OpenGLRenderer.cpp revision 23d307c8d88f4a3849163b9e5b7cd11d0d4f372c
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 <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "Vector.h" 46#include "VertexBuffer.h" 47 48#if DEBUG_DETAILED_EVENTS 49 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 50#else 51 #define EVENT_LOGD(...) 52#endif 53 54static void atraceFormatBegin(const char* fmt, ...) { 55 const int BUFFER_SIZE = 256; 56 va_list ap; 57 char buf[BUFFER_SIZE]; 58 59 va_start(ap, fmt); 60 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 61 va_end(ap); 62 63 ATRACE_BEGIN(buf); 64} 65 66#define ATRACE_FORMAT_BEGIN(fmt, ...) \ 67 if (CC_UNLIKELY(ATRACE_ENABLED())) atraceFormatBegin(fmt, ##__VA_ARGS__) 68 69namespace android { 70namespace uirenderer { 71 72static GLenum getFilter(const SkPaint* paint) { 73 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 74 return GL_LINEAR; 75 } 76 return GL_NEAREST; 77} 78 79/////////////////////////////////////////////////////////////////////////////// 80// Globals 81/////////////////////////////////////////////////////////////////////////////// 82 83/** 84 * Structure mapping Skia xfermodes to OpenGL blending factors. 85 */ 86struct Blender { 87 SkXfermode::Mode mode; 88 GLenum src; 89 GLenum dst; 90}; // struct Blender 91 92// In this array, the index of each Blender equals the value of the first 93// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 94static const Blender gBlends[] = { 95 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 97 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 98 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 100 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 102 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 106 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 107 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 108 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 109 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 110}; 111 112// This array contains the swapped version of each SkXfermode. For instance 113// this array's SrcOver blending mode is actually DstOver. You can refer to 114// createLayer() for more information on the purpose of this array. 115static const Blender gBlendsSwap[] = { 116 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 117 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 118 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 119 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 120 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 121 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 122 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 123 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 124 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 125 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 126 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 127 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 128 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 129 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 130 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 131}; 132 133/////////////////////////////////////////////////////////////////////////////// 134// Functions 135/////////////////////////////////////////////////////////////////////////////// 136 137template<typename T> 138static inline T min(T a, T b) { 139 return a < b ? a : b; 140} 141 142/////////////////////////////////////////////////////////////////////////////// 143// Constructors/destructor 144/////////////////////////////////////////////////////////////////////////////// 145 146OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 147 : mFrameStarted(false) 148 , mCaches(Caches::getInstance()) 149 , mExtensions(Extensions::getInstance()) 150 , mRenderState(renderState) 151 , mScissorOptimizationDisabled(false) 152 , mSuppressTiling(false) 153 , mFirstFrameAfterResize(true) 154 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 155 , mLightRadius(FLT_MIN) 156 , mAmbientShadowAlpha(0) 157 , mSpotShadowAlpha(0) { 158 // *set* draw modifiers to be 0 159 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 160 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 161 162 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 163} 164 165OpenGLRenderer::~OpenGLRenderer() { 166 // The context has already been destroyed at this point, do not call 167 // GL APIs. All GL state should be kept in Caches.h 168} 169 170void OpenGLRenderer::initProperties() { 171 char property[PROPERTY_VALUE_MAX]; 172 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 173 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 174 INIT_LOGD(" Scissor optimization %s", 175 mScissorOptimizationDisabled ? "disabled" : "enabled"); 176 } else { 177 INIT_LOGD(" Scissor optimization enabled"); 178 } 179} 180 181void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 182 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 183 mLightCenter = lightCenter; 184 mLightRadius = lightRadius; 185 mAmbientShadowAlpha = ambientShadowAlpha; 186 mSpotShadowAlpha = spotShadowAlpha; 187} 188 189/////////////////////////////////////////////////////////////////////////////// 190// Setup 191/////////////////////////////////////////////////////////////////////////////// 192 193void OpenGLRenderer::onViewportInitialized() { 194 glDisable(GL_DITHER); 195 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 196 197 glEnableVertexAttribArray(Program::kBindingPosition); 198 mFirstFrameAfterResize = true; 199} 200 201void OpenGLRenderer::setupFrameState(float left, float top, 202 float right, float bottom, bool opaque) { 203 mCaches.clearGarbage(); 204 initializeSaveStack(left, top, right, bottom, mLightCenter); 205 mOpaque = opaque; 206 mTilingClip.set(left, top, right, bottom); 207} 208 209status_t OpenGLRenderer::startFrame() { 210 if (mFrameStarted) return DrawGlInfo::kStatusDone; 211 mFrameStarted = true; 212 213 mDirtyClip = true; 214 215 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 216 217 mRenderState.setViewport(getWidth(), getHeight()); 218 219 // Functors break the tiling extension in pretty spectacular ways 220 // This ensures we don't use tiling when a functor is going to be 221 // invoked during the frame 222 mSuppressTiling = mCaches.hasRegisteredFunctors() 223 || mFirstFrameAfterResize; 224 mFirstFrameAfterResize = false; 225 226 startTilingCurrentClip(true); 227 228 debugOverdraw(true, true); 229 230 return clear(mTilingClip.left, mTilingClip.top, 231 mTilingClip.right, mTilingClip.bottom, mOpaque); 232} 233 234status_t OpenGLRenderer::prepareDirty(float left, float top, 235 float right, float bottom, bool opaque) { 236 237 setupFrameState(left, top, right, bottom, opaque); 238 239 // Layer renderers will start the frame immediately 240 // The framebuffer renderer will first defer the display list 241 // for each layer and wait until the first drawing command 242 // to start the frame 243 if (currentSnapshot()->fbo == 0) { 244 syncState(); 245 updateLayers(); 246 } else { 247 return startFrame(); 248 } 249 250 return DrawGlInfo::kStatusDone; 251} 252 253void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 254 // If we know that we are going to redraw the entire framebuffer, 255 // perform a discard to let the driver know we don't need to preserve 256 // the back buffer for this frame. 257 if (mExtensions.hasDiscardFramebuffer() && 258 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 259 const bool isFbo = getTargetFbo() == 0; 260 const GLenum attachments[] = { 261 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 262 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 263 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 264 } 265} 266 267status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 268 if (!opaque) { 269 mCaches.enableScissor(); 270 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 271 glClear(GL_COLOR_BUFFER_BIT); 272 return DrawGlInfo::kStatusDrew; 273 } 274 275 mCaches.resetScissor(); 276 return DrawGlInfo::kStatusDone; 277} 278 279void OpenGLRenderer::syncState() { 280 if (mCaches.blend) { 281 glEnable(GL_BLEND); 282 } else { 283 glDisable(GL_BLEND); 284 } 285} 286 287void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 288 if (!mSuppressTiling) { 289 const Snapshot* snapshot = currentSnapshot(); 290 291 const Rect* clip = &mTilingClip; 292 if (snapshot->flags & Snapshot::kFlagFboTarget) { 293 clip = &(snapshot->layer->clipRect); 294 } 295 296 startTiling(*clip, getViewportHeight(), opaque, expand); 297 } 298} 299 300void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 301 if (!mSuppressTiling) { 302 if(expand) { 303 // Expand the startTiling region by 1 304 int leftNotZero = (clip.left > 0) ? 1 : 0; 305 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 306 307 mCaches.startTiling( 308 clip.left - leftNotZero, 309 windowHeight - clip.bottom - topNotZero, 310 clip.right - clip.left + leftNotZero + 1, 311 clip.bottom - clip.top + topNotZero + 1, 312 opaque); 313 } else { 314 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 315 clip.right - clip.left, clip.bottom - clip.top, opaque); 316 } 317 } 318} 319 320void OpenGLRenderer::endTiling() { 321 if (!mSuppressTiling) mCaches.endTiling(); 322} 323 324void OpenGLRenderer::finish() { 325 renderOverdraw(); 326 endTiling(); 327 328 // When finish() is invoked on FBO 0 we've reached the end 329 // of the current frame 330 if (getTargetFbo() == 0) { 331 mCaches.pathCache.trim(); 332 mCaches.tessellationCache.trim(); 333 } 334 335 if (!suppressErrorChecks()) { 336#if DEBUG_OPENGL 337 GLUtils::dumpGLErrors(); 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 mFrameStarted = false; 350} 351 352void OpenGLRenderer::resumeAfterLayer() { 353 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 354 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 355 debugOverdraw(true, false); 356 357 mCaches.resetScissor(); 358 dirtyClip(); 359} 360 361status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 362 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 363 364 Rect clip(*currentClipRect()); 365 clip.snapToPixelBoundaries(); 366 367 // Since we don't know what the functor will draw, let's dirty 368 // the entire clip region 369 if (hasLayer()) { 370 dirtyLayerUnchecked(clip, getRegion()); 371 } 372 373 DrawGlInfo info; 374 info.clipLeft = clip.left; 375 info.clipTop = clip.top; 376 info.clipRight = clip.right; 377 info.clipBottom = clip.bottom; 378 info.isLayer = hasLayer(); 379 info.width = getViewportWidth(); 380 info.height = getViewportHeight(); 381 currentTransform()->copyTo(&info.transform[0]); 382 383 bool prevDirtyClip = mDirtyClip; 384 // setup GL state for functor 385 if (mDirtyClip) { 386 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 387 } 388 if (mCaches.enableScissor() || prevDirtyClip) { 389 setScissorFromClip(); 390 } 391 392 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 393 // Scissor may have been modified, reset dirty clip 394 dirtyClip(); 395 396 return DrawGlInfo::kStatusDrew; 397} 398 399/////////////////////////////////////////////////////////////////////////////// 400// Debug 401/////////////////////////////////////////////////////////////////////////////// 402 403void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 404#if DEBUG_DETAILED_EVENTS 405 const int BUFFER_SIZE = 256; 406 va_list ap; 407 char buf[BUFFER_SIZE]; 408 409 va_start(ap, fmt); 410 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 411 va_end(ap); 412 413 eventMark(buf); 414#endif 415} 416 417 418void OpenGLRenderer::eventMark(const char* name) const { 419 mCaches.eventMark(0, name); 420} 421 422void OpenGLRenderer::startMark(const char* name) const { 423 mCaches.startMark(0, name); 424} 425 426void OpenGLRenderer::endMark() const { 427 mCaches.endMark(); 428} 429 430void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 431 mRenderState.debugOverdraw(enable, clear); 432} 433 434void OpenGLRenderer::renderOverdraw() { 435 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 436 const Rect* clip = &mTilingClip; 437 438 mCaches.enableScissor(); 439 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 440 clip->right - clip->left, clip->bottom - clip->top); 441 442 // 1x overdraw 443 mCaches.stencil.enableDebugTest(2); 444 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 445 446 // 2x overdraw 447 mCaches.stencil.enableDebugTest(3); 448 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 449 450 // 3x overdraw 451 mCaches.stencil.enableDebugTest(4); 452 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 453 454 // 4x overdraw and higher 455 mCaches.stencil.enableDebugTest(4, true); 456 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 457 458 mCaches.stencil.disable(); 459 } 460} 461 462/////////////////////////////////////////////////////////////////////////////// 463// Layers 464/////////////////////////////////////////////////////////////////////////////// 465 466bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 467 if (layer->deferredUpdateScheduled && layer->renderer 468 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 469 ATRACE_CALL(); 470 471 Rect& dirty = layer->dirtyRect; 472 473 if (inFrame) { 474 endTiling(); 475 debugOverdraw(false, false); 476 } 477 478 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 479 layer->render(*this); 480 } else { 481 layer->defer(*this); 482 } 483 484 if (inFrame) { 485 resumeAfterLayer(); 486 startTilingCurrentClip(); 487 } 488 489 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 490 layer->hasDrawnSinceUpdate = false; 491 492 return true; 493 } 494 495 return false; 496} 497 498void OpenGLRenderer::updateLayers() { 499 // If draw deferring is enabled this method will simply defer 500 // the display list of each individual layer. The layers remain 501 // in the layer updates list which will be cleared by flushLayers(). 