484void OpenGLRenderer::setStencilFromClip() { 1485 if (!mCaches.debugOverdraw) { 1486 if (!currentSnapshot()->clipRegion->isEmpty()) { 1487 // NOTE: The order here is important, we must set dirtyClip to false 1488 // before any draw call to avoid calling back into this method 1489 mDirtyClip = false; 1490 1491 ensureStencilBuffer(); 1492 1493 mCaches.stencil.enableWrite(); 1494 1495 // Clear and update the stencil, but first make sure we restrict drawing 1496 // to the region's bounds 1497 bool resetScissor = mCaches.enableScissor(); 1498 if (resetScissor) { 1499 // The scissor was not set so we now need to update it 1500 setScissorFromClip(); 1501 } 1502 mCaches.stencil.clear(); 1503 1504 // stash and disable the outline clip state, since stencil doesn't account for outline 1505 bool storedSkipOutlineClip = mSkipOutlineClip; 1506 mSkipOutlineClip = true; 1507 1508 SkPaint paint; 1509 paint.setColor(0xff000000); 1510 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1511 1512 // NOTE: We could use the region contour path to generate a smaller mesh 1513 // Since we are using the stencil we could use the red book path 1514 // drawing technique. It might increase bandwidth usage though. 1515 1516 // The last parameter is important: we are not drawing in the color buffer 1517 // so we don't want to dirty the current layer, if any 1518 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1519 if (resetScissor) mCaches.disableScissor(); 1520 mSkipOutlineClip = storedSkipOutlineClip; 1521 1522 mCaches.stencil.enableTest(); 1523 1524 // Draw the region used to generate the stencil if the appropriate debug 1525 // mode is enabled 1526 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1527 paint.setColor(0x7f0000ff); 1528 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1529 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1530 } 1531 } else { 1532 mCaches.stencil.disable(); 1533 } 1534 } 1535} 1536 1537/** 1538 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1539 * 1540 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1541 * style, and tessellated AA ramp 1542 */ 1543bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1544 const SkPaint* paint) { 1545 bool snapOut = paint && paint->isAntiAlias(); 1546 1547 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1548 float outset = paint->getStrokeWidth() * 0.5f; 1549 left -= outset; 1550 top -= outset; 1551 right += outset; 1552 bottom += outset; 1553 } 1554 1555 bool clipRequired = false; 1556 bool roundRectClipRequired = false; 1557 if (calculateQuickRejectForScissor(left, top, right, bottom, 1558 &clipRequired, &roundRectClipRequired, snapOut)) { 1559 return true; 1560 } 1561 1562 if (!isRecording()) { 1563 // not quick rejected, so enable the scissor if clipRequired 1564 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1565 mSkipOutlineClip = !roundRectClipRequired; 1566 } 1567 return false; 1568} 1569 1570void OpenGLRenderer::debugClip() { 1571#if DEBUG_CLIP_REGIONS 1572 if (!isRecording() && !currentSnapshot()->clipRegion->isEmpty()) { 1573 SkPaint paint; 1574 paint.setColor(0x7f00ff00); 1575 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1576 1577 } 1578#endif 1579} 1580 1581/////////////////////////////////////////////////////////////////////////////// 1582// Drawing commands 1583/////////////////////////////////////////////////////////////////////////////// 1584 1585void OpenGLRenderer::setupDraw(bool clear) { 1586 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1587 // changes the scissor test state 1588 if (clear) clearLayerRegions(); 1589 // Make sure setScissor & setStencil happen at the beginning of 1590 // this method 1591 if (mDirtyClip) { 1592 if (mCaches.scissorEnabled) { 1593 setScissorFromClip(); 1594 } 1595 setStencilFromClip(); 1596 } 1597 1598 mDescription.reset(); 1599 1600 mSetShaderColor = false; 1601 mColorSet = false; 1602 mColorA = mColorR = mColorG = mColorB = 0.0f; 1603 mTextureUnit = 0; 1604 mTrackDirtyRegions = true; 1605 1606 // Enable debug highlight when what we're about to draw is tested against 1607 // the stencil buffer and if stencil highlight debugging is on 1608 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1609 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1610 mCaches.stencil.isTestEnabled(); 1611 1612 mDescription.emulateStencil = mCountOverdraw; 1613} 1614 1615void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1616 mDescription.hasTexture = true; 1617 mDescription.hasAlpha8Texture = isAlpha8; 1618} 1619 1620void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1621 mDescription.hasTexture = true; 1622 mDescription.hasColors = true; 1623 mDescription.hasAlpha8Texture = isAlpha8; 1624} 1625 1626void OpenGLRenderer::setupDrawWithExternalTexture() { 1627 mDescription.hasExternalTexture = true; 1628} 1629 1630void OpenGLRenderer::setupDrawNoTexture() { 1631 mCaches.disableTexCoordsVertexArray(); 1632} 1633 1634void OpenGLRenderer::setupDrawAA() { 1635 mDescription.isAA = true; 1636} 1637 1638void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1639 mColorA = alpha / 255.0f; 1640 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1641 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1642 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1643 mColorSet = true; 1644 mSetShaderColor = mDescription.setColorModulate(mColorA); 1645} 1646 1647void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1648 mColorA = alpha / 255.0f; 1649 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1650 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1651 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1652 mColorSet = true; 1653 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1654} 1655 1656void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1657 mCaches.fontRenderer->describe(mDescription, paint); 1658} 1659 1660void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1661 mColorA = a; 1662 mColorR = r; 1663 mColorG = g; 1664 mColorB = b; 1665 mColorSet = true; 1666 mSetShaderColor = mDescription.setColorModulate(a); 1667} 1668 1669void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1670 if (shader != NULL) { 1671 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1672 } 1673} 1674 1675void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1676 if (filter == NULL) { 1677 return; 1678 } 1679 1680 SkXfermode::Mode mode; 1681 if (filter->asColorMode(NULL, &mode)) { 1682 mDescription.colorOp = ProgramDescription::kColorBlend; 1683 mDescription.colorMode = mode; 1684 } else if (filter->asColorMatrix(NULL)) { 1685 mDescription.colorOp = ProgramDescription::kColorMatrix; 1686 } 1687} 1688 1689void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1690 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1691 mColorA = 1.0f; 1692 mColorR = mColorG = mColorB = 0.0f; 1693 mSetShaderColor = mDescription.modulate = true; 1694 } 1695} 1696 1697static bool isBlendedColorFilter(const SkColorFilter* filter) { 1698 if (filter == NULL) { 1699 return false; 1700 } 1701 return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0; 1702} 1703 1704void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1705 SkXfermode::Mode mode = layer->getMode(); 1706 // When the blending mode is kClear_Mode, we need to use a modulate color 1707 // argb=1,0,0,0 1708 accountForClear(mode); 1709 // TODO: check shader blending, once we have shader drawing support for layers. 1710 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1711 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1712 chooseBlending(blend, mode, mDescription, swapSrcDst); 1713} 1714 1715void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1716 SkXfermode::Mode mode = getXfermodeDirect(paint); 1717 // When the blending mode is kClear_Mode, we need to use a modulate color 1718 // argb=1,0,0,0 1719 accountForClear(mode); 1720 blend |= (mColorSet && mColorA < 1.0f) || 1721 (getShader(paint) && !getShader(paint)->isOpaque()) || 1722 isBlendedColorFilter(getColorFilter(paint)); 1723 chooseBlending(blend, mode, mDescription, swapSrcDst); 1724} 1725 1726void OpenGLRenderer::setupDrawProgram() { 1727 useProgram(mCaches.programCache.get(mDescription)); 1728 if (mDescription.hasRoundRectClip) { 1729 // TODO: avoid doing this repeatedly, stashing state pointer in program 1730 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1731 const Rect& innerRect = state->outlineInnerRect; 1732 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1733 innerRect.left, innerRect.top, 1734 innerRect.right, innerRect.bottom); 1735 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1736 state->outlineRadius); 1737 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1738 1, GL_FALSE, &state->matrix.data[0]); 1739 } 1740} 1741 1742void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1743 mTrackDirtyRegions = false; 1744} 1745 1746void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1747 float left, float top, float right, float bottom, bool ignoreTransform) { 1748 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1749 if (mode == kModelViewMode_TranslateAndScale) { 1750 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1751 } 1752 1753 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1754 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1755 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1756 if (dirty && mTrackDirtyRegions) { 1757 if (!ignoreTransform) { 1758 dirtyLayer(left, top, right, bottom, *currentTransform()); 1759 } else { 1760 dirtyLayer(left, top, right, bottom); 1761 } 1762 } 1763} 1764 1765void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1766 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1767 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1768 } 1769} 1770 1771void OpenGLRenderer::setupDrawPureColorUniforms() { 1772 if (mSetShaderColor) { 1773 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1774 } 1775} 1776 1777void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1778 if (shader == NULL) { 1779 return; 1780 } 1781 1782 if (ignoreTransform) { 1783 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1784 // because it was built into modelView / the geometry, and the description needs to 1785 // compensate. 