OpenGLRenderer.cpp revision 1e546815bbb736c50679a8aefc25f48561026fc5
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Functions 111/////////////////////////////////////////////////////////////////////////////// 112 113template<typename T> 114static inline T min(T a, T b) { 115 return a < b ? a : b; 116} 117 118/////////////////////////////////////////////////////////////////////////////// 119// Constructors/destructor 120/////////////////////////////////////////////////////////////////////////////// 121 122OpenGLRenderer::OpenGLRenderer(): 123 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 124 // *set* draw modifiers to be 0 125 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 126 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 127 128 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 129 130 mFirstSnapshot = new Snapshot; 131 mFrameStarted = false; 132 mCountOverdraw = false; 133 134 mScissorOptimizationDisabled = false; 135} 136 137OpenGLRenderer::~OpenGLRenderer() { 138 // The context has already been destroyed at this point, do not call 139 // GL APIs. All GL state should be kept in Caches.h 140} 141 142void OpenGLRenderer::initProperties() { 143 char property[PROPERTY_VALUE_MAX]; 144 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 145 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Scissor optimization %s", 147 mScissorOptimizationDisabled ? "disabled" : "enabled"); 148 } else { 149 INIT_LOGD(" Scissor optimization enabled"); 150 } 151} 152 153/////////////////////////////////////////////////////////////////////////////// 154// Setup 155/////////////////////////////////////////////////////////////////////////////// 156 157void OpenGLRenderer::setName(const char* name) { 158 if (name) { 159 mName.setTo(name); 160 } else { 161 mName.clear(); 162 } 163} 164 165const char* OpenGLRenderer::getName() const { 166 return mName.string(); 167} 168 169bool OpenGLRenderer::isDeferred() { 170 return false; 171} 172 173void OpenGLRenderer::setViewport(int width, int height) { 174 initViewport(width, height); 175 176 glDisable(GL_DITHER); 177 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 178 179 glEnableVertexAttribArray(Program::kBindingPosition); 180} 181 182void OpenGLRenderer::initViewport(int width, int height) { 183 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 184 185 mWidth = width; 186 mHeight = height; 187 188 mFirstSnapshot->height = height; 189 mFirstSnapshot->viewport.set(0, 0, width, height); 190} 191 192void OpenGLRenderer::setupFrameState(float left, float top, 193 float right, float bottom, bool opaque) { 194 mCaches.clearGarbage(); 195 196 mOpaque = opaque; 197 mSnapshot = new Snapshot(mFirstSnapshot, 198 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 199 mSnapshot->fbo = getTargetFbo(); 200 mSaveCount = 1; 201 202 mSnapshot->setClip(left, top, right, bottom); 203 mTilingClip.set(left, top, right, bottom); 204} 205 206status_t OpenGLRenderer::startFrame() { 207 if (mFrameStarted) return DrawGlInfo::kStatusDone; 208 mFrameStarted = true; 209 210 mDirtyClip = true; 211 212 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 213 214 glViewport(0, 0, mWidth, mHeight); 215 216 // Functors break the tiling extension in pretty spectacular ways 217 // This ensures we don't use tiling when a functor is going to be 218 // invoked during the frame 219 mSuppressTiling = mCaches.hasRegisteredFunctors(); 220 221 startTiling(mSnapshot, true); 222 223 debugOverdraw(true, true); 224 225 return clear(mTilingClip.left, mTilingClip.top, 226 mTilingClip.right, mTilingClip.bottom, mOpaque); 227} 228 229status_t OpenGLRenderer::prepare(bool opaque) { 230 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 231} 232 233status_t OpenGLRenderer::prepareDirty(float left, float top, 234 float right, float bottom, bool opaque) { 235 236 setupFrameState(left, top, right, bottom, opaque); 237 238 // Layer renderers will start the frame immediately 239 // The framebuffer renderer will first defer the display list 240 // for each layer and wait until the first drawing command 241 // to start the frame 242 if (mSnapshot->fbo == 0) { 243 syncState(); 244 updateLayers(); 245 } else { 246 return startFrame(); 247 } 248 249 return DrawGlInfo::kStatusDone; 250} 251 252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 253 // If we know that we are going to redraw the entire framebuffer, 254 // perform a discard to let the driver know we don't need to preserve 255 // the back buffer for this frame. 256 if (mExtensions.hasDiscardFramebuffer() && 257 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 258 const bool isFbo = getTargetFbo() == 0; 259 const GLenum attachments[] = { 260 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 261 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 262 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 263 } 264} 265 266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 267 if (!opaque || mCountOverdraw) { 268 mCaches.enableScissor(); 269 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 270 glClear(GL_COLOR_BUFFER_BIT); 271 return DrawGlInfo::kStatusDrew; 272 } 273 274 mCaches.resetScissor(); 275 return DrawGlInfo::kStatusDone; 276} 277 278void OpenGLRenderer::syncState() { 279 if (mCaches.blend) { 280 glEnable(GL_BLEND); 281 } else { 282 glDisable(GL_BLEND); 283 } 284} 285 286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 287 if (!mSuppressTiling) { 288 Rect* clip = &mTilingClip; 289 if (s->flags & Snapshot::kFlagFboTarget) { 290 clip = &(s->layer->clipRect); 291 } 292 293 startTiling(*clip, s->height, opaque); 294 } 295} 296 297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 298 if (!mSuppressTiling) { 299 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 300 clip.right - clip.left, clip.bottom - clip.top, opaque); 301 } 302} 303 304void OpenGLRenderer::endTiling() { 305 if (!mSuppressTiling) mCaches.endTiling(); 306} 307 308void OpenGLRenderer::finish() { 309 renderOverdraw(); 310 endTiling(); 311 312 // When finish() is invoked on FBO 0 we've reached the end 313 // of the current frame 314 if (getTargetFbo() == 0) { 315 mCaches.pathCache.trim(); 316 } 317 318 if (!suppressErrorChecks()) { 319#if DEBUG_OPENGL 320 GLenum status = GL_NO_ERROR; 321 while ((status = glGetError()) != GL_NO_ERROR) { 322 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 323 switch (status) { 324 case GL_INVALID_ENUM: 325 ALOGE(" GL_INVALID_ENUM"); 326 break; 327 case GL_INVALID_VALUE: 328 ALOGE(" GL_INVALID_VALUE"); 329 break; 330 case GL_INVALID_OPERATION: 331 ALOGE(" GL_INVALID_OPERATION"); 332 break; 333 case GL_OUT_OF_MEMORY: 334 ALOGE(" Out of memory!"); 335 break; 336 } 337 } 338#endif 339 340#if DEBUG_MEMORY_USAGE 341 mCaches.dumpMemoryUsage(); 342#else 343 if (mCaches.getDebugLevel() & kDebugMemory) { 344 mCaches.dumpMemoryUsage(); 345 } 346#endif 347 } 348 349 if (mCountOverdraw) { 350 countOverdraw(); 351 } 352 353 mFrameStarted = false; 354} 355 356void OpenGLRenderer::interrupt() { 357 if (mCaches.currentProgram) { 358 if (mCaches.currentProgram->isInUse()) { 359 mCaches.currentProgram->remove(); 360 mCaches.currentProgram = NULL; 361 } 362 } 363 mCaches.resetActiveTexture(); 364 mCaches.unbindMeshBuffer(); 365 mCaches.unbindIndicesBuffer(); 366 mCaches.resetVertexPointers(); 367 mCaches.disableTexCoordsVertexArray(); 368 debugOverdraw(false, false); 369} 370 371void OpenGLRenderer::resume() { 372 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 373 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 374 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 375 debugOverdraw(true, false); 376 377 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 378 379 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 380 mCaches.enableScissor(); 381 mCaches.resetScissor(); 382 dirtyClip(); 383 384 mCaches.activeTexture(0); 385 mCaches.resetBoundTextures(); 386 387 mCaches.blend = true; 388 glEnable(GL_BLEND); 389 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 390 glBlendEquation(GL_FUNC_ADD); 391} 392 393void OpenGLRenderer::resumeAfterLayer() { 394 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 395 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 396 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 397 debugOverdraw(true, false); 398 399 mCaches.resetScissor(); 400 dirtyClip(); 401} 402 403void OpenGLRenderer::detachFunctor(Functor* functor) { 404 mFunctors.remove(functor); 405} 406 407void OpenGLRenderer::attachFunctor(Functor* functor) { 408 mFunctors.add(functor); 409} 410 411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 412 status_t result = DrawGlInfo::kStatusDone; 413 size_t count = mFunctors.size(); 414 415 if (count > 0) { 416 interrupt(); 417 SortedVector<Functor*> functors(mFunctors); 418 mFunctors.clear(); 419 420 DrawGlInfo info; 421 info.clipLeft = 0; 422 info.clipTop = 0; 423 info.clipRight = 0; 424 info.clipBottom = 0; 425 info.isLayer = false; 426 info.width = 0; 427 info.height = 0; 428 memset(info.transform, 0, sizeof(float) * 16); 429 430 for (size_t i = 0; i < count; i++) { 431 Functor* f = functors.itemAt(i); 432 result |= (*f)(DrawGlInfo::kModeProcess, &info); 433 434 if (result & DrawGlInfo::kStatusDraw) { 435 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 436 dirty.unionWith(localDirty); 437 } 438 439 if (result & DrawGlInfo::kStatusInvoke) { 440 mFunctors.add(f); 441 } 442 } 443 resume(); 444 } 445 446 return result; 447} 448 449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 450 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 451 452 interrupt(); 453 detachFunctor(functor); 454 455 mCaches.enableScissor(); 456 if (mDirtyClip) { 457 setScissorFromClip(); 458 setStencilFromClip(); 459 } 460 461 Rect clip(*mSnapshot->clipRect); 462 clip.snapToPixelBoundaries(); 463 464 // Since we don't know what the functor will draw, let's dirty 465 // tne entire clip region 466 if (hasLayer()) { 467 dirtyLayerUnchecked(clip, getRegion()); 468 } 469 470 DrawGlInfo info; 471 info.clipLeft = clip.left; 472 info.clipTop = clip.top; 473 info.clipRight = clip.right; 474 info.clipBottom = clip.bottom; 475 info.isLayer = hasLayer(); 476 info.width = getSnapshot()->viewport.getWidth(); 477 info.height = getSnapshot()->height; 478 getSnapshot()->transform->copyTo(&info.transform[0]); 479 480 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 481 482 if (result != DrawGlInfo::kStatusDone) { 483 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 484 dirty.unionWith(localDirty); 485 486 if (result & DrawGlInfo::kStatusInvoke) { 487 mFunctors.add(functor); 488 } 489 } 490 491 resume(); 492 return result | DrawGlInfo::kStatusDrew; 493} 494 495/////////////////////////////////////////////////////////////////////////////// 496// Debug 497/////////////////////////////////////////////////////////////////////////////// 498 499void OpenGLRenderer::eventMark(const char* name) const { 500 mCaches.eventMark(0, name); 501} 502 503void OpenGLRenderer::startMark(const char* name) const { 504 mCaches.startMark(0, name); 505} 506 507void OpenGLRenderer::endMark() const { 508 mCaches.endMark(); 509} 510 511void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 512 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 513 if (clear) { 514 mCaches.disableScissor(); 515 mCaches.stencil.clear(); 516 } 517 if (enable) { 518 mCaches.stencil.enableDebugWrite(); 519 } else { 520 mCaches.stencil.disable(); 521 } 522 } 523} 524 525void OpenGLRenderer::renderOverdraw() { 526 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 527 const Rect* clip = &mTilingClip; 528 529 mCaches.enableScissor(); 530 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 531 clip->right - clip->left, clip->bottom - clip->top); 532 533 mCaches.stencil.enableDebugTest(2); 534 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 535 mCaches.stencil.enableDebugTest(3); 536 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 537 mCaches.stencil.enableDebugTest(4); 538 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 539 mCaches.stencil.enableDebugTest(4, true); 540 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 541 mCaches.stencil.disable(); 542 } 543} 544 545void OpenGLRenderer::countOverdraw() { 546 size_t count = mWidth * mHeight; 547 uint32_t* buffer = new uint32_t[count]; 548 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 549 550 size_t total = 0; 551 for (size_t i = 0; i < count; i++) { 552 total += buffer[i] & 0xff; 553 } 554 555 mOverdraw = total / float(count); 556 557 delete[] buffer; 558} 559 560/////////////////////////////////////////////////////////////////////////////// 561// Layers 562/////////////////////////////////////////////////////////////////////////////// 563 564bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 565 if (layer->deferredUpdateScheduled && layer->renderer && 566 layer->displayList && layer->displayList->isRenderable()) { 567 ATRACE_CALL(); 568 569 Rect& dirty = layer->dirtyRect; 570 571 if (inFrame) { 572 endTiling(); 573 debugOverdraw(false, false); 574 } 575 576 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 577 layer->render(); 578 } else { 579 layer->defer(); 580 } 581 582 if (inFrame) { 583 resumeAfterLayer(); 584 startTiling(mSnapshot); 585 } 586 587 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 588 layer->hasDrawnSinceUpdate = false; 589 590 return true; 591 } 592 593 return false; 594} 595 596void OpenGLRenderer::updateLayers() { 597 // If draw deferring is enabled this method will simply defer 598 // the display list of each individual layer. The layers remain 599 // in the layer updates list which will be cleared by flushLayers(). 