502 int count = mLayerUpdates.size(); 503 if (count > 0) { 504 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 505 startMark("Layer Updates"); 506 } else { 507 startMark("Defer Layer Updates"); 508 } 509 510 // Note: it is very important to update the layers in order 511 for (int i = 0; i < count; i++) { 512 Layer* layer = mLayerUpdates.itemAt(i); 513 updateLayer(layer, false); 514 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 515 mCaches.resourceCache.decrementRefcount(layer); 516 } 517 } 518 519 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 520 mLayerUpdates.clear(); 521 mRenderState.bindFramebuffer(getTargetFbo()); 522 } 523 endMark(); 524 } 525} 526 527void OpenGLRenderer::flushLayers() { 528 int count = mLayerUpdates.size(); 529 if (count > 0) { 530 startMark("Apply Layer Updates"); 531 char layerName[12]; 532 533 // Note: it is very important to update the layers in order 534 for (int i = 0; i < count; i++) { 535 Layer* layer = mLayerUpdates.itemAt(i); 536 537 sprintf(layerName, "Layer #%d", i); 538 startMark(layerName); 539 ATRACE_FORMAT_BEGIN("flushLayer %ux%u", layer->getWidth(), layer->getHeight()); 540 541 layer->flush(); 542 543 ATRACE_END(); 544 endMark(); 545 546 mCaches.resourceCache.decrementRefcount(layer); 547 } 548 549 mLayerUpdates.clear(); 550 mRenderState.bindFramebuffer(getTargetFbo()); 551 552 endMark(); 553 } 554} 555 556void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 557 if (layer) { 558 // Make sure we don't introduce duplicates. 559 // SortedVector would do this automatically but we need to respect 560 // the insertion order. The linear search is not an issue since 561 // this list is usually very short (typically one item, at most a few) 562 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 563 if (mLayerUpdates.itemAt(i) == layer) { 564 return; 565 } 566 } 567 mLayerUpdates.push_back(layer); 568 mCaches.resourceCache.incrementRefcount(layer); 569 } 570} 571 572void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 573 if (layer) { 574 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 575 if (mLayerUpdates.itemAt(i) == layer) { 576 mLayerUpdates.removeAt(i); 577 mCaches.resourceCache.decrementRefcount(layer); 578 break; 579 } 580 } 581 } 582} 583 584void OpenGLRenderer::clearLayerUpdates() { 585 size_t count = mLayerUpdates.size(); 586 if (count > 0) { 587 mCaches.resourceCache.lock(); 588 for (size_t i = 0; i < count; i++) { 589 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 590 } 591 mCaches.resourceCache.unlock(); 592 mLayerUpdates.clear(); 593 } 594} 595 596void OpenGLRenderer::flushLayerUpdates() { 597 ATRACE_CALL(); 598 syncState(); 599 updateLayers(); 600 flushLayers(); 601 // Wait for all the layer updates to be executed 602 AutoFence fence; 603} 604 605void OpenGLRenderer::markLayersAsBuildLayers() { 606 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 607 mLayerUpdates[i]->wasBuildLayered = true; 608 } 609} 610 611/////////////////////////////////////////////////////////////////////////////// 612// State management 613/////////////////////////////////////////////////////////////////////////////// 614 615void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 616 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 617 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 618 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 619 620 if (restoreViewport) { 621 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 622 } 623 624 if (restoreClip) { 625 dirtyClip(); 626 } 627 628 if (restoreLayer) { 629 endMark(); // Savelayer 630 ATRACE_END(); // SaveLayer 631 startMark("ComposeLayer"); 632 composeLayer(removed, restored); 633 endMark(); 634 } 635} 636 637/////////////////////////////////////////////////////////////////////////////// 638// Layers 639/////////////////////////////////////////////////////////////////////////////// 640 641int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 642 const SkPaint* paint, int flags, const SkPath* convexMask) { 643 // force matrix/clip isolation for layer 644 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 645 646 const int count = saveSnapshot(flags); 647 648 if (!currentSnapshot()->isIgnored()) { 649 createLayer(left, top, right, bottom, paint, flags, convexMask); 650 } 651 652 return count; 653} 654 655void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 656 const Rect untransformedBounds(bounds); 657 658 currentTransform()->mapRect(bounds); 659 660 // Layers only make sense if they are in the framebuffer's bounds 661 if (bounds.intersect(*currentClipRect())) { 662 // We cannot work with sub-pixels in this case 663 bounds.snapToPixelBoundaries(); 664 665 // When the layer is not an FBO, we may use glCopyTexImage so we 666 // need to make sure the layer does not extend outside the bounds 667 // of the framebuffer 668 const Snapshot& previous = *(currentSnapshot()->previous); 669 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 670 if (!bounds.intersect(previousViewport)) { 671 bounds.setEmpty(); 672 } else if (fboLayer) { 673 clip.set(bounds); 674 mat4 inverse; 675 inverse.loadInverse(*currentTransform()); 676 inverse.mapRect(clip); 677 clip.snapToPixelBoundaries(); 678 if (clip.intersect(untransformedBounds)) { 679 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 680 bounds.set(untransformedBounds); 681 } else { 682 clip.setEmpty(); 683 } 684 } 685 } else { 686 bounds.setEmpty(); 687 } 688} 689 690void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 691 bool fboLayer, int alpha) { 692 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 693 bounds.getHeight() > mCaches.maxTextureSize || 694 (fboLayer && clip.isEmpty())) { 695 mSnapshot->empty = fboLayer; 696 } else { 697 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 698 } 699} 700 701int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 702 const SkPaint* paint, int flags) { 703 const int count = saveSnapshot(flags); 704 705 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 706 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 707 // operations will be able to store and restore the current clip and transform info, and 708 // quick rejection will be correct (for display lists) 709 710 Rect bounds(left, top, right, bottom); 711 Rect clip; 712 calculateLayerBoundsAndClip(bounds, clip, true); 713 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 714 715 if (!currentSnapshot()->isIgnored()) { 716 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 717 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 718 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 719 mSnapshot->roundRectClipState = NULL; 720 } 721 } 722 723 return count; 724} 725 726/** 727 * Layers are viewed by Skia are slightly different than layers in image editing 728 * programs (for instance.) When a layer is created, previously created layers 729 * and the frame buffer still receive every drawing command. For instance, if a 730 * layer is created and a shape intersecting the bounds of the layers and the 731 * framebuffer is draw, the shape will be drawn on both (unless the layer was 732 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 733 * 734 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 735 * texture. Unfortunately, this is inefficient as it requires every primitive to 736 * be drawn n + 1 times, where n is the number of active layers. In practice this 737 * means, for every primitive: 738 * - Switch active frame buffer 739 * - Change viewport, clip and projection matrix 740 * - Issue the drawing 741 * 742 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 743 * To avoid this, layers are implemented in a different way here, at least in the 744 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 745 * is set. When this flag is set we can redirect all drawing operations into a 746 * single FBO. 747 * 748 * This implementation relies on the frame buffer being at least RGBA 8888. When 749 * a layer is created, only a texture is created, not an FBO. The content of the 750 * frame buffer contained within the layer's bounds is copied into this texture 751 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 752 * buffer and drawing continues as normal. This technique therefore treats the 753 * frame buffer as a scratch buffer for the layers. 754 * 755 * To compose the layers back onto the frame buffer, each layer texture 756 * (containing the original frame buffer data) is drawn as a simple quad over 757 * the frame buffer. The trick is that the quad is set as the composition 758 * destination in the blending equation, and the frame buffer becomes the source 759 * of the composition. 760 * 761 * Drawing layers with an alpha value requires an extra step before composition. 762 * An empty quad is drawn over the layer's region in the frame buffer. This quad 763 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 764 * quad is used to multiply the colors in the frame buffer. This is achieved by 765 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 766 * GL_ZERO, GL_SRC_ALPHA. 767 * 768 * Because glCopyTexImage2D() can be slow, an alternative implementation might 769 * be use to draw a single clipped layer. The implementation described above 770 * is correct in every case. 771 * 772 * (1) The frame buffer is actually not cleared right away. To allow the GPU 773 * to potentially optimize series of calls to glCopyTexImage2D, the frame 774 * buffer is left untouched until the first drawing operation. Only when 775 * something actually gets drawn are the layers regions cleared. 776 */ 777bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 778 const SkPaint* paint, int flags, const SkPath* convexMask) { 779 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 780 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 781 782 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 783 784 // Window coordinates of the layer 785 Rect clip; 786 Rect bounds(left, top, right, bottom); 787 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 788 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 789 790 // Bail out if we won't draw in this snapshot 791 if (currentSnapshot()->isIgnored()) { 792 return false; 793 } 794 795 mCaches.activeTexture(0); 796 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 797 if (!layer) { 798 return false; 799 } 800 801 layer->setPaint(paint); 802 layer->layer.set(bounds); 803 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 804 bounds.getWidth() / float(layer->getWidth()), 0.0f); 805 806 layer->setBlend(true); 807 layer->setDirty(false); 808 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 809 810 // Save the layer in the snapshot 811 mSnapshot->flags |= Snapshot::kFlagIsLayer; 812 mSnapshot->layer = layer; 813 814 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 815 fboLayer ? "" : "unclipped ", 816 layer->getWidth(), layer->getHeight()); 817 startMark("SaveLayer"); 818 if (fboLayer) { 819 return createFboLayer(layer, bounds, clip); 820 } else { 821 // Copy the framebuffer into the layer 822 layer->bindTexture(); 823 if (!bounds.isEmpty()) { 824 if (layer->isEmpty()) { 825 // Workaround for some GL drivers. When reading pixels lying outside 826 // of the window we should get undefined values for those pixels. 827 // Unfortunately some drivers will turn the entire target texture black 828 // when reading outside of the window. 829 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 830 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 831 layer->setEmpty(false); 832 } 833 834 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 835 bounds.left, getViewportHeight() - bounds.bottom, 836 bounds.getWidth(), bounds.getHeight()); 837 838 // Enqueue the buffer coordinates to clear the corresponding region later 839 mLayers.push(new Rect(bounds)); 840 } 841 } 842 843 return true; 844} 845 846bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 847 layer->clipRect.set(clip); 848 layer->setFbo(mCaches.fboCache.get()); 849 850 mSnapshot->region = &mSnapshot->layer->region; 851 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 852 mSnapshot->fbo = layer->getFbo(); 853 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 854 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 855 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 856 mSnapshot->roundRectClipState = NULL; 857 858 endTiling(); 859 debugOverdraw(false, false); 860 // Bind texture to FBO 861 mRenderState.bindFramebuffer(layer->getFbo()); 862 layer->bindTexture(); 863 864 // Initialize the texture if needed 865 if (layer->isEmpty()) { 866 layer->allocateTexture(); 867 layer->setEmpty(false); 868 } 869 870 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 871 layer->getTexture(), 0); 872 873 // Expand the startTiling region by 1 874 startTilingCurrentClip(true, true); 875 876 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 877 mCaches.enableScissor(); 878 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 879 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 880 glClear(GL_COLOR_BUFFER_BIT); 881 882 dirtyClip(); 883 884 // Change the ortho projection 885 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 886 return true; 887} 888 889/** 890 * Read the documentation of createLayer() before doing anything in this method. 