OpenGLRenderer.cpp revision 171c592f0b7066acf279863c8a52ddabea49d3db
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <ui/Rect.h> 30 31#include "OpenGLRenderer.h" 32#include "DisplayListRenderer.h" 33#include "Vector.h" 34 35namespace android { 36namespace uirenderer { 37 38/////////////////////////////////////////////////////////////////////////////// 39// Defines 40/////////////////////////////////////////////////////////////////////////////// 41 42#define RAD_TO_DEG (180.0f / 3.14159265f) 43#define MIN_ANGLE 0.001f 44 45// TODO: This should be set in properties 46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 47 48/////////////////////////////////////////////////////////////////////////////// 49// Globals 50/////////////////////////////////////////////////////////////////////////////// 51 52/** 53 * Structure mapping Skia xfermodes to OpenGL blending factors. 54 */ 55struct Blender { 56 SkXfermode::Mode mode; 57 GLenum src; 58 GLenum dst; 59}; // struct Blender 60 61// In this array, the index of each Blender equals the value of the first 62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 63static const Blender gBlends[] = { 64 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 65 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 66 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 67 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 68 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 69 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 70 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 71 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 75 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 76}; 77 78// This array contains the swapped version of each SkXfermode. For instance 79// this array's SrcOver blending mode is actually DstOver. You can refer to 80// createLayer() for more information on the purpose of this array. 81static const Blender gBlendsSwap[] = { 82 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 83 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 85 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 87 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 94}; 95 96static const GLenum gTextureUnits[] = { 97 GL_TEXTURE0, 98 GL_TEXTURE1, 99 GL_TEXTURE2 100}; 101 102/////////////////////////////////////////////////////////////////////////////// 103// Constructors/destructor 104/////////////////////////////////////////////////////////////////////////////// 105 106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 107 mShader = NULL; 108 mColorFilter = NULL; 109 mHasShadow = false; 110 111 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 112 113 mFirstSnapshot = new Snapshot; 114} 115 116OpenGLRenderer::~OpenGLRenderer() { 117 // The context has already been destroyed at this point, do not call 118 // GL APIs. All GL state should be kept in Caches.h 119} 120 121/////////////////////////////////////////////////////////////////////////////// 122// Setup 123/////////////////////////////////////////////////////////////////////////////// 124 125void OpenGLRenderer::setViewport(int width, int height) { 126 glViewport(0, 0, width, height); 127 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 128 129 mWidth = width; 130 mHeight = height; 131 132 mFirstSnapshot->height = height; 133 mFirstSnapshot->viewport.set(0, 0, width, height); 134 135 mDirtyClip = false; 136} 137 138void OpenGLRenderer::prepare(bool opaque) { 139 mCaches.clearGarbage(); 140 141 mSnapshot = new Snapshot(mFirstSnapshot, 142 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 143 mSaveCount = 1; 144 145 glViewport(0, 0, mWidth, mHeight); 146 147 glDisable(GL_DITHER); 148 149 if (!opaque) { 150 glDisable(GL_SCISSOR_TEST); 151 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 152 glClear(GL_COLOR_BUFFER_BIT); 153 } 154 155 glEnable(GL_SCISSOR_TEST); 156 glScissor(0, 0, mWidth, mHeight); 157 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 158} 159 160void OpenGLRenderer::finish() { 161#if DEBUG_OPENGL 162 GLenum status = GL_NO_ERROR; 163 while ((status = glGetError()) != GL_NO_ERROR) { 164 LOGD("GL error from OpenGLRenderer: 0x%x", status); 165 } 166#endif 167#if DEBUG_MEMORY_USAGE 168 mCaches.dumpMemoryUsage(); 169#else 170 if (mCaches.getDebugLevel() & kDebugMemory) { 171 mCaches.dumpMemoryUsage(); 172 } 173#endif 174} 175 176void OpenGLRenderer::acquireContext() { 177 if (mCaches.currentProgram) { 178 if (mCaches.currentProgram->isInUse()) { 179 mCaches.currentProgram->remove(); 180 mCaches.currentProgram = NULL; 181 } 182 } 183 mCaches.unbindMeshBuffer(); 184} 185 186void OpenGLRenderer::releaseContext() { 187 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 188 189 glEnable(GL_SCISSOR_TEST); 190 dirtyClip(); 191 192 glDisable(GL_DITHER); 193 194 glBindFramebuffer(GL_FRAMEBUFFER, 0); 195 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 196 197 mCaches.blend = true; 198 glEnable(GL_BLEND); 199 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 200 glBlendEquation(GL_FUNC_ADD); 201} 202 203/////////////////////////////////////////////////////////////////////////////// 204// State management 205/////////////////////////////////////////////////////////////////////////////// 206 207int OpenGLRenderer::getSaveCount() const { 208 return mSaveCount; 209} 210 211int OpenGLRenderer::save(int flags) { 212 return saveSnapshot(flags); 213} 214 215void OpenGLRenderer::restore() { 216 if (mSaveCount > 1) { 217 restoreSnapshot(); 218 } 219} 220 221void OpenGLRenderer::restoreToCount(int saveCount) { 222 if (saveCount < 1) saveCount = 1; 223 224 while (mSaveCount > saveCount) { 225 restoreSnapshot(); 226 } 227} 228 229int OpenGLRenderer::saveSnapshot(int flags) { 230 mSnapshot = new Snapshot(mSnapshot, flags); 231 return mSaveCount++; 232} 233 234bool OpenGLRenderer::restoreSnapshot() { 235 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 236 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 237 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 238 239 sp<Snapshot> current = mSnapshot; 240 sp<Snapshot> previous = mSnapshot->previous; 241 242 if (restoreOrtho) { 243 Rect& r = previous->viewport; 244 glViewport(r.left, r.top, r.right, r.bottom); 245 mOrthoMatrix.load(current->orthoMatrix); 246 } 247 248 mSaveCount--; 249 mSnapshot = previous; 250 251 if (restoreClip) { 252 dirtyClip(); 253 } 254 255 if (restoreLayer) { 256 composeLayer(current, previous); 257 } 258 259 return restoreClip; 260} 261 262/////////////////////////////////////////////////////////////////////////////// 263// Layers 264/////////////////////////////////////////////////////////////////////////////// 265 266int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 267 SkPaint* p, int