600 int count = mLayerUpdates.size(); 601 if (count > 0) { 602 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 603 startMark("Layer Updates"); 604 } else { 605 startMark("Defer Layer Updates"); 606 } 607 608 // Note: it is very important to update the layers in order 609 for (int i = 0; i < count; i++) { 610 Layer* layer = mLayerUpdates.itemAt(i); 611 updateLayer(layer, false); 612 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 613 mCaches.resourceCache.decrementRefcount(layer); 614 } 615 } 616 617 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 618 mLayerUpdates.clear(); 619 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 620 } 621 endMark(); 622 } 623} 624 625void OpenGLRenderer::flushLayers() { 626 int count = mLayerUpdates.size(); 627 if (count > 0) { 628 startMark("Apply Layer Updates"); 629 char layerName[12]; 630 631 // Note: it is very important to update the layers in order 632 for (int i = 0; i < count; i++) { 633 sprintf(layerName, "Layer #%d", i); 634 startMark(layerName); 635 636 ATRACE_BEGIN("flushLayer"); 637 Layer* layer = mLayerUpdates.itemAt(i); 638 layer->flush(); 639 ATRACE_END(); 640 641 mCaches.resourceCache.decrementRefcount(layer); 642 643 endMark(); 644 } 645 646 mLayerUpdates.clear(); 647 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 648 649 endMark(); 650 } 651} 652 653void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 654 if (layer) { 655 // Make sure we don't introduce duplicates. 656 // SortedVector would do this automatically but we need to respect 657 // the insertion order. The linear search is not an issue since 658 // this list is usually very short (typically one item, at most a few) 659 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 660 if (mLayerUpdates.itemAt(i) == layer) { 661 return; 662 } 663 } 664 mLayerUpdates.push_back(layer); 665 mCaches.resourceCache.incrementRefcount(layer); 666 } 667} 668 669void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 670 if (layer) { 671 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 672 if (mLayerUpdates.itemAt(i) == layer) { 673 mLayerUpdates.removeAt(i); 674 mCaches.resourceCache.decrementRefcount(layer); 675 break; 676 } 677 } 678 } 679} 680 681void OpenGLRenderer::clearLayerUpdates() { 682 size_t count = mLayerUpdates.size(); 683 if (count > 0) { 684 mCaches.resourceCache.lock(); 685 for (size_t i = 0; i < count; i++) { 686 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 687 } 688 mCaches.resourceCache.unlock(); 689 mLayerUpdates.clear(); 690 } 691} 692 693void OpenGLRenderer::flushLayerUpdates() { 694 syncState(); 695 updateLayers(); 696 flushLayers(); 697 // Wait for all the layer updates to be executed 698 AutoFence fence; 699} 700 701/////////////////////////////////////////////////////////////////////////////// 702// State management 703/////////////////////////////////////////////////////////////////////////////// 704 705int OpenGLRenderer::getSaveCount() const { 706 return mSaveCount; 707} 708 709int OpenGLRenderer::save(int flags) { 710 return saveSnapshot(flags); 711} 712 713void OpenGLRenderer::restore() { 714 if (mSaveCount > 1) { 715 restoreSnapshot(); 716 } 717} 718 719void OpenGLRenderer::restoreToCount(int saveCount) { 720 if (saveCount < 1) saveCount = 1; 721 722 while (mSaveCount > saveCount) { 723 restoreSnapshot(); 724 } 725} 726 727int OpenGLRenderer::saveSnapshot(int flags) { 728 mSnapshot = new Snapshot(mSnapshot, flags); 729 return mSaveCount++; 730} 731 732bool OpenGLRenderer::restoreSnapshot() { 733 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 734 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 735 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 736 737 sp<Snapshot> current = mSnapshot; 738 sp<Snapshot> previous = mSnapshot->previous; 739 740 if (restoreOrtho) { 741 Rect& r = previous->viewport; 742 glViewport(r.left, r.top, r.right, r.bottom); 743 mOrthoMatrix.load(current->orthoMatrix); 744 } 745 746 mSaveCount--; 747 mSnapshot = previous; 748 749 if (restoreClip) { 750 dirtyClip(); 751 } 752 753 if (restoreLayer) { 754 endMark(); // Savelayer 755 startMark("ComposeLayer"); 756 composeLayer(current, previous); 757 endMark(); 758 } 759 760 return restoreClip; 761} 762 763/////////////////////////////////////////////////////////////////////////////// 764// Layers 765/////////////////////////////////////////////////////////////////////////////// 766 767int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 768 int alpha, SkXfermode::Mode mode, int flags) { 769 const GLuint previousFbo = mSnapshot->fbo; 770 const int count = saveSnapshot(flags); 771 772 if (!mSnapshot->isIgnored()) { 773 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 774 } 775 776 return count; 777} 778 779void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 780 const Rect untransformedBounds(bounds); 781 782 currentTransform().mapRect(bounds); 783 784 // Layers only make sense if they are in the framebuffer's bounds 785 if (bounds.intersect(*mSnapshot->clipRect)) { 786 // We cannot work with sub-pixels in this case 787 bounds.snapToPixelBoundaries(); 788 789 // When the layer is not an FBO, we may use glCopyTexImage so we 790 // need to make sure the layer does not extend outside the bounds 791 // of the framebuffer 792 if (!bounds.intersect(mSnapshot->previous->viewport)) { 793 bounds.setEmpty(); 794 } else if (fboLayer) { 795 clip.set(bounds); 796 mat4 inverse; 797 inverse.loadInverse(currentTransform()); 798 inverse.mapRect(clip); 799 clip.snapToPixelBoundaries(); 800 if (clip.intersect(untransformedBounds)) { 801 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 802 bounds.set(untransformedBounds); 803 } else { 804 clip.setEmpty(); 805 } 806 } 807 } else { 808 bounds.setEmpty(); 809 } 810} 811 812void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 813 bool fboLayer, int alpha) { 814 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 815 bounds.getHeight() > mCaches.maxTextureSize || 816 (fboLayer && clip.isEmpty())) { 817 mSnapshot->empty = fboLayer; 818 } else { 819 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 820 } 821} 822 823int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 824 int alpha, SkXfermode::Mode mode, int flags) { 825 const GLuint previousFbo = mSnapshot->fbo; 826 const int count = saveSnapshot(flags); 827 828 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 829 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 830 // operations will be able to store and restore the current clip and transform info, and 831 // quick rejection will be correct (for display lists) 832 833 Rect bounds(left, top, right, bottom); 834 Rect clip; 835 calculateLayerBoundsAndClip(bounds, clip, true); 836 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 837 838 if (!mSnapshot->isIgnored()) { 839 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 840 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 841 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 842 } 843 } 844 845 return count; 846} 847 848 849/** 850 * Layers are viewed by Skia are slightly different than layers in image editing 851 * programs (for instance.) When a layer is created, previously created layers 852 * and the frame buffer still receive every drawing command. For instance, if a 853 * layer is created and a shape intersecting the bounds of the layers and the 854 * framebuffer is draw, the shape will be drawn on both (unless the layer was 855 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 856 * 857 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 858 * texture. Unfortunately, this is inefficient as it requires every primitive to 859 * be drawn n + 1 times, where n is the number of active layers. In practice this 860 * means, for every primitive: 861 * - Switch active frame buffer 862 * - Change viewport, clip and projection matrix 863 * - Issue the drawing 864 * 865 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 866 * To avoid this, layers are implemented in a different way here, at least in the 867 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 868 * is set. When this flag is set we can redirect all drawing operations into a 869 * single FBO. 870 * 871 * This implementation relies on the frame buffer being at least RGBA 8888. When 872 * a layer is created, only a texture is created, not an FBO. The content of the 873 * frame buffer contained within the layer's bounds is copied into this texture 874 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 875 * buffer and drawing continues as normal. This technique therefore treats the 876 * frame buffer as a scratch buffer for the layers. 877 * 878 * To compose the layers back onto the frame buffer, each layer texture 879 * (containing the original frame buffer data) is drawn as a simple quad over 880 * the frame buffer. The trick is that the quad is set as the composition 881 * destination in the blending equation, and the frame buffer becomes the source 882 * of the composition. 883 * 884 * Drawing layers with an alpha value requires an extra step before composition. 885 * An empty quad is drawn over the layer's region in the frame buffer. This quad 886 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 887 * quad is used to multiply the colors in the frame buffer. This is achieved by 888 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 889 * GL_ZERO, GL_SRC_ALPHA. 890 * 891 * Because glCopyTexImage2D() can be slow, an alternative implementation might 892 * be use to draw a single clipped layer. The implementation described above 893 * is correct in every case. 894 * 895 * (1) The frame buffer is actually not cleared right away. To allow the GPU 896 * to potentially optimize series of calls to glCopyTexImage2D, the frame 897 * buffer is left untouched until the first drawing operation. Only when 898 * something actually gets drawn are the layers regions cleared. 899 */ 900bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 901 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 902 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 903 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 904 905 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 906 907 // Window coordinates of the layer 908 Rect clip; 909 Rect bounds(left, top, right, bottom); 910 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 911 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 912 913 // Bail out if we won't draw in this snapshot 914 if (mSnapshot->isIgnored()) { 915 return false; 916 } 917 918 mCaches.activeTexture(0); 919 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 920 if (!layer) { 921 return false; 922 } 923 924 layer->setAlpha(alpha, mode); 925 layer->layer.set(bounds); 926 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 927 bounds.getWidth() / float(layer->getWidth()), 0.0f); 928 layer->setColorFilter(mDrawModifiers.mColorFilter); 929 layer->setBlend(true); 930 layer->setDirty(false); 931 932 // Save the layer in the snapshot 933 mSnapshot->flags |= Snapshot::kFlagIsLayer; 934 mSnapshot->layer = layer; 935 936 startMark("SaveLayer"); 937 if (fboLayer) { 938 return createFboLayer(layer, bounds, clip, previousFbo); 939 } else { 940 // Copy the framebuffer into the layer 941 layer->bindTexture(); 942 if (!bounds.isEmpty()) { 943 if (layer->isEmpty()) { 944 // Workaround for some GL drivers. When reading pixels lying outside 945 // of the window we should get undefined values for those pixels. 946 // Unfortunately some drivers will turn the entire target texture black 947 // when reading outside of the window. 948 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 949 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 950 layer->setEmpty(false); 951 } 952 953 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 954 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 955 956 // Enqueue the buffer coordinates to clear the corresponding region later 957 mLayers.push(new Rect(bounds)); 958 } 959 } 960 961 return true; 962} 963 964bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 965 layer->clipRect.set(clip); 966 layer->setFbo(mCaches.fboCache.get()); 967 968 mSnapshot->region = &mSnapshot->layer->region; 969 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 970 Snapshot::kFlagDirtyOrtho; 971 mSnapshot->fbo = layer->getFbo(); 972 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 973 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 974 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 975 mSnapshot->height = bounds.getHeight(); 976 mSnapshot->orthoMatrix.load(mOrthoMatrix); 977 978 endTiling(); 979 debugOverdraw(false, false); 980 // Bind texture to FBO 981 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 982 layer->bindTexture(); 983 984 // Initialize the texture if needed 985 if (layer->isEmpty()) { 986 layer->allocateTexture(); 987 layer->setEmpty(false); 988 } 989 990 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 991 layer->getTexture(), 0); 992 993 startTiling(mSnapshot, true); 994 995 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 996 mCaches.enableScissor(); 997 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 998 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 999 glClear(GL_COLOR_BUFFER_BIT); 1000 1001 dirtyClip(); 1002 1003 // Change the ortho projection 1004 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1005 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1006 1007 return true; 1008} 1009 1010/** 1011 * Read the documentation of createLayer() before doing anything in this method. 