891 */ 892void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 893 if (!removed.layer) { 894 ALOGE("Attempting to compose a layer that does not exist"); 895 return; 896 } 897 898 Layer* layer = removed.layer; 899 const Rect& rect = layer->layer; 900 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 901 902 bool clipRequired = false; 903 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 904 &clipRequired, NULL, false); // safely ignore return, should never be rejected 905 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 906 907 if (fboLayer) { 908 endTiling(); 909 910 // Detach the texture from the FBO 911 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 912 913 layer->removeFbo(false); 914 915 // Unbind current FBO and restore previous one 916 mRenderState.bindFramebuffer(restored.fbo); 917 debugOverdraw(true, false); 918 919 startTilingCurrentClip(); 920 } 921 922 if (!fboLayer && layer->getAlpha() < 255) { 923 SkPaint layerPaint; 924 layerPaint.setAlpha(layer->getAlpha()); 925 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 926 layerPaint.setColorFilter(layer->getColorFilter()); 927 928 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 929 // Required below, composeLayerRect() will divide by 255 930 layer->setAlpha(255); 931 } 932 933 mCaches.unbindMeshBuffer(); 934 935 mCaches.activeTexture(0); 936 937 // When the layer is stored in an FBO, we can save a bit of fillrate by 938 // drawing only the dirty region 939 if (fboLayer) { 940 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 941 composeLayerRegion(layer, rect); 942 } else if (!rect.isEmpty()) { 943 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 944 945 save(0); 946 // the layer contains screen buffer content that shouldn't be alpha modulated 947 // (and any necessary alpha modulation was handled drawing into the layer) 948 mSnapshot->alpha = 1.0f; 949 composeLayerRect(layer, rect, true); 950 restore(); 951 } 952 953 dirtyClip(); 954 955 // Failing to add the layer to the cache should happen only if the layer is too large 956 layer->setConvexMask(NULL); 957 if (!mCaches.layerCache.put(layer)) { 958 LAYER_LOGD("Deleting layer"); 959 Caches::getInstance().resourceCache.decrementRefcount(layer); 960 } 961} 962 963void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 964 float alpha = getLayerAlpha(layer); 965 966 setupDraw(); 967 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 968 setupDrawWithTexture(); 969 } else { 970 setupDrawWithExternalTexture(); 971 } 972 setupDrawTextureTransform(); 973 setupDrawColor(alpha, alpha, alpha, alpha); 974 setupDrawColorFilter(layer->getColorFilter()); 975 setupDrawBlending(layer); 976 setupDrawProgram(); 977 setupDrawPureColorUniforms(); 978 setupDrawColorFilterUniforms(layer->getColorFilter()); 979 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 980 setupDrawTexture(layer->getTexture()); 981 } else { 982 setupDrawExternalTexture(layer->getTexture()); 983 } 984 if (currentTransform()->isPureTranslate() && 985 !layer->getForceFilter() && 986 layer->getWidth() == (uint32_t) rect.getWidth() && 987 layer->getHeight() == (uint32_t) rect.getHeight()) { 988 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 989 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 990 991 layer->setFilter(GL_NEAREST); 992 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 993 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 994 } else { 995 layer->setFilter(GL_LINEAR); 996 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 997 rect.left, rect.top, rect.right, rect.bottom); 998 } 999 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1000 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1001 1002 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1003} 1004 1005void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1006 if (layer->isTextureLayer()) { 1007 EVENT_LOGD("composeTextureLayerRect"); 1008 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1009 drawTextureLayer(layer, rect); 1010 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1011 } else { 1012 EVENT_LOGD("composeHardwareLayerRect"); 1013 const Rect& texCoords = layer->texCoords; 1014 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1015 texCoords.right, texCoords.bottom); 1016 1017 float x = rect.left; 1018 float y = rect.top; 1019 bool simpleTransform = currentTransform()->isPureTranslate() && 1020 layer->getWidth() == (uint32_t) rect.getWidth() && 1021 layer->getHeight() == (uint32_t) rect.getHeight(); 1022 1023 if (simpleTransform) { 1024 // When we're swapping, the layer is already in screen coordinates 1025 if (!swap) { 1026 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1027 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1028 } 1029 1030 layer->setFilter(GL_NEAREST, true); 1031 } else { 1032 layer->setFilter(GL_LINEAR, true); 1033 } 1034 1035 SkPaint layerPaint; 1036 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1037 layerPaint.setXfermodeMode(layer->getMode()); 1038 layerPaint.setColorFilter(layer->getColorFilter()); 1039 1040 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1041 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1042 layer->getTexture(), &layerPaint, blend, 1043 &mMeshVertices[0].x, &mMeshVertices[0].u, 1044 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1045 1046 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1047 } 1048} 1049 1050/** 1051 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1052 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1053 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1054 * by saveLayer's restore 1055 */ 1056#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1057 DRAW_COMMAND; \ 1058 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1059 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1060 DRAW_COMMAND; \ 1061 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1062 } \ 1063 } 1064 1065#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1066 1067// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1068// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1069class LayerShader : public SkShader { 1070public: 1071 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1072 : INHERITED(localMatrix) 1073 , mLayer(layer) { 1074 } 1075 1076 virtual bool asACustomShader(void** data) const { 1077 if (data) { 1078 *data = static_cast<void*>(mLayer); 1079 } 1080 return true; 1081 } 1082 1083 virtual bool isOpaque() const { 1084 return !mLayer->isBlend(); 1085 } 1086 1087protected: 1088 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1089 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1090 } 1091 1092 virtual void flatten(SkWriteBuffer&) const { 1093 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1094 } 1095 1096 virtual Factory getFactory() const { 1097 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1098 return NULL; 1099 } 1100private: 1101 // Unowned. 1102 Layer* mLayer; 1103 typedef SkShader INHERITED; 1104}; 1105 1106void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1107 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1108 1109 if (layer->getConvexMask()) { 1110 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1111 1112 // clip to the area of the layer the mask can be larger 1113 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1114 1115 SkPaint paint; 1116 paint.setAntiAlias(true); 1117 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1118 1119 // create LayerShader to map SaveLayer content into subsequent draw 1120 SkMatrix shaderMatrix; 1121 shaderMatrix.setTranslate(rect.left, rect.bottom); 1122 shaderMatrix.preScale(1, -1); 1123 LayerShader layerShader(layer, &shaderMatrix); 1124 paint.setShader(&layerShader); 1125 1126 // Since the drawing primitive is defined in local drawing space, 1127 // we don't need to modify the draw matrix 1128 const SkPath* maskPath = layer->getConvexMask(); 1129 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1130 1131 paint.setShader(NULL); 1132 restore(); 1133 1134 return; 1135 } 1136 1137 if (layer->region.isRect()) { 1138 layer->setRegionAsRect(); 1139 1140 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1141 1142 layer->region.clear(); 1143 return; 1144 } 1145 1146 EVENT_LOGD("composeLayerRegion"); 1147 // standard Region based draw 1148 size_t count; 1149 const android::Rect* rects; 1150 Region safeRegion; 1151 if (CC_LIKELY(hasRectToRectTransform())) { 1152 rects = layer->region.getArray(&count); 1153 } else { 1154 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1155 rects = safeRegion.getArray(&count); 1156 } 1157 1158 const float alpha = getLayerAlpha(layer); 1159 const float texX = 1.0f / float(layer->getWidth()); 1160 const float texY = 1.0f / float(layer->getHeight()); 1161 const float height = rect.getHeight(); 1162 1163 setupDraw(); 1164 1165 // We must get (and therefore bind) the region mesh buffer 1166 // after we setup drawing in case we need to mess with the 1167 // stencil buffer in setupDraw() 1168 TextureVertex* mesh = mCaches.getRegionMesh(); 1169 uint32_t numQuads = 0; 1170 1171 setupDrawWithTexture(); 1172 setupDrawColor(alpha, alpha, alpha, alpha); 1173 setupDrawColorFilter(layer->getColorFilter()); 1174 setupDrawBlending(layer); 1175 setupDrawProgram(); 1176 setupDrawDirtyRegionsDisabled(); 1177 setupDrawPureColorUniforms(); 1178 setupDrawColorFilterUniforms(layer->getColorFilter()); 1179 setupDrawTexture(layer->getTexture()); 1180 if (currentTransform()->isPureTranslate()) { 1181 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1182 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1183 1184 layer->setFilter(GL_NEAREST); 1185 setupDrawModelView(kModelViewMode_Translate, false, 1186 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1187 } else { 1188 layer->setFilter(GL_LINEAR); 1189 setupDrawModelView(kModelViewMode_Translate, false, 1190 rect.left, rect.top, rect.right, rect.bottom); 1191 } 1192 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1193 1194 for (size_t i = 0; i < count; i++) { 1195 const android::Rect* r = &rects[i]; 1196 1197 const float u1 = r->left * texX; 1198 const float v1 = (height - r->top) * texY; 1199 const float u2 = r->right * texX; 1200 const float v2 = (height - r->bottom) * texY; 1201 1202 // TODO: Reject quads outside of the clip 1203 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1204 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1205 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1206 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1207 1208 numQuads++; 1209 1210 if (numQuads >= gMaxNumberOfQuads) { 1211 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1212 GL_UNSIGNED_SHORT, NULL)); 1213 numQuads = 0; 1214 mesh = mCaches.getRegionMesh(); 1215 } 1216 } 1217 1218 if (numQuads > 0) { 1219 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1220 GL_UNSIGNED_SHORT, NULL)); 1221 } 1222 1223#if DEBUG_LAYERS_AS_REGIONS 1224 drawRegionRectsDebug(layer->region); 1225#endif 1226 1227 layer->region.clear(); 1228} 1229 1230#if DEBUG_LAYERS_AS_REGIONS 1231void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1232 size_t count; 1233 const android::Rect* rects = region.getArray(&count); 1234 1235 uint32_t colors[] = { 1236 0x7fff0000, 0x7f00ff00, 1237 0x7f0000ff, 0x7fff00ff, 1238 }; 1239 1240 int offset = 0; 1241 int32_t top = rects[0].top; 1242 1243 for (size_t i = 0; i < count; i++) { 1244 if (top != rects[i].top) { 1245 offset ^= 0x2; 1246 top = rects[i].top; 1247 } 1248 1249 SkPaint paint; 1250 paint.setColor(colors[offset + (i & 0x1)]); 1251 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1252 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1253 } 1254} 1255#endif 1256 1257void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1258 Vector<float> rects; 1259 1260 SkRegion::Iterator it(region); 1261 while (!it.done()) { 1262 const SkIRect& r = it.rect(); 1263 rects.push(r.fLeft); 1264 rects.push(r.fTop); 1265 rects.push(r.fRight); 1266 rects.push(r.fBottom); 1267 it.next(); 1268 } 1269 1270 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1271} 1272 1273void OpenGLRenderer::dirtyLayer(const float left, const float top, 1274 const float right, const float bottom, const mat4 transform) { 1275 if (hasLayer()) { 1276 Rect bounds(left, top, right, bottom); 1277 transform.mapRect(bounds); 1278 dirtyLayerUnchecked(bounds, getRegion()); 1279 } 1280} 1281 1282void OpenGLRenderer::dirtyLayer(const float left, const float top, 1283 const float right, const float bottom) { 1284 if (hasLayer()) { 1285 Rect bounds(left, top, right, bottom); 1286 dirtyLayerUnchecked(bounds, getRegion()); 1287 } 1288} 1289 1290void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1291 if (bounds.intersect(*currentClipRect())) { 1292 bounds.snapToPixelBoundaries(); 1293 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1294 if (!dirty.isEmpty()) { 1295 region->orSelf(dirty); 1296 } 1297 } 1298} 1299 1300void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1301 GLsizei elementsCount = quadsCount * 6; 1302 while (elementsCount > 0) { 1303 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1304 1305 setupDrawIndexedVertices(&mesh[0].x); 1306 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1307 1308 elementsCount -= drawCount; 1309 // Though there are 4 vertices in a quad, we use 6 indices per 1310 // quad to draw with GL_TRIANGLES 1311 mesh += (drawCount / 6) * 4; 1312 } 1313} 1314 1315void OpenGLRenderer::clearLayerRegions() { 1316 const size_t count = mLayers.size(); 1317 if (count == 0) return; 1318 1319 if (!currentSnapshot()->isIgnored()) { 1320 EVENT_LOGD("clearLayerRegions"); 1321 // Doing several glScissor/glClear here can negatively impact 1322 // GPUs with a tiler architecture, instead we draw quads with 1323 // the Clear blending mode 1324 1325 // The list contains bounds that have already been clipped 1326 // against their initial clip rect, and the current clip 1327 // is likely different so we need to disable clipping here 1328 bool scissorChanged = mCaches.disableScissor(); 1329 1330 Vertex mesh[count * 4]; 1331 Vertex* vertex = mesh; 1332 1333 for (uint32_t i = 0; i < count; i++) { 1334 Rect* bounds = mLayers.itemAt(i); 1335 1336 Vertex::set(vertex++, bounds->left, bounds->top); 1337 Vertex::set(vertex++, bounds->right, bounds->top); 1338 Vertex::set(vertex++, bounds->left, bounds->bottom); 1339 Vertex::set(vertex++, bounds->right, bounds->bottom); 1340 1341 delete bounds; 1342 } 1343 // We must clear the list of dirty rects before we 1344 // call setupDraw() to prevent stencil setup to do 1345 // the same thing again 1346 mLayers.clear(); 1347 1348 SkPaint clearPaint; 1349 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1350 1351 setupDraw(false); 1352 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1353 setupDrawBlending(&clearPaint, true); 1354 setupDrawProgram(); 1355 setupDrawPureColorUniforms(); 1356 setupDrawModelView(kModelViewMode_Translate, false, 1357 0.0f, 0.0f, 0.0f, 0.0f, true); 1358 1359 issueIndexedQuadDraw(&mesh[0], count); 1360 1361 if (scissorChanged) mCaches.enableScissor(); 1362 } else { 1363 for (uint32_t i = 0; i < count; i++) { 1364 delete mLayers.itemAt(i); 1365 } 1366 mLayers.clear(); 1367 } 1368} 1369 1370/////////////////////////////////////////////////////////////////////////////// 1371// State Deferral 1372/////////////////////////////////////////////////////////////////////////////// 1373 1374bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1375 const Rect* currentClip = currentClipRect(); 1376 const mat4* currentMatrix = currentTransform(); 1377 1378 if (stateDeferFlags & kStateDeferFlag_Draw) { 1379 // state has bounds initialized in local coordinates 1380 if (!state.mBounds.isEmpty()) { 1381 currentMatrix->mapRect(state.mBounds); 1382 Rect clippedBounds(state.mBounds); 1383 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1384 // is used, it should more closely duplicate the quickReject logic (in how it uses 1385 // snapToPixelBoundaries) 1386 1387 if(!clippedBounds.intersect(*currentClip)) { 1388 // quick rejected 1389 return true; 1390 } 1391 1392 