1786 mat4 modelViewWithoutTransform; 1787 modelViewWithoutTransform.loadInverse(*currentTransform()); 1788 modelViewWithoutTransform.multiply(mModelViewMatrix); 1789 mModelViewMatrix.load(modelViewWithoutTransform); 1790 } 1791 1792 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1793} 1794 1795void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1796 if (NULL == filter) { 1797 return; 1798 } 1799 1800 SkColor color; 1801 SkXfermode::Mode mode; 1802 if (filter->asColorMode(&color, &mode)) { 1803 const int alpha = SkColorGetA(color); 1804 const GLfloat a = alpha / 255.0f; 1805 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1806 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1807 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1808 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1809 return; 1810 } 1811 1812 SkScalar srcColorMatrix[20]; 1813 if (filter->asColorMatrix(srcColorMatrix)) { 1814 1815 float colorMatrix[16]; 1816 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1817 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1818 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1819 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1820 1821 // Skia uses the range [0..255] for the addition vector, but we need 1822 // the [0..1] range to apply the vector in GLSL 1823 float colorVector[4]; 1824 colorVector[0] = srcColorMatrix[4] / 255.0f; 1825 colorVector[1] = srcColorMatrix[9] / 255.0f; 1826 colorVector[2] = srcColorMatrix[14] / 255.0f; 1827 colorVector[3] = srcColorMatrix[19] / 255.0f; 1828 1829 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1830 GL_FALSE, colorMatrix); 1831 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1832 return; 1833 } 1834 1835 // it is an error if we ever get here 1836} 1837 1838void OpenGLRenderer::setupDrawTextGammaUniforms() { 1839 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1840} 1841 1842void OpenGLRenderer::setupDrawSimpleMesh() { 1843 bool force = mCaches.bindMeshBuffer(); 1844 mCaches.bindPositionVertexPointer(force, 0); 1845 mCaches.unbindIndicesBuffer(); 1846} 1847 1848void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1849 if (texture) bindTexture(texture); 1850 mTextureUnit++; 1851 mCaches.enableTexCoordsVertexArray(); 1852} 1853 1854void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1855 bindExternalTexture(texture); 1856 mTextureUnit++; 1857 mCaches.enableTexCoordsVertexArray(); 1858} 1859 1860void OpenGLRenderer::setupDrawTextureTransform() { 1861 mDescription.hasTextureTransform = true; 1862} 1863 1864void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1865 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1866 GL_FALSE, &transform.data[0]); 1867} 1868 1869void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1870 const GLvoid* texCoords, GLuint vbo) { 1871 bool force = false; 1872 if (!vertices || vbo) { 1873 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1874 } else { 1875 force = mCaches.unbindMeshBuffer(); 1876 } 1877 1878 mCaches.bindPositionVertexPointer(force, vertices); 1879 if (mCaches.currentProgram->texCoords >= 0) { 1880 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1881 } 1882 1883 mCaches.unbindIndicesBuffer(); 1884} 1885 1886void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1887 const GLvoid* texCoords, const GLvoid* colors) { 1888 bool force = mCaches.unbindMeshBuffer(); 1889 GLsizei stride = sizeof(ColorTextureVertex); 1890 1891 mCaches.bindPositionVertexPointer(force, vertices, stride); 1892 if (mCaches.currentProgram->texCoords >= 0) { 1893 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1894 } 1895 int slot = mCaches.currentProgram->getAttrib("colors"); 1896 if (slot >= 0) { 1897 glEnableVertexAttribArray(slot); 1898 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1899 } 1900 1901 mCaches.unbindIndicesBuffer(); 1902} 1903 1904void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1905 const GLvoid* texCoords, GLuint vbo) { 1906 bool force = false; 1907 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1908 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1909 // use the default VBO found in Caches 1910 if (!vertices || vbo) { 1911 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1912 } else { 1913 force = mCaches.unbindMeshBuffer(); 1914 } 1915 mCaches.bindQuadIndicesBuffer(); 1916 1917 mCaches.bindPositionVertexPointer(force, vertices); 1918 if (mCaches.currentProgram->texCoords >= 0) { 1919 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1920 } 1921} 1922 1923void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1924 bool force = mCaches.unbindMeshBuffer(); 1925 mCaches.bindQuadIndicesBuffer(); 1926 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1927} 1928 1929/////////////////////////////////////////////////////////////////////////////// 1930// Drawing 1931/////////////////////////////////////////////////////////////////////////////// 1932 1933status_t OpenGLRenderer::drawDisplayList(RenderNode* displayList, Rect& dirty, 1934 int32_t replayFlags) { 1935 status_t status; 1936 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1937 // will be performed by the display list itself 1938 if (displayList && displayList->isRenderable()) { 1939 // compute 3d ordering 1940 displayList->computeOrdering(); 1941 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1942 status = startFrame(); 1943 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1944 displayList->replayNodeTree(replayStruct); 1945 return status | replayStruct.mDrawGlStatus; 1946 } 1947 1948 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1949 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1950 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1951 displayList->deferNodeTree(deferStruct); 1952 1953 flushLayers(); 1954 status = startFrame(); 1955 1956 return deferredList.flush(*this, dirty) | status; 1957 } 1958 1959 return DrawGlInfo::kStatusDone; 1960} 1961 1962void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1963 int color = paint != NULL ? paint->getColor() : 0; 1964 1965 float x = left; 1966 float y = top; 1967 1968 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1969 1970 bool ignoreTransform = false; 1971 if (currentTransform()->isPureTranslate()) { 1972 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1973 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1974 ignoreTransform = true; 1975 1976 texture->setFilter(GL_NEAREST, true); 1977 } else { 1978 texture->setFilter(getFilter(paint), true); 1979 } 1980 1981 // No need to check for a UV mapper on the texture object, only ARGB_8888 1982 // bitmaps get packed in the atlas 1983 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1984 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1985 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1986} 1987 1988/** 1989 * Important note: this method is intended to draw batches of bitmaps and 1990 * will not set the scissor enable or dirty the current layer, if any. 1991 * The caller is responsible for properly dirtying the current layer. 