1012 */ 1013void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1014 if (!current->layer) { 1015 ALOGE("Attempting to compose a layer that does not exist"); 1016 return; 1017 } 1018 1019 Layer* layer = current->layer; 1020 const Rect& rect = layer->layer; 1021 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1022 1023 bool clipRequired = false; 1024 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1025 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1026 1027 if (fboLayer) { 1028 endTiling(); 1029 1030 // Detach the texture from the FBO 1031 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1032 1033 layer->removeFbo(false); 1034 1035 // Unbind current FBO and restore previous one 1036 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1037 debugOverdraw(true, false); 1038 1039 startTiling(previous); 1040 } 1041 1042 if (!fboLayer && layer->getAlpha() < 255) { 1043 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1044 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1045 // Required below, composeLayerRect() will divide by 255 1046 layer->setAlpha(255); 1047 } 1048 1049 mCaches.unbindMeshBuffer(); 1050 1051 mCaches.activeTexture(0); 1052 1053 // When the layer is stored in an FBO, we can save a bit of fillrate by 1054 // drawing only the dirty region 1055 if (fboLayer) { 1056 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1057 if (layer->getColorFilter()) { 1058 setupColorFilter(layer->getColorFilter()); 1059 } 1060 composeLayerRegion(layer, rect); 1061 if (layer->getColorFilter()) { 1062 resetColorFilter(); 1063 } 1064 } else if (!rect.isEmpty()) { 1065 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1066 composeLayerRect(layer, rect, true); 1067 } 1068 1069 dirtyClip(); 1070 1071 // Failing to add the layer to the cache should happen only if the layer is too large 1072 if (!mCaches.layerCache.put(layer)) { 1073 LAYER_LOGD("Deleting layer"); 1074 Caches::getInstance().resourceCache.decrementRefcount(layer); 1075 } 1076} 1077 1078void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1079 float alpha = getLayerAlpha(layer); 1080 1081 setupDraw(); 1082 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1083 setupDrawWithTexture(); 1084 } else { 1085 setupDrawWithExternalTexture(); 1086 } 1087 setupDrawTextureTransform(); 1088 setupDrawColor(alpha, alpha, alpha, alpha); 1089 setupDrawColorFilter(); 1090 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1091 setupDrawProgram(); 1092 setupDrawPureColorUniforms(); 1093 setupDrawColorFilterUniforms(); 1094 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1095 setupDrawTexture(layer->getTexture()); 1096 } else { 1097 setupDrawExternalTexture(layer->getTexture()); 1098 } 1099 if (currentTransform().isPureTranslate() && 1100 layer->getWidth() == (uint32_t) rect.getWidth() && 1101 layer->getHeight() == (uint32_t) rect.getHeight()) { 1102 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1103 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1104 1105 layer->setFilter(GL_NEAREST); 1106 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1107 } else { 1108 layer->setFilter(GL_LINEAR); 1109 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1110 } 1111 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1112 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1113 1114 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1115 1116 finishDrawTexture(); 1117} 1118 1119void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1120 if (!layer->isTextureLayer()) { 1121 const Rect& texCoords = layer->texCoords; 1122 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1123 texCoords.right, texCoords.bottom); 1124 1125 float x = rect.left; 1126 float y = rect.top; 1127 bool simpleTransform = currentTransform().isPureTranslate() && 1128 layer->getWidth() == (uint32_t) rect.getWidth() && 1129 layer->getHeight() == (uint32_t) rect.getHeight(); 1130 1131 if (simpleTransform) { 1132 // When we're swapping, the layer is already in screen coordinates 1133 if (!swap) { 1134 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1135 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1136 } 1137 1138 layer->setFilter(GL_NEAREST, true); 1139 } else { 1140 layer->setFilter(GL_LINEAR, true); 1141 } 1142 1143 float alpha = getLayerAlpha(layer); 1144 bool blend = layer->isBlend() || alpha < 1.0f; 1145 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1146 layer->getTexture(), alpha, layer->getMode(), blend, 1147 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1148 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1149 1150 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1151 } else { 1152 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1153 drawTextureLayer(layer, rect); 1154 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1155 } 1156} 1157 1158/** 1159 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1160 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1161 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1162 * by saveLayer's restore 1163 */ 1164#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1165 DRAW_COMMAND; \ 1166 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1167 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1168 DRAW_COMMAND; \ 1169 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1170 } \ 1171 } 1172 1173#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1174 1175void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1176 if (layer->region.isRect()) { 1177 layer->setRegionAsRect(); 1178 1179 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1180 1181 layer->region.clear(); 1182 return; 1183 } 1184 1185 if (CC_LIKELY(!layer->region.isEmpty())) { 1186 size_t count; 1187 const android::Rect* rects; 1188 Region safeRegion; 1189 if (CC_LIKELY(hasRectToRectTransform())) { 1190 rects = layer->region.getArray(&count); 1191 } else { 1192 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1193 rects = safeRegion.getArray(&count); 1194 } 1195 1196 const float alpha = getLayerAlpha(layer); 1197 const float texX = 1.0f / float(layer->getWidth()); 1198 const float texY = 1.0f / float(layer->getHeight()); 1199 const float height = rect.getHeight(); 1200 1201 setupDraw(); 1202 1203 // We must get (and therefore bind) the region mesh buffer 1204 // after we setup drawing in case we need to mess with the 1205 // stencil buffer in setupDraw() 1206 TextureVertex* mesh = mCaches.getRegionMesh(); 1207 uint32_t numQuads = 0; 1208 1209 setupDrawWithTexture(); 1210 setupDrawColor(alpha, alpha, alpha, alpha); 1211 setupDrawColorFilter(); 1212 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1213 setupDrawProgram(); 1214 setupDrawDirtyRegionsDisabled(); 1215 setupDrawPureColorUniforms(); 1216 setupDrawColorFilterUniforms(); 1217 setupDrawTexture(layer->getTexture()); 1218 if (currentTransform().isPureTranslate()) { 1219 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1220 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1221 1222 layer->setFilter(GL_NEAREST); 1223 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1224 } else { 1225 layer->setFilter(GL_LINEAR); 1226 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1227 } 1228 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1229 1230 for (size_t i = 0; i < count; i++) { 1231 const android::Rect* r = &rects[i]; 1232 1233 const float u1 = r->left * texX; 1234 const float v1 = (height - r->top) * texY; 1235 const float u2 = r->right * texX; 1236 const float v2 = (height - r->bottom) * texY; 1237 1238 // TODO: Reject quads outside of the clip 1239 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1240 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1241 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1242 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1243 1244 numQuads++; 1245 1246 if (numQuads >= gMaxNumberOfQuads) { 1247 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1248 GL_UNSIGNED_SHORT, NULL)); 1249 numQuads = 0; 1250 mesh = mCaches.getRegionMesh(); 1251 } 1252 } 1253 1254 if (numQuads > 0) { 1255 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1256 GL_UNSIGNED_SHORT, NULL)); 1257 } 1258 1259 finishDrawTexture(); 1260 1261#if DEBUG_LAYERS_AS_REGIONS 1262 drawRegionRects(layer->region); 1263#endif 1264 1265 layer->region.clear(); 1266 } 1267} 1268 1269void OpenGLRenderer::drawRegionRects(const Region& region) { 1270#if DEBUG_LAYERS_AS_REGIONS 1271 size_t count; 1272 const android::Rect* rects = region.getArray(&count); 1273 1274 uint32_t colors[] = { 1275 0x7fff0000, 0x7f00ff00, 1276 0x7f0000ff, 0x7fff00ff, 1277 }; 1278 1279 int offset = 0; 1280 int32_t top = rects[0].top; 1281 1282 for (size_t i = 0; i < count; i++) { 1283 if (top != rects[i].top) { 1284 offset ^= 0x2; 1285 top = rects[i].top; 1286 } 1287 1288 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1289 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1290 SkXfermode::kSrcOver_Mode); 1291 } 1292#endif 1293} 1294 1295void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1296 SkXfermode::Mode mode, bool dirty) { 1297 Vector<float> rects; 1298 1299 SkRegion::Iterator it(region); 1300 while (!it.done()) { 1301 const SkIRect& r = it.rect(); 1302 rects.push(r.fLeft); 1303 rects.push(r.fTop); 1304 rects.push(r.fRight); 1305 rects.push(r.fBottom); 1306 it.next(); 1307 } 1308 1309 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1310} 1311 1312void OpenGLRenderer::dirtyLayer(const float left, const float top, 1313 const float right, const float bottom, const mat4 transform) { 1314 if (hasLayer()) { 1315 Rect bounds(left, top, right, bottom); 1316 transform.mapRect(bounds); 1317 dirtyLayerUnchecked(bounds, getRegion()); 1318 } 1319} 1320 1321void OpenGLRenderer::dirtyLayer(const float left, const float top, 1322 const float right, const float bottom) { 1323 if (hasLayer()) { 1324 Rect bounds(left, top, right, bottom); 1325 dirtyLayerUnchecked(bounds, getRegion()); 1326 } 1327} 1328 1329void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1330 if (bounds.intersect(*mSnapshot->clipRect)) { 1331 bounds.snapToPixelBoundaries(); 1332 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1333 if (!dirty.isEmpty()) { 1334 region->orSelf(dirty); 1335 } 1336 } 1337} 1338 1339void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { 1340 GLsizei elementsCount = quadsCount * 6; 1341 while (elementsCount > 0) { 1342 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1343 1344 setupDrawIndexedVertices(&mesh[0].position[0]); 1345 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1346 1347 elementsCount -= drawCount; 1348 // Though there are 4 vertices in a quad, we use 6 indices per 1349 // quad to draw with GL_TRIANGLES 1350 mesh += (drawCount / 6) * 4; 1351 } 1352} 1353 1354void OpenGLRenderer::clearLayerRegions() { 1355 const size_t count = mLayers.size(); 1356 if (count == 0) return; 1357 1358 if (!mSnapshot->isIgnored()) { 1359 // Doing several glScissor/glClear here can negatively impact 1360 // GPUs with a tiler architecture, instead we draw quads with 1361 // the Clear blending mode 1362 1363 // The list contains bounds that have already been clipped 1364 // against their initial clip rect, and the current clip 1365 // is likely different so we need to disable clipping here 1366 bool scissorChanged = mCaches.disableScissor(); 1367 1368 Vertex mesh[count * 4]; 1369 Vertex* vertex = mesh; 1370 1371 for (uint32_t i = 0; i < count; i++) { 1372 Rect* bounds = mLayers.itemAt(i); 1373 1374 Vertex::set(vertex++, bounds->left, bounds->top); 1375 Vertex::set(vertex++, bounds->right, bounds->top); 1376 Vertex::set(vertex++, bounds->left, bounds->bottom); 1377 Vertex::set(vertex++, bounds->right, bounds->bottom); 1378 1379 delete bounds; 1380 } 1381 // We must clear the list of dirty rects before we 1382 // call setupDraw() to prevent stencil setup to do 1383 // the same thing again 1384 mLayers.clear(); 1385 1386 setupDraw(false); 1387 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1388 setupDrawBlending(true, SkXfermode::kClear_Mode); 1389 setupDrawProgram(); 1390 setupDrawPureColorUniforms(); 1391 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1392 1393 drawIndexedQuads(&mesh[0], count); 1394 1395 if (scissorChanged) mCaches.enableScissor(); 1396 } else { 1397 for (uint32_t i = 0; i < count; i++) { 1398 delete mLayers.itemAt(i); 1399 } 1400 mLayers.clear(); 1401 } 1402} 1403 1404/////////////////////////////////////////////////////////////////////////////// 1405// State Deferral 1406/////////////////////////////////////////////////////////////////////////////// 1407 1408bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1409 const Rect& currentClip = *(mSnapshot->clipRect); 1410 const mat4& currentMatrix = *(mSnapshot->transform); 1411 1412 if (stateDeferFlags & kStateDeferFlag_Draw) { 1413 // state has bounds initialized in local coordinates 1414 if (!state.mBounds.isEmpty()) { 1415 currentMatrix.mapRect(state.mBounds); 1416 Rect clippedBounds(state.mBounds); 1417 if(!clippedBounds.intersect(currentClip)) { 1418 // quick rejected 1419 return true; 1420 } 1421 1422 state.mClipSideFlags = kClipSide_None; 1423 if (!currentClip.contains(state.mBounds)) { 1424 int& flags = state.mClipSideFlags; 1425 // op partially clipped, so record which sides are clipped for clip-aware merging 1426 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1427 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1428 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1429 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1430 } 1431 state.mBounds.set(clippedBounds); 1432 } else { 1433 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1434 // overdraw avoidance (since we don't know what it overlaps) 1435 state.mClipSideFlags = kClipSide_ConservativeFull; 1436 state.mBounds.set(currentClip); 1437 } 1438 } 1439 1440 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1441 if (state.mClipValid) { 1442 state.mClip.set(currentClip); 1443 } 1444 1445 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1446 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1447 state.mMatrix.load(currentMatrix); 1448 state.mDrawModifiers = mDrawModifiers; 1449 state.mAlpha = mSnapshot->alpha; 1450 return false; 1451} 1452 1453void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1454 currentTransform().load(state.mMatrix); 1455 mDrawModifiers = state.mDrawModifiers; 1456 mSnapshot->alpha = state.mAlpha; 1457 1458 if (state.mClipValid && !skipClipRestore) { 1459 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1460 state.mClip.right, state.mClip.bottom); 1461 dirtyClip(); 1462 } 1463} 1464 1465/** 1466 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1467 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1468 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1469 * 1470 * This method should be called when restoreDisplayState() won't be restoring the clip 1471 */ 