state.mClipSideFlags = kClipSide_None; 1393 if (!currentClip->contains(state.mBounds)) { 1394 int& flags = state.mClipSideFlags; 1395 // op partially clipped, so record which sides are clipped for clip-aware merging 1396 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1397 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1398 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1399 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1400 } 1401 state.mBounds.set(clippedBounds); 1402 } else { 1403 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1404 // overdraw avoidance (since we don't know what it overlaps) 1405 state.mClipSideFlags = kClipSide_ConservativeFull; 1406 state.mBounds.set(*currentClip); 1407 } 1408 } 1409 1410 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1411 if (state.mClipValid) { 1412 state.mClip.set(*currentClip); 1413 } 1414 1415 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1416 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1417 state.mMatrix.load(*currentMatrix); 1418 state.mDrawModifiers = mDrawModifiers; 1419 state.mAlpha = currentSnapshot()->alpha; 1420 1421 // always store/restore, since it's just a pointer 1422 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1423 return false; 1424} 1425 1426void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1427 setMatrix(state.mMatrix); 1428 mSnapshot->alpha = state.mAlpha; 1429 mDrawModifiers = state.mDrawModifiers; 1430 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1431 1432 if (state.mClipValid && !skipClipRestore) { 1433 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1434 state.mClip.right, state.mClip.bottom); 1435 dirtyClip(); 1436 } 1437} 1438 1439/** 1440 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1441 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1442 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1443 * 1444 * This method should be called when restoreDisplayState() won't be restoring the clip 1445 */ 1446void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1447 if (clipRect != NULL) { 1448 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1449 } else { 1450 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1451 } 1452 dirtyClip(); 1453 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1454} 1455 1456/////////////////////////////////////////////////////////////////////////////// 1457// Clipping 1458/////////////////////////////////////////////////////////////////////////////// 1459 1460void OpenGLRenderer::setScissorFromClip() { 1461 Rect clip(*currentClipRect()); 1462 clip.snapToPixelBoundaries(); 1463 1464 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1465 clip.getWidth(), clip.getHeight())) { 1466 mDirtyClip = false; 1467 } 1468} 1469 1470void OpenGLRenderer::ensureStencilBuffer() { 1471 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1472 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1473 // just hope we have one when hasLayer() returns false. 1474 if (hasLayer()) { 1475 attachStencilBufferToLayer(currentSnapshot()->layer); 1476 } 1477} 1478 1479void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1480 // The layer's FBO is already bound when we reach this stage 1481 if (!layer->getStencilRenderBuffer()) { 1482 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1483 // is attached after we initiated tiling. We must turn it off, 1484 // attach the new render buffer then turn tiling back on 1485 endTiling(); 1486 1487 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1488 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1489 layer->setStencilRenderBuffer(buffer); 1490 1491 startTiling(layer->clipRect, layer->layer.getHeight()); 1492 } 1493} 1494 1495void OpenGLRenderer::setStencilFromClip() { 1496 if (!mCaches.debugOverdraw) { 1497 if (!currentSnapshot()->clipRegion->isEmpty()) { 1498 EVENT_LOGD("setStencilFromClip - enabling"); 1499 1500 // NOTE: The order here is important, we must set dirtyClip to false 1501 // before any draw call to avoid calling back into this method 1502 mDirtyClip = false; 1503 1504 ensureStencilBuffer(); 1505 1506 mCaches.stencil.enableWrite(); 1507 1508 // Clear and update the stencil, but first make sure we restrict drawing 1509 // to the region's bounds 1510 bool resetScissor = mCaches.enableScissor(); 1511 if (resetScissor) { 1512 // The scissor was not set so we now need to update it 1513 setScissorFromClip(); 1514 } 1515 mCaches.stencil.clear(); 1516 1517 // stash and disable the outline clip state, since stencil doesn't account for outline 1518 bool storedSkipOutlineClip = mSkipOutlineClip; 1519 mSkipOutlineClip = true; 1520 1521 SkPaint paint; 1522 paint.setColor(SK_ColorBLACK); 1523 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1524 1525 // NOTE: We could use the region contour path to generate a smaller mesh 1526 // Since we are using the stencil we could use the red book path 1527 // drawing technique. It might increase bandwidth usage though. 1528 1529 // The last parameter is important: we are not drawing in the color buffer 1530 // so we don't want to dirty the current layer, if any 1531 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1532 if (resetScissor) mCaches.disableScissor(); 1533 mSkipOutlineClip = storedSkipOutlineClip; 1534 1535 mCaches.stencil.enableTest(); 1536 1537 // Draw the region used to generate the stencil if the appropriate debug 1538 // mode is enabled 1539 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1540 paint.setColor(0x7f0000ff); 1541 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1542 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1543 } 1544 } else { 1545 EVENT_LOGD("setStencilFromClip - disabling"); 1546 mCaches.stencil.disable(); 1547 } 1548 } 1549} 1550 1551/** 1552 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1553 * 1554 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1555 * style, and tessellated AA ramp 1556 */ 1557bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1558 const SkPaint* paint) { 1559 bool snapOut = paint && paint->isAntiAlias(); 1560 1561 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1562 float outset = paint->getStrokeWidth() * 0.5f; 1563 left -= outset; 1564 top -= outset; 1565 right += outset; 1566 bottom += outset; 1567 } 1568 1569 bool clipRequired = false; 1570 bool roundRectClipRequired = false; 1571 if (calculateQuickRejectForScissor(left, top, right, bottom, 1572 &clipRequired, &roundRectClipRequired, snapOut)) { 1573 return true; 1574 } 1575 1576 // not quick rejected, so enable the scissor if clipRequired 1577 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1578 mSkipOutlineClip = !roundRectClipRequired; 1579 return false; 1580} 1581 1582void OpenGLRenderer::debugClip() { 1583#if DEBUG_CLIP_REGIONS 1584 if (!currentSnapshot()->clipRegion->isEmpty()) { 1585 SkPaint paint; 1586 paint.setColor(0x7f00ff00); 1587 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1588 1589 } 1590#endif 1591} 1592 1593/////////////////////////////////////////////////////////////////////////////// 1594// Drawing commands 1595/////////////////////////////////////////////////////////////////////////////// 1596 1597void OpenGLRenderer::setupDraw(bool clearLayer) { 1598 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1599 // changes the scissor test state 1600 if (clearLayer) clearLayerRegions(); 1601 // Make sure setScissor & setStencil happen at the beginning of 1602 // this method 1603 if (mDirtyClip) { 1604 if (mCaches.scissorEnabled) { 1605 setScissorFromClip(); 1606 } 1607 1608 if (clearLayer) { 1609 setStencilFromClip(); 1610 } else { 1611 // While clearing layer, force disable stencil buffer, since 1612 // it's invalid to stencil-clip *during* the layer clear 1613 mCaches.stencil.disable(); 1614 } 1615 } 1616 1617 mDescription.reset(); 1618 1619 mSetShaderColor = false; 1620 mColorSet = false; 1621 mColorA = mColorR = mColorG = mColorB = 0.0f; 1622 mTextureUnit = 0; 1623 mTrackDirtyRegions = true; 1624 1625 // Enable debug highlight when what we're about to draw is tested against 1626 // the stencil buffer and if stencil highlight debugging is on 1627 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1628 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1629 mCaches.stencil.isTestEnabled(); 1630} 1631 1632void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1633 mDescription.hasTexture = true; 1634 mDescription.hasAlpha8Texture = isAlpha8; 1635} 1636 1637void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1638 mDescription.hasTexture = true; 1639 mDescription.hasColors = true; 1640 mDescription.hasAlpha8Texture = isAlpha8; 1641} 1642 1643void OpenGLRenderer::setupDrawWithExternalTexture() { 1644 mDescription.hasExternalTexture = true; 1645} 1646 1647void OpenGLRenderer::setupDrawNoTexture() { 1648 mCaches.disableTexCoordsVertexArray(); 1649} 1650 1651void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1652 mDescription.hasVertexAlpha = true; 1653 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1654} 1655 1656void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1657 mColorA = alpha / 255.0f; 1658 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1659 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1660 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1661 mColorSet = true; 1662 mSetShaderColor = mDescription.setColorModulate(mColorA); 1663} 1664 1665void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1666 mColorA = alpha / 255.0f; 1667 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1668 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1669 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1670 mColorSet = true; 1671 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1672} 1673 1674void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1675 mCaches.fontRenderer->describe(mDescription, paint); 1676} 1677 1678void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1679 mColorA = a; 1680 mColorR = r; 1681 mColorG = g; 1682 mColorB = b; 1683 mColorSet = true; 1684 mSetShaderColor = mDescription.setColorModulate(a); 1685} 1686 1687void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1688 if (shader != NULL) { 1689 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1690 } 1691} 1692 1693void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1694 if (filter == NULL) { 1695 return; 1696 } 1697 1698 SkXfermode::Mode mode; 1699 if (filter->asColorMode(NULL, &mode)) { 1700 mDescription.colorOp = ProgramDescription::kColorBlend; 1701 mDescription.colorMode = mode; 1702 } else if (filter->asColorMatrix(NULL)) { 1703 mDescription.colorOp = ProgramDescription::kColorMatrix; 1704 } 1705} 1706 1707void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1708 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1709 mColorA = 1.0f; 1710 mColorR = mColorG = mColorB = 0.0f; 1711 mSetShaderColor = mDescription.modulate = true; 1712 } 1713} 1714 1715void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1716 SkXfermode::Mode mode = layer->getMode(); 1717 // When the blending mode is kClear_Mode, we need to use a modulate color 1718 // argb=1,0,0,0 1719 accountForClear(mode); 1720 // TODO: check shader blending, once we have shader drawing support for layers. 1721 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1722 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1723 chooseBlending(blend, mode, mDescription, swapSrcDst); 1724} 1725 1726void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1727 SkXfermode::Mode mode = getXfermodeDirect(paint); 1728 // When the blending mode is kClear_Mode, we need to use a modulate color 1729 // argb=1,0,0,0 1730 accountForClear(mode); 1731 blend |= (mColorSet && mColorA < 1.0f) || 1732 (getShader(paint) && !getShader(paint)->isOpaque()) || 1733 isBlendedColorFilter(getColorFilter(paint)); 1734 chooseBlending(blend, mode, mDescription, swapSrcDst); 1735} 1736 1737void OpenGLRenderer::setupDrawProgram() { 1738 useProgram(mCaches.programCache.get(mDescription)); 1739 if (mDescription.hasRoundRectClip) { 1740 // TODO: avoid doing this repeatedly, stashing state pointer in program 1741 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1742 const Rect& innerRect = state->innerRect; 1743 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1744 innerRect.left, innerRect.top, 1745 innerRect.right, innerRect.bottom); 1746 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1747 1, GL_FALSE, &state->matrix.data[0]); 1748 1749 // add half pixel to round out integer rect space to cover pixel centers 1750 float roundedOutRadius = state->radius + 0.5f; 1751 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1752 roundedOutRadius); 1753 } 1754} 1755 1756void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1757 mTrackDirtyRegions = false; 1758} 1759 1760void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1761 float left, float top, float right, float bottom, bool ignoreTransform) { 1762 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1763 if (mode == kModelViewMode_TranslateAndScale) { 1764 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1765 } 1766 1767 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1768 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1769 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1770 if (dirty && mTrackDirtyRegions) { 1771 if (!ignoreTransform) { 1772 dirtyLayer(left, top, right, bottom, *currentTransform()); 1773 } else { 1774 dirtyLayer(left, top, right, bottom); 1775 } 1776 } 1777} 1778 1779void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1780 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1781 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1782 } 1783} 1784 1785void OpenGLRenderer::setupDrawPureColorUniforms() { 1786 if (mSetShaderColor) { 1787 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1788 } 1789} 1790 1791void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1792 if (shader == NULL) { 1793 return; 1794 } 1795 1796 if (ignoreTransform) { 1797 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1798 // because it was built into modelView / the geometry, and the description needs to 1799 // compensate. 