1992 */ 1993status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1994 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1995 const Rect& bounds, const SkPaint* paint) { 1996 mCaches.activeTexture(0); 1997 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1998 if (!texture) return DrawGlInfo::kStatusDone; 1999 2000 const AutoTexture autoCleanup(texture); 2001 2002 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2003 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 2004 2005 const float x = (int) floorf(bounds.left + 0.5f); 2006 const float y = (int) floorf(bounds.top + 0.5f); 2007 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2008 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2009 texture->id, paint, &vertices[0].x, &vertices[0].u, 2010 GL_TRIANGLES, bitmapCount * 6, true, 2011 kModelViewMode_Translate, false); 2012 } else { 2013 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2014 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2015 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2016 kModelViewMode_Translate, false); 2017 } 2018 2019 return DrawGlInfo::kStatusDrew; 2020} 2021 2022status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top, 2023 const SkPaint* paint) { 2024 const float right = left + bitmap->width(); 2025 const float bottom = top + bitmap->height(); 2026 2027 if (quickRejectSetupScissor(left, top, right, bottom)) { 2028 return DrawGlInfo::kStatusDone; 2029 } 2030 2031 mCaches.activeTexture(0); 2032 Texture* texture = getTexture(bitmap); 2033 if (!texture) return DrawGlInfo::kStatusDone; 2034 const AutoTexture autoCleanup(texture); 2035 2036 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2037 drawAlphaBitmap(texture, left, top, paint); 2038 } else { 2039 drawTextureRect(left, top, right, bottom, texture, paint); 2040 } 2041 2042 return DrawGlInfo::kStatusDrew; 2043} 2044 2045status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix& matrix, 2046 const SkPaint* paint) { 2047 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2048 const mat4 transform(matrix); 2049 transform.mapRect(r); 2050 2051 if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) { 2052 return DrawGlInfo::kStatusDone; 2053 } 2054 2055 mCaches.activeTexture(0); 2056 Texture* texture = getTexture(bitmap); 2057 if (!texture) return DrawGlInfo::kStatusDone; 2058 const AutoTexture autoCleanup(texture); 2059 2060 // This could be done in a cheaper way, all we need is pass the matrix 2061 // to the vertex shader. The save/restore is a bit overkill. 2062 save(SkCanvas::kMatrix_SaveFlag); 2063 concatMatrix(matrix); 2064 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2065 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2066 } else { 2067 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2068 } 2069 restore(); 2070 2071 return DrawGlInfo::kStatusDrew; 2072} 2073 2074status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top, 2075 const SkPaint* paint) { 2076 const float right = left + bitmap->width(); 2077 const float bottom = top + bitmap->height(); 2078 2079 if (quickRejectSetupScissor(left, top, right, bottom)) { 2080 return DrawGlInfo::kStatusDone; 2081 } 2082 2083 mCaches.activeTexture(0); 2084 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2085 const AutoTexture autoCleanup(texture); 2086 2087 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2088 drawAlphaBitmap(texture, left, top, paint); 2089 } else { 2090 drawTextureRect(left, top, right, bottom, texture, paint); 2091 } 2092 2093 return DrawGlInfo::kStatusDrew; 2094} 2095 2096status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2097 const float* vertices, const int* colors, const SkPaint* paint) { 2098 if (!vertices || currentSnapshot()->isIgnored()) { 2099 return DrawGlInfo::kStatusDone; 2100 } 2101 2102 // TODO: use quickReject on bounds from vertices 2103 mCaches.enableScissor(); 2104 2105 float left = FLT_MAX; 2106 float top = FLT_MAX; 2107 float right = FLT_MIN; 2108 float bottom = FLT_MIN; 2109 2110 const uint32_t count = meshWidth * meshHeight * 6; 2111 2112 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2113 mesh.setCapacity(count); 2114 ColorTextureVertex* vertex = mesh.editArray(); 2115 2116 bool cleanupColors = false; 2117 if (!colors) { 2118 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2119 int* newColors = new int[colorsCount]; 2120 memset(newColors, 0xff, colorsCount * sizeof(int)); 2121 colors = newColors; 2122 cleanupColors = true; 2123 } 2124 2125 mCaches.activeTexture(0); 2126 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2127 const UvMapper& mapper(getMapper(texture)); 2128 2129 for (int32_t y = 0; y < meshHeight; y++) { 2130 for (int32_t x = 0; x < meshWidth; x++) { 2131 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2132 2133 float u1 = float(x) / meshWidth; 2134 float u2 = float(x + 1) / meshWidth; 2135 float v1 = float(y) / meshHeight; 2136 float v2 = float(y + 1) / meshHeight; 2137 2138 mapper.map(u1, v1, u2, v2); 2139 2140 int ax = i + (meshWidth + 1) * 2; 2141 int ay = ax + 1; 2142 int bx = i; 2143 int by = bx + 1; 2144 int cx = i + 2; 2145 int cy = cx + 1; 2146 int dx = i + (meshWidth + 1) * 2 + 2; 2147 int dy = dx + 1; 2148 2149 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2150 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2151 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2152 2153 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2154 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2155 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2156 2157 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2158 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2159 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2160 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2161 } 2162 } 2163 2164 if (quickRejectSetupScissor(left, top, right, bottom)) { 2165 if (cleanupColors) delete[] colors; 2166 return DrawGlInfo::kStatusDone; 2167 } 2168 2169 if (!texture) { 2170 texture = mCaches.textureCache.get(bitmap); 2171 if (!texture) { 2172 if (cleanupColors) delete[] colors; 2173 return DrawGlInfo::kStatusDone; 2174 } 2175 } 2176 const AutoTexture autoCleanup(texture); 2177 2178 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2179 texture->setFilter(getFilter(paint), true); 2180 2181 int alpha; 2182 SkXfermode::Mode mode; 2183 getAlphaAndMode(paint, &alpha, &mode); 2184 2185 float a = alpha / 255.0f; 2186 2187 if (hasLayer()) { 2188 dirtyLayer(left, top, right, bottom, *currentTransform()); 2189 } 2190 2191 setupDraw(); 2192 setupDrawWithTextureAndColor(); 2193 setupDrawColor(a, a, a, a); 2194 setupDrawColorFilter(getColorFilter(paint)); 2195 setupDrawBlending(paint, true); 2196 setupDrawProgram(); 2197 setupDrawDirtyRegionsDisabled(); 2198 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2199 setupDrawTexture(texture->id); 2200 setupDrawPureColorUniforms(); 2201 setupDrawColorFilterUniforms(getColorFilter(paint)); 2202 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2203 2204 glDrawArrays(GL_TRIANGLES, 0, count); 2205 2206 int slot = mCaches.currentProgram->getAttrib("colors"); 2207 if (slot >= 0) { 2208 glDisableVertexAttribArray(slot); 2209 } 2210 2211 if (cleanupColors) delete[] colors; 2212 2213 return DrawGlInfo::kStatusDrew; 2214} 2215 2216status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2217 float srcLeft, float srcTop, float srcRight, float srcBottom, 2218 float dstLeft, float dstTop, float dstRight, float dstBottom, 2219 const SkPaint* paint) { 2220 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2221 return DrawGlInfo::kStatusDone; 2222 } 2223 2224 mCaches.activeTexture(0); 2225 Texture* texture = getTexture(bitmap); 2226 if (!texture) return DrawGlInfo::kStatusDone; 2227 const AutoTexture autoCleanup(texture); 2228 2229 const float width = texture->width; 2230 const float height = texture->height; 2231 2232 float u1 = fmax(0.0f, srcLeft / width); 2233 float v1 = fmax(0.0f, srcTop / height); 2234 float u2 = fmin(1.0f, srcRight / width); 2235 float v2 = fmin(1.0f, srcBottom / height); 2236 2237 getMapper(texture).map(u1, v1, u2, v2); 2238 2239 mCaches.unbindMeshBuffer(); 2240 resetDrawTextureTexCoords(u1, v1, u2, v2); 2241 2242 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2243 2244 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2245 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2246 2247 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2248 // Apply a scale transform on the canvas only when a shader is in use 2249 // Skia handles the ratio between the dst and src rects as a scale factor 2250 // when a shader is set 2251 bool useScaleTransform = getShader(paint) && scaled; 2252 bool ignoreTransform = false; 2253 2254 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2255 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2256 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2257 2258 dstRight = x + (dstRight - dstLeft); 2259 dstBottom = y + (dstBottom - dstTop); 2260 2261 dstLeft = x; 2262 dstTop = y; 2263 2264 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2265 ignoreTransform = true; 2266 } else { 2267 texture->setFilter(getFilter(paint), true); 2268 } 2269 2270 if (CC_UNLIKELY(useScaleTransform)) { 2271 save(SkCanvas::kMatrix_SaveFlag); 2272 translate(dstLeft, dstTop); 2273 scale(scaleX, scaleY); 2274 2275 dstLeft = 0.0f; 2276 dstTop = 0.0f; 2277 2278 dstRight = srcRight - srcLeft; 2279 dstBottom = srcBottom - srcTop; 2280 } 2281 2282 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2283 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2284 