1472void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1473 if (clipRect != NULL) { 1474 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1475 } else { 1476 mSnapshot->setClip(0, 0, mWidth, mHeight); 1477 } 1478 dirtyClip(); 1479 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1480} 1481 1482/////////////////////////////////////////////////////////////////////////////// 1483// Transforms 1484/////////////////////////////////////////////////////////////////////////////// 1485 1486void OpenGLRenderer::translate(float dx, float dy) { 1487 currentTransform().translate(dx, dy); 1488} 1489 1490void OpenGLRenderer::rotate(float degrees) { 1491 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1492} 1493 1494void OpenGLRenderer::scale(float sx, float sy) { 1495 currentTransform().scale(sx, sy, 1.0f); 1496} 1497 1498void OpenGLRenderer::skew(float sx, float sy) { 1499 currentTransform().skew(sx, sy); 1500} 1501 1502void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1503 if (matrix) { 1504 currentTransform().load(*matrix); 1505 } else { 1506 currentTransform().loadIdentity(); 1507 } 1508} 1509 1510bool OpenGLRenderer::hasRectToRectTransform() { 1511 return CC_LIKELY(currentTransform().rectToRect()); 1512} 1513 1514void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1515 currentTransform().copyTo(*matrix); 1516} 1517 1518void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1519 SkMatrix transform; 1520 currentTransform().copyTo(transform); 1521 transform.preConcat(*matrix); 1522 currentTransform().load(transform); 1523} 1524 1525/////////////////////////////////////////////////////////////////////////////// 1526// Clipping 1527/////////////////////////////////////////////////////////////////////////////// 1528 1529void OpenGLRenderer::setScissorFromClip() { 1530 Rect clip(*mSnapshot->clipRect); 1531 clip.snapToPixelBoundaries(); 1532 1533 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1534 clip.getWidth(), clip.getHeight())) { 1535 mDirtyClip = false; 1536 } 1537} 1538 1539void OpenGLRenderer::ensureStencilBuffer() { 1540 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1541 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1542 // just hope we have one when hasLayer() returns false. 1543 if (hasLayer()) { 1544 attachStencilBufferToLayer(mSnapshot->layer); 1545 } 1546} 1547 1548void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1549 // The layer's FBO is already bound when we reach this stage 1550 if (!layer->getStencilRenderBuffer()) { 1551 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1552 // is attached after we initiated tiling. We must turn it off, 1553 // attach the new render buffer then turn tiling back on 1554 endTiling(); 1555 1556 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1557 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1558 layer->setStencilRenderBuffer(buffer); 1559 1560 startTiling(layer->clipRect, layer->layer.getHeight()); 1561 } 1562} 1563 1564void OpenGLRenderer::setStencilFromClip() { 1565 if (!mCaches.debugOverdraw) { 1566 if (!mSnapshot->clipRegion->isEmpty()) { 1567 // NOTE: The order here is important, we must set dirtyClip to false 1568 // before any draw call to avoid calling back into this method 1569 mDirtyClip = false; 1570 1571 ensureStencilBuffer(); 1572 1573 mCaches.stencil.enableWrite(); 1574 1575 // Clear the stencil but first make sure we restrict drawing 1576 // to the region's bounds 1577 bool resetScissor = mCaches.enableScissor(); 1578 if (resetScissor) { 1579 // The scissor was not set so we now need to update it 1580 setScissorFromClip(); 1581 } 1582 mCaches.stencil.clear(); 1583 if (resetScissor) mCaches.disableScissor(); 1584 1585 // NOTE: We could use the region contour path to generate a smaller mesh 1586 // Since we are using the stencil we could use the red book path 1587 // drawing technique. It might increase bandwidth usage though. 1588 1589 // The last parameter is important: we are not drawing in the color buffer 1590 // so we don't want to dirty the current layer, if any 1591 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1592 1593 mCaches.stencil.enableTest(); 1594 1595 // Draw the region used to generate the stencil if the appropriate debug 1596 // mode is enabled 1597 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1598 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1599 } 1600 } else { 1601 mCaches.stencil.disable(); 1602 } 1603 } 1604} 1605 1606const Rect& OpenGLRenderer::getClipBounds() { 1607 return mSnapshot->getLocalClip(); 1608} 1609 1610bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1611 bool* clipRequired) { 1612 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1613 return true; 1614 } 1615 1616 Rect r(left, top, right, bottom); 1617 currentTransform().mapRect(r); 1618 r.snapToPixelBoundaries(); 1619 1620 Rect clipRect(*mSnapshot->clipRect); 1621 clipRect.snapToPixelBoundaries(); 1622 1623 if (!clipRect.intersects(r)) return true; 1624 1625 if (clipRequired) *clipRequired = !clipRect.contains(r); 1626 return false; 1627} 1628 1629bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1630 SkPaint* paint) { 1631 if (paint->getStyle() != SkPaint::kFill_Style) { 1632 float outset = paint->getStrokeWidth() * 0.5f; 1633 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1634 } else { 1635 return quickReject(left, top, right, bottom); 1636 } 1637} 1638 1639bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1640 bool clipRequired = false; 1641 if (quickRejectNoScissor(left, top, right, bottom, &clipRequired)) { 1642 return true; 1643 } 1644 1645 if (!isDeferred()) { 1646 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1647 } 1648 return false; 1649} 1650 1651void OpenGLRenderer::debugClip() { 1652#if DEBUG_CLIP_REGIONS 1653 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1654 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1655 } 1656#endif 1657} 1658 1659bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1660 if (CC_LIKELY(currentTransform().rectToRect())) { 1661 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1662 if (clipped) { 1663 dirtyClip(); 1664 } 1665 return !mSnapshot->clipRect->isEmpty(); 1666 } 1667 1668 SkPath path; 1669 path.addRect(left, top, right, bottom); 1670 1671 return clipPath(&path, op); 1672} 1673 1674bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1675 SkMatrix transform; 1676 currentTransform().copyTo(transform); 1677 1678 SkPath transformed; 1679 path->transform(transform, &transformed); 1680 1681 SkRegion clip; 1682 if (!mSnapshot->clipRegion->isEmpty()) { 1683 clip.setRegion(*mSnapshot->clipRegion); 1684 } else { 1685 Rect* bounds = mSnapshot->clipRect; 1686 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1687 } 1688 1689 SkRegion region; 1690 region.setPath(transformed, clip); 1691 1692 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1693 if (clipped) { 1694 dirtyClip(); 1695 } 1696 return !mSnapshot->clipRect->isEmpty(); 1697} 1698 1699bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1700 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1701 if (clipped) { 1702 dirtyClip(); 1703 } 1704 return !mSnapshot->clipRect->isEmpty(); 1705} 1706 1707Rect* OpenGLRenderer::getClipRect() { 1708 return mSnapshot->clipRect; 1709} 1710 1711/////////////////////////////////////////////////////////////////////////////// 1712// Drawing commands 1713/////////////////////////////////////////////////////////////////////////////// 1714 1715void OpenGLRenderer::setupDraw(bool clear) { 1716 // TODO: It would be best if we could do this before quickReject() 1717 // changes the scissor test state 1718 if (clear) clearLayerRegions(); 1719 // Make sure setScissor & setStencil happen at the beginning of 1720 // this method 1721 if (mDirtyClip) { 1722 if (mCaches.scissorEnabled) { 1723 setScissorFromClip(); 1724 } 1725 setStencilFromClip(); 1726 } 1727 1728 mDescription.reset(); 1729 1730 mSetShaderColor = false; 1731 mColorSet = false; 1732 mColorA = mColorR = mColorG = mColorB = 0.0f; 1733 mTextureUnit = 0; 1734 mTrackDirtyRegions = true; 1735 1736 // Enable debug highlight when what we're about to draw is tested against 1737 // the stencil buffer and if stencil highlight debugging is on 1738 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1739 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1740 mCaches.stencil.isTestEnabled(); 1741 1742 mDescription.emulateStencil = mCountOverdraw; 1743} 1744 1745void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1746 mDescription.hasTexture = true; 1747 mDescription.hasAlpha8Texture = isAlpha8; 1748} 1749 1750void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1751 mDescription.hasTexture = true; 1752 mDescription.hasColors = true; 1753 mDescription.hasAlpha8Texture = isAlpha8; 1754} 1755 1756void OpenGLRenderer::setupDrawWithExternalTexture() { 1757 mDescription.hasExternalTexture = true; 1758} 1759 1760void OpenGLRenderer::setupDrawNoTexture() { 1761 mCaches.disableTexCoordsVertexArray(); 1762} 1763 1764void OpenGLRenderer::setupDrawAA() { 1765 mDescription.isAA = true; 1766} 1767 1768void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1769 mColorA = alpha / 255.0f; 1770 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1771 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1772 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1773 mColorSet = true; 1774 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1775} 1776 1777void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1778 mColorA = alpha / 255.0f; 1779 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1780 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1781 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1782 mColorSet = true; 1783 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1784} 1785 1786void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1787 mCaches.fontRenderer->describe(mDescription, paint); 1788} 1789 1790void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1791 mColorA = a; 1792 mColorR = r; 1793 mColorG = g; 1794 mColorB = b; 1795 mColorSet = true; 1796 mSetShaderColor = mDescription.setColor(r, g, b, a); 1797} 1798 1799void OpenGLRenderer::setupDrawShader() { 1800 if (mDrawModifiers.mShader) { 1801 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1802 } 1803} 1804 1805void OpenGLRenderer::setupDrawColorFilter() { 1806 if (mDrawModifiers.mColorFilter) { 1807 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1808 } 1809} 1810 1811void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1812 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1813 mColorA = 1.0f; 1814 mColorR = mColorG = mColorB = 0.0f; 1815 mSetShaderColor = mDescription.modulate = true; 1816 } 1817} 1818 1819void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1820 // When the blending mode is kClear_Mode, we need to use a modulate color 1821 // argb=1,0,0,0 1822 accountForClear(mode); 1823 bool blend = (mColorSet && mColorA < 1.0f) || 1824 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1825 chooseBlending(blend, mode, mDescription, swapSrcDst); 1826} 1827 1828void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1829 // When the blending mode is kClear_Mode, we need to use a modulate color 1830 // argb=1,0,0,0 1831 accountForClear(mode); 1832 blend |= (mColorSet && mColorA < 1.0f) || 1833 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1834 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1835 chooseBlending(blend, mode, mDescription, swapSrcDst); 1836} 1837 1838void OpenGLRenderer::setupDrawProgram() { 1839 useProgram(mCaches.programCache.get(mDescription)); 1840} 1841 1842void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1843 mTrackDirtyRegions = false; 1844} 1845 1846void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1847 bool ignoreTransform) { 1848 mModelView.loadTranslate(left, top, 0.0f); 1849 if (!ignoreTransform) { 1850 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1851 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1852 } else { 1853 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1854 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1855 } 1856} 1857 1858void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1859 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1860} 1861 1862void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1863 bool ignoreTransform, bool ignoreModelView) { 1864 if (!ignoreModelView) { 1865 mModelView.loadTranslate(left, top, 0.0f); 1866 mModelView.scale(right - left, bottom - top, 1.0f); 1867 } else { 1868 mModelView.loadIdentity(); 1869 } 1870 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1871 if (!ignoreTransform) { 1872 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1873 if (mTrackDirtyRegions && dirty) { 1874 dirtyLayer(left, top, right, bottom, currentTransform()); 1875 } 1876 } else { 1877 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1878 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1879 } 1880} 1881 1882void OpenGLRenderer::setupDrawColorUniforms() { 1883 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1884 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1885 } 1886} 1887 1888void OpenGLRenderer::setupDrawPureColorUniforms() { 1889 if (mSetShaderColor) { 1890 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1891 } 1892} 1893 1894void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1895 if (mDrawModifiers.mShader) { 1896 if (ignoreTransform) { 1897 mModelView.loadInverse(currentTransform()); 1898 } 1899 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1900 mModelView, *mSnapshot, &mTextureUnit); 1901 } 1902} 1903 1904void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1905 if (mDrawModifiers.mShader) { 1906 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1907 mat4::identity(), *mSnapshot, &mTextureUnit); 1908 } 1909} 1910 1911void OpenGLRenderer::setupDrawColorFilterUniforms() { 1912 if (mDrawModifiers.mColorFilter) { 1913 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1914 } 1915} 1916 