1800 mat4 modelViewWithoutTransform; 1801 modelViewWithoutTransform.loadInverse(*currentTransform()); 1802 modelViewWithoutTransform.multiply(mModelViewMatrix); 1803 mModelViewMatrix.load(modelViewWithoutTransform); 1804 } 1805 1806 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1807} 1808 1809void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1810 if (NULL == filter) { 1811 return; 1812 } 1813 1814 SkColor color; 1815 SkXfermode::Mode mode; 1816 if (filter->asColorMode(&color, &mode)) { 1817 const int alpha = SkColorGetA(color); 1818 const GLfloat a = alpha / 255.0f; 1819 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1820 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1821 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1822 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1823 return; 1824 } 1825 1826 SkScalar srcColorMatrix[20]; 1827 if (filter->asColorMatrix(srcColorMatrix)) { 1828 1829 float colorMatrix[16]; 1830 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1831 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1832 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1833 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1834 1835 // Skia uses the range [0..255] for the addition vector, but we need 1836 // the [0..1] range to apply the vector in GLSL 1837 float colorVector[4]; 1838 colorVector[0] = srcColorMatrix[4] / 255.0f; 1839 colorVector[1] = srcColorMatrix[9] / 255.0f; 1840 colorVector[2] = srcColorMatrix[14] / 255.0f; 1841 colorVector[3] = srcColorMatrix[19] / 255.0f; 1842 1843 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1844 GL_FALSE, colorMatrix); 1845 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1846 return; 1847 } 1848 1849 // it is an error if we ever get here 1850} 1851 1852void OpenGLRenderer::setupDrawTextGammaUniforms() { 1853 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1854} 1855 1856void OpenGLRenderer::setupDrawSimpleMesh() { 1857 bool force = mCaches.bindMeshBuffer(); 1858 mCaches.bindPositionVertexPointer(force, 0); 1859 mCaches.unbindIndicesBuffer(); 1860} 1861 1862void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1863 if (texture) bindTexture(texture); 1864 mTextureUnit++; 1865 mCaches.enableTexCoordsVertexArray(); 1866} 1867 1868void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1869 bindExternalTexture(texture); 1870 mTextureUnit++; 1871 mCaches.enableTexCoordsVertexArray(); 1872} 1873 1874void OpenGLRenderer::setupDrawTextureTransform() { 1875 mDescription.hasTextureTransform = true; 1876} 1877 1878void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1879 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1880 GL_FALSE, &transform.data[0]); 1881} 1882 1883void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1884 const GLvoid* texCoords, GLuint vbo) { 1885 bool force = false; 1886 if (!vertices || vbo) { 1887 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1888 } else { 1889 force = mCaches.unbindMeshBuffer(); 1890 } 1891 1892 mCaches.bindPositionVertexPointer(force, vertices); 1893 if (mCaches.currentProgram->texCoords >= 0) { 1894 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1895 } 1896 1897 mCaches.unbindIndicesBuffer(); 1898} 1899 1900void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1901 const GLvoid* texCoords, const GLvoid* colors) { 1902 bool force = mCaches.unbindMeshBuffer(); 1903 GLsizei stride = sizeof(ColorTextureVertex); 1904 1905 mCaches.bindPositionVertexPointer(force, vertices, stride); 1906 if (mCaches.currentProgram->texCoords >= 0) { 1907 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1908 } 1909 int slot = mCaches.currentProgram->getAttrib("colors"); 1910 if (slot >= 0) { 1911 glEnableVertexAttribArray(slot); 1912 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1913 } 1914 1915 mCaches.unbindIndicesBuffer(); 1916} 1917 1918void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1919 const GLvoid* texCoords, GLuint vbo) { 1920 bool force = false; 1921 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1922 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1923 // use the default VBO found in Caches 1924 if (!vertices || vbo) { 1925 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1926 } else { 1927 force = mCaches.unbindMeshBuffer(); 1928 } 1929 mCaches.bindQuadIndicesBuffer(); 1930 1931 mCaches.bindPositionVertexPointer(force, vertices); 1932 if (mCaches.currentProgram->texCoords >= 0) { 1933 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1934 } 1935} 1936 1937void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1938 bool force = mCaches.unbindMeshBuffer(); 1939 mCaches.bindQuadIndicesBuffer(); 1940 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1941} 1942 1943/////////////////////////////////////////////////////////////////////////////// 1944// Drawing 1945/////////////////////////////////////////////////////////////////////////////// 1946 1947status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1948 status_t status; 1949 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1950 // will be performed by the display list itself 1951 if (renderNode && renderNode->isRenderable()) { 1952 // compute 3d ordering 1953 renderNode->computeOrdering(); 1954 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1955 status = startFrame(); 1956 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1957 renderNode->replay(replayStruct, 0); 1958 return status | replayStruct.mDrawGlStatus; 1959 } 1960 1961 DeferredDisplayList deferredList(*currentClipRect()); 1962 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1963 renderNode->defer(deferStruct, 0); 1964 1965 flushLayers(); 1966 status = startFrame(); 1967 1968 return deferredList.flush(*this, dirty) | status; 1969 } 1970 1971 // Even if there is no drawing command(Ex: invisible), 1972 // it still needs startFrame to clear buffer and start tiling. 1973 return startFrame(); 1974} 1975 1976void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1977 int color = paint != NULL ? paint->getColor() : 0; 1978 1979 float x = left; 1980 float y = top; 1981 1982 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1983 1984 bool ignoreTransform = false; 1985 if (currentTransform()->isPureTranslate()) { 1986 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1987 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1988 ignoreTransform = true; 1989 1990 texture->setFilter(GL_NEAREST, true); 1991 } else { 1992 texture->setFilter(getFilter(paint), true); 1993 } 1994 1995 // No need to check for a UV mapper on the texture object, only ARGB_8888 1996 // bitmaps get packed in the atlas 1997 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1998 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1999 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2000} 2001 2002/** 2003 * Important note: this method is intended to draw batches of bitmaps and 2004 * will not set the scissor enable or dirty the current layer, if any. 2005 * The caller is responsible for properly dirtying the current layer. 2006 */ 2007status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2008 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2009 const Rect& bounds, const SkPaint* paint) { 2010 mCaches.activeTexture(0); 2011 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2012 if (!texture) return DrawGlInfo::kStatusDone; 2013 2014 const AutoTexture autoCleanup(texture); 2015 2016 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2017 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 2018 2019 const float x = (int) floorf(bounds.left + 0.5f); 2020 const float y = (int) floorf(bounds.top + 0.5f); 2021 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2022 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2023 texture->id, paint, &vertices[0].x, &vertices[0].u, 2024 GL_TRIANGLES, bitmapCount * 6, true, 2025 kModelViewMode_Translate, false); 2026 } else { 2027 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2028 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2029 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2030 kModelViewMode_Translate, false); 2031 } 2032 2033 return DrawGlInfo::kStatusDrew; 2034} 2035 2036status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2037 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2038 return DrawGlInfo::kStatusDone; 2039 } 2040 2041 mCaches.activeTexture(0); 2042 Texture* texture = getTexture(bitmap); 2043 if (!texture) return DrawGlInfo::kStatusDone; 2044 const AutoTexture autoCleanup(texture); 2045 2046 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2047 drawAlphaBitmap(texture, 0, 0, paint); 2048 } else { 2049 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2050 } 2051 2052 return DrawGlInfo::kStatusDrew; 2053} 2054 2055status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2056 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2057 return DrawGlInfo::kStatusDone; 2058 } 2059 2060 mCaches.activeTexture(0); 2061 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2062 const AutoTexture autoCleanup(texture); 2063 2064 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2065 drawAlphaBitmap(texture, 0, 0, paint); 2066 } else { 2067 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2068 } 2069 2070 return DrawGlInfo::kStatusDrew; 2071} 2072 2073status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2074 const float* vertices, const int* colors, const SkPaint* paint) { 2075 if (!vertices || currentSnapshot()->isIgnored()) { 2076 return DrawGlInfo::kStatusDone; 2077 } 2078 2079 // TODO: use quickReject on bounds from vertices 2080 mCaches.enableScissor(); 2081 2082 float left = FLT_MAX; 2083 float top = FLT_MAX; 2084 float right = FLT_MIN; 2085 float bottom = FLT_MIN; 2086 2087 const uint32_t count = meshWidth * meshHeight * 6; 2088 2089 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2090 mesh.setCapacity(count); 2091 ColorTextureVertex* vertex = mesh.editArray(); 2092 2093 bool cleanupColors = false; 2094 if (!colors) { 2095 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2096 int* newColors = new int[colorsCount]; 2097 memset(newColors, 0xff, colorsCount * sizeof(int)); 2098 colors = newColors; 2099 cleanupColors = true; 2100 } 2101 2102 mCaches.activeTexture(0); 2103 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2104 const UvMapper& mapper(getMapper(texture)); 2105 2106 for (int32_t y = 0; y < meshHeight; y++) { 2107 for (int32_t x = 0; x < meshWidth; x++) { 2108 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2109 2110 float u1 = float(x) / meshWidth; 2111 float u2 = float(x + 1) / meshWidth; 2112 float v1 = float(y) / meshHeight; 2113 float v2 = float(y + 1) / meshHeight; 2114 2115 mapper.map(u1, v1, u2, v2); 2116 2117 int ax = i + (meshWidth + 1) * 2; 2118 int ay = ax + 1; 2119 int bx = i; 2120 int by = bx + 1; 2121 int cx = i + 2; 2122 int cy = cx + 1; 2123 int dx = i + (meshWidth + 1) * 2 + 2; 2124 int dy = dx + 1; 2125 2126 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2127 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2128 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2129 2130 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2131 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2132 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2133 2134 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2135 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2136 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2137 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2138 } 2139 } 2140 2141 if (quickRejectSetupScissor(left, top, right, bottom)) { 2142 if (cleanupColors) delete[] colors; 2143 return DrawGlInfo::kStatusDone; 2144 } 2145 2146 if (!texture) { 2147 texture = mCaches.textureCache.get(bitmap); 2148 if (!texture) { 2149 if (cleanupColors) delete[] colors; 2150 return DrawGlInfo::kStatusDone; 2151 } 2152 } 2153 const AutoTexture autoCleanup(texture); 2154 2155 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2156 texture->setFilter(getFilter(paint), true); 2157 2158 int alpha; 2159 SkXfermode::Mode mode; 2160 getAlphaAndMode(paint, &alpha, &mode); 2161 2162 float a = alpha / 255.0f; 2163 2164 if (hasLayer()) { 2165 dirtyLayer(left, top, right, bottom, *currentTransform()); 2166 } 2167 2168 setupDraw(); 2169 setupDrawWithTextureAndColor(); 2170 setupDrawColor(a, a, a, a); 2171 setupDrawColorFilter(getColorFilter(paint)); 2172 setupDrawBlending(paint, true); 2173 setupDrawProgram(); 2174 setupDrawDirtyRegionsDisabled(); 2175 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2176 setupDrawTexture(texture->id); 2177 setupDrawPureColorUniforms(); 2178 setupDrawColorFilterUniforms(getColorFilter(paint)); 2179 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2180 2181 glDrawArrays(GL_TRIANGLES, 0, count); 2182 2183 int slot = mCaches.currentProgram->getAttrib("colors"); 2184 if (slot >= 0) { 2185 glDisableVertexAttribArray(slot); 2186 } 2187 2188 if (cleanupColors) delete[] colors; 2189 2190 return DrawGlInfo::kStatusDrew; 2191} 2192 2193status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2194 float srcLeft, float srcTop, float srcRight, float srcBottom, 2195 float dstLeft, float dstTop, float dstRight, float dstBottom, 2196 const SkPaint* paint) { 2197 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2198 return DrawGlInfo::kStatusDone; 2199 } 2200 2201 mCaches.activeTexture(0); 2202 Texture* texture = getTexture(bitmap); 2203 if (!texture) return DrawGlInfo::kStatusDone; 2204 const AutoTexture autoCleanup(texture); 2205 2206 const float width = texture->width; 2207 const float height = texture->height; 2208 2209 float u1 = fmax(0.0f, srcLeft / width); 2210 float v1 = fmax(0.0f, srcTop / height); 2211 float u2 = fmin(1.0f, srcRight / width); 2212 float v2 = fmin(1.0f, srcBottom / height); 2213 2214 getMapper(texture).map(u1, v1, u2, v2); 2215 2216 mCaches.unbindMeshBuffer(); 2217 resetDrawTextureTexCoords(u1, v1, u2, v2); 2218 2219 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2220 2221 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2222 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2223 2224 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2225 // Apply a scale transform on the canvas only when a shader is in use 2226 // Skia handles the ratio between the dst and src rects as a scale factor 2227 // when a shader is set 2228 bool useScaleTransform = getShader(paint) && scaled; 2229 bool ignoreTransform = false; 2230 2231 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2232 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2233 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2234 2235 dstRight = x + (dstRight - dstLeft); 