texture->id, paint, 2285 &mMeshVertices[0].x, &mMeshVertices[0].u, 2286 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2287 } else { 2288 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2289 texture->id, paint, texture->blend, 2290 &mMeshVertices[0].x, &mMeshVertices[0].u, 2291 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2292 } 2293 2294 if (CC_UNLIKELY(useScaleTransform)) { 2295 restore(); 2296 } 2297 2298 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2299 2300 return DrawGlInfo::kStatusDrew; 2301} 2302 2303status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2304 float left, float top, float right, float bottom, const SkPaint* paint) { 2305 if (quickRejectSetupScissor(left, top, right, bottom)) { 2306 return DrawGlInfo::kStatusDone; 2307 } 2308 2309 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2310 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2311 right - left, bottom - top, patch); 2312 2313 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2314} 2315 2316status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2317 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2318 const SkPaint* paint) { 2319 if (quickRejectSetupScissor(left, top, right, bottom)) { 2320 return DrawGlInfo::kStatusDone; 2321 } 2322 2323 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2324 mCaches.activeTexture(0); 2325 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2326 if (!texture) return DrawGlInfo::kStatusDone; 2327 const AutoTexture autoCleanup(texture); 2328 2329 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2330 texture->setFilter(GL_LINEAR, true); 2331 2332 const bool pureTranslate = currentTransform()->isPureTranslate(); 2333 // Mark the current layer dirty where we are going to draw the patch 2334 if (hasLayer() && mesh->hasEmptyQuads) { 2335 const float offsetX = left + currentTransform()->getTranslateX(); 2336 const float offsetY = top + currentTransform()->getTranslateY(); 2337 const size_t count = mesh->quads.size(); 2338 for (size_t i = 0; i < count; i++) { 2339 const Rect& bounds = mesh->quads.itemAt(i); 2340 if (CC_LIKELY(pureTranslate)) { 2341 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2342 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2343 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2344 } else { 2345 dirtyLayer(left + bounds.left, top + bounds.top, 2346 left + bounds.right, top + bounds.bottom, *currentTransform()); 2347 } 2348 } 2349 } 2350 2351 bool ignoreTransform = false; 2352 if (CC_LIKELY(pureTranslate)) { 2353 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2354 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2355 2356 right = x + right - left; 2357 bottom = y + bottom - top; 2358 left = x; 2359 top = y; 2360 ignoreTransform = true; 2361 } 2362 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2363 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2364 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2365 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2366 } 2367 2368 return DrawGlInfo::kStatusDrew; 2369} 2370 2371/** 2372 * Important note: this method is intended to draw batches of 9-patch objects and 2373 * will not set the scissor enable or dirty the current layer, if any. 2374 * The caller is responsible for properly dirtying the current layer. 2375 */ 2376status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2377 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2378 mCaches.activeTexture(0); 2379 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2380 if (!texture) return DrawGlInfo::kStatusDone; 2381 const AutoTexture autoCleanup(texture); 2382 2383 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2384 texture->setFilter(GL_LINEAR, true); 2385 2386 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2387 texture->blend, &vertices[0].x, &vertices[0].u, 2388 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2389 2390 return DrawGlInfo::kStatusDrew; 2391} 2392 2393status_t OpenGLRenderer::drawVertexBuffer(VertexBufferMode mode, 2394 const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) { 2395 // not missing call to quickReject/dirtyLayer, always done at a higher level 2396 if (!vertexBuffer.getVertexCount()) { 2397 // no vertices to draw 2398 return DrawGlInfo::kStatusDone; 2399 } 2400 2401 int color = paint->getColor(); 2402 bool isAA = paint->isAntiAlias(); 2403 2404 setupDraw(); 2405 setupDrawNoTexture(); 2406 if (isAA) setupDrawAA(); 2407 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2408 setupDrawColorFilter(getColorFilter(paint)); 2409 setupDrawShader(getShader(paint)); 2410 setupDrawBlending(paint, isAA); 2411 setupDrawProgram(); 2412 setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0); 2413 setupDrawColorUniforms(getShader(paint)); 2414 setupDrawColorFilterUniforms(getColorFilter(paint)); 2415 setupDrawShaderUniforms(getShader(paint)); 2416 2417 const void* vertices = vertexBuffer.getBuffer(); 2418 bool force = mCaches.unbindMeshBuffer(); 2419 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2420 mCaches.resetTexCoordsVertexPointer(); 2421 2422 2423 int alphaSlot = -1; 2424 if (isAA) { 2425 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2426 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2427 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2428 glEnableVertexAttribArray(alphaSlot); 2429 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2430 } 2431 2432 if (mode == kVertexBufferMode_Standard) { 2433 mCaches.unbindIndicesBuffer(); 2434 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2435 } else if (mode == kVertexBufferMode_OnePolyRingShadow) { 2436 mCaches.bindShadowIndicesBuffer(); 2437 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2438 } else if (mode == kVertexBufferMode_TwoPolyRingShadow) { 2439 mCaches.bindShadowIndicesBuffer(); 2440 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2441 } 2442 2443 if (isAA) { 2444 glDisableVertexAttribArray(alphaSlot); 2445 } 2446 2447 return DrawGlInfo::kStatusDrew; 2448} 2449 2450/** 2451 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2452 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2453 * screen space in all directions. However, instead of using a fragment shader to compute the 2454 * translucency of the color from its position, we simply use a varying parameter to define how far 2455 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2456 * 2457 * Doesn't yet support joins, caps, or path effects. 2458 */ 2459status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2460 VertexBuffer vertexBuffer; 2461 // TODO: try clipping large paths to viewport 2462 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2463 2464 if (hasLayer()) { 2465 SkRect bounds = path.getBounds(); 2466 PathTessellator::expandBoundsForStroke(bounds, paint); 2467 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2468 } 2469 2470 return drawVertexBuffer(kVertexBufferMode_Standard, vertexBuffer, paint); 2471} 2472 2473/** 2474 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2475 * and additional geometry for defining an alpha slope perimeter. 2476 * 2477 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2478 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2479 * in-shader alpha region, but found it to be taxing on some GPUs. 2480 * 2481 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2482 * memory transfer by removing need for degenerate vertices. 2483 */ 2484status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2485 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2486 2487 count &= ~0x3; // round down to nearest four 2488 2489 VertexBuffer buffer; 2490 SkRect bounds; 2491 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), bounds, buffer); 2492 2493 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2494 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2495 return DrawGlInfo::kStatusDone; 2496 } 2497 2498 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2499 2500 bool useOffset = !paint->isAntiAlias(); 2501 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2502} 2503 2504status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2505 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2506 2507 count &= ~0x1; // round down to nearest two 2508 2509 VertexBuffer buffer; 2510 SkRect bounds; 2511 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), bounds, buffer); 2512 2513 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2514 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2515 return DrawGlInfo::kStatusDone; 2516 } 2517 2518 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2519 2520 bool useOffset = !paint->isAntiAlias(); 2521 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2522} 2523 2524status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2525 // No need to check against the clip, we fill the clip region 2526 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2527 2528 Rect