OpenGLRenderer.cpp revision 26bf34200e40a0fa8c66366559aa016380cd8c6f
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#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "DisplayListRenderer.h" 21#include "GammaFontRenderer.h" 22#include "Glop.h" 23#include "GlopBuilder.h" 24#include "Patch.h" 25#include "PathTessellator.h" 26#include "Properties.h" 27#include "RenderNode.h" 28#include "renderstate/MeshState.h" 29#include "renderstate/RenderState.h" 30#include "ShadowTessellator.h" 31#include "SkiaShader.h" 32#include "Vector.h" 33#include "VertexBuffer.h" 34#include "utils/GLUtils.h" 35#include "utils/PaintUtils.h" 36#include "utils/TraceUtils.h" 37 38#include <stdlib.h> 39#include <stdint.h> 40#include <sys/types.h> 41 42#include <SkCanvas.h> 43#include <SkColor.h> 44#include <SkShader.h> 45#include <SkTypeface.h> 46 47#include <utils/Log.h> 48#include <utils/StopWatch.h> 49 50#include <private/hwui/DrawGlInfo.h> 51 52#include <ui/Rect.h> 53 54#if DEBUG_DETAILED_EVENTS 55 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 56#else 57 #define EVENT_LOGD(...) 58#endif 59 60#define USE_GLOPS true 61 62namespace android { 63namespace uirenderer { 64 65/////////////////////////////////////////////////////////////////////////////// 66// Constructors/destructor 67/////////////////////////////////////////////////////////////////////////////// 68 69OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 70 : mState(*this) 71 , mCaches(Caches::getInstance()) 72 , mRenderState(renderState) 73 , mFrameStarted(false) 74 , mScissorOptimizationDisabled(false) 75 , mSuppressTiling(false) 76 , mFirstFrameAfterResize(true) 77 , mDirty(false) 78 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 79 , mLightRadius(FLT_MIN) 80 , mAmbientShadowAlpha(0) 81 , mSpotShadowAlpha(0) { 82 // *set* draw modifiers to be 0 83 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 84 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 85 86 memcpy(mMeshVertices, kUnitQuadVertices, sizeof(kUnitQuadVertices)); 87} 88 89OpenGLRenderer::~OpenGLRenderer() { 90 // The context has already been destroyed at this point, do not call 91 // GL APIs. All GL state should be kept in Caches.h 92} 93 94void OpenGLRenderer::initProperties() { 95 char property[PROPERTY_VALUE_MAX]; 96 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 97 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 98 INIT_LOGD(" Scissor optimization %s", 99 mScissorOptimizationDisabled ? "disabled" : "enabled"); 100 } else { 101 INIT_LOGD(" Scissor optimization enabled"); 102 } 103} 104 105void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 106 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 107 mLightCenter = lightCenter; 108 mLightRadius = lightRadius; 109 mAmbientShadowAlpha = ambientShadowAlpha; 110 mSpotShadowAlpha = spotShadowAlpha; 111} 112 113/////////////////////////////////////////////////////////////////////////////// 114// Setup 115/////////////////////////////////////////////////////////////////////////////// 116 117void OpenGLRenderer::onViewportInitialized() { 118 glDisable(GL_DITHER); 119 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 120 mFirstFrameAfterResize = true; 121} 122 123void OpenGLRenderer::setupFrameState(float left, float top, 124 float right, float bottom, bool opaque) { 125 mCaches.clearGarbage(); 126 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 127 mOpaque = opaque; 128 mTilingClip.set(left, top, right, bottom); 129} 130 131void OpenGLRenderer::startFrame() { 132 if (mFrameStarted) return; 133 mFrameStarted = true; 134 135 mState.setDirtyClip(true); 136 137 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 138 139 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 140 141 // Functors break the tiling extension in pretty spectacular ways 142 // This ensures we don't use tiling when a functor is going to be 143 // invoked during the frame 144 mSuppressTiling = mCaches.hasRegisteredFunctors() 145 || mFirstFrameAfterResize; 146 mFirstFrameAfterResize = false; 