2236 dstBottom = y + (dstBottom - dstTop); 2237 2238 dstLeft = x; 2239 dstTop = y; 2240 2241 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2242 ignoreTransform = true; 2243 } else { 2244 texture->setFilter(getFilter(paint), true); 2245 } 2246 2247 if (CC_UNLIKELY(useScaleTransform)) { 2248 save(SkCanvas::kMatrix_SaveFlag); 2249 translate(dstLeft, dstTop); 2250 scale(scaleX, scaleY); 2251 2252 dstLeft = 0.0f; 2253 dstTop = 0.0f; 2254 2255 dstRight = srcRight - srcLeft; 2256 dstBottom = srcBottom - srcTop; 2257 } 2258 2259 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2260 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2261 texture->id, paint, 2262 &mMeshVertices[0].x, &mMeshVertices[0].u, 2263 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2264 } else { 2265 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2266 texture->id, paint, texture->blend, 2267 &mMeshVertices[0].x, &mMeshVertices[0].u, 2268 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2269 } 2270 2271 if (CC_UNLIKELY(useScaleTransform)) { 2272 restore(); 2273 } 2274 2275 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2276 2277 return DrawGlInfo::kStatusDrew; 2278} 2279 2280status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2281 float left, float top, float right, float bottom, const SkPaint* paint) { 2282 if (quickRejectSetupScissor(left, top, right, bottom)) { 2283 return DrawGlInfo::kStatusDone; 2284 } 2285 2286 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2287 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2288 right - left, bottom - top, patch); 2289 2290 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2291} 2292 2293status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2294 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2295 const SkPaint* paint) { 2296 if (quickRejectSetupScissor(left, top, right, bottom)) { 2297 return DrawGlInfo::kStatusDone; 2298 } 2299 2300 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2301 mCaches.activeTexture(0); 2302 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2303 if (!texture) return DrawGlInfo::kStatusDone; 2304 const AutoTexture autoCleanup(texture); 2305 2306 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2307 texture->setFilter(GL_LINEAR, true); 2308 2309 const bool pureTranslate = currentTransform()->isPureTranslate(); 2310 // Mark the current layer dirty where we are going to draw the patch 2311 if (hasLayer() && mesh->hasEmptyQuads) { 2312 const float offsetX = left + currentTransform()->getTranslateX(); 2313 const float offsetY = top + currentTransform()->getTranslateY(); 2314 const size_t count = mesh->quads.size(); 2315 for (size_t i = 0; i < count; i++) { 2316 const Rect& bounds = mesh->quads.itemAt(i); 2317 if (CC_LIKELY(pureTranslate)) { 2318 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2319 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2320 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2321 } else { 2322 dirtyLayer(left + bounds.left, top + bounds.top, 2323 left + bounds.right, top + bounds.bottom, *currentTransform()); 2324 } 2325 } 2326 } 2327 2328 bool ignoreTransform = false; 2329 if (CC_LIKELY(pureTranslate)) { 2330 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2331 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2332 2333 right = x + right - left; 2334 bottom = y + bottom - top; 2335 left = x; 2336 top = y; 2337 ignoreTransform = true; 2338 } 2339 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2340 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2341 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2342 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2343 } 2344 2345 return DrawGlInfo::kStatusDrew; 2346} 2347 2348/** 2349 * Important note: this method is intended to draw batches of 9-patch objects and 2350 * will not set the scissor enable or dirty the current layer, if any. 2351 * The caller is responsible for properly dirtying the current layer. 2352 */ 2353status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2354 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2355 mCaches.activeTexture(0); 2356 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2357 if (!texture) return DrawGlInfo::kStatusDone; 2358 const AutoTexture autoCleanup(texture); 2359 2360 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2361 texture->setFilter(GL_LINEAR, true); 2362 2363 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2364 texture->blend, &vertices[0].x, &vertices[0].u, 2365 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2366 2367 return DrawGlInfo::kStatusDrew; 2368} 2369 2370status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2371 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2372 // not missing call to quickReject/dirtyLayer, always done at a higher level 2373 if (!vertexBuffer.getVertexCount()) { 2374 // no vertices to draw 2375 return DrawGlInfo::kStatusDone; 2376 } 2377 2378 Rect bounds(vertexBuffer.getBounds()); 2379 bounds.translate(translateX, translateY); 2380 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2381 2382 int color = paint->getColor(); 2383 bool isAA = paint->isAntiAlias(); 2384 2385 setupDraw(); 2386 setupDrawNoTexture(); 2387 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2388 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2389 setupDrawColorFilter(getColorFilter(paint)); 2390 setupDrawShader(getShader(paint)); 2391 setupDrawBlending(paint, isAA); 2392 setupDrawProgram(); 2393 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2394 translateX, translateY, 0, 0); 2395 setupDrawColorUniforms(getShader(paint)); 2396 setupDrawColorFilterUniforms(getColorFilter(paint)); 2397 setupDrawShaderUniforms(getShader(paint)); 2398 2399 const void* vertices = vertexBuffer.getBuffer(); 2400 bool force = mCaches.unbindMeshBuffer(); 2401 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2402 mCaches.resetTexCoordsVertexPointer(); 2403 2404 int alphaSlot = -1; 2405 if (isAA) { 2406 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2407 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2408 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2409 glEnableVertexAttribArray(alphaSlot); 2410 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2411 } 2412 2413 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2414 if (mode == VertexBuffer::kStandard) { 2415 mCaches.unbindIndicesBuffer(); 2416 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2417 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2418 mCaches.bindShadowIndicesBuffer(); 2419 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2420 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2421 mCaches.bindShadowIndicesBuffer(); 2422 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2423 } else if (mode == VertexBuffer::kIndices) { 2424 mCaches.unbindIndicesBuffer(); 2425 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT, 2426 vertexBuffer.getIndices()); 2427 } 2428 2429 if (isAA) { 2430 glDisableVertexAttribArray(alphaSlot); 2431 } 2432 2433 return DrawGlInfo::kStatusDrew; 2434} 2435 2436/** 2437 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2438 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2439 * screen space in all directions. However, instead of using a fragment shader to compute the 2440 * translucency of the color from its position, we simply use a varying parameter to define how far 2441 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2442 * 2443 * Doesn't yet support joins, caps, or path effects. 2444 */ 2445status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2446 VertexBuffer vertexBuffer; 2447 // TODO: try clipping large paths to viewport 2448 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2449 return drawVertexBuffer(vertexBuffer, paint); 2450} 2451 2452/** 2453 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2454 * and additional geometry for defining an alpha slope perimeter. 2455 * 2456 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2457 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2458 * in-shader alpha region, but found it to be taxing on some GPUs. 2459 * 2460 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2461 * memory transfer by removing need for degenerate vertices. 2462 */ 2463status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2464 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2465 2466 count &= ~0x3; // round down to nearest four 2467 2468 VertexBuffer buffer; 2469 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2470 const Rect& bounds = buffer.getBounds(); 2471 2472 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2473 return DrawGlInfo::kStatusDone; 2474 } 2475 2476 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2477 return drawVertexBuffer(buffer, paint, displayFlags); 2478} 2479 2480status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2481 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2482 2483 count &= ~0x1; // round down to nearest two 2484 2485 VertexBuffer buffer; 2486 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2487 2488 const Rect& bounds = buffer.getBounds(); 2489 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2490 return DrawGlInfo::kStatusDone; 2491 } 2492 2493 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2494 return drawVertexBuffer(buffer, paint, displayFlags); 2495} 2496 2497status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2498 // No need to check against the clip, we fill the clip region 2499 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2500 2501 Rect clip(*currentClipRect()); 2502 clip.snapToPixelBoundaries(); 2503 2504 SkPaint paint; 2505 paint.setColor(color); 2506 paint.setXfermodeMode(mode); 2507 2508 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2509 2510 return DrawGlInfo::kStatusDrew; 2511} 2512 2513status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2514 const SkPaint* paint) { 2515 if (!texture) return DrawGlInfo::kStatusDone; 2516 const AutoTexture autoCleanup(texture); 2517 2518 const float x = left + texture->left - texture->offset; 2519 const float y = top + texture->top - texture->offset; 2520 2521 drawPathTexture(texture, x, y, paint); 2522 2523 return DrawGlInfo::kStatusDrew; 2524} 2525 2526status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2527 float rx, float ry, const SkPaint* p) { 2528 if (currentSnapshot()->isIgnored() 2529 || quickRejectSetupScissor(left, top, right, bottom, p) 2530 || paintWillNotDraw(*p)) { 2531 return DrawGlInfo::kStatusDone; 2532 } 2533 2534 if (p->getPathEffect() != 0) { 2535 mCaches.activeTexture(0); 2536 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2537 right - left, bottom - top, rx, ry, p); 2538 return drawShape(left, top, texture, p); 2539 } 2540 2541 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2542 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2543 return drawVertexBuffer(left, top, *vertexBuffer, p); 2544} 2545 2546status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2547 if (currentSnapshot()->isIgnored() 2548 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2549 || paintWillNotDraw(*p)) { 2550 return DrawGlInfo::kStatusDone; 2551 } 2552 if (p->getPathEffect() != 0) { 2553 mCaches.activeTexture(0); 2554 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2555 return drawShape(x - radius, y - radius, texture, p); 2556 } 2557 2558 SkPath path; 2559 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2560 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2561 } else { 2562 path.addCircle(x, y, radius); 2563 } 2564 return drawConvexPath(path, p); 2565} 2566 2567status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2568 const SkPaint* p) { 2569 if (currentSnapshot()->isIgnored() 2570 || quickRejectSetupScissor(left, top, right, bottom, p) 2571 || paintWillNotDraw(*p)) { 2572 return DrawGlInfo::kStatusDone; 2573 } 2574 2575 if (p->getPathEffect() != 0) { 2576 mCaches.activeTexture(0); 2577 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2578 return drawShape(left, top, texture, p); 2579 } 2580 2581 SkPath path; 2582 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2583 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2584 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2585 } 2586 path.addOval(rect); 2587 return drawConvexPath(path, p); 2588} 2589 2590status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2591 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2592 if (currentSnapshot()->isIgnored() 2593 || quickRejectSetupScissor(left, top, right, bottom, p) 2594 || paintWillNotDraw(*p)) { 2595 return DrawGlInfo::kStatusDone; 2596 } 2597 2598 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2599 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2600 mCaches.activeTexture(0); 2601 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2602 startAngle, sweepAngle, useCenter, p); 2603 return drawShape(left, top, texture, p); 2604 } 2605 2606 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2607 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2608 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2609 } 2610 2611 SkPath path; 2612 if (useCenter) { 2613 path.moveTo(rect.centerX(), rect.centerY()); 2614 } 2615 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2616 if (useCenter) { 2617 path.close(); 2618 } 2619 return drawConvexPath(path, p); 2620} 2621 2622// See SkPaintDefaults.h 2623#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2624 2625status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2626 const SkPaint* p) { 2627 if (currentSnapshot()->isIgnored() 2628 || quickRejectSetupScissor(left, top, right, bottom, p) 2629 || paintWillNotDraw(*p)) { 2630 return DrawGlInfo::kStatusDone; 2631 } 2632 2633 if (p->getStyle() != SkPaint::kFill_Style) { 2634 // only fill style is supported by drawConvexPath, since others have to handle joins 2635 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2636 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2637 mCaches.activeTexture(0); 2638 const PathTexture* texture = 2639 mCaches.pathCache.getRect(right - left, bottom - top, p); 2640 return drawShape(left, top, texture, p); 2641 } 2642 2643 SkPath path; 2644 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2645 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2646 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2647 } 2648 path.addRect(rect); 2649 return