clip(*currentClipRect()); 2529 clip.snapToPixelBoundaries(); 2530 2531 SkPaint paint; 2532 paint.setColor(color); 2533 paint.setXfermodeMode(mode); 2534 2535 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2536 2537 return DrawGlInfo::kStatusDrew; 2538} 2539 2540status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2541 const SkPaint* paint) { 2542 if (!texture) return DrawGlInfo::kStatusDone; 2543 const AutoTexture autoCleanup(texture); 2544 2545 const float x = left + texture->left - texture->offset; 2546 const float y = top + texture->top - texture->offset; 2547 2548 drawPathTexture(texture, x, y, paint); 2549 2550 return DrawGlInfo::kStatusDrew; 2551} 2552 2553status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2554 float rx, float ry, const SkPaint* p) { 2555 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2556 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2557 return DrawGlInfo::kStatusDone; 2558 } 2559 2560 if (p->getPathEffect() != 0) { 2561 mCaches.activeTexture(0); 2562 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2563 right - left, bottom - top, rx, ry, p); 2564 return drawShape(left, top, texture, p); 2565 } 2566 2567 SkPath path; 2568 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2569 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2570 float outset = p->getStrokeWidth() / 2; 2571 rect.outset(outset, outset); 2572 rx += outset; 2573 ry += outset; 2574 } 2575 path.addRoundRect(rect, rx, ry); 2576 return drawConvexPath(path, p); 2577} 2578 2579status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2580 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius, 2581 x + radius, y + radius, p) || 2582 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2583 return DrawGlInfo::kStatusDone; 2584 } 2585 if (p->getPathEffect() != 0) { 2586 mCaches.activeTexture(0); 2587 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2588 return drawShape(x - radius, y - radius, texture, p); 2589 } 2590 2591 SkPath path; 2592 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2593 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2594 } else { 2595 path.addCircle(x, y, radius); 2596 } 2597 return drawConvexPath(path, p); 2598} 2599 2600status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2601 const SkPaint* p) { 2602 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2603 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2604 return DrawGlInfo::kStatusDone; 2605 } 2606 2607 if (p->getPathEffect() != 0) { 2608 mCaches.activeTexture(0); 2609 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2610 return drawShape(left, top, texture, p); 2611 } 2612 2613 SkPath path; 2614 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2615 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2616 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2617 } 2618 path.addOval(rect); 2619 return drawConvexPath(path, p); 2620} 2621 2622status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2623 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2624 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2625 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2626 return DrawGlInfo::kStatusDone; 2627 } 2628 2629 if (fabs(sweepAngle) >= 360.0f) { 2630 return drawOval(left, top, right, bottom, p); 2631 } 2632 2633 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2634 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2635 mCaches.activeTexture(0); 2636 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2637 startAngle, sweepAngle, useCenter, p); 2638 return drawShape(left, top, texture, p); 2639 } 2640 2641 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2642 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2643 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2644 } 2645 2646 SkPath path; 2647 if (useCenter) { 2648 path.moveTo(rect.centerX(), rect.centerY()); 2649 } 2650 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2651 if (useCenter) { 2652 path.close(); 2653 } 2654 return drawConvexPath(path, p); 2655} 2656 2657// See SkPaintDefaults.h 2658#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2659 2660status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2661 const SkPaint* p) { 2662 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2663 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2664 return DrawGlInfo::kStatusDone; 2665 } 2666 2667 if (p->getStyle() != SkPaint::kFill_Style) { 2668 // only fill style is supported by drawConvexPath, since others have to handle joins 2669 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2670 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2671 mCaches.activeTexture(0); 2672 const PathTexture* texture = 2673 mCaches.pathCache.getRect(right - left, bottom - top, p); 2674 return drawShape(left, top, texture, p); 2675 } 2676 2677 SkPath path; 2678 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2679 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2680 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2681 } 2682 path.addRect(rect); 2683 return drawConvexPath(path, p); 2684 } 2685 2686 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2687 SkPath path; 2688 path.addRect(left, top, right, bottom); 2689 return drawConvexPath(path, p); 2690 } else { 2691 drawColorRect(left, top, right, bottom, p); 2692 return DrawGlInfo::kStatusDrew; 2693 } 2694} 2695 2696void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2697 int bytesCount, int count, const float* positions, 2698 FontRenderer& fontRenderer, int alpha, float x, float y) { 2699 mCaches.activeTexture(0); 2700 2701 TextShadow textShadow; 2702 if (!getTextShadow(paint, &textShadow)) { 2703 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2704 } 2705 2706 // NOTE: The drop shadow will not perform gamma correction 2707 // if shader-based correction is enabled 2708 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2709 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2710 paint, text, bytesCount, count, textShadow.radius, positions); 2711 // If the drop shadow exceeds the max texture size or couldn't be 2712 // allocated, skip drawing 2713 if (!shadow) return; 2714 const AutoTexture autoCleanup(shadow); 2715 2716 const float sx = x - shadow->left + textShadow.dx; 2717 const float sy = y - shadow->top + textShadow.dy; 2718 2719 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2720 if (getShader(paint)) { 2721 textShadow.color = SK_ColorWHITE; 2722 } 2723 2724 setupDraw(); 2725 setupDrawWithTexture(true); 2726 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2727 setupDrawColorFilter(getColorFilter(paint)); 2728 setupDrawShader(getShader(paint)); 2729 setupDrawBlending(paint, true); 2730 setupDrawProgram(); 2731 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2732 sx, sy, sx + shadow->width, sy + shadow->height); 2733 setupDrawTexture(shadow->id); 2734 setupDrawPureColorUniforms(); 2735 setupDrawColorFilterUniforms(getColorFilter(paint)); 2736 setupDrawShaderUniforms(getShader(paint)); 2737 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2738 2739 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2740} 2741 2742bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2743 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2744 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2745} 2746 2747status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2748 const float* positions, const SkPaint* paint) { 2749 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2750 return DrawGlInfo::kStatusDone; 2751 } 2752 2753 // NOTE: Skia does not support perspective transform on drawPosText yet 2754 if (!currentTransform()->isSimple()) { 2755 return DrawGlInfo::kStatusDone; 2756 } 2757 2758 mCaches.enableScissor(); 2759 2760 float x = 0.0f; 2761 float y = 0.0f; 2762 const bool pureTranslate = currentTransform()->isPureTranslate(); 2763 if (pureTranslate) { 2764 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2765 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2766 } 2767 2768 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2769 fontRenderer.setFont(paint, mat4::identity()); 2770 2771 int alpha; 2772 SkXfermode::Mode mode; 2773 getAlphaAndMode(paint, &alpha, &mode); 2774 2775 if (CC_UNLIKELY(hasTextShadow(paint))) { 2776 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2777 alpha, 0.0f, 0.0f); 2778 } 2779 2780 // Pick the appropriate texture filtering 2781 bool linearFilter = currentTransform()->changesBounds(); 2782 if (pureTranslate && !linearFilter) { 2783 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2784 } 2785 fontRenderer.setTextureFiltering(linearFilter); 2786 2787 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2788 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2789 2790 const bool hasActiveLayer = hasLayer(); 2791 2792 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2793 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2794 