flags) { 268 const GLuint previousFbo = mSnapshot->fbo; 269 const int count = saveSnapshot(flags); 270 271 if (!mSnapshot->isIgnored()) { 272 int alpha = 255; 273 SkXfermode::Mode mode; 274 275 if (p) { 276 alpha = p->getAlpha(); 277 if (!mCaches.extensions.hasFramebufferFetch()) { 278 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 279 if (!isMode) { 280 // Assume SRC_OVER 281 mode = SkXfermode::kSrcOver_Mode; 282 } 283 } else { 284 mode = getXfermode(p->getXfermode()); 285 } 286 } else { 287 mode = SkXfermode::kSrcOver_Mode; 288 } 289 290 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 291 } 292 293 return count; 294} 295 296int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 297 int alpha, int flags) { 298 if (alpha >= 255 - ALPHA_THRESHOLD) { 299 return saveLayer(left, top, right, bottom, NULL, flags); 300 } else { 301 SkPaint paint; 302 paint.setAlpha(alpha); 303 return saveLayer(left, top, right, bottom, &paint, flags); 304 } 305} 306 307/** 308 * Layers are viewed by Skia are slightly different than layers in image editing 309 * programs (for instance.) When a layer is created, previously created layers 310 * and the frame buffer still receive every drawing command. For instance, if a 311 * layer is created and a shape intersecting the bounds of the layers and the 312 * framebuffer is draw, the shape will be drawn on both (unless the layer was 313 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 314 * 315 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 316 * texture. Unfortunately, this is inefficient as it requires every primitive to 317 * be drawn n + 1 times, where n is the number of active layers. In practice this 318 * means, for every primitive: 319 * - Switch active frame buffer 320 * - Change viewport, clip and projection matrix 321 * - Issue the drawing 322 * 323 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 324 * To avoid this, layers are implemented in a different way here, at least in the 325 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 326 * is set. When this flag is set we can redirect all drawing operations into a 327 * single FBO. 328 * 329 * This implementation relies on the frame buffer being at least RGBA 8888. When 330 * a layer is created, only a texture is created, not an FBO. The content of the 331 * frame buffer contained within the layer's bounds is copied into this texture 332 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 333 * buffer and drawing continues as normal. This technique therefore treats the 334 * frame buffer as a scratch buffer for the layers. 335 * 336 * To compose the layers back onto the frame buffer, each layer texture 337 * (containing the original frame buffer data) is drawn as a simple quad over 338 * the frame buffer. The trick is that the quad is set as the composition 339 * destination in the blending equation, and the frame buffer becomes the source 340 * of the composition. 341 * 342 * Drawing layers with an alpha value requires an extra step before composition. 343 * An empty quad is drawn over the layer's region in the frame buffer. This quad 344 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 345 * quad is used to multiply the colors in the frame buffer. This is achieved by 346 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 347 * GL_ZERO, GL_SRC_ALPHA. 348 * 349 * Because glCopyTexImage2D() can be slow, an alternative implementation might 350 * be use to draw a single clipped layer. The implementation described above 351 * is correct in every case. 352 * 353 * (1) The frame buffer is actually not cleared right away. To allow the GPU 354 * to potentially optimize series of calls to glCopyTexImage2D, the frame 355 * buffer is left untouched until the first drawing operation. Only when 356 * something actually gets drawn are the layers regions cleared. 357 */ 358bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 359 float right, float bottom, int alpha, SkXfermode::Mode mode, 360 int flags, GLuint previousFbo) { 361 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 362 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 363 364 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 365 366 // Window coordinates of the layer 367 Rect bounds(left, top, right, bottom); 368 if (fboLayer) { 369 // Clear the previous layer regions before we change the viewport 370 clearLayerRegions(); 371 } else { 372 mSnapshot->transform->mapRect(bounds); 373 374 // Layers only make sense if they are in the framebuffer's bounds 375 bounds.intersect(*snapshot->clipRect); 376 377 // We cannot work with sub-pixels in this case 378 bounds.snapToPixelBoundaries(); 379 380 // When the layer is not an FBO, we may use glCopyTexImage so we 381 // need to make sure the layer does not extend outside the bounds 382 // of the framebuffer 383 bounds.intersect(snapshot->previous->viewport); 384 } 385 386 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 387 bounds.getHeight() > mCaches.maxTextureSize) { 388 snapshot->empty = fboLayer; 389 } else { 390 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 391 } 392 393 // Bail out if we won't draw in this snapshot 394 if (snapshot->invisible || snapshot->empty) { 395 return false; 396 } 397 398 glActiveTexture(gTextureUnits[0]); 399 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 400 if (!layer) { 401 return false; 402 } 403 404 layer->mode = mode; 405 layer->alpha = alpha; 406 layer->layer.set(bounds); 407 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 408 bounds.getWidth() / float(layer->width), 0.0f); 409 layer->colorFilter = mColorFilter; 410 411 // Save the layer in the snapshot 412 snapshot->flags |= Snapshot::kFlagIsLayer; 413 snapshot->layer = layer; 414 415 if (fboLayer) { 416 return createFboLayer(layer, bounds, snapshot, previousFbo); 417 } else { 418 // Copy the framebuffer into the layer 419 glBindTexture(GL_TEXTURE_2D, layer->texture); 420 421 if (layer->empty) { 422 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 423 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 424 layer->empty = false; 425 } else { 426 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 427 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 428 } 429 430 // Enqueue the buffer coordinates to clear the corresponding region later 431 mLayers.push(new Rect(bounds)); 432 } 433 434 return true; 435} 436 437bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 438 GLuint previousFbo) { 439 layer->fbo = mCaches.fboCache.get(); 440 441#if RENDER_LAYERS_AS_REGIONS 442 snapshot->region = &snapshot->layer->region; 443 snapshot->flags |= Snapshot::kFlagFboTarget; 444#endif 445 446 Rect clip(bounds); 447 snapshot->transform->mapRect(clip); 448 clip.intersect(*snapshot->clipRect); 449 