1917void OpenGLRenderer::setupDrawTextGammaUniforms() { 1918 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1919} 1920 1921void OpenGLRenderer::setupDrawSimpleMesh() { 1922 bool force = mCaches.bindMeshBuffer(); 1923 mCaches.bindPositionVertexPointer(force, 0); 1924 mCaches.unbindIndicesBuffer(); 1925} 1926 1927void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1928 if (texture) bindTexture(texture); 1929 mTextureUnit++; 1930 mCaches.enableTexCoordsVertexArray(); 1931} 1932 1933void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1934 bindExternalTexture(texture); 1935 mTextureUnit++; 1936 mCaches.enableTexCoordsVertexArray(); 1937} 1938 1939void OpenGLRenderer::setupDrawTextureTransform() { 1940 mDescription.hasTextureTransform = true; 1941} 1942 1943void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1944 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1945 GL_FALSE, &transform.data[0]); 1946} 1947 1948void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1949 bool force = false; 1950 if (!vertices || vbo) { 1951 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1952 } else { 1953 force = mCaches.unbindMeshBuffer(); 1954 } 1955 1956 mCaches.bindPositionVertexPointer(force, vertices); 1957 if (mCaches.currentProgram->texCoords >= 0) { 1958 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1959 } 1960 1961 mCaches.unbindIndicesBuffer(); 1962} 1963 1964void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1965 bool force = mCaches.unbindMeshBuffer(); 1966 GLsizei stride = sizeof(ColorTextureVertex); 1967 1968 mCaches.bindPositionVertexPointer(force, vertices, stride); 1969 if (mCaches.currentProgram->texCoords >= 0) { 1970 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1971 } 1972 int slot = mCaches.currentProgram->getAttrib("colors"); 1973 if (slot >= 0) { 1974 glEnableVertexAttribArray(slot); 1975 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1976 } 1977 1978 mCaches.unbindIndicesBuffer(); 1979} 1980 1981void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1982 bool force = false; 1983 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1984 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1985 // use the default VBO found in Caches 1986 if (!vertices || vbo) { 1987 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1988 } else { 1989 force = mCaches.unbindMeshBuffer(); 1990 } 1991 mCaches.bindIndicesBuffer(); 1992 1993 mCaches.bindPositionVertexPointer(force, vertices); 1994 if (mCaches.currentProgram->texCoords >= 0) { 1995 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1996 } 1997} 1998 1999void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2000 bool force = mCaches.unbindMeshBuffer(); 2001 mCaches.bindIndicesBuffer(); 2002 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2003} 2004 2005void OpenGLRenderer::finishDrawTexture() { 2006} 2007 2008/////////////////////////////////////////////////////////////////////////////// 2009// Drawing 2010/////////////////////////////////////////////////////////////////////////////// 2011 2012status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2013 int32_t replayFlags) { 2014 status_t status; 2015 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2016 // will be performed by the display list itself 2017 if (displayList && displayList->isRenderable()) { 2018 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2019 status = startFrame(); 2020 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2021 displayList->replay(replayStruct, 0); 2022 return status | replayStruct.mDrawGlStatus; 2023 } 2024 2025 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2026 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2027 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2028 displayList->defer(deferStruct, 0); 2029 2030 flushLayers(); 2031 status = startFrame(); 2032 2033 return status | deferredList.flush(*this, dirty); 2034 } 2035 2036 return DrawGlInfo::kStatusDone; 2037} 2038 2039void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2040 if (displayList) { 2041 displayList->output(1); 2042 } 2043} 2044 2045void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2046 int alpha; 2047 SkXfermode::Mode mode; 2048 getAlphaAndMode(paint, &alpha, &mode); 2049 2050 int color = paint != NULL ? paint->getColor() : 0; 2051 2052 float x = left; 2053 float y = top; 2054 2055 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2056 2057 bool ignoreTransform = false; 2058 if (currentTransform().isPureTranslate()) { 2059 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2060 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2061 ignoreTransform = true; 2062 2063 texture->setFilter(GL_NEAREST, true); 2064 } else { 2065 texture->setFilter(FILTER(paint), true); 2066 } 2067 2068 // No need to check for a UV mapper on the texture object, only ARGB_8888 2069 // bitmaps get packed in the atlas 2070 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2071 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2072 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2073} 2074 2075/** 2076 * Important note: this method is intended to draw batches of bitmaps and 2077 * will not set the scissor enable or dirty the current layer, if any. 2078 * The caller is responsible for properly dirtying the current layer. 2079 */ 2080status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2081 TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) { 2082 mCaches.activeTexture(0); 2083 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2084 if (!texture) return DrawGlInfo::kStatusDone; 2085 2086 const AutoTexture autoCleanup(texture); 2087 2088 int alpha; 2089 SkXfermode::Mode mode; 2090 getAlphaAndMode(paint, &alpha, &mode); 2091 2092 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2093 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2094 2095 const float x = (int) floorf(bounds.left + 0.5f); 2096 const float y = (int) floorf(bounds.top + 0.5f); 2097 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2098 int color = paint != NULL ? paint->getColor() : 0; 2099 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2100 texture->id, paint != NULL, color, alpha, mode, 2101 &vertices[0].position[0], &vertices[0].texture[0], 2102 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2103 } else { 2104 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2105 texture->id, alpha / 255.0f, mode, texture->blend, 2106 &vertices[0].position[0], &vertices[0].texture[0], 2107 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2108 } 2109 2110 return DrawGlInfo::kStatusDrew; 2111} 2112 2113status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2114 const float right = left + bitmap->width(); 2115 const float bottom = top + bitmap->height(); 2116 2117 if (quickReject(left, top, right, bottom)) { 2118 return DrawGlInfo::kStatusDone; 2119 } 2120 2121 mCaches.activeTexture(0); 2122 Texture* texture = getTexture(bitmap); 2123 if (!texture) return DrawGlInfo::kStatusDone; 2124 const AutoTexture autoCleanup(texture); 2125 2126 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2127 drawAlphaBitmap(texture, left, top, paint); 2128 } else { 2129 drawTextureRect(left, top, right, bottom, texture, paint); 2130 } 2131 2132 return DrawGlInfo::kStatusDrew; 2133} 2134 2135status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2136 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2137 const mat4 transform(*matrix); 2138 transform.mapRect(r); 2139 2140 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2141 return DrawGlInfo::kStatusDone; 2142 } 2143 2144 mCaches.activeTexture(0); 2145 Texture* texture = getTexture(bitmap); 2146 if (!texture) return DrawGlInfo::kStatusDone; 2147 const AutoTexture autoCleanup(texture); 2148 2149 // This could be done in a cheaper way, all we need is pass the matrix 2150 // to the vertex shader. The save/restore is a bit overkill. 2151 save(SkCanvas::kMatrix_SaveFlag); 2152 concatMatrix(matrix); 2153 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2154 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2155 } else { 2156 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2157 } 2158 restore(); 2159 2160 return DrawGlInfo::kStatusDrew; 2161} 2162 2163status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2164 const float right = left + bitmap->width(); 2165 const float bottom = top + bitmap->height(); 2166 2167 if (quickReject(left, top, right, bottom)) { 2168 return DrawGlInfo::kStatusDone; 2169 } 2170 2171 mCaches.activeTexture(0); 2172 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2173 const AutoTexture autoCleanup(texture); 2174 2175 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2176 drawAlphaBitmap(texture, left, top, paint); 2177 } else { 2178 drawTextureRect(left, top, right, bottom, texture, paint); 2179 } 2180 2181 return DrawGlInfo::kStatusDrew; 2182} 2183 2184status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2185 float* vertices, int* colors, SkPaint* paint) { 2186 if (!vertices || mSnapshot->isIgnored()) { 2187 return DrawGlInfo::kStatusDone; 2188 } 2189 2190 // TODO: use quickReject on bounds from vertices 2191 mCaches.enableScissor(); 2192 2193 float left = FLT_MAX; 2194 float top = FLT_MAX; 2195 float right = FLT_MIN; 2196 float bottom = FLT_MIN; 2197 2198 const uint32_t count = meshWidth * meshHeight * 6; 2199 2200 ColorTextureVertex mesh[count]; 2201 ColorTextureVertex* vertex = mesh; 2202 2203 bool cleanupColors = false; 2204 if (!colors) { 2205 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2206 colors = new int[colorsCount]; 2207 memset(colors, 0xff, colorsCount * sizeof(int)); 2208 cleanupColors = true; 2209 } 2210 2211 mCaches.activeTexture(0); 2212 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2213 const UvMapper& mapper(getMapper(texture)); 2214 2215 for (int32_t y = 0; y < meshHeight; y++) { 2216 for (int32_t x = 0; x < meshWidth; x++) { 2217 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2218 2219 float u1 = float(x) / meshWidth; 2220 float u2 = float(x + 1) / meshWidth; 2221 float v1 = float(y) / meshHeight; 2222 float v2 = float(y + 1) / meshHeight; 2223 2224 mapper.map(u1, v1, u2, v2); 2225 2226 int ax = i + (meshWidth + 1) * 2; 2227 int ay = ax + 1; 2228 int bx = i; 2229 int by = bx + 1; 2230 int cx = i + 2; 2231 int cy = cx + 1; 2232 int dx = i + (meshWidth + 1) * 2 + 2; 2233 int dy = dx + 1; 2234 2235 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2236 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2237 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2238 2239 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2240 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2241 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2242 2243 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2244 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2245 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2246 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2247 } 2248 } 2249 2250 if (quickReject(left, top, right, bottom)) { 2251 if (cleanupColors) delete[] colors; 2252 return DrawGlInfo::kStatusDone; 2253 } 2254 2255 if (!texture) { 2256 texture = mCaches.textureCache.get(bitmap); 2257 if (!texture) { 2258 if (cleanupColors) delete[] colors; 2259 return DrawGlInfo::kStatusDone; 2260 } 2261 } 2262 const AutoTexture autoCleanup(texture); 2263 2264 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2265 texture->setFilter(FILTER(paint), true); 2266 2267 int alpha; 2268 SkXfermode::Mode mode; 2269 getAlphaAndMode(paint, &alpha, &mode); 2270 2271 float a = alpha / 255.0f; 2272 2273 if (hasLayer()) { 2274 dirtyLayer(left, top, right, bottom, currentTransform()); 2275 } 2276 2277 setupDraw(); 2278 setupDrawWithTextureAndColor(); 2279 setupDrawColor(a, a, a, a); 2280 setupDrawColorFilter(); 2281 setupDrawBlending(true, mode, false); 2282 setupDrawProgram(); 2283 setupDrawDirtyRegionsDisabled(); 2284 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2285 setupDrawTexture(texture->id); 2286 setupDrawPureColorUniforms(); 2287 setupDrawColorFilterUniforms(); 2288 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2289 2290 glDrawArrays(GL_TRIANGLES, 0, count); 2291 2292 finishDrawTexture(); 2293 2294 int slot = mCaches.currentProgram->getAttrib("colors"); 2295 if (slot >= 0) { 2296 glDisableVertexAttribArray(slot); 2297 } 2298 2299 if (cleanupColors) delete[] colors; 2300 2301 return DrawGlInfo::kStatusDrew; 2302} 2303 2304status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2305 float srcLeft, float srcTop, float srcRight, float srcBottom, 2306 float dstLeft, float dstTop, float dstRight, float dstBottom, 2307 SkPaint* paint) { 2308 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2309 return DrawGlInfo::kStatusDone; 2310 } 2311 2312 mCaches.activeTexture(0); 2313 Texture* texture = getTexture(bitmap); 2314 if (!texture) return DrawGlInfo::kStatusDone; 2315 const AutoTexture autoCleanup(texture); 2316 2317 const float width = texture->width; 2318 const float height = texture->height; 2319 2320 float u1 = fmax(0.0f, srcLeft / width); 2321 float v1 = fmax(0.0f, srcTop / height); 2322 float u2 = fmin(1.0f, srcRight / width); 2323 float v2 = fmin(1.0f, srcBottom / height); 2324 2325 getMapper(texture).map(u1, v1, u2, v2); 2326 2327 mCaches.unbindMeshBuffer(); 2328 resetDrawTextureTexCoords(u1, v1, u2, v2); 2329 2330 int alpha; 2331 SkXfermode::Mode mode; 2332 getAlphaAndMode(paint, &alpha, &mode); 2333 2334 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2335 2336 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2337 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2338 2339 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2340 // Apply a scale transform on the canvas only when a shader is in use 2341 // Skia handles the ratio between the dst and src rects as a scale factor 2342 // when a shader is set 2343 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2344 bool ignoreTransform = false; 2345 2346 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2347 