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2795 if (hasActiveLayer) { 2796 if (!pureTranslate) { 2797 currentTransform()->mapRect(bounds); 2798 } 2799 dirtyLayerUnchecked(bounds, getRegion()); 2800 } 2801 } 2802 2803 return DrawGlInfo::kStatusDrew; 2804} 2805 2806mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2807 mat4 fontTransform; 2808 if (CC_LIKELY(transform.isPureTranslate())) { 2809 fontTransform = mat4::identity(); 2810 } else { 2811 if (CC_UNLIKELY(transform.isPerspective())) { 2812 fontTransform = mat4::identity(); 2813 } else { 2814 float sx, sy; 2815 currentTransform()->decomposeScale(sx, sy); 2816 fontTransform.loadScale(sx, sy, 1.0f); 2817 } 2818 } 2819 return fontTransform; 2820} 2821 2822status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2823 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2824 DrawOpMode drawOpMode) { 2825 2826 if (drawOpMode == kDrawOpMode_Immediate) { 2827 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2828 // drawing as ops from DeferredDisplayList are already filtered for these 2829 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2830 quickRejectSetupScissor(bounds)) { 2831 return DrawGlInfo::kStatusDone; 2832 } 2833 } 2834 2835 const float oldX = x; 2836 const float oldY = y; 2837 2838 const mat4& transform = *currentTransform(); 2839 const bool pureTranslate = transform.isPureTranslate(); 2840 2841 if (CC_LIKELY(pureTranslate)) { 2842 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2843 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2844 } 2845 2846 int alpha; 2847 SkXfermode::Mode mode; 2848 getAlphaAndMode(paint, &alpha, &mode); 2849 2850 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2851 2852 if (CC_UNLIKELY(hasTextShadow(paint))) { 2853 fontRenderer.setFont(paint, mat4::identity()); 2854 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2855 alpha, oldX, oldY); 2856 } 2857 2858 const bool hasActiveLayer = hasLayer(); 2859 2860 // We only pass a partial transform to the font renderer. That partial 2861 // matrix defines how glyphs are rasterized. Typically we want glyphs 2862 // to be rasterized at their final size on screen, which means the partial 2863 // matrix needs to take the scale factor into account. 2864 // When a partial matrix is used to transform glyphs during rasterization, 2865 // the mesh is generated with the inverse transform (in the case of scale, 2866 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2867 // apply the full transform matrix at draw time in the vertex shader. 2868 // Applying the full matrix in the shader is the easiest way to handle 2869 // rotation and perspective and allows us to always generated quads in the 2870 // font renderer which greatly simplifies the code, clipping in particular. 2871 mat4 fontTransform = findBestFontTransform(transform); 2872 fontRenderer.setFont(paint, fontTransform); 2873 2874 // Pick the appropriate texture filtering 2875 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2876 fontRenderer.setTextureFiltering(linearFilter); 2877 2878 // TODO: Implement better clipping for scaled/rotated text 2879 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2880 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2881 2882 bool status; 2883 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2884 2885 // don't call issuedrawcommand, do it at end of batch 2886 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2887 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2888 SkPaint paintCopy(*paint); 2889 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2890 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2891 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2892 } else { 2893 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2894 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2895 } 2896 2897 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2898 if (!pureTranslate) { 2899 transform.mapRect(layerBounds); 2900 } 2901 dirtyLayerUnchecked(layerBounds, getRegion()); 2902 } 2903 2904 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2905 2906 return DrawGlInfo::kStatusDrew; 2907} 2908 2909status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2910 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2911 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2912 return DrawGlInfo::kStatusDone; 2913 } 2914 2915 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2916 mCaches.enableScissor(); 2917 2918 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2919 fontRenderer.setFont(paint, mat4::identity()); 2920 fontRenderer.setTextureFiltering(true); 2921 2922 int alpha; 2923 SkXfermode::Mode mode; 2924 getAlphaAndMode(paint, &alpha, &mode); 2925 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2926 2927 const Rect* clip = &mSnapshot->getLocalClip(); 2928 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2929 2930 const bool hasActiveLayer = hasLayer(); 2931 2932 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2933 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2934 if (hasActiveLayer) { 2935 currentTransform()->mapRect(bounds); 2936 dirtyLayerUnchecked(bounds, getRegion()); 2937 } 2938 } 2939 2940 return DrawGlInfo::kStatusDrew; 2941} 2942 2943status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2944 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2945 2946 mCaches.activeTexture(0); 2947 2948 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2949 if (!texture) return DrawGlInfo::kStatusDone; 2950 const AutoTexture autoCleanup(texture); 2951 2952 const float x = texture->left - texture->offset; 2953 const float y = texture->top - texture->offset; 2954 2955 drawPathTexture(texture, x, y, paint); 2956 2957 return DrawGlInfo::kStatusDrew; 2958} 2959 2960status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2961 if (!layer) { 2962 return DrawGlInfo::kStatusDone; 2963 } 2964 2965 mat4* transform = NULL; 2966 if (layer->isTextureLayer()) { 2967 transform = &layer->getTransform(); 2968 if (!transform->isIdentity()) { 2969 save(SkCanvas::kMatrix_SaveFlag); 2970 concatMatrix(*transform); 2971 } 2972 } 2973 2974 bool clipRequired = false; 2975 const bool rejected = calculateQuickRejectForScissor(x, y, 2976 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2977 2978 if (rejected) { 2979 if (transform && !transform->isIdentity()) { 2980 restore(); 2981 } 2982 return DrawGlInfo::kStatusDone; 2983 } 2984 2985 updateLayer(layer, true); 2986 2987 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2988 mCaches.activeTexture(0); 2989 2990 if (CC_LIKELY(!layer->region.isEmpty())) { 2991 if (layer->region.isRect()) { 2992 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2993 composeLayerRect(layer, layer->regionRect)); 2994 } else if (layer->mesh) { 2995 2996 const float a = getLayerAlpha(layer); 2997 setupDraw(); 2998 setupDrawWithTexture(); 2999 setupDrawColor(a, a, a, a); 3000 setupDrawColorFilter(layer->getColorFilter()); 3001 setupDrawBlending(layer); 3002 setupDrawProgram(); 3003 setupDrawPureColorUniforms(); 3004 setupDrawColorFilterUniforms(layer->getColorFilter()); 3005 setupDrawTexture(layer->getTexture()); 3006 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3007 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3008 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3009 3010 layer->setFilter(GL_NEAREST); 3011 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3012 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3013 } else { 3014 layer->setFilter(GL_LINEAR); 3015 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3016 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3017 } 3018 3019 TextureVertex* mesh = &layer->mesh[0]; 3020 GLsizei elementsCount = layer->meshElementCount; 3021 3022 while (elementsCount > 0) { 3023 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3024 3025 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3026 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3027 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3028 3029 elementsCount -= drawCount; 3030 // Though there are 4 vertices in a quad, we use 6 indices per 3031 // quad to draw with GL_TRIANGLES 3032 mesh += (drawCount / 6) * 4; 3033 } 3034 3035#if DEBUG_LAYERS_AS_REGIONS 3036 drawRegionRectsDebug(layer->region); 3037#endif 3038 } 3039 3040 if (layer->debugDrawUpdate) { 3041 layer->debugDrawUpdate = false; 3042 3043 SkPaint paint; 3044 paint.setColor(0x7f00ff00); 3045 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3046 } 3047 } 3048 layer->hasDrawnSinceUpdate = true; 3049 3050 if (transform && !transform->isIdentity()) { 3051 restore(); 3052 } 3053 3054 return DrawGlInfo::kStatusDrew; 3055} 3056 3057/////////////////////////////////////////////////////////////////////////////// 3058// Draw filters 3059/////////////////////////////////////////////////////////////////////////////// 3060 3061void OpenGLRenderer::resetPaintFilter() { 3062 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3063 // comparison, see MergingDrawBatch::canMergeWith 3064 mDrawModifiers.mHasDrawFilter = false; 3065 mDrawModifiers.mPaintFilterClearBits = 0; 3066 mDrawModifiers.mPaintFilterSetBits = 0; 3067} 3068 3069void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3070 mDrawModifiers.mHasDrawFilter = true; 3071 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3072 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3073} 3074 3075const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3076 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3077 return paint; 3078 } 3079 3080 uint32_t flags = paint->getFlags(); 3081 3082 mFilteredPaint = *paint; 3083 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3084 mDrawModifiers.mPaintFilterSetBits); 3085 3086 return &mFilteredPaint; 3087} 3088 3089/////////////////////////////////////////////////////////////////////////////// 3090// Drawing implementation 3091/////////////////////////////////////////////////////////////////////////////// 3092 3093Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3094 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3095 if (!texture) { 3096 return mCaches.textureCache.get(bitmap); 3097 } 3098 return texture; 3099} 3100 3101void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3102 float x, float y, const SkPaint* paint) { 3103 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3104 return; 3105 } 3106 3107 int alpha; 3108 SkXfermode::Mode mode; 3109 getAlphaAndMode(paint, &alpha, &mode); 3110 3111 setupDraw(); 3112 setupDrawWithTexture(true); 3113 setupDrawAlpha8Color(paint->getColor(), alpha); 3114 setupDrawColorFilter(getColorFilter(paint)); 3115 setupDrawShader(getShader(paint)); 3116 setupDrawBlending(paint, true); 3117 setupDrawProgram(); 3118 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3119 x, y, x + texture->width, y + texture->height); 3120 setupDrawTexture(texture->id); 3121 setupDrawPureColorUniforms(); 3122 setupDrawColorFilterUniforms(getColorFilter(paint)); 3123 setupDrawShaderUniforms(getShader(paint)); 3124 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3125 3126 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3127} 3128 3129// Same values used by Skia 3130#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3131#define kStdUnderline_Offset (1.0f / 9.0f) 3132#define kStdUnderline_Thickness (1.0f / 18.0f) 3133 3134void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3135 const SkPaint* paint) { 3136 // Handle underline and strike-through 3137 uint32_t flags = paint->getFlags(); 3138 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3139 SkPaint paintCopy(*paint); 3140 3141 if (CC_LIKELY(underlineWidth > 0.0f)) { 3142 const float textSize = paintCopy.getTextSize(); 3143 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3144 3145 const float left = x; 3146 float top = 0.0f; 3147 3148 int linesCount = 0; 3149 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3150 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3151 3152 const int pointsCount = 4 * linesCount; 3153 float points[pointsCount]; 3154 int currentPoint = 0; 3155 3156 if (flags & SkPaint::kUnderlineText_Flag) { 3157 top = y + textSize * kStdUnderline_Offset; 3158 points[currentPoint++] = left; 3159 points[currentPoint++] = top; 3160 points[currentPoint++] = left + underlineWidth; 3161 points[currentPoint++] = top; 3162 } 3163 3164 if (flags & SkPaint::kStrikeThruText_Flag) { 3165 top = y + textSize * kStdStrikeThru_Offset; 3166 points[currentPoint++] = left; 3167 points[currentPoint++] = top; 3168 points[currentPoint++] = left + underlineWidth; 3169 points[currentPoint++] = top; 3170 } 3171 3172 paintCopy.setStrokeWidth(strokeWidth); 3173 3174 drawLines(&points[0], pointsCount, &paintCopy); 3175 } 3176 } 3177} 3178 3179status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3180 if (currentSnapshot()->isIgnored()) { 3181 return DrawGlInfo::kStatusDone; 3182 } 3183 3184 return drawColorRects(rects, count, paint, false, true, true); 3185} 3186 3187static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3188 // map z coordinate with true 3d matrix 3189 point.z = transformZ.mapZ(point); 3190 3191 // map x,y coordinates with draw/Skia matrix 3192 transformXY.mapPoint(point.x, point.y); 3193} 3194 3195status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& casterTransformZ, 3196 float casterAlpha, bool casterUnclipped, const SkPath* casterPerimeter) { 3197 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3198 3199 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3200 mCaches.enableScissor(); 3201 3202 SkPaint paint; 3203 paint.setAntiAlias(true); // want to use AlphaVertex 3204 3205 // tessellate caster outline into a 2d polygon 3206 Vector<Vertex> casterVertices2d; 3207 const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value 3208 PathTessellator::approximatePathOutlineVertices(*casterPerimeter, 3209 casterRefinementThresholdSquared, casterVertices2d); 3210 if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) { 3211 ShadowTessellator::reverseVertexArray(casterVertices2d.editArray(), 3212 casterVertices2d.size()); 3213 } 3214 3215 if (casterVertices2d.size() == 0) { 3216 // empty caster polygon computed from path 3217 return DrawGlInfo::kStatusDone; 3218 } 3219 3220 // map 2d caster poly into 3d 3221 const int casterVertexCount = casterVertices2d.size(); 3222 Vector3 casterPolygon[casterVertexCount]; 3223 float minZ = FLT_MAX; 3224 float maxZ = -FLT_MAX; 3225 for (int i = 0; i < casterVertexCount; i++) { 3226 const Vertex& point2d = casterVertices2d[i]; 3227 casterPolygon[i] = Vector3(point2d.x, point2d.y, 0); 3228 mapPointFakeZ(casterPolygon[i], casterTransformXY, casterTransformZ); 3229 minZ = fmin(minZ, casterPolygon[i].z); 3230 maxZ = fmax(maxZ, casterPolygon[i].z); 3231 } 3232 3233 // map the centroid of the caster into 3d 3234 Vector2 centroid = ShadowTessellator::centroid2d( 3235 reinterpret_cast<const Vector2*>(casterVertices2d.array()), 3236 casterVertexCount); 3237 Vector3 centroid3d(centroid.x, centroid.y, 0); 3238 mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ); 3239 3240 // if the caster intersects the z=0 plane, lift it in Z so it doesn't 3241 if (minZ < SHADOW_MIN_CASTER_Z) { 3242 float casterLift = SHADOW_MIN_CASTER_Z - minZ; 3243 for (int i = 0; i < casterVertexCount; i++) { 3244 casterPolygon[i].z += casterLift; 3245 } 3246 centroid3d.z += casterLift; 3247 } 3248 3249 // Check whether we want to draw the shadow at all by checking the caster's 3250 // bounds against clip. 3251 // We only have ortho projection, so we can just ignore the Z in caster for 3252 // simple rejection calculation. 3253 Rect localClip = mSnapshot->getLocalClip(); 3254 Rect casterBounds(casterPerimeter->getBounds()); 3255 casterTransformXY.mapRect(casterBounds); 3256 3257 bool isCasterOpaque = (casterAlpha == 1.0f) && casterUnclipped; 3258 // draw caster's shadows 3259 if (mCaches.propertyAmbientShadowStrength > 0) { 3260 paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0); 3261 VertexBuffer ambientShadowVertexBuffer; 3262 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateAmbientShadow( 3263 isCasterOpaque, casterPolygon, casterVertexCount, centroid3d, 3264 casterBounds, localClip, maxZ, ambientShadowVertexBuffer); 3265 drawVertexBuffer(vertexBufferMode, ambientShadowVertexBuffer, &paint); 3266 } 3267 3268 if (mCaches.propertySpotShadowStrength > 0) { 3269 paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0); 3270 VertexBuffer spotShadowVertexBuffer; 3271 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateSpotShadow( 3272 isCasterOpaque, casterPolygon, casterVertexCount, 3273 *currentTransform(), mLightCenter, mLightRadius, casterBounds, localClip, 3274 spotShadowVertexBuffer); 3275 drawVertexBuffer(vertexBufferMode, spotShadowVertexBuffer, &paint); 3276 } 3277 3278 return DrawGlInfo::kStatusDrew; 3279} 3280 3281status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3282 bool ignoreTransform, bool dirty, bool clip) { 3283 if (count == 0) { 3284 return DrawGlInfo::kStatusDone; 3285 } 3286 3287 int color = paint->getColor(); 3288 // If a shader is set, preserve only the alpha 3289 if (getShader(paint)) { 3290 color |= 0x00ffffff; 3291 } 3292 3293 float left = FLT_MAX; 3294 float top = FLT_MAX; 3295 float right = FLT_MIN; 3296 float bottom = FLT_MIN; 3297 3298 Vertex mesh[count]; 3299 Vertex* vertex = mesh; 3300 3301 for (int index = 0; index < count; index += 4) { 3302 float l = rects[index + 0]; 3303 float t = rects[index + 1]; 3304 float r = rects[index + 2]; 3305 float b = rects[index + 3]; 3306 3307 Vertex::set(vertex++, l, t); 3308 Vertex::set(vertex++, r, t); 3309 Vertex::set(vertex++, l, b); 3310 Vertex::set(vertex++, r, b); 3311 3312 left = fminf(left, l); 3313 top = fminf(top, t); 3314 right = fmaxf(right, r); 3315 bottom = fmaxf(bottom, b); 3316 } 3317 3318 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3319 return DrawGlInfo::kStatusDone; 3320 } 3321 3322 setupDraw(); 3323 setupDrawNoTexture(); 3324 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3325 setupDrawShader(getShader(paint)); 3326 setupDrawColorFilter(getColorFilter(paint)); 3327 setupDrawBlending(paint); 3328 setupDrawProgram(); 3329 setupDrawDirtyRegionsDisabled(); 3330 setupDrawModelView(kModelViewMode_Translate, false, 3331 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3332 setupDrawColorUniforms(getShader(paint)); 3333 setupDrawShaderUniforms(getShader(paint)); 3334 setupDrawColorFilterUniforms(getColorFilter(paint)); 3335 3336 if (dirty && hasLayer()) { 3337 dirtyLayer(left, top, right, bottom, *currentTransform()); 3338 } 3339 3340 issueIndexedQuadDraw(&mesh[0], count / 4); 3341 3342 return DrawGlInfo::kStatusDrew; 3343} 3344 3345void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3346 const SkPaint* paint, bool ignoreTransform) { 3347 int color = paint->getColor(); 3348 // If a shader is set, preserve only the alpha 3349 if (getShader(paint)) { 3350 color |= 0x00ffffff; 3351 } 3352 3353 setupDraw(); 3354 setupDrawNoTexture(); 3355 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3356 setupDrawShader(getShader(paint)); 3357 setupDrawColorFilter(getColorFilter(paint)); 3358 setupDrawBlending(paint); 3359 setupDrawProgram(); 3360 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3361 left, top, right, bottom, ignoreTransform); 3362 setupDrawColorUniforms(getShader(paint)); 3363 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3364 setupDrawColorFilterUniforms(getColorFilter(paint)); 3365 setupDrawSimpleMesh(); 3366 3367 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3368} 3369 3370void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3371 Texture* texture, const SkPaint* paint) { 3372 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3373 3374 GLvoid* vertices = (GLvoid*) NULL; 3375 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3376 3377 if (texture->uvMapper) { 3378 vertices = &mMeshVertices[0].x; 3379 texCoords = &mMeshVertices[0].u; 3380 3381 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3382 texture->uvMapper->map(uvs); 3383 3384 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3385 } 3386 3387 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3388 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3389 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3390 3391 texture->setFilter(GL_NEAREST, true); 3392 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3393 paint, texture->blend, vertices, texCoords, 3394 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3395 } else { 3396 texture->setFilter(getFilter(paint), true); 3397 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3398 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3399 } 3400 3401 if (texture->uvMapper) { 3402 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3403 } 3404} 3405 3406void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3407 GLuint texture, const SkPaint* paint, bool blend, 3408 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3409 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3410 ModelViewMode modelViewMode, bool dirty) { 3411 3412 int a; 3413 SkXfermode::Mode mode; 3414 getAlphaAndMode(paint, &a, &mode); 3415 const float alpha = a / 255.0f; 3416 3417 setupDraw(); 3418 setupDrawWithTexture(); 3419 setupDrawColor(alpha, alpha, alpha, alpha); 3420 setupDrawColorFilter(getColorFilter(paint)); 3421 setupDrawBlending(paint, blend, swapSrcDst); 3422 setupDrawProgram(); 3423 if (!dirty) setupDrawDirtyRegionsDisabled(); 3424 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3425 setupDrawTexture(texture); 3426 setupDrawPureColorUniforms(); 3427 setupDrawColorFilterUniforms(getColorFilter(paint)); 3428 setupDrawMesh(vertices, texCoords, vbo); 3429 3430 glDrawArrays(drawMode, 0, elementsCount); 3431} 3432 3433void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3434 GLuint texture, const SkPaint* paint, bool blend, 3435 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3436 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3437 ModelViewMode modelViewMode, bool dirty) { 3438 3439 int a; 3440 SkXfermode::Mode mode; 3441 getAlphaAndMode(paint, &a, &mode); 3442 const float alpha = a / 255.0f; 3443 3444 setupDraw(); 3445 setupDrawWithTexture(); 3446 setupDrawColor(alpha, alpha, alpha, alpha); 3447 setupDrawColorFilter(getColorFilter(paint)); 3448 setupDrawBlending(paint, blend, swapSrcDst); 3449 setupDrawProgram(); 3450 if (!dirty) setupDrawDirtyRegionsDisabled(); 3451 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3452 setupDrawTexture(texture); 3453 setupDrawPureColorUniforms(); 3454 setupDrawColorFilterUniforms(getColorFilter(paint)); 3455 setupDrawMeshIndices(vertices, texCoords, vbo); 3456 3457 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3458} 3459 3460void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3461 GLuint texture, const SkPaint* paint, 3462 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3463 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3464 3465 int color = paint != NULL ? paint->getColor() : 0; 3466 int alpha; 3467 SkXfermode::Mode mode; 3468 getAlphaAndMode(paint, &alpha, &mode); 3469 3470 setupDraw(); 3471 setupDrawWithTexture(true); 3472 if (paint != NULL) { 3473 setupDrawAlpha8Color(color, alpha); 3474 } 3475 setupDrawColorFilter(getColorFilter(paint)); 3476 setupDrawShader(getShader(paint)); 3477 setupDrawBlending(paint, true); 3478 setupDrawProgram(); 3479 if (!dirty) setupDrawDirtyRegionsDisabled(); 3480 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3481 setupDrawTexture(texture); 3482 setupDrawPureColorUniforms(); 3483 setupDrawColorFilterUniforms(getColorFilter(paint)); 3484 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3485 setupDrawMesh(vertices, texCoords); 3486 3487 glDrawArrays(drawMode, 0, elementsCount); 3488} 3489 3490void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3491 ProgramDescription& description, bool swapSrcDst) { 3492 3493 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3494 blend = true; 3495 mDescription.hasRoundRectClip = true; 3496 } 3497 mSkipOutlineClip = true; 3498 3499 if (mCountOverdraw) { 3500 if (!mCaches.blend) glEnable(GL_BLEND); 3501 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3502 glBlendFunc(GL_ONE, GL_ONE); 3503 } 3504 3505 mCaches.blend = true; 3506 mCaches.lastSrcMode = GL_ONE; 3507 mCaches.lastDstMode = GL_ONE; 3508 3509 return; 3510 } 3511 3512 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3513 3514 if (blend) { 3515 // These blend modes are not supported by OpenGL directly and have 3516 // to be implemented using shaders. Since the shader will perform 3517 // the blending, turn blending off here 3518 // If the blend mode cannot be implemented using shaders, fall 3519 // back to the default SrcOver blend mode instead 3520 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3521 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3522 description.framebufferMode = mode; 3523 description.swapSrcDst = swapSrcDst; 3524 3525 if (mCaches.blend) { 3526 glDisable(GL_BLEND); 3527 mCaches.blend = false; 3528 } 3529 3530 return; 3531 } else { 3532 mode = SkXfermode::kSrcOver_Mode; 3533 } 3534 } 3535 3536 if (!mCaches.blend) { 3537 glEnable(GL_BLEND); 3538 } 3539 3540 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3541 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3542 3543 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3544 glBlendFunc(sourceMode, destMode); 3545 mCaches.lastSrcMode = sourceMode; 3546 mCaches.lastDstMode = destMode; 3547 } 3548 } else if (mCaches.blend) { 3549 glDisable(GL_BLEND); 3550 } 3551 mCaches.blend = blend; 3552} 3553 3554bool OpenGLRenderer::useProgram(Program* program) { 3555 if (!program->isInUse()) { 3556 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3557 program->use(); 3558 mCaches.currentProgram = program; 3559 return false; 3560 } 3561 return true; 3562} 3563 3564void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3565 TextureVertex* v = &mMeshVertices[0]; 3566 TextureVertex::setUV(v++, u1, v1); 3567 TextureVertex::setUV(v++, u2, v1); 3568 TextureVertex::setUV(v++, u1, v2); 3569 TextureVertex::setUV(v++, u2, v2); 3570} 3571 3572void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3573 getAlphaAndModeDirect(paint, alpha, mode); 3574 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3575 // if drawing a layer, ignore the paint's alpha 3576 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3577 } 3578 *alpha *= currentSnapshot()->alpha; 3579} 3580 3581float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3582 float alpha; 3583 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3584 alpha = mDrawModifiers.mOverrideLayerAlpha; 3585 } else { 3586 alpha = layer->getAlpha() / 255.0f; 3587 } 3588 return alpha * currentSnapshot()->alpha; 3589} 3590 3591}; // namespace uirenderer 3592}; // namespace android 3593