clip.snapToPixelBoundaries(); 450 clip.intersect(snapshot->previous->viewport); 451 452 mat4 inverse; 453 inverse.loadInverse(*mSnapshot->transform); 454 455 inverse.mapRect(clip); 456 clip.snapToPixelBoundaries(); 457 clip.intersect(bounds); 458 clip.translate(-bounds.left, -bounds.top); 459 460 snapshot->flags |= Snapshot::kFlagIsFboLayer; 461 snapshot->fbo = layer->fbo; 462 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 463 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 464 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 465 snapshot->height = bounds.getHeight(); 466 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 467 snapshot->orthoMatrix.load(mOrthoMatrix); 468 469 // Bind texture to FBO 470 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 471 glBindTexture(GL_TEXTURE_2D, layer->texture); 472 473 // Initialize the texture if needed 474 if (layer->empty) { 475 layer->empty = false; 476 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 477 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 478 } 479 480 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 481 layer->texture, 0); 482 483#if DEBUG_LAYERS_AS_REGIONS 484 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 485 if (status != GL_FRAMEBUFFER_COMPLETE) { 486 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 487 488 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 489 glDeleteTextures(1, &layer->texture); 490 mCaches.fboCache.put(layer->fbo); 491 492 delete layer; 493 494 return false; 495 } 496#endif 497 498 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 499 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 500 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 501 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 502 glClear(GL_COLOR_BUFFER_BIT); 503 504 dirtyClip(); 505 506 // Change the ortho projection 507 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 508 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 509 510 return true; 511} 512 513/** 514 * Read the documentation of createLayer() before doing anything in this method. 515 */ 516void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 517 if (!current->layer) { 518 LOGE("Attempting to compose a layer that does not exist"); 519 return; 520 } 521 522 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 523 524 if (fboLayer) { 525 // Unbind current FBO and restore previous one 526 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 527 } 528 529 Layer* layer = current->layer; 530 const Rect& rect = layer->layer; 531 532 if (!fboLayer && layer->alpha < 255) { 533 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 534 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 535 // Required below, composeLayerRect() will divide by 255 536 layer->alpha = 255; 537 } 538 539 mCaches.unbindMeshBuffer(); 540 541 glActiveTexture(gTextureUnits[0]); 542 543 // When the layer is stored in an FBO, we can save a bit of fillrate by 544 // drawing only the dirty region 545 if (fboLayer) { 546 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 547 if (layer->colorFilter) { 548 setupColorFilter(layer->colorFilter); 549 } 550 composeLayerRegion(layer, rect); 551 if (layer->colorFilter) { 552 resetColorFilter(); 553 } 554 } else { 555 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 556 composeLayerRect(layer, rect, true); 557 } 558 559 if (fboLayer) { 560 // Detach the texture from the FBO 561 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 562 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 563 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 564 565 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 566 mCaches.fboCache.put(current->fbo); 567 } 568 569 dirtyClip(); 570 571 // Failing to add the layer to the cache should happen only if the layer is too large 572 if (!mCaches.layerCache.put(layer)) { 573 LAYER_LOGD("Deleting layer"); 574 glDeleteTextures(1, &layer->texture); 575 delete layer; 576 } 577} 578 579void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 580 const Rect& texCoords = layer->texCoords; 581 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 582 583 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 584 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 585 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 586 587 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 588} 589 590void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 591#if RENDER_LAYERS_AS_REGIONS 592 if (layer->region.isRect()) { 593 composeLayerRect(layer, rect); 594 layer->region.clear(); 595 return; 596 } 597 598 if (!layer->region.isEmpty()) { 599 size_t count; 600 const android::Rect* rects = layer->region.getArray(&count); 601 602 setupDraw(); 603 604 ProgramDescription description; 605 description.hasTexture = true; 606 607 const float alpha = layer->alpha / 255.0f; 608 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 609 chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false); 610 611 useProgram(mCaches.programCache.get(description)); 612 613 // Texture 614 bindTexture(layer->texture); 615 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 616 617 // Always premultiplied 618 if (setColor) { 619 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 620 } 621 622 // Mesh 623 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 624 glEnableVertexAttribArray(texCoordsSlot); 625 626 mModelView.loadIdentity(); 627 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 628 629 const float texX = 1.0f / float(layer->width); 630 const float texY = 1.0f / float(layer->height); 631 632 TextureVertex* mesh = mCaches.getRegionMesh(); 633 GLsizei numQuads = 0; 634 635 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 636 gMeshStride, &mesh[0].position[0]); 637 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 638 gMeshStride, &mesh[0].texture[0]); 639 640 for (size_t i = 0; i < count; i++) { 641 const android::Rect* r = &rects[i]; 642 643 const float u1 = r->left * texX; 644 const float v1 = (rect.getHeight() - r->top) * texY; 645 const float u2 = r->right * texX; 646 const float v2 = (rect.getHeight() - r->bottom) * texY; 647 648 // TODO: Reject quads outside of the clip 649 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 650 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 651 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 652 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 653 654 numQuads++; 655 656 if (numQuads >= REGION_MESH_QUAD_COUNT) { 657 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 658 numQuads = 0; 659 mesh = mCaches.getRegionMesh(); 660 } 661 } 662 663 if (numQuads > 0) { 664 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 665 } 666 667 