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2348 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2349 2350 dstRight = x + (dstRight - dstLeft); 2351 dstBottom = y + (dstBottom - dstTop); 2352 2353 dstLeft = x; 2354 dstTop = y; 2355 2356 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2357 ignoreTransform = true; 2358 } else { 2359 texture->setFilter(FILTER(paint), true); 2360 } 2361 2362 if (CC_UNLIKELY(useScaleTransform)) { 2363 save(SkCanvas::kMatrix_SaveFlag); 2364 translate(dstLeft, dstTop); 2365 scale(scaleX, scaleY); 2366 2367 dstLeft = 0.0f; 2368 dstTop = 0.0f; 2369 2370 dstRight = srcRight - srcLeft; 2371 dstBottom = srcBottom - srcTop; 2372 } 2373 2374 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2375 int color = paint ? paint->getColor() : 0; 2376 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2377 texture->id, paint != NULL, color, alpha, mode, 2378 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2379 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2380 } else { 2381 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2382 texture->id, alpha / 255.0f, mode, texture->blend, 2383 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2384 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2385 } 2386 2387 if (CC_UNLIKELY(useScaleTransform)) { 2388 restore(); 2389 } 2390 2391 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2392 2393 return DrawGlInfo::kStatusDrew; 2394} 2395 2396status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2397 float left, float top, float right, float bottom, SkPaint* paint) { 2398 if (quickReject(left, top, right, bottom)) { 2399 return DrawGlInfo::kStatusDone; 2400 } 2401 2402 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2403 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2404 right - left, bottom - top, patch); 2405 2406 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2407} 2408 2409status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2410 float left, float top, float right, float bottom, SkPaint* paint) { 2411 if (quickReject(left, top, right, bottom)) { 2412 return DrawGlInfo::kStatusDone; 2413 } 2414 2415 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2416 mCaches.activeTexture(0); 2417 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2418 if (!texture) return DrawGlInfo::kStatusDone; 2419 const AutoTexture autoCleanup(texture); 2420 2421 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2422 texture->setFilter(GL_LINEAR, true); 2423 2424 int alpha; 2425 SkXfermode::Mode mode; 2426 getAlphaAndMode(paint, &alpha, &mode); 2427 2428 const bool pureTranslate = currentTransform().isPureTranslate(); 2429 // Mark the current layer dirty where we are going to draw the patch 2430 if (hasLayer() && mesh->hasEmptyQuads) { 2431 const float offsetX = left + currentTransform().getTranslateX(); 2432 const float offsetY = top + currentTransform().getTranslateY(); 2433 const size_t count = mesh->quads.size(); 2434 for (size_t i = 0; i < count; i++) { 2435 const Rect& bounds = mesh->quads.itemAt(i); 2436 if (CC_LIKELY(pureTranslate)) { 2437 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2438 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2439 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2440 } else { 2441 dirtyLayer(left + bounds.left, top + bounds.top, 2442 left + bounds.right, top + bounds.bottom, currentTransform()); 2443 } 2444 } 2445 } 2446 2447 if (CC_LIKELY(pureTranslate)) { 2448 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2449 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2450 2451 right = x + right - left; 2452 bottom = y + bottom - top; 2453 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2454 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2455 GL_TRIANGLES, mesh->indexCount, false, true, 2456 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2457 } else { 2458 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2459 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2460 GL_TRIANGLES, mesh->indexCount, false, false, 2461 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2462 } 2463 } 2464 2465 return DrawGlInfo::kStatusDrew; 2466} 2467 2468/** 2469 * Important note: this method is intended to draw batches of 9-patch objects and 2470 * will not set the scissor enable or dirty the current layer, if any. 2471 * The caller is responsible for properly dirtying the current layer. 2472 */ 2473status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2474 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2475 mCaches.activeTexture(0); 2476 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2477 if (!texture) return DrawGlInfo::kStatusDone; 2478 const AutoTexture autoCleanup(texture); 2479 2480 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2481 texture->setFilter(GL_LINEAR, true); 2482 2483 int alpha; 2484 SkXfermode::Mode mode; 2485 getAlphaAndMode(paint, &alpha, &mode); 2486 2487 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2488 mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], 2489 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2490 2491 return DrawGlInfo::kStatusDrew; 2492} 2493 2494status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2495 bool useOffset) { 2496 if (!vertexBuffer.getVertexCount()) { 2497 // no vertices to draw 2498 return DrawGlInfo::kStatusDone; 2499 } 2500 2501 int color = paint->getColor(); 2502 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2503 bool isAA = paint->isAntiAlias(); 2504 2505 setupDraw(); 2506 setupDrawNoTexture(); 2507 if (isAA) setupDrawAA(); 2508 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2509 setupDrawColorFilter(); 2510 setupDrawShader(); 2511 setupDrawBlending(isAA, mode); 2512 setupDrawProgram(); 2513 setupDrawModelViewIdentity(useOffset); 2514 setupDrawColorUniforms(); 2515 setupDrawColorFilterUniforms(); 2516 setupDrawShaderIdentityUniforms(); 2517 2518 void* vertices = vertexBuffer.getBuffer(); 2519 bool force = mCaches.unbindMeshBuffer(); 2520 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2521 mCaches.resetTexCoordsVertexPointer(); 2522 mCaches.unbindIndicesBuffer(); 2523 2524 int alphaSlot = -1; 2525 if (isAA) { 2526 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2527 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2528 2529 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2530 glEnableVertexAttribArray(alphaSlot); 2531 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2532 } 2533 2534 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2535 2536 if (isAA) { 2537 glDisableVertexAttribArray(alphaSlot); 2538 } 2539 2540 return DrawGlInfo::kStatusDrew; 2541} 2542 2543/** 2544 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2545 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2546 * screen space in all directions. However, instead of using a fragment shader to compute the 2547 * translucency of the color from its position, we simply use a varying parameter to define how far 2548 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2549 * 2550 * Doesn't yet support joins, caps, or path effects. 2551 */ 2552status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2553 VertexBuffer vertexBuffer; 2554 // TODO: try clipping large paths to viewport 2555 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2556 2557 if (hasLayer()) { 2558 SkRect bounds = path.getBounds(); 2559 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2560 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2561 } 2562 2563 return drawVertexBuffer(vertexBuffer, paint); 2564} 2565 2566/** 2567 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2568 * and additional geometry for defining an alpha slope perimeter. 2569 * 2570 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2571 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2572 * in-shader alpha region, but found it to be taxing on some GPUs. 2573 * 2574 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2575 * memory transfer by removing need for degenerate vertices. 2576 */ 2577status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2578 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2579 2580 count &= ~0x3; // round down to nearest four 2581 2582 VertexBuffer buffer; 2583 SkRect bounds; 2584 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2585 2586 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2587 return DrawGlInfo::kStatusDone; 2588 } 2589 2590 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2591 2592 bool useOffset = !paint->isAntiAlias(); 2593 return drawVertexBuffer(buffer, paint, useOffset); 2594} 2595 2596status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2597 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2598 2599 count &= ~0x1; // round down to nearest two 2600 2601 VertexBuffer buffer; 2602 SkRect bounds; 2603 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2604 2605 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2606 return DrawGlInfo::kStatusDone; 2607 } 2608 2609 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2610 2611 bool useOffset = !paint->isAntiAlias(); 2612 return drawVertexBuffer(buffer, paint, useOffset); 2613} 2614 2615status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2616 // No need to check against the clip, we fill the clip region 2617 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2618 2619 Rect& clip(*mSnapshot->clipRect); 2620 clip.snapToPixelBoundaries(); 2621 2622 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2623 2624 return DrawGlInfo::kStatusDrew; 2625} 2626 2627status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2628 SkPaint* paint) { 2629 if (!texture) return DrawGlInfo::kStatusDone; 2630 const AutoTexture autoCleanup(texture); 2631 2632 const float x = left + texture->left - texture->offset; 2633 const float y = top + texture->top - texture->offset; 2634 2635 drawPathTexture(texture, x, y, paint); 2636 2637 return DrawGlInfo::kStatusDrew; 2638} 2639 2640status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2641 float rx, float ry, SkPaint* p) { 2642 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2643 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2644 return DrawGlInfo::kStatusDone; 2645 } 2646 2647 if (p->getPathEffect() != 0) { 2648 mCaches.activeTexture(0); 2649 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2650 right - left, bottom - top, rx, ry, p); 2651 return drawShape(left, top, texture, p); 2652 } 2653 2654 SkPath path; 2655 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2656 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2657 float outset = p->getStrokeWidth() / 2; 2658 rect.outset(outset, outset); 2659 rx += outset; 2660 ry += outset; 2661 } 2662 path.addRoundRect(rect, rx, ry); 2663 return drawConvexPath(path, p); 2664} 2665 2666status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2667 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2668 x + radius, y + radius, p) || 2669 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2670 return DrawGlInfo::kStatusDone; 2671 } 2672 if (p->getPathEffect() != 0) { 2673 mCaches.activeTexture(0); 2674 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2675 return drawShape(x - radius, y - radius, texture, p); 2676 } 2677 2678 SkPath path; 2679 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2680 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2681 } else { 2682 path.addCircle(x, y, radius); 2683 } 2684 return drawConvexPath(path, p); 2685} 2686 2687status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2688 SkPaint* p) { 2689 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2690 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2691 return DrawGlInfo::kStatusDone; 2692 } 2693 2694 if (p->getPathEffect() != 0) { 2695 mCaches.activeTexture(0); 2696 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2697 return drawShape(left, top, texture, p); 2698 } 2699 2700 SkPath path; 2701 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2702 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2703 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2704 } 2705 path.addOval(rect); 2706 return drawConvexPath(path, p); 2707} 2708 2709status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2710 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2711 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2712 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2713 return DrawGlInfo::kStatusDone; 2714 } 2715 2716 if (fabs(sweepAngle) >= 360.0f) { 2717 return drawOval(left, top, right, bottom, p); 2718 } 2719 2720 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2721 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2722 mCaches.activeTexture(0); 2723 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2724 startAngle, sweepAngle, useCenter, p); 2725 return drawShape(left, top, texture, p); 2726 } 2727 2728 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2729 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2730 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2731 } 2732 2733 SkPath path; 2734 if (useCenter) { 2735 path.moveTo(rect.centerX(), rect.centerY()); 2736 } 2737 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2738 if (useCenter) { 2739 path.close(); 2740 } 2741 return drawConvexPath(path, p); 2742} 2743 2744// See SkPaintDefaults.h 2745#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2746 2747status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2748 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2749 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2750 return DrawGlInfo::kStatusDone; 2751 } 2752 2753 if (p->getStyle() != SkPaint::kFill_Style) { 2754 // only fill style is supported by drawConvexPath, since others have to handle joins 2755 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2756 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2757 mCaches.activeTexture(0); 2758 const PathTexture* texture = 2759 mCaches.pathCache.getRect(right - left, bottom - top, p); 2760 return drawShape(left, top, texture, p); 2761 } 2762 2763 SkPath path; 2764 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2765 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2766 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2767 } 2768 path.addRect(rect); 2769 return drawConvexPath(path, p); 2770 } 2771 2772 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2773 SkPath path; 2774 path.addRect(left, top, right, bottom); 2775 return drawConvexPath(path, p); 2776 } else { 2777 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2778 return DrawGlInfo::kStatusDrew; 2779 } 2780} 2781 2782void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2783 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2784 float x, float y) { 2785 mCaches.activeTexture(0); 2786 2787 // NOTE: The drop shadow will not perform gamma correction 2788 // if shader-based correction is enabled 2789 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2790 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2791 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2792 // If the drop shadow exceeds the max texture size or couldn't be 2793 // allocated, skip drawing 2794 if (!shadow) return; 2795 const AutoTexture autoCleanup(shadow); 2796 2797 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2798 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2799 2800 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2801 int shadowColor = mDrawModifiers.mShadowColor; 2802 if (mDrawModifiers.mShader) { 2803 shadowColor = 0xffffffff; 2804 } 2805 2806 setupDraw(); 2807 setupDrawWithTexture(true); 2808 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2809 setupDrawColorFilter(); 2810 setupDrawShader(); 2811 setupDrawBlending(true, mode); 2812 setupDrawProgram(); 2813 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2814 setupDrawTexture(shadow->id); 2815 setupDrawPureColorUniforms(); 2816 setupDrawColorFilterUniforms(); 2817 setupDrawShaderUniforms(); 2818 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2819 2820 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2821} 2822 2823bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2824 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2825 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2826} 2827 2828status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2829 const float* positions, SkPaint* paint) { 2830 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2831 return DrawGlInfo::kStatusDone; 2832 } 2833 2834 // NOTE: Skia does not support perspective transform on drawPosText yet 2835 if (!currentTransform().isSimple()) { 2836 return DrawGlInfo::kStatusDone; 2837 } 2838 2839 mCaches.enableScissor(); 2840 2841 float x = 0.0f; 2842 float y = 0.0f; 2843 const bool pureTranslate = currentTransform().isPureTranslate(); 2844 if (pureTranslate) { 2845 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2846 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2847 } 2848 2849 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2850 fontRenderer.setFont(paint, mat4::identity()); 2851 2852 int alpha; 2853 SkXfermode::Mode mode; 2854 getAlphaAndMode(paint, &alpha, &mode); 2855 2856 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2857 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2858 alpha, mode, 0.0f, 0.0f); 2859 } 2860 2861 // Pick the appropriate texture filtering 2862 bool linearFilter = currentTransform().changesBounds(); 2863 if (pureTranslate && !linearFilter) { 2864 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2865 } 2866 fontRenderer.setTextureFiltering(linearFilter); 2867 2868 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2869 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2870 2871 const bool hasActiveLayer = hasLayer(); 2872 2873 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2874 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2875 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2876 if (hasActiveLayer) { 2877 if (!pureTranslate) { 2878 currentTransform().mapRect(bounds); 2879 } 2880 dirtyLayerUnchecked(bounds, getRegion()); 2881 } 2882 } 2883 2884 return DrawGlInfo::kStatusDrew; 2885} 2886 2887mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2888 mat4 fontTransform; 2889 if (CC_LIKELY(transform.isPureTranslate())) { 2890 fontTransform = mat4::identity(); 2891 } else { 2892 if (CC_UNLIKELY(transform.isPerspective())) { 2893 fontTransform = mat4::identity(); 2894 } else { 2895 float sx, sy; 2896 currentTransform().decomposeScale(sx, sy); 2897 fontTransform.loadScale(sx, sy, 1.0f); 2898 } 2899 } 2900 return fontTransform; 2901} 2902 2903status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2904 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2905 DrawOpMode drawOpMode) { 2906 2907 if (drawOpMode == kDrawOpMode_Immediate) { 2908 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2909 // drawing as ops from DeferredDisplayList are already filtered for these 2910 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2911 quickReject(bounds)) { 2912 return DrawGlInfo::kStatusDone; 2913 } 2914 } 2915 2916 const float oldX = x; 2917 const float oldY = y; 2918 2919 const mat4& transform = currentTransform(); 2920 const bool pureTranslate = transform.isPureTranslate(); 2921 2922 if (CC_LIKELY(pureTranslate)) { 2923 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2924 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2925 } 2926 2927 int alpha; 2928 SkXfermode::Mode mode; 2929 getAlphaAndMode(paint, &alpha, &mode); 2930 2931 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2932 2933 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2934 fontRenderer.setFont(paint, mat4::identity()); 2935 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2936 alpha, mode, oldX, oldY); 2937 } 2938 2939 const bool hasActiveLayer = hasLayer(); 2940 2941 // We only pass a partial transform to the font renderer. That partial 2942 // matrix defines how glyphs are rasterized. Typically we want glyphs 2943 // to be rasterized at their final size on screen, which means the partial 2944 // matrix needs to take the scale factor into account. 2945 // When a partial matrix is used to transform glyphs during rasterization, 2946 // the mesh is generated with the inverse transform (in the case of scale, 2947 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2948 // apply the full transform matrix at draw time in the vertex shader. 2949 // Applying the full matrix in the shader is the easiest way to handle 2950 // rotation and perspective and allows us to always generated quads in the 2951 // font renderer which greatly simplifies the code, clipping in particular. 2952 mat4 fontTransform = findBestFontTransform(transform); 2953 fontRenderer.setFont(paint, fontTransform); 2954 2955 // Pick the appropriate texture filtering 2956 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2957 fontRenderer.setTextureFiltering(linearFilter); 2958 2959 // TODO: Implement better clipping for scaled/rotated text 2960 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2961 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2962 2963 bool status; 2964 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2965 2966 // don't call issuedrawcommand, do it at end of batch 2967 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2968 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2969 SkPaint paintCopy(*paint); 2970 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2971 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2972 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2973 } else { 2974 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2975 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2976 } 2977 2978 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2979 if (!pureTranslate) { 2980 transform.mapRect(layerBounds); 2981 } 2982 dirtyLayerUnchecked(layerBounds, getRegion()); 2983 } 2984 2985 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 2986 2987 return DrawGlInfo::kStatusDrew; 2988} 2989 2990status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2991 float hOffset, float vOffset, SkPaint* paint) { 2992 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2993 return DrawGlInfo::kStatusDone; 2994 } 2995 2996 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2997 mCaches.enableScissor(); 2998 2999 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3000 fontRenderer.setFont(paint, mat4::identity()); 3001 fontRenderer.setTextureFiltering(true); 3002 3003 int alpha; 3004 SkXfermode::Mode mode; 3005 getAlphaAndMode(paint, &alpha, &mode); 3006 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3007 3008 const Rect* clip = &mSnapshot->getLocalClip(); 3009 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3010 3011 const bool hasActiveLayer = hasLayer(); 3012 3013 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3014 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 3015 if (hasActiveLayer) { 3016 currentTransform().mapRect(bounds); 3017 dirtyLayerUnchecked(bounds, getRegion()); 3018 } 3019 } 3020 3021 return DrawGlInfo::kStatusDrew; 3022} 3023 3024status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3025 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3026 3027 mCaches.activeTexture(0); 3028 3029 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3030 if (!texture) return DrawGlInfo::kStatusDone; 3031 const AutoTexture autoCleanup(texture); 3032 3033 const float x = texture->left - texture->offset; 3034 const float y = texture->top - texture->offset; 3035 3036 drawPathTexture(texture, x, y, paint); 3037 3038 return DrawGlInfo::kStatusDrew; 3039} 3040 3041status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3042 if (!layer) { 3043 return DrawGlInfo::kStatusDone; 3044 } 3045 3046 mat4* transform = NULL; 3047 if (layer->isTextureLayer()) { 3048 transform = &layer->getTransform(); 3049 if (!transform->isIdentity()) { 3050 save(0); 3051 currentTransform().multiply(*transform); 3052 } 3053 } 3054 3055 bool clipRequired = false; 3056 const bool rejected = quickRejectNoScissor(x, y, 3057 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired); 3058 3059 if (rejected) { 3060 if (transform && !transform->isIdentity()) { 3061 restore(); 3062 } 3063 return DrawGlInfo::kStatusDone; 3064 } 3065 3066 updateLayer(layer, true); 3067 3068 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3069 mCaches.activeTexture(0); 3070 3071 if (CC_LIKELY(!layer->region.isEmpty())) { 3072 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3073 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3074 3075 if (layer->region.isRect()) { 3076 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3077 composeLayerRect(layer, layer->regionRect)); 3078 } else if (layer->mesh) { 3079 const float a = getLayerAlpha(layer); 3080 setupDraw(); 3081 setupDrawWithTexture(); 3082 setupDrawColor(a, a, a, a); 3083 setupDrawColorFilter(); 3084 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3085 setupDrawProgram(); 3086 setupDrawPureColorUniforms(); 3087 setupDrawColorFilterUniforms(); 3088 setupDrawTexture(layer->getTexture()); 3089 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3090 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3091 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3092 3093 layer->setFilter(GL_NEAREST); 3094 setupDrawModelViewTranslate(tx, ty, 3095 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3096 } else { 3097 layer->setFilter(GL_LINEAR); 3098 setupDrawModelViewTranslate(x, y, 3099 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3100 } 3101 3102 TextureVertex* mesh = &layer->mesh[0]; 3103 GLsizei elementsCount = layer->meshElementCount; 3104 3105 while (elementsCount > 0) { 3106 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3107 3108 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 3109 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3110 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3111 3112 elementsCount -= drawCount; 3113 // Though there are 4 vertices in a quad, we use 6 indices per 3114 // quad to draw with GL_TRIANGLES 3115 mesh += (drawCount / 6) * 4; 3116 } 3117 3118 finishDrawTexture(); 3119 3120#if DEBUG_LAYERS_AS_REGIONS 3121 drawRegionRects(layer->region); 3122#endif 3123 } 3124 3125 mDrawModifiers.mColorFilter = oldFilter; 3126 3127 if (layer->debugDrawUpdate) { 3128 layer->debugDrawUpdate = false; 3129 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3130 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3131 } 3132 } 3133 layer->hasDrawnSinceUpdate = true; 3134 3135 if (transform && !transform->isIdentity()) { 3136 restore(); 3137 } 3138 3139 return DrawGlInfo::kStatusDrew; 3140} 3141 3142/////////////////////////////////////////////////////////////////////////////// 3143// Shaders 3144/////////////////////////////////////////////////////////////////////////////// 3145 3146void OpenGLRenderer::resetShader() { 3147 mDrawModifiers.mShader = NULL; 3148} 3149 3150void OpenGLRenderer::setupShader(SkiaShader* shader) { 3151 mDrawModifiers.mShader = shader; 3152 if (mDrawModifiers.mShader) { 3153 mDrawModifiers.mShader->setCaches(mCaches); 3154 } 3155} 3156 3157/////////////////////////////////////////////////////////////////////////////// 3158// Color filters 3159/////////////////////////////////////////////////////////////////////////////// 3160 3161void OpenGLRenderer::resetColorFilter() { 3162 mDrawModifiers.mColorFilter = NULL; 3163} 3164 3165void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3166 mDrawModifiers.mColorFilter = filter; 3167} 3168 3169/////////////////////////////////////////////////////////////////////////////// 3170// Drop shadow 3171/////////////////////////////////////////////////////////////////////////////// 3172 3173void OpenGLRenderer::resetShadow() { 3174 mDrawModifiers.mHasShadow = false; 3175} 3176 3177void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3178 mDrawModifiers.mHasShadow = true; 3179 mDrawModifiers.mShadowRadius = radius; 