drawConvexPath(path, p); 2650 } 2651 2652 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2653 SkPath path; 2654 path.addRect(left, top, right, bottom); 2655 return drawConvexPath(path, p); 2656 } else { 2657 drawColorRect(left, top, right, bottom, p); 2658 return DrawGlInfo::kStatusDrew; 2659 } 2660} 2661 2662void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2663 int bytesCount, int count, const float* positions, 2664 FontRenderer& fontRenderer, int alpha, float x, float y) { 2665 mCaches.activeTexture(0); 2666 2667 TextShadow textShadow; 2668 if (!getTextShadow(paint, &textShadow)) { 2669 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2670 } 2671 2672 // NOTE: The drop shadow will not perform gamma correction 2673 // if shader-based correction is enabled 2674 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2675 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2676 paint, text, bytesCount, count, textShadow.radius, positions); 2677 // If the drop shadow exceeds the max texture size or couldn't be 2678 // allocated, skip drawing 2679 if (!shadow) return; 2680 const AutoTexture autoCleanup(shadow); 2681 2682 const float sx = x - shadow->left + textShadow.dx; 2683 const float sy = y - shadow->top + textShadow.dy; 2684 2685 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2686 if (getShader(paint)) { 2687 textShadow.color = SK_ColorWHITE; 2688 } 2689 2690 setupDraw(); 2691 setupDrawWithTexture(true); 2692 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2693 setupDrawColorFilter(getColorFilter(paint)); 2694 setupDrawShader(getShader(paint)); 2695 setupDrawBlending(paint, true); 2696 setupDrawProgram(); 2697 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2698 sx, sy, sx + shadow->width, sy + shadow->height); 2699 setupDrawTexture(shadow->id); 2700 setupDrawPureColorUniforms(); 2701 setupDrawColorFilterUniforms(getColorFilter(paint)); 2702 setupDrawShaderUniforms(getShader(paint)); 2703 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2704 2705 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2706} 2707 2708bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2709 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2710 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2711} 2712 2713status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2714 const float* positions, const SkPaint* paint) { 2715 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2716 return DrawGlInfo::kStatusDone; 2717 } 2718 2719 // NOTE: Skia does not support perspective transform on drawPosText yet 2720 if (!currentTransform()->isSimple()) { 2721 return DrawGlInfo::kStatusDone; 2722 } 2723 2724 mCaches.enableScissor(); 2725 2726 float x = 0.0f; 2727 float y = 0.0f; 2728 const bool pureTranslate = currentTransform()->isPureTranslate(); 2729 if (pureTranslate) { 2730 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2731 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2732 } 2733 2734 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2735 fontRenderer.setFont(paint, SkMatrix::I()); 2736 2737 int alpha; 2738 SkXfermode::Mode mode; 2739 getAlphaAndMode(paint, &alpha, &mode); 2740 2741 if (CC_UNLIKELY(hasTextShadow(paint))) { 2742 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2743 alpha, 0.0f, 0.0f); 2744 } 2745 2746 // Pick the appropriate texture filtering 2747 bool linearFilter = currentTransform()->changesBounds(); 2748 if (pureTranslate && !linearFilter) { 2749 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2750 } 2751 fontRenderer.setTextureFiltering(linearFilter); 2752 2753 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2754 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2755 2756 const bool hasActiveLayer = hasLayer(); 2757 2758 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2759 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2760 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2761 if (hasActiveLayer) { 2762 if (!pureTranslate) { 2763 currentTransform()->mapRect(bounds); 2764 } 2765 dirtyLayerUnchecked(bounds, getRegion()); 2766 } 2767 } 2768 2769 return DrawGlInfo::kStatusDrew; 2770} 2771 2772bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2773 if (CC_LIKELY(transform.isPureTranslate())) { 2774 outMatrix->setIdentity(); 2775 return false; 2776 } else if (CC_UNLIKELY(transform.isPerspective())) { 2777 outMatrix->setIdentity(); 2778 return true; 2779 } 2780 2781 /** 2782 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2783 * with values rounded to the nearest int. 2784 */ 2785 float sx, sy; 2786 transform.decomposeScale(sx, sy); 2787 outMatrix->setScale( 2788 roundf(fmaxf(1.0f, sx)), 2789 roundf(fmaxf(1.0f, sy))); 2790 return true; 2791} 2792 2793status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2794 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2795 DrawOpMode drawOpMode) { 2796 2797 if (drawOpMode == kDrawOpMode_Immediate) { 2798 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2799 // drawing as ops from DeferredDisplayList are already filtered for these 2800 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2801 quickRejectSetupScissor(bounds)) { 2802 return DrawGlInfo::kStatusDone; 2803 } 2804 } 2805 2806 const float oldX = x; 2807 const float oldY = y; 2808 2809 const mat4& transform = *currentTransform(); 2810 const bool pureTranslate = transform.isPureTranslate(); 2811 2812 if (CC_LIKELY(pureTranslate)) { 2813 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2814 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2815 } 2816 2817 int alpha; 2818 SkXfermode::Mode mode; 2819 getAlphaAndMode(paint, &alpha, &mode); 2820 2821 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2822 2823 if (CC_UNLIKELY(hasTextShadow(paint))) { 2824 fontRenderer.setFont(paint, SkMatrix::I()); 2825 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2826 alpha, oldX, oldY); 2827 } 2828 2829 const bool hasActiveLayer = hasLayer(); 2830 2831 // We only pass a partial transform to the font renderer. That partial 2832 // matrix defines how glyphs are rasterized. Typically we want glyphs 2833 // to be rasterized at their final size on screen, which means the partial 2834 // matrix needs to take the scale factor into account. 2835 // When a partial matrix is used to transform glyphs during rasterization, 2836 // the mesh is generated with the inverse transform (in the case of scale, 2837 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2838 // apply the full transform matrix at draw time in the vertex shader. 2839 // Applying the full matrix in the shader is the easiest way to handle 2840 // rotation and perspective and allows us to always generated quads in the 2841 // font renderer which greatly simplifies the code, clipping in particular. 2842 SkMatrix fontTransform; 2843 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2844 || fabs(y - (int) y) > 0.0f 2845 || fabs(x - (int) x) > 0.0f; 2846 fontRenderer.setFont(paint, fontTransform); 2847 fontRenderer.setTextureFiltering(linearFilter); 2848 2849 // TODO: Implement better clipping for scaled/rotated text 2850 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2851 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2852 2853 bool status; 2854 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2855 2856 // don't call issuedrawcommand, do it at end of batch 2857 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2858 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2859 SkPaint paintCopy(*paint); 2860 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2861 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2862 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2863 } else { 2864 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2865 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2866 } 2867 2868 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2869 if (!pureTranslate) { 2870 transform.mapRect(layerBounds); 2871 } 2872 dirtyLayerUnchecked(layerBounds, getRegion()); 2873 } 2874 2875 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2876 2877 return DrawGlInfo::kStatusDrew; 2878} 2879 2880status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2881 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2882 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2883 return DrawGlInfo::kStatusDone; 2884 } 2885 2886 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2887 mCaches.enableScissor(); 2888 2889 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2890 fontRenderer.setFont(paint, SkMatrix::I()); 2891 fontRenderer.setTextureFiltering(true); 2892 2893 int alpha; 2894 SkXfermode::Mode mode; 2895 getAlphaAndMode(paint, &alpha, &mode); 2896 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2897 2898 const Rect* clip = &mSnapshot->getLocalClip(); 2899 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2900 2901 const bool hasActiveLayer = hasLayer(); 2902 2903 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2904 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2905 if (hasActiveLayer) { 2906 currentTransform()->mapRect(bounds); 2907 dirtyLayerUnchecked(bounds, getRegion()); 2908 } 2909 } 2910 2911 return DrawGlInfo::kStatusDrew; 2912} 2913 2914status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2915 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2916 2917 mCaches.activeTexture(0); 2918 2919 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2920 if (!texture) return DrawGlInfo::kStatusDone; 2921 const AutoTexture autoCleanup(texture); 2922 2923 const float x = texture->left - texture->offset; 2924 const float y = texture->top - texture->offset; 2925 2926 drawPathTexture(texture, x, y, paint); 2927 2928 return DrawGlInfo::kStatusDrew; 2929} 2930 2931status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2932 if (!layer) { 2933 return DrawGlInfo::kStatusDone; 2934 } 2935 2936 mat4* transform = NULL; 2937 if (layer->isTextureLayer()) { 2938 transform = &layer->getTransform(); 2939 if (!transform->isIdentity()) { 2940 save(SkCanvas::kMatrix_SaveFlag); 2941 concatMatrix(*transform); 2942 } 2943 } 2944 2945 bool clipRequired = false; 2946 const bool rejected = calculateQuickRejectForScissor(x, y, 2947 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2948 2949 if (rejected) { 2950 if (transform && !transform->isIdentity()) { 2951 restore(); 2952 } 2953 return DrawGlInfo::kStatusDone; 2954 } 2955 2956 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2957 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2958 2959 updateLayer(layer, true); 2960 2961 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2962 mCaches.activeTexture(0); 2963 2964 if (CC_LIKELY(!layer->region.isEmpty())) { 2965 if (layer->region.isRect()) { 2966 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2967 composeLayerRect(layer, layer->regionRect)); 2968 } else if (layer->mesh) { 2969 2970 const float a = getLayerAlpha(layer); 2971 setupDraw(); 2972 setupDrawWithTexture(); 2973 setupDrawColor(a, a, a, a); 2974 setupDrawColorFilter(layer->getColorFilter()); 2975 setupDrawBlending(layer); 2976 setupDrawProgram(); 2977 setupDrawPureColorUniforms(); 2978 setupDrawColorFilterUniforms(layer->getColorFilter()); 2979 setupDrawTexture(layer->getTexture()); 2980 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2981 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2982 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2983 2984 layer->setFilter(GL_NEAREST); 2985 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2986 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2987 } else { 2988 layer->setFilter(GL_LINEAR); 2989 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2990 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2991 } 2992 2993 TextureVertex* mesh = &layer->mesh[0]; 2994 GLsizei elementsCount = layer->meshElementCount; 2995 2996 while (elementsCount > 0) { 2997 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2998 2999 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3000 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3001 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3002 3003 elementsCount -= drawCount; 3004 // Though there are 4 vertices in a quad, we use 6 indices per 3005 // quad to draw with GL_TRIANGLES 3006 mesh += (drawCount / 6) * 4; 3007 } 3008 3009#if DEBUG_LAYERS_AS_REGIONS 3010 drawRegionRectsDebug(layer->region); 3011#endif 3012 } 3013 3014 if (layer->debugDrawUpdate) { 3015 layer->debugDrawUpdate = false; 3016 3017 SkPaint paint; 3018 paint.setColor(0x7f00ff00); 3019 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3020 } 3021 } 3022 layer->hasDrawnSinceUpdate = true; 3023 3024 if (transform && !transform->isIdentity()) { 3025 restore(); 3026 } 3027 3028 return DrawGlInfo::kStatusDrew; 3029} 3030 3031/////////////////////////////////////////////////////////////////////////////// 3032// Draw filters 3033/////////////////////////////////////////////////////////////////////////////// 3034 3035void OpenGLRenderer::resetPaintFilter() { 3036 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3037 // comparison, see MergingDrawBatch::canMergeWith 3038 mDrawModifiers.mHasDrawFilter = false; 3039 mDrawModifiers.mPaintFilterClearBits = 0; 3040 mDrawModifiers.mPaintFilterSetBits = 0; 3041} 3042 3043void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3044 // TODO: don't bother with boolean, it's redundant with clear/set bits 3045 mDrawModifiers.mHasDrawFilter = true; 3046 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3047 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3048} 3049 3050const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3051 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp 3052 // to avoid clobbering 0x02 paint flag 3053 3054 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG. 3055 static const uint32_t sFilterBitmapFlag = 0x02; 3056 3057 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3058 return paint; 3059 } 3060 3061 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits; 3062 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits; 3063 3064 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits; 3065 mFilteredPaint = *paint; 3066 mFilteredPaint.setFlags(flags); 3067 3068 // check if paint filter trying to override bitmap filter 3069 if ((clearBits | setBits) & sFilterBitmapFlag) { 3070 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag 3071 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel); 