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 668 glDisableVertexAttribArray(texCoordsSlot); 669 670#if DEBUG_LAYERS_AS_REGIONS 671 uint32_t colors[] = { 672 0x7fff0000, 0x7f00ff00, 673 0x7f0000ff, 0x7fff00ff, 674 }; 675 676 int offset = 0; 677 int32_t top = rects[0].top; 678 int i = 0; 679 680 for (size_t i = 0; i < count; i++) { 681 if (top != rects[i].top) { 682 offset ^= 0x2; 683 top = rects[i].top; 684 } 685 686 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 687 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 688 SkXfermode::kSrcOver_Mode); 689 } 690#endif 691 692 layer->region.clear(); 693 } 694#else 695 composeLayerRect(layer, rect); 696#endif 697} 698 699void OpenGLRenderer::dirtyLayer(const float left, const float top, 700 const float right, const float bottom, const mat4 transform) { 701#if RENDER_LAYERS_AS_REGIONS 702 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 703 Rect bounds(left, top, right, bottom); 704 transform.mapRect(bounds); 705 bounds.intersect(*mSnapshot->clipRect); 706 bounds.snapToPixelBoundaries(); 707 708 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 709 if (!dirty.isEmpty()) { 710 mSnapshot->region->orSelf(dirty); 711 } 712 } 713#endif 714} 715 716void OpenGLRenderer::dirtyLayer(const float left, const float top, 717 const float right, const float bottom) { 718#if RENDER_LAYERS_AS_REGIONS 719 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 720 Rect bounds(left, top, right, bottom); 721 bounds.intersect(*mSnapshot->clipRect); 722 bounds.snapToPixelBoundaries(); 723 724 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 725 if (!dirty.isEmpty()) { 726 mSnapshot->region->orSelf(dirty); 727 } 728 } 729#endif 730} 731 732void OpenGLRenderer::clearLayerRegions() { 733 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 734 735 Rect clipRect(*mSnapshot->clipRect); 736 clipRect.snapToPixelBoundaries(); 737 738 for (uint32_t i = 0; i < mLayers.size(); i++) { 739 Rect* bounds = mLayers.itemAt(i); 740 if (clipRect.intersects(*bounds)) { 741 // Clear the framebuffer where the layer will draw 742 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 743 bounds->getWidth(), bounds->getHeight()); 744 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 745 glClear(GL_COLOR_BUFFER_BIT); 746 747 // Restore the clip 748 dirtyClip(); 749 } 750 751 delete bounds; 752 } 753 754 mLayers.clear(); 755} 756 757/////////////////////////////////////////////////////////////////////////////// 758// Transforms 759/////////////////////////////////////////////////////////////////////////////// 760 761void OpenGLRenderer::translate(float dx, float dy) { 762 mSnapshot->transform->translate(dx, dy, 0.0f); 763} 764 765void OpenGLRenderer::rotate(float degrees) { 766 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 767} 768 769void OpenGLRenderer::scale(float sx, float sy) { 770 mSnapshot->transform->scale(sx, sy, 1.0f); 771} 772 773void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 774 mSnapshot->transform->load(*matrix); 775} 776 777const float* OpenGLRenderer::getMatrix() const { 778 if (mSnapshot->fbo != 0) { 779 return &mSnapshot->transform->data[0]; 780 } 781 return &mIdentity.data[0]; 782} 783 784void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 785 mSnapshot->transform->copyTo(*matrix); 786} 787 788void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 789 SkMatrix transform; 790 mSnapshot->transform->copyTo(transform); 791 transform.preConcat(*matrix); 792 mSnapshot->transform->load(transform); 793} 794 795/////////////////////////////////////////////////////////////////////////////// 796// Clipping 797/////////////////////////////////////////////////////////////////////////////// 798 799void OpenGLRenderer::setScissorFromClip() { 800 Rect clip(*mSnapshot->clipRect); 801 clip.snapToPixelBoundaries(); 802 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 803 mDirtyClip = false; 804} 805 806const Rect& OpenGLRenderer::getClipBounds() { 807 return mSnapshot->getLocalClip(); 808} 809 810bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 811 if (mSnapshot->isIgnored()) { 812 return true; 813 } 814 815 Rect r(left, top, right, bottom); 816 mSnapshot->transform->mapRect(r); 817 r.snapToPixelBoundaries(); 818 819 Rect clipRect(*mSnapshot->clipRect); 820 clipRect.snapToPixelBoundaries(); 821 822 return !clipRect.intersects(r); 823} 824 825bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 826 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 827 if (clipped) { 828 dirtyClip(); 829 } 830 return !mSnapshot->clipRect->isEmpty(); 831} 832 833/////////////////////////////////////////////////////////////////////////////// 834// Drawing commands 835/////////////////////////////////////////////////////////////////////////////// 836 837void OpenGLRenderer::setupDraw() { 838 clearLayerRegions(); 839 if (mDirtyClip) { 840 setScissorFromClip(); 841 } 842 mDescription.reset(); 843 mSetShaderColor = false; 844 mColorSet = false; 845 mColorA = mColorR = mColorG = mColorB = 0.0f; 846 mTextureUnit = 0; 847 mTrackDirtyRegions = true; 848 mTexCoordsSlot = -1; 849} 850 851void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 852 mDescription.hasTexture = true; 853 mDescription.hasAlpha8Texture = isAlpha8; 854} 855 856void OpenGLRenderer::setupDrawColor(int color) { 857 setupDrawColor(color, (color >> 24) & 0xFF); 858} 859 860void OpenGLRenderer::setupDrawColor(int color, int alpha) { 861 mColorA = alpha / 255.0f; 862 const float a = mColorA / 255.0f; 863 mColorR = a * ((color >> 16) & 0xFF); 864 mColorG = a * ((color >> 8) & 0xFF); 865 mColorB = a * ((color ) & 0xFF); 866 mColorSet = true; 867 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 868} 869 870void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 871 mColorA = alpha / 255.0f; 872 const float a = mColorA / 255.0f; 873 mColorR = a * ((color >> 16) & 0xFF); 874 mColorG = a * ((color >> 8) & 0xFF); 875 mColorB = a * ((color ) & 0xFF); 876 mColorSet = true; 877 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 878} 879 880void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 881 mColorA = a; 882 mColorR = r; 883 mColorG = g; 884 mColorB = b; 885 mColorSet = true; 886 mSetShaderColor = mDescription.setColor(r, g, b, a); 887} 888 889void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 890 mColorA = a; 891 mColorR = r; 892 mColorG = g; 893 mColorB = b; 894 mColorSet = true; 895 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 896} 897 898void OpenGLRenderer::setupDrawShader() { 899 if (mShader) { 900 mShader->describe(mDescription, mCaches.extensions); 901 } 902} 903 904void OpenGLRenderer::setupDrawColorFilter() { 905 if (mColorFilter) { 906 mColorFilter->describe(mDescription, mCaches.extensions); 