3180 mDrawModifiers.mShadowDx = dx; 3181 mDrawModifiers.mShadowDy = dy; 3182 mDrawModifiers.mShadowColor = color; 3183} 3184 3185/////////////////////////////////////////////////////////////////////////////// 3186// Draw filters 3187/////////////////////////////////////////////////////////////////////////////// 3188 3189void OpenGLRenderer::resetPaintFilter() { 3190 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3191 // comparison, see MergingDrawBatch::canMergeWith 3192 mDrawModifiers.mHasDrawFilter = false; 3193 mDrawModifiers.mPaintFilterClearBits = 0; 3194 mDrawModifiers.mPaintFilterSetBits = 0; 3195} 3196 3197void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3198 mDrawModifiers.mHasDrawFilter = true; 3199 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3200 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3201} 3202 3203SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3204 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3205 return paint; 3206 } 3207 3208 uint32_t flags = paint->getFlags(); 3209 3210 mFilteredPaint = *paint; 3211 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3212 mDrawModifiers.mPaintFilterSetBits); 3213 3214 return &mFilteredPaint; 3215} 3216 3217/////////////////////////////////////////////////////////////////////////////// 3218// Drawing implementation 3219/////////////////////////////////////////////////////////////////////////////// 3220 3221Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3222 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3223 if (!texture) { 3224 return mCaches.textureCache.get(bitmap); 3225 } 3226 return texture; 3227} 3228 3229void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3230 float x, float y, SkPaint* paint) { 3231 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3232 return; 3233 } 3234 3235 int alpha; 3236 SkXfermode::Mode mode; 3237 getAlphaAndMode(paint, &alpha, &mode); 3238 3239 setupDraw(); 3240 setupDrawWithTexture(true); 3241 setupDrawAlpha8Color(paint->getColor(), alpha); 3242 setupDrawColorFilter(); 3243 setupDrawShader(); 3244 setupDrawBlending(true, mode); 3245 setupDrawProgram(); 3246 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3247 setupDrawTexture(texture->id); 3248 setupDrawPureColorUniforms(); 3249 setupDrawColorFilterUniforms(); 3250 setupDrawShaderUniforms(); 3251 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3252 3253 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3254 3255 finishDrawTexture(); 3256} 3257 3258// Same values used by Skia 3259#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3260#define kStdUnderline_Offset (1.0f / 9.0f) 3261#define kStdUnderline_Thickness (1.0f / 18.0f) 3262 3263void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3264 float x, float y, SkPaint* paint) { 3265 // Handle underline and strike-through 3266 uint32_t flags = paint->getFlags(); 3267 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3268 SkPaint paintCopy(*paint); 3269 3270 if (CC_LIKELY(underlineWidth > 0.0f)) { 3271 const float textSize = paintCopy.getTextSize(); 3272 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3273 3274 const float left = x; 3275 float top = 0.0f; 3276 3277 int linesCount = 0; 3278 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3279 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3280 3281 const int pointsCount = 4 * linesCount; 3282 float points[pointsCount]; 3283 int currentPoint = 0; 3284 3285 if (flags & SkPaint::kUnderlineText_Flag) { 3286 top = y + textSize * kStdUnderline_Offset; 3287 points[currentPoint++] = left; 3288 points[currentPoint++] = top; 3289 points[currentPoint++] = left + underlineWidth; 3290 points[currentPoint++] = top; 3291 } 3292 3293 if (flags & SkPaint::kStrikeThruText_Flag) { 3294 top = y + textSize * kStdStrikeThru_Offset; 3295 points[currentPoint++] = left; 3296 points[currentPoint++] = top; 3297 points[currentPoint++] = left + underlineWidth; 3298 points[currentPoint++] = top; 3299 } 3300 3301 paintCopy.setStrokeWidth(strokeWidth); 3302 3303 drawLines(&points[0], pointsCount, &paintCopy); 3304 } 3305 } 3306} 3307 3308status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3309 if (mSnapshot->isIgnored()) { 3310 return DrawGlInfo::kStatusDone; 3311 } 3312 3313 int color = paint->getColor(); 3314 // If a shader is set, preserve only the alpha 3315 if (mDrawModifiers.mShader) { 3316 color |= 0x00ffffff; 3317 } 3318 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3319 3320 return drawColorRects(rects, count, color, mode); 3321} 3322 3323status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3324 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3325 if (count == 0) { 3326 return DrawGlInfo::kStatusDone; 3327 } 3328 3329 float left = FLT_MAX; 3330 float top = FLT_MAX; 3331 float right = FLT_MIN; 3332 float bottom = FLT_MIN; 3333 3334 Vertex mesh[count]; 3335 Vertex* vertex = mesh; 3336 3337 for (int index = 0; index < count; index += 4) { 3338 float l = rects[index + 0]; 3339 float t = rects[index + 1]; 3340 float r = rects[index + 2]; 3341 float b = rects[index + 3]; 3342 3343 Vertex::set(vertex++, l, t); 3344 Vertex::set(vertex++, r, t); 3345 Vertex::set(vertex++, l, b); 3346 Vertex::set(vertex++, r, b); 3347 3348 left = fminf(left, l); 3349 top = fminf(top, t); 3350 right = fmaxf(right, r); 3351 bottom = fmaxf(bottom, b); 3352 } 3353 3354 if (clip && quickReject(left, top, right, bottom)) { 3355 return DrawGlInfo::kStatusDone; 3356 } 3357 3358 setupDraw(); 3359 setupDrawNoTexture(); 3360 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3361 setupDrawShader(); 3362 setupDrawColorFilter(); 3363 setupDrawBlending(mode); 3364 setupDrawProgram(); 3365 setupDrawDirtyRegionsDisabled(); 3366 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3367 setupDrawColorUniforms(); 3368 setupDrawShaderUniforms(); 3369 setupDrawColorFilterUniforms(); 3370 3371 if (dirty && hasLayer()) { 3372 dirtyLayer(left, top, right, bottom, currentTransform()); 3373 } 3374 3375 drawIndexedQuads(&mesh[0], count / 4); 3376 3377 return DrawGlInfo::kStatusDrew; 3378} 3379 3380void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3381 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3382 // If a shader is set, preserve only the alpha 3383 if (mDrawModifiers.mShader) { 3384 color |= 0x00ffffff; 3385 } 3386 3387 setupDraw(); 3388 setupDrawNoTexture(); 3389 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3390 setupDrawShader(); 3391 setupDrawColorFilter(); 3392 setupDrawBlending(mode); 3393 setupDrawProgram(); 3394 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3395 setupDrawColorUniforms(); 3396 setupDrawShaderUniforms(ignoreTransform); 3397 setupDrawColorFilterUniforms(); 3398 setupDrawSimpleMesh(); 3399 3400 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3401} 3402 3403void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3404 Texture* texture, SkPaint* paint) { 3405 int alpha; 3406 SkXfermode::Mode mode; 3407 getAlphaAndMode(paint, &alpha, &mode); 3408 3409 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3410 3411 GLvoid* vertices = (GLvoid*) NULL; 3412 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3413 3414 if (texture->uvMapper) { 3415 vertices = &mMeshVertices[0].position[0]; 3416 texCoords = &mMeshVertices[0].texture[0]; 3417 3418 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3419 texture->uvMapper->map(uvs); 3420 3421 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3422 } 3423 3424 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3425 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3426 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3427 3428 texture->setFilter(GL_NEAREST, true); 3429 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3430 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3431 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3432 } else { 3433 texture->setFilter(FILTER(paint), true); 3434 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3435 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3436 } 3437 3438 if (texture->uvMapper) { 3439 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3440 } 3441} 3442 3443void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3444 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3445 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3446 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3447} 3448 3449void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3450 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3451 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3452 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3453 3454 setupDraw(); 3455 setupDrawWithTexture(); 3456 setupDrawColor(alpha, alpha, alpha, alpha); 3457 setupDrawColorFilter(); 3458 setupDrawBlending(blend, mode, swapSrcDst); 3459 setupDrawProgram(); 3460 if (!dirty) setupDrawDirtyRegionsDisabled(); 3461 if (!ignoreScale) { 3462 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3463 } else { 3464 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3465 } 3466 setupDrawTexture(texture); 3467 setupDrawPureColorUniforms(); 3468 setupDrawColorFilterUniforms(); 3469 setupDrawMesh(vertices, texCoords, vbo); 3470 3471 glDrawArrays(drawMode, 0, elementsCount); 3472 3473 finishDrawTexture(); 3474} 3475 3476void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3477 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3478 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3479 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3480 3481 setupDraw(); 3482 setupDrawWithTexture(); 3483 setupDrawColor(alpha, alpha, alpha, alpha); 3484 setupDrawColorFilter(); 3485 setupDrawBlending(blend, mode, swapSrcDst); 3486 setupDrawProgram(); 3487 if (!dirty) setupDrawDirtyRegionsDisabled(); 3488 if (!ignoreScale) { 3489 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3490 } else { 3491 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3492 } 3493 setupDrawTexture(texture); 3494 setupDrawPureColorUniforms(); 3495 setupDrawColorFilterUniforms(); 3496 setupDrawMeshIndices(vertices, texCoords, vbo); 3497 3498 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3499 3500 finishDrawTexture(); 3501} 3502 3503void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3504 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3505 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3506 bool ignoreTransform, bool ignoreScale, bool dirty) { 3507 3508 setupDraw(); 3509 setupDrawWithTexture(true); 3510 if (hasColor) { 3511 setupDrawAlpha8Color(color, alpha); 3512 } 3513 setupDrawColorFilter(); 3514 setupDrawShader(); 3515 setupDrawBlending(true, mode); 3516 setupDrawProgram(); 3517 if (!dirty) setupDrawDirtyRegionsDisabled(); 3518 if (!ignoreScale) { 3519 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3520 } else { 3521 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3522 } 3523 setupDrawTexture(texture); 3524 setupDrawPureColorUniforms(); 3525 setupDrawColorFilterUniforms(); 3526 setupDrawShaderUniforms(); 3527 setupDrawMesh(vertices, texCoords); 3528 3529 glDrawArrays(drawMode, 0, elementsCount); 3530 3531 finishDrawTexture(); 3532} 3533 3534void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3535 ProgramDescription& description, bool swapSrcDst) { 3536 if (mCountOverdraw) { 3537 if (!mCaches.blend) glEnable(GL_BLEND); 3538 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3539 glBlendFunc(GL_ONE, GL_ONE); 3540 } 3541 3542 mCaches.blend = true; 3543 mCaches.lastSrcMode = GL_ONE; 3544 mCaches.lastDstMode = GL_ONE; 3545 3546 return; 3547 } 3548 3549 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3550 3551 if (blend) { 3552 // These blend modes are not supported by OpenGL directly and have 3553 // to be implemented using shaders. Since the shader will perform 3554 // the blending, turn blending off here 3555 // If the blend mode cannot be implemented using shaders, fall 3556 // back to the default SrcOver blend mode instead 3557 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3558 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3559 description.framebufferMode = mode; 3560 description.swapSrcDst = swapSrcDst; 3561 3562 if (mCaches.blend) { 3563 glDisable(GL_BLEND); 3564 mCaches.blend = false; 3565 } 3566 3567 return; 3568 } else { 3569 mode = SkXfermode::kSrcOver_Mode; 3570 } 3571 } 3572 3573 if (!mCaches.blend) { 3574 glEnable(GL_BLEND); 3575 } 3576 3577 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3578 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3579 3580 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3581 glBlendFunc(sourceMode, destMode); 3582 mCaches.lastSrcMode = sourceMode; 3583 mCaches.lastDstMode = destMode; 3584 } 3585 } else if (mCaches.blend) { 3586 glDisable(GL_BLEND); 3587 } 3588 mCaches.blend = blend; 3589} 3590 3591bool OpenGLRenderer::useProgram(Program* program) { 3592 if (!program->isInUse()) { 3593 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3594 program->use(); 3595 mCaches.currentProgram = program; 3596 return false; 3597 } 3598 return true; 3599} 3600 3601void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3602 TextureVertex* v = &mMeshVertices[0]; 3603 TextureVertex::setUV(v++, u1, v1); 3604 TextureVertex::setUV(v++, u2, v1); 3605 TextureVertex::setUV(v++, u1, v2); 3606 TextureVertex::setUV(v++, u2, v2); 3607} 3608 3609void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3610 getAlphaAndModeDirect(paint, alpha, mode); 3611 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3612 // if drawing a layer, ignore the paint's alpha 3613 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3614 } 3615 *alpha *= mSnapshot->alpha; 3616} 3617 3618float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3619 float alpha; 3620 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3621 alpha = mDrawModifiers.mOverrideLayerAlpha; 3622 } else { 3623 alpha = layer->getAlpha() / 255.0f; 3624 } 3625 return alpha * mSnapshot->alpha; 3626} 3627 3628}; // namespace uirenderer 3629}; // namespace android 3630