147 148 startTilingCurrentClip(true); 149 150 debugOverdraw(true, true); 151 152 clear(mTilingClip.left, mTilingClip.top, 153 mTilingClip.right, mTilingClip.bottom, mOpaque); 154} 155 156void OpenGLRenderer::prepareDirty(float left, float top, 157 float right, float bottom, bool opaque) { 158 159 setupFrameState(left, top, right, bottom, opaque); 160 161 // Layer renderers will start the frame immediately 162 // The framebuffer renderer will first defer the display list 163 // for each layer and wait until the first drawing command 164 // to start the frame 165 if (currentSnapshot()->fbo == 0) { 166 mRenderState.blend().syncEnabled(); 167 updateLayers(); 168 } else { 169 startFrame(); 170 } 171} 172 173void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 174 // If we know that we are going to redraw the entire framebuffer, 175 // perform a discard to let the driver know we don't need to preserve 176 // the back buffer for this frame. 177 if (mCaches.extensions().hasDiscardFramebuffer() && 178 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 179 const bool isFbo = onGetTargetFbo() == 0; 180 const GLenum attachments[] = { 181 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 182 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 183 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 184 } 185} 186 187void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 188 if (!opaque) { 189 mRenderState.scissor().setEnabled(true); 190 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 191 glClear(GL_COLOR_BUFFER_BIT); 192 mDirty = true; 193 return; 194 } 195 196 mRenderState.scissor().reset(); 197} 198 199void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 200 if (!mSuppressTiling) { 201 const Snapshot* snapshot = currentSnapshot(); 202 203 const Rect* clip = &mTilingClip; 204 if (snapshot->flags & Snapshot::kFlagFboTarget) { 205 clip = &(snapshot->layer->clipRect); 206 } 207 208 startTiling(*clip, getViewportHeight(), opaque, expand); 209 } 210} 211 212void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 213 if (!mSuppressTiling) { 214 if(expand) { 215 // Expand the startTiling region by 1 216 int leftNotZero = (clip.left > 0) ? 1 : 0; 217 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 218 219 mCaches.startTiling( 220 clip.left - leftNotZero, 221 windowHeight - clip.bottom - topNotZero, 222 clip.right - clip.left + leftNotZero + 1, 223 clip.bottom - clip.top + topNotZero + 1, 224 opaque); 225 } else { 226 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 227 clip.right - clip.left, clip.bottom - clip.top, opaque); 228 } 229 } 230} 231 232void OpenGLRenderer::endTiling() { 233 if (!mSuppressTiling) mCaches.endTiling(); 234} 235 236bool OpenGLRenderer::finish() { 237 renderOverdraw(); 238 endTiling(); 239 mTempPaths.clear(); 240 241 // When finish() is invoked on FBO 0 we've reached the end 242 // of the current frame 243 if (onGetTargetFbo() == 0) { 244 mCaches.pathCache.trim(); 245 mCaches.tessellationCache.trim(); 246 } 247 248 if (!suppressErrorChecks()) { 249#if DEBUG_OPENGL 250 GLUtils::dumpGLErrors(); 251#endif 252 253#if DEBUG_MEMORY_USAGE 254 mCaches.dumpMemoryUsage(); 255#else 256 if (mCaches.getDebugLevel() & kDebugMemory) { 257 mCaches.dumpMemoryUsage(); 258 } 259#endif 260 } 261 262 mFrameStarted = false; 263 264 return reportAndClearDirty(); 265} 266 267void OpenGLRenderer::resumeAfterLayer() { 268 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 269 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 270 debugOverdraw(true, false); 271 272 mRenderState.scissor().reset(); 273 dirtyClip(); 274} 275 276void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 277 if (mState.currentlyIgnored()) return; 278 279 Rect clip(mState.currentClipRect()); 280 clip.snapToPixelBoundaries(); 281 282 // Since we don't know what the functor will draw, let's dirty 283 // the entire clip region 284 if (hasLayer()) { 285 dirtyLayerUnchecked(clip, getRegion()); 286 } 287 288 DrawGlInfo info; 289 info.clipLeft = clip.left; 290 