907 } 908} 909 910void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 911 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 912 mDescription, swapSrcDst); 913} 914 915void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 916 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 917 mDescription, swapSrcDst); 918} 919 920void OpenGLRenderer::setupDrawProgram() { 921 useProgram(mCaches.programCache.get(mDescription)); 922} 923 924void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 925 mTrackDirtyRegions = false; 926} 927 928void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 929 bool ignoreTransform) { 930 mModelView.loadTranslate(left, top, 0.0f); 931 if (!ignoreTransform) { 932 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 933 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 934 } else { 935 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 936 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 937 } 938} 939 940void OpenGLRenderer::setupDrawModelViewIdentity() { 941 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 942} 943 944void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 945 bool ignoreTransform, bool ignoreModelView) { 946 if (!ignoreModelView) { 947 mModelView.loadTranslate(left, top, 0.0f); 948 mModelView.scale(right - left, bottom - top, 1.0f); 949 } else { 950 mModelView.loadIdentity(); 951 } 952 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 953 if (!ignoreTransform) { 954 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 955 if (mTrackDirtyRegions && dirty) { 956 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 957 } 958 } else { 959 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 960 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 961 } 962} 963 964void OpenGLRenderer::setupDrawColorUniforms() { 965 if (mColorSet || (mShader && mSetShaderColor)) { 966 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 967 } 968} 969 970void OpenGLRenderer::setupDrawPureColorUniforms() { 971 if (mSetShaderColor) { 972 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 973 } 974} 975 976void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 977 if (mShader) { 978 if (ignoreTransform) { 979 mModelView.loadInverse(*mSnapshot->transform); 980 } 981 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 982 } 983} 984 985void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 986 if (mShader) { 987 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 988 } 989} 990 991void OpenGLRenderer::setupDrawColorFilterUniforms() { 992 if (mColorFilter) { 993 mColorFilter->setupProgram(mCaches.currentProgram); 994 } 995} 996 997void OpenGLRenderer::setupDrawSimpleMesh() { 998 mCaches.bindMeshBuffer(); 999 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1000 gMeshStride, 0); 1001} 1002 1003void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1004 bindTexture(texture); 1005 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1006 1007 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1008 glEnableVertexAttribArray(mTexCoordsSlot); 1009} 1010 1011void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1012 if (!vertices) { 1013 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1014 } else { 1015 mCaches.unbindMeshBuffer(); 1016 } 1017 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1018 gMeshStride, vertices); 1019 if (mTexCoordsSlot > 0) { 1020 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1021 } 1022} 1023 1024void OpenGLRenderer::finishDrawTexture() { 1025 glDisableVertexAttribArray(mTexCoordsSlot); 1026} 1027 1028/////////////////////////////////////////////////////////////////////////////// 1029// Drawing 1030/////////////////////////////////////////////////////////////////////////////// 1031 1032void OpenGLRenderer::drawDisplayList(DisplayList* displayList) { 1033 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1034 // will be performed by the display list itself 1035 if (displayList) { 1036 displayList->replay(*this); 1037 } 1038} 1039 1040void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1041 const float right = left + bitmap->width(); 1042 const float bottom = top + bitmap->height(); 1043 1044 if (quickReject(left, top, right, bottom)) { 1045 return; 1046 } 1047 1048 glActiveTexture(gTextureUnits[0]); 1049 Texture* texture = mCaches.textureCache.get(bitmap); 1050 if (!texture) return; 1051 const AutoTexture autoCleanup(texture); 1052 1053 drawTextureRect(left, top, right, bottom, texture, paint); 1054} 1055 1056void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1057 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1058 const mat4 transform(*matrix); 1059 transform.mapRect(r); 1060 1061 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1062 return; 1063 } 1064 1065 glActiveTexture(gTextureUnits[0]); 1066 Texture* texture = mCaches.textureCache.get(bitmap); 1067 if (!texture) return; 1068 const AutoTexture autoCleanup(texture); 1069 1070 // This could be done in a cheaper way, all we need is pass the matrix 1071 // to the vertex shader. The save/restore is a bit overkill. 1072 save(SkCanvas::kMatrix_SaveFlag); 1073 concatMatrix(matrix); 1074 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1075 restore(); 1076} 1077 1078void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1079 float srcLeft, float srcTop, float srcRight, float srcBottom, 1080 float dstLeft, float dstTop, float dstRight, float dstBottom, 1081 SkPaint* paint) { 1082 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1083 return; 1084 } 1085 1086 glActiveTexture(gTextureUnits[0]); 1087 Texture* texture = mCaches.textureCache.get(bitmap); 1088 if (!texture) return; 1089 const AutoTexture autoCleanup(texture); 1090 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1091 1092 const float width = texture->width; 1093 const float height = texture->height; 1094 1095 const float u1 = srcLeft / width; 1096 const float v1 = srcTop / height; 1097 const float u2 = srcRight / width; 1098 const float v2 = srcBottom / height; 1099 1100 mCaches.unbindMeshBuffer(); 1101 resetDrawTextureTexCoords(u1, v1, u2, v2); 1102 1103 int alpha; 1104 SkXfermode::Mode mode; 1105 getAlphaAndMode(paint, &alpha, &mode); 1106 1107 if (mSnapshot->transform->isPureTranslate()) { 1108 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1109 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1110 1111 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1112 texture->id, alpha / 255.0f, mode, texture->blend, 1113 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1114 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1115 } else { 1116 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1117 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1118 