3072 } 3073 3074 return &mFilteredPaint; 3075} 3076 3077/////////////////////////////////////////////////////////////////////////////// 3078// Drawing implementation 3079/////////////////////////////////////////////////////////////////////////////// 3080 3081Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3082 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3083 if (!texture) { 3084 return mCaches.textureCache.get(bitmap); 3085 } 3086 return texture; 3087} 3088 3089void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3090 float x, float y, const SkPaint* paint) { 3091 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3092 return; 3093 } 3094 3095 int alpha; 3096 SkXfermode::Mode mode; 3097 getAlphaAndMode(paint, &alpha, &mode); 3098 3099 setupDraw(); 3100 setupDrawWithTexture(true); 3101 setupDrawAlpha8Color(paint->getColor(), alpha); 3102 setupDrawColorFilter(getColorFilter(paint)); 3103 setupDrawShader(getShader(paint)); 3104 setupDrawBlending(paint, true); 3105 setupDrawProgram(); 3106 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3107 x, y, x + texture->width, y + texture->height); 3108 setupDrawTexture(texture->id); 3109 setupDrawPureColorUniforms(); 3110 setupDrawColorFilterUniforms(getColorFilter(paint)); 3111 setupDrawShaderUniforms(getShader(paint)); 3112 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3113 3114 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3115} 3116 3117// Same values used by Skia 3118#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3119#define kStdUnderline_Offset (1.0f / 9.0f) 3120#define kStdUnderline_Thickness (1.0f / 18.0f) 3121 3122void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3123 const SkPaint* paint) { 3124 // Handle underline and strike-through 3125 uint32_t flags = paint->getFlags(); 3126 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3127 SkPaint paintCopy(*paint); 3128 3129 if (CC_LIKELY(underlineWidth > 0.0f)) { 3130 const float textSize = paintCopy.getTextSize(); 3131 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3132 3133 const float left = x; 3134 float top = 0.0f; 3135 3136 int linesCount = 0; 3137 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3138 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3139 3140 const int pointsCount = 4 * linesCount; 3141 float points[pointsCount]; 3142 int currentPoint = 0; 3143 3144 if (flags & SkPaint::kUnderlineText_Flag) { 3145 top = y + textSize * kStdUnderline_Offset; 3146 points[currentPoint++] = left; 3147 points[currentPoint++] = top; 3148 points[currentPoint++] = left + underlineWidth; 3149 points[currentPoint++] = top; 3150 } 3151 3152 if (flags & SkPaint::kStrikeThruText_Flag) { 3153 top = y + textSize * kStdStrikeThru_Offset; 3154 points[currentPoint++] = left; 3155 points[currentPoint++] = top; 3156 points[currentPoint++] = left + underlineWidth; 3157 points[currentPoint++] = top; 3158 } 3159 3160 paintCopy.setStrokeWidth(strokeWidth); 3161 3162 drawLines(&points[0], pointsCount, &paintCopy); 3163 } 3164 } 3165} 3166 3167status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3168 if (currentSnapshot()->isIgnored()) { 3169 return DrawGlInfo::kStatusDone; 3170 } 3171 3172 return drawColorRects(rects, count, paint, false, true, true); 3173} 3174 3175static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3176 // map z coordinate with true 3d matrix 3177 point.z = transformZ.mapZ(point); 3178 3179 // map x,y coordinates with draw/Skia matrix 3180 transformXY.mapPoint(point.x, point.y); 3181} 3182 3183status_t OpenGLRenderer::drawShadow(float casterAlpha, 3184 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3185 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3186 3187 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3188 mCaches.enableScissor(); 3189 3190 SkPaint paint; 3191 paint.setAntiAlias(true); // want to use AlphaVertex 3192 3193 // The caller has made sure casterAlpha > 0. 3194 float ambientShadowAlpha = mAmbientShadowAlpha; 3195 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3196 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3197 } 3198 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3199 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3200 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3201 } 3202 3203 float spotShadowAlpha = mSpotShadowAlpha; 3204 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3205 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3206 } 3207 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3208 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3209 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3210 } 3211 3212 return DrawGlInfo::kStatusDrew; 3213} 3214 3215status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3216 bool ignoreTransform, bool dirty, bool clip) { 3217 if (count == 0) { 3218 return DrawGlInfo::kStatusDone; 3219 } 3220 3221 int color = paint->getColor(); 3222 // If a shader is set, preserve only the alpha 3223 if (getShader(paint)) { 3224 color |= 0x00ffffff; 3225 } 3226 3227 float left = FLT_MAX; 3228 float top = FLT_MAX; 3229 float right = FLT_MIN; 3230 float bottom = FLT_MIN; 3231 3232 Vertex mesh[count]; 3233 Vertex* vertex = mesh; 3234 3235 for (int index = 0; index < count; index += 4) { 3236 float l = rects[index + 0]; 3237 float t = rects[index + 1]; 3238 float r = rects[index + 2]; 3239 float b = rects[index + 3]; 3240 3241 Vertex::set(vertex++, l, t); 3242 Vertex::set(vertex++, r, t); 3243 Vertex::set(vertex++, l, b); 3244 Vertex::set(vertex++, r, b); 3245 3246 left = fminf(left, l); 3247 top = fminf(top, t); 3248 right = fmaxf(right, r); 3249 bottom = fmaxf(bottom, b); 3250 } 3251 3252 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3253 return DrawGlInfo::kStatusDone; 3254 } 3255 3256 setupDraw(); 3257 setupDrawNoTexture(); 3258 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3259 setupDrawShader(getShader(paint)); 3260 setupDrawColorFilter(getColorFilter(paint)); 3261 setupDrawBlending(paint); 3262 setupDrawProgram(); 3263 setupDrawDirtyRegionsDisabled(); 3264 setupDrawModelView(kModelViewMode_Translate, false, 3265 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3266 setupDrawColorUniforms(getShader(paint)); 3267 setupDrawShaderUniforms(getShader(paint)); 3268 setupDrawColorFilterUniforms(getColorFilter(paint)); 3269 3270 if (dirty && hasLayer()) { 3271 dirtyLayer(left, top, right, bottom, *currentTransform()); 3272 } 3273 3274 issueIndexedQuadDraw(&mesh[0], count / 4); 3275 3276 return DrawGlInfo::kStatusDrew; 3277} 3278 3279void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3280 const SkPaint* paint, bool ignoreTransform) { 3281 int color = paint->getColor(); 3282 // If a shader is set, preserve only the alpha 3283 if (getShader(paint)) { 3284 color |= 0x00ffffff; 3285 } 3286 3287 setupDraw(); 3288 setupDrawNoTexture(); 3289 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3290 setupDrawShader(getShader(paint)); 3291 setupDrawColorFilter(getColorFilter(paint)); 3292 setupDrawBlending(paint); 3293 setupDrawProgram(); 3294 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3295 left, top, right, bottom, ignoreTransform); 3296 setupDrawColorUniforms(getShader(paint)); 3297 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3298 setupDrawColorFilterUniforms(getColorFilter(paint)); 3299 setupDrawSimpleMesh(); 3300 3301 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3302} 3303 3304void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3305 Texture* texture, const SkPaint* paint) { 3306 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3307 3308 GLvoid* vertices = (GLvoid*) NULL; 3309 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3310 3311 if (texture->uvMapper) { 3312 vertices = &mMeshVertices[0].x; 3313 texCoords = &mMeshVertices[0].u; 3314 3315 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3316 texture->uvMapper->map(uvs); 3317 3318 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3319 } 3320 3321 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3322 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3323 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3324 3325 texture->setFilter(GL_NEAREST, true); 3326 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3327 paint, texture->blend, vertices, texCoords, 3328 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3329 } else { 3330 texture->setFilter(getFilter(paint), true); 3331 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3332 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3333 } 3334 3335 if (texture->uvMapper) { 3336 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3337 } 3338} 3339 3340void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3341 GLuint texture, const SkPaint* paint, bool blend, 3342 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3343 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3344 ModelViewMode modelViewMode, bool dirty) { 3345 3346 int a; 3347 SkXfermode::Mode mode; 3348 getAlphaAndMode(paint, &a, &mode); 3349 const float alpha = a / 255.0f; 3350 3351 setupDraw(); 3352 setupDrawWithTexture(); 3353 setupDrawColor(alpha, alpha, alpha, alpha); 3354 setupDrawColorFilter(getColorFilter(paint)); 3355 setupDrawBlending(paint, blend, swapSrcDst); 3356 setupDrawProgram(); 3357 if (!dirty) setupDrawDirtyRegionsDisabled(); 3358 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3359 setupDrawTexture(texture); 3360 setupDrawPureColorUniforms(); 3361 setupDrawColorFilterUniforms(getColorFilter(paint)); 3362 setupDrawMesh(vertices, texCoords, vbo); 3363 3364 glDrawArrays(drawMode, 0, elementsCount); 3365} 3366 3367void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3368 GLuint texture, const SkPaint* paint, bool blend, 3369 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3370 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3371 ModelViewMode modelViewMode, bool dirty) { 3372 3373 int a; 3374 SkXfermode::Mode mode; 3375 getAlphaAndMode(paint, &a, &mode); 3376 const float alpha = a / 255.0f; 3377 3378 setupDraw(); 3379 setupDrawWithTexture(); 3380 setupDrawColor(alpha, alpha, alpha, alpha); 3381 setupDrawColorFilter(getColorFilter(paint)); 3382 setupDrawBlending(paint, blend, swapSrcDst); 3383 setupDrawProgram(); 3384 if (!dirty) setupDrawDirtyRegionsDisabled(); 3385 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3386 setupDrawTexture(texture); 3387 setupDrawPureColorUniforms(); 3388 setupDrawColorFilterUniforms(getColorFilter(paint)); 3389 setupDrawMeshIndices(vertices, texCoords, vbo); 3390 3391 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3392} 3393 3394void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3395 GLuint texture, const SkPaint* paint, 3396 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3397 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3398 3399 int color = paint != NULL ? paint->getColor() : 0; 3400 int alpha; 3401 SkXfermode::Mode mode; 3402 getAlphaAndMode(paint, &alpha, &mode); 3403 3404 setupDraw(); 3405 setupDrawWithTexture(true); 3406 if (paint != NULL) { 3407 setupDrawAlpha8Color(color, alpha); 3408 } 3409 setupDrawColorFilter(getColorFilter(paint)); 3410 setupDrawShader(getShader(paint)); 3411 setupDrawBlending(paint, true); 3412 setupDrawProgram(); 3413 if (!dirty) setupDrawDirtyRegionsDisabled(); 3414 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3415 setupDrawTexture(texture); 3416 setupDrawPureColorUniforms(); 3417 setupDrawColorFilterUniforms(getColorFilter(paint)); 3418 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3419 setupDrawMesh(vertices, texCoords); 3420 3421 glDrawArrays(drawMode, 0, elementsCount); 3422} 3423 3424void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3425 ProgramDescription& description, bool swapSrcDst) { 3426 3427 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3428 blend = true; 3429 mDescription.hasRoundRectClip = true; 3430 } 3431 mSkipOutlineClip = true; 3432 3433 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3434 3435 if (blend) { 3436 // These blend modes are not supported by OpenGL directly and have 3437 // to be implemented using shaders. Since the shader will perform 3438 // the blending, turn blending off here 3439 // If the blend mode cannot be implemented using shaders, fall 3440 // back to the default SrcOver blend mode instead 3441 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3442 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3443 description.framebufferMode = mode; 3444 description.swapSrcDst = swapSrcDst; 3445 3446 if (mCaches.blend) { 3447 glDisable(GL_BLEND); 3448 mCaches.blend = false; 3449 } 3450 3451 return; 3452 } else { 3453 mode = SkXfermode::kSrcOver_Mode; 3454 } 3455 } 3456 3457 if (!mCaches.blend) { 3458 glEnable(GL_BLEND); 3459 } 3460 3461 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3462 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3463 3464 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3465 glBlendFunc(sourceMode, destMode); 3466 mCaches.lastSrcMode = sourceMode; 3467 mCaches.lastDstMode = destMode; 3468 } 3469 } else if (mCaches.blend) { 3470 glDisable(GL_BLEND); 3471 } 3472 mCaches.blend = blend; 3473} 3474 3475bool OpenGLRenderer::useProgram(Program* program) { 3476 if (!program->isInUse()) { 3477 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3478 program->use(); 3479 mCaches.currentProgram = program; 3480 return false; 3481 } 3482 return true; 3483} 3484 3485void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3486 TextureVertex* v = &mMeshVertices[0]; 3487 TextureVertex::setUV(v++, u1, v1); 3488 TextureVertex::setUV(v++, u2, v1); 3489 TextureVertex::setUV(v++, u1, v2); 3490 TextureVertex::setUV(v++, u2, v2); 3491} 3492 3493void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3494 getAlphaAndModeDirect(paint, alpha, mode); 3495 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3496 // if drawing a layer, ignore the paint's alpha 3497 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3498 } 3499 *alpha *= currentSnapshot()->alpha; 3500} 3501 3502float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3503 float alpha; 3504 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3505 alpha = mDrawModifiers.mOverrideLayerAlpha; 3506 } else { 3507 alpha = layer->getAlpha() / 255.0f; 3508 } 3509 return alpha * currentSnapshot()->alpha; 3510} 3511 3512}; // namespace uirenderer 3513}; // namespace android 3514