GL_TRIANGLE_STRIP, gMeshCount); 1119 } 1120 1121 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1122} 1123 1124void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1125 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1126 float left, float top, float right, float bottom, SkPaint* paint) { 1127 if (quickReject(left, top, right, bottom)) { 1128 return; 1129 } 1130 1131 glActiveTexture(gTextureUnits[0]); 1132 Texture* texture = mCaches.textureCache.get(bitmap); 1133 if (!texture) return; 1134 const AutoTexture autoCleanup(texture); 1135 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1136 1137 int alpha; 1138 SkXfermode::Mode mode; 1139 getAlphaAndMode(paint, &alpha, &mode); 1140 1141 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1142 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1143 1144 if (mesh && mesh->verticesCount > 0) { 1145 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1146#if RENDER_LAYERS_AS_REGIONS 1147 // Mark the current layer dirty where we are going to draw the patch 1148 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1149 mSnapshot->region && mesh->hasEmptyQuads) { 1150 const size_t count = mesh->quads.size(); 1151 for (size_t i = 0; i < count; i++) { 1152 const Rect& bounds = mesh->quads.itemAt(i); 1153 if (pureTranslate) { 1154 const float x = (int) floorf(bounds.left + 0.5f); 1155 const float y = (int) floorf(bounds.top + 0.5f); 1156 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1157 *mSnapshot->transform); 1158 } else { 1159 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1160 *mSnapshot->transform); 1161 } 1162 } 1163 } 1164#endif 1165 1166 if (pureTranslate) { 1167 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1168 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1169 1170 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1171 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1172 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1173 true, !mesh->hasEmptyQuads); 1174 } else { 1175 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1176 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1177 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1178 true, !mesh->hasEmptyQuads); 1179 } 1180 } 1181} 1182 1183void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1184 // TODO: Should do quickReject for each line 1185 if (mSnapshot->isIgnored()) return; 1186 1187 const bool isAA = paint->isAntiAlias(); 1188 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1189 // A stroke width of 0 has a special meaningin Skia: 1190 // it draws an unscaled 1px wide line 1191 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1192 1193 int alpha; 1194 SkXfermode::Mode mode; 1195 getAlphaAndMode(paint, &alpha, &mode); 1196 1197 int verticesCount = count >> 2; 1198 if (!isHairLine) { 1199 // TODO: AA needs more vertices 1200 verticesCount *= 6; 1201 } else { 1202 // TODO: AA will be different 1203 verticesCount *= 2; 1204 } 1205 1206 TextureVertex lines[verticesCount]; 1207 TextureVertex* vertex = &lines[0]; 1208 1209 setupDraw(); 1210 setupDrawColor(paint->getColor(), alpha); 1211 setupDrawColorFilter(); 1212 setupDrawShader(); 1213 setupDrawBlending(mode); 1214 setupDrawProgram(); 1215 setupDrawModelViewIdentity(); 1216 setupDrawColorUniforms(); 1217 setupDrawColorFilterUniforms(); 1218 setupDrawShaderIdentityUniforms(); 1219 setupDrawMesh(vertex); 1220 1221 if (!isHairLine) { 1222 // TODO: Handle the AA case 1223 for (int i = 0; i < count; i += 4) { 1224 // a = start point, b = end point 1225 vec2 a(points[i], points[i + 1]); 1226 vec2 b(points[i + 2], points[i + 3]); 1227 1228 // Bias to snap to the same pixels as Skia 1229 a += 0.375; 1230 b += 0.375; 1231 1232 // Find the normal to the line 1233 vec2 n = (b - a).copyNormalized() * strokeWidth; 1234 float x = n.x; 1235 n.x = -n.y; 1236 n.y = x; 1237 1238 // Four corners of the rectangle defining a thick line 1239 vec2 p1 = a - n; 1240 vec2 p2 = a + n; 1241 vec2 p3 = b + n; 1242 vec2 p4 = b - n; 1243 1244 // Draw the line as 2 triangles, could be optimized 1245 // by using only 4 vertices and the correct indices 1246 // Also we should probably used non textured vertices 1247 // when line AA is disabled to save on bandwidth 1248 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1249 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1250 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1251 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1252 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1253 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1254 1255 // TODO: Mark the dirty regions when RENDER_LAYERS_AS_REGIONS is set 1256 } 1257 1258 // GL_LINE does not give the result we want to match Skia 1259 glDrawArrays(GL_TRIANGLES, 0, verticesCount); 1260 } else { 1261 // TODO: Handle the AA case 1262 for (int i = 0; i < count; i += 4) { 1263 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1264 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1265 } 1266 1267 glLineWidth(1.0f); 1268 glDrawArrays(GL_LINES, 0, verticesCount); 1269 } 1270} 1271 1272void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1273 // No need to check against the clip, we fill the clip region 1274 if (mSnapshot->isIgnored()) return; 1275 1276 Rect& clip(*mSnapshot->clipRect); 1277 clip.snapToPixelBoundaries(); 1278 1279 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1280} 1281 1282void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1283 if (quickReject(left, top, right, bottom)) { 1284 return; 1285 } 1286 1287 SkXfermode::Mode mode; 1288 if (!mCaches.extensions.hasFramebufferFetch()) { 1289 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1290 if (!isMode) { 1291 // Assume SRC_OVER 1292 mode = SkXfermode::kSrcOver_Mode; 1293 } 1294 } else { 1295 mode = getXfermode(p->getXfermode()); 1296 } 1297 1298 // Skia draws using the color's alpha channel if < 255 1299 // Otherwise, it uses the paint's alpha 1300 int color = p->getColor(); 1301 if (((color >> 24) & 0xff) == 255) { 1302 color |= p->getAlpha() << 24; 1303 } 1304 1305 drawColorRect(left, top, right, bottom, color, mode); 1306} 1307 1308void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1309 float x, float y, SkPaint* paint) { 1310 if (text == NULL || count == 0) { 1311 return; 1312 } 1313 if (mSnapshot->isIgnored()) return; 1314 1315 paint->setAntiAlias(true); 1316 1317 float length = -1.0f; 1318 switch (paint->getTextAlign()) { 1319 case SkPaint::kCenter_Align: 1320 length = paint->measureText(text, bytesCount); 1321 x -= length / 2.0f; 1322 break; 1323 case SkPaint::kRight_Align: 1324 length = paint->measureText(text, bytesCount); 1325 x -= length; 1326 break; 1327 default: 1328 break; 1329 } 1330 1331 // TODO: Handle paint->getTextScaleX() 1332 const float oldX = x; 1333 const float oldY = y; 1334 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1335 if (pureTranslate) { 1336 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1337 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1338 } 1339 1340 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1341 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1342 paint->getTextSize()); 1343 1344 int alpha; 1345 SkXfermode::Mode mode; 1346 getAlphaAndMode(paint, &alpha, &mode); 1347 1348 if (mHasShadow) { 1349 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1350 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1351 count, mShadowRadius); 1352 const AutoTexture autoCleanup(shadow); 1353 1354 const float sx = x - shadow->left + mShadowDx; 1355 const float sy = y - shadow->top + mShadowDy; 1356 1357 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1358 1359 glActiveTexture(gTextureUnits[0]); 1360 setupDraw(); 1361 setupDrawWithTexture(true); 1362 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1363 setupDrawBlending(true, mode); 1364 setupDrawProgram(); 1365 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1366 setupDrawTexture(shadow->id); 1367 setupDrawPureColorUniforms(); 1368 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1369 1370 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1371 finishDrawTexture(); 1372 } 1373 1374 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1375 return; 1376 } 1377 1378 // Pick the appropriate texture filtering 1379 bool linearFilter = mSnapshot->transform->changesBounds(); 1380 if (pureTranslate && !linearFilter) { 1381 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1382 } 1383 1384 glActiveTexture(gTextureUnits[0]); 1385 setupDraw(); 1386 setupDrawDirtyRegionsDisabled(); 1387 setupDrawWithTexture(true); 1388 setupDrawAlpha8Color(paint->getColor(), alpha); 1389 setupDrawColorFilter(); 1390 setupDrawShader(); 1391 setupDrawBlending(true, mode); 1392 setupDrawProgram(); 1393 setupDrawModelView(x, y, x, y, pureTranslate, true); 1394 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1395 setupDrawPureColorUniforms(); 1396 setupDrawColorFilterUniforms(); 1397 setupDrawShaderUniforms(pureTranslate); 1398 1399 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1400 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1401 1402#if RENDER_LAYERS_AS_REGIONS 1403 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1404#else 1405 bool hasLayer = false; 1406#endif 1407 1408 mCaches.unbindMeshBuffer(); 1409 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1410 hasLayer ? &bounds : NULL)) { 1411#if RENDER_LAYERS_AS_REGIONS 1412 if (hasLayer) { 1413 if (!pureTranslate) { 1414 mSnapshot->transform->mapRect(bounds); 1415 } 1416 bounds.intersect(*mSnapshot->clipRect); 1417 bounds.snapToPixelBoundaries(); 1418 1419 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1420 mSnapshot->region->orSelf(dirty); 1421 } 1422#endif 1423 } 1424 1425 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1426 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1427 1428 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1429} 1430 1431void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1432 if (mSnapshot->isIgnored()) return; 1433 1434 GLuint textureUnit = 0; 1435 glActiveTexture(gTextureUnits[textureUnit]); 1436 1437 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1438 if (!texture) return; 1439 const AutoTexture autoCleanup(texture); 1440 1441 const float x = texture->left - texture->offset; 1442 const float y = texture->top - texture->offset; 1443 1444 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1445 return; 1446 } 1447 1448 int alpha; 1449 SkXfermode::Mode mode; 1450 getAlphaAndMode(paint, &alpha, &mode); 1451 1452 setupDraw(); 1453 setupDrawWithTexture(true); 1454 setupDrawAlpha8Color(paint->getColor(), alpha); 1455 setupDrawColorFilter(); 1456 setupDrawShader(); 1457 setupDrawBlending(true, mode); 1458 setupDrawProgram(); 1459 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1460 setupDrawTexture(texture->id); 1461 setupDrawPureColorUniforms(); 1462 setupDrawColorFilterUniforms(); 1463 setupDrawShaderUniforms(); 1464 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1465 1466 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1467 1468 finishDrawTexture(); 1469} 1470 1471/////////////////////////////////////////////////////////////////////////////// 1472// Shaders 1473/////////////////////////////////////////////////////////////////////////////// 1474 1475void OpenGLRenderer::resetShader() { 1476 mShader = NULL; 1477} 1478 1479void OpenGLRenderer::setupShader(SkiaShader* shader) { 1480 mShader = shader; 1481 if (mShader) { 1482 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1483 } 1484} 1485 1486/////////////////////////////////////////////////////////////////////////////// 1487// Color filters 1488/////////////////////////////////////////////////////////////////////////////// 1489 1490void OpenGLRenderer::resetColorFilter() { 1491 mColorFilter = NULL; 1492} 1493 1494void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1495 mColorFilter = filter; 1496} 1497 1498/////////////////////////////////////////////////////////////////////////////// 1499// Drop shadow 1500/////////////////////////////////////////////////////////////////////////////// 1501 1502void OpenGLRenderer::resetShadow() { 1503 mHasShadow = false; 1504} 1505 1506void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1507 mHasShadow = true; 1508 mShadowRadius = radius; 1509 mShadowDx = dx; 1510 mShadowDy = dy; 1511 mShadowColor = color; 1512} 1513 1514/////////////////////////////////////////////////////////////////////////////// 1515// Drawing implementation 1516/////////////////////////////////////////////////////////////////////////////// 1517 1518// Same values used by Skia 1519#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1520#define kStdUnderline_Offset (1.0f / 9.0f) 1521#define kStdUnderline_Thickness (1.0f / 18.0f) 1522 1523void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1524 float x, float y, SkPaint* paint) { 1525 // Handle underline and strike-through 1526 uint32_t flags = paint->getFlags(); 1527 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1528 float underlineWidth = length; 1529 // If length is > 0.0f, we already measured the text for the text alignment 1530 if (length <= 0.0f) { 1531 underlineWidth = paint->measureText(text, bytesCount); 1532 } 1533 1534 float offsetX = 0; 1535 switch (paint->getTextAlign()) { 1536 case SkPaint::kCenter_Align: 1537 offsetX = underlineWidth * 0.5f; 1538 break; 1539 case SkPaint::kRight_Align: 1540 offsetX = underlineWidth; 1541 break; 1542 default: 1543 break; 1544 } 1545 1546 if (underlineWidth > 0.0f) { 1547 const float textSize = paint->getTextSize(); 1548 const float strokeWidth = textSize * kStdUnderline_Thickness; 1549 1550 const float left = x - offsetX; 1551 float top = 0.0f; 1552 1553 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1554 float points[pointsCount]; 1555 int currentPoint = 0; 1556 1557 if (flags & SkPaint::kUnderlineText_Flag) { 1558 top = y + textSize * kStdUnderline_Offset; 1559 points[currentPoint++] = left; 1560 points[currentPoint++] = top; 1561 points[currentPoint++] = left + underlineWidth; 1562 points[currentPoint++] = top; 1563 } 1564 1565 if (flags & SkPaint::kStrikeThruText_Flag) { 1566 top = y + textSize * kStdStrikeThru_Offset; 1567 points[currentPoint++] = left; 1568 points[currentPoint++] = top; 1569 points[currentPoint++] = left + underlineWidth; 1570 points[currentPoint++] = top; 1571 } 1572 1573 SkPaint linesPaint(*paint); 1574 linesPaint.setStrokeWidth(strokeWidth); 1575 1576 drawLines(&points[0], pointsCount, &linesPaint); 1577 } 1578 } 1579} 1580 1581void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1582 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1583 // If a shader is set, preserve only the alpha 1584 if (mShader) { 1585 color |= 0x00ffffff; 1586 } 1587 1588 setupDraw(); 1589 setupDrawColor(color); 1590 setupDrawShader(); 1591 setupDrawColorFilter(); 1592 setupDrawBlending(mode); 1593 setupDrawProgram(); 1594 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1595 setupDrawColorUniforms(); 1596 setupDrawShaderUniforms(ignoreTransform); 1597 setupDrawColorFilterUniforms(); 1598 setupDrawSimpleMesh(); 1599 1600 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1601} 1602 1603void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1604 Texture* texture, SkPaint* paint) { 1605 int alpha; 1606 SkXfermode::Mode mode; 1607 getAlphaAndMode(paint, &alpha, &mode); 1608 1609 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1610 1611 if (mSnapshot->transform->isPureTranslate()) { 1612 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1613 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1614 1615 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1616 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1617 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1618 } else { 1619 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1620 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1621 GL_TRIANGLE_STRIP, gMeshCount); 1622 } 1623} 1624 1625void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1626 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1627 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1628 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1629} 1630 1631void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1632 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1633 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1634 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1635 1636 setupDraw(); 1637 setupDrawWithTexture(); 1638 setupDrawColor(alpha, alpha, alpha, alpha); 1639 setupDrawColorFilter(); 1640 setupDrawBlending(blend, mode, swapSrcDst); 1641 setupDrawProgram(); 1642 if (!dirty) { 1643 setupDrawDirtyRegionsDisabled(); 1644 } 1645 if (!ignoreScale) { 1646 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1647 } else { 1648 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1649 } 1650 setupDrawPureColorUniforms(); 1651 setupDrawColorFilterUniforms(); 1652 setupDrawTexture(texture); 1653 setupDrawMesh(vertices, texCoords, vbo); 1654 1655 glDrawArrays(drawMode, 0, elementsCount); 1656 1657 finishDrawTexture(); 1658} 1659 1660void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1661 ProgramDescription& description, bool swapSrcDst) { 1662 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1663 if (blend) { 1664 if (mode < SkXfermode::kPlus_Mode) { 1665 if (!mCaches.blend) { 1666 glEnable(GL_BLEND); 1667 } 1668 1669 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1670 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1671 1672 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1673 glBlendFunc(sourceMode, destMode); 1674 mCaches.lastSrcMode = sourceMode; 1675 mCaches.lastDstMode = destMode; 1676 } 1677 } else { 1678 // These blend modes are not supported by OpenGL directly and have 1679 // to be implemented using shaders. Since the shader will perform 1680 // the blending, turn blending off here 1681 if (mCaches.extensions.hasFramebufferFetch()) { 1682 description.framebufferMode = mode; 1683 description.swapSrcDst = swapSrcDst; 1684 } 1685 1686 if (mCaches.blend) { 1687 glDisable(GL_BLEND); 1688 } 1689 blend = false; 1690 } 1691 } else if (mCaches.blend) { 1692 glDisable(GL_BLEND); 1693 } 1694 mCaches.blend = blend; 1695} 1696 1697bool OpenGLRenderer::useProgram(Program* program) { 1698 if (!program->isInUse()) { 1699 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1700 program->use(); 1701 mCaches.currentProgram = program; 1702 return false; 1703 } 1704 return true; 1705} 1706 1707void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1708 TextureVertex* v = &mMeshVertices[0]; 1709 TextureVertex::setUV(v++, u1, v1); 1710 TextureVertex::setUV(v++, u2, v1); 1711 TextureVertex::setUV(v++, u1, v2); 1712 TextureVertex::setUV(v++, u2, v2); 1713} 1714 1715void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1716 if (paint) { 1717 if (!mCaches.extensions.hasFramebufferFetch()) { 1718 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1719 if (!isMode) { 1720 // Assume SRC_OVER 1721 *mode = SkXfermode::kSrcOver_Mode; 1722 } 1723 } else { 1724 *mode = getXfermode(paint->getXfermode()); 1725 } 1726 1727 // Skia draws using the color's alpha channel if < 255 1728 // Otherwise, it uses the paint's alpha 1729 int color = paint->getColor(); 1730 *alpha = (color >> 24) & 0xFF; 1731 if (*alpha == 255) { 1732 *alpha = paint->getAlpha(); 1733 } 1734 } else { 1735 *mode = SkXfermode::kSrcOver_Mode; 1736 *alpha = 255; 1737 } 1738} 1739 1740SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1741 if (mode == NULL) { 1742 return SkXfermode::kSrcOver_Mode; 1743 } 1744 return mode->fMode; 1745} 1746 1747void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1748 bool bound = false; 1749 if (wrapS != texture->wrapS) { 1750 glBindTexture(GL_TEXTURE_2D, texture->id); 1751 bound = true; 1752 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1753 texture->wrapS = wrapS; 1754 } 1755 if (wrapT != texture->wrapT) { 1756 if (!bound) { 1757 glBindTexture(GL_TEXTURE_2D, texture->id); 1758 } 1759 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1760 texture->wrapT = wrapT; 1761 } 1762} 1763 1764}; // namespace uirenderer 1765}; // namespace android 1766