info.clipTop = clip.top; 291 info.clipRight = clip.right; 292 info.clipBottom = clip.bottom; 293 info.isLayer = hasLayer(); 294 info.width = getViewportWidth(); 295 info.height = getViewportHeight(); 296 currentTransform()->copyTo(&info.transform[0]); 297 298 bool prevDirtyClip = mState.getDirtyClip(); 299 // setup GL state for functor 300 if (mState.getDirtyClip()) { 301 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 302 } 303 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 304 setScissorFromClip(); 305 } 306 307 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 308 // Scissor may have been modified, reset dirty clip 309 dirtyClip(); 310 311 mDirty = true; 312} 313 314/////////////////////////////////////////////////////////////////////////////// 315// Debug 316/////////////////////////////////////////////////////////////////////////////// 317 318void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 319#if DEBUG_DETAILED_EVENTS 320 const int BUFFER_SIZE = 256; 321 va_list ap; 322 char buf[BUFFER_SIZE]; 323 324 va_start(ap, fmt); 325 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 326 va_end(ap); 327 328 eventMark(buf); 329#endif 330} 331 332 333void OpenGLRenderer::eventMark(const char* name) const { 334 mCaches.eventMark(0, name); 335} 336 337void OpenGLRenderer::startMark(const char* name) const { 338 mCaches.startMark(0, name); 339} 340 341void OpenGLRenderer::endMark() const { 342 mCaches.endMark(); 343} 344 345void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 346 mRenderState.debugOverdraw(enable, clear); 347} 348 349void OpenGLRenderer::renderOverdraw() { 350 if (mCaches.debugOverdraw && onGetTargetFbo() == 0) { 351 const Rect* clip = &mTilingClip; 352 353 mRenderState.scissor().setEnabled(true); 354 mRenderState.scissor().set(clip->left, 355 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 356 clip->right - clip->left, 357 clip->bottom - clip->top); 358 359 // 1x overdraw 360 mRenderState.stencil().enableDebugTest(2); 361 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 362 363 // 2x overdraw 364 mRenderState.stencil().enableDebugTest(3); 365 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 366 367 // 3x overdraw 368 mRenderState.stencil().enableDebugTest(4); 369 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 370 371 // 4x overdraw and higher 372 mRenderState.stencil().enableDebugTest(4, true); 373 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 374 375 mRenderState.stencil().disable(); 376 } 377} 378 379/////////////////////////////////////////////////////////////////////////////// 380// Layers 381/////////////////////////////////////////////////////////////////////////////// 382 383bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 384 if (layer->deferredUpdateScheduled && layer->renderer 385 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 386 387 if (inFrame) { 388 endTiling(); 389 debugOverdraw(false, false); 390 } 391 392 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 393 layer->render(*this); 394 } else { 395 layer->defer(*this); 396 } 397 398 if (inFrame) { 399 resumeAfterLayer(); 400 startTilingCurrentClip(); 401 } 402 403 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 404 layer->hasDrawnSinceUpdate = false; 405 406 return true; 407 } 408 409 return false; 410} 411 412void OpenGLRenderer::updateLayers() { 413 // If draw deferring is enabled this method will simply defer 414 // the display list of each individual layer. The layers remain 415 // in the layer updates list which will be cleared by flushLayers(). 416 int count = mLayerUpdates.size(); 417 if (count > 0) { 418 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 419 startMark("Layer Updates"); 420 } else { 421 startMark("Defer Layer Updates"); 422 } 423 424 // Note: it is very important to update the layers in order 425 for (int i = 0; i < count; i++) { 426 Layer* layer = mLayerUpdates.itemAt(i).get(); 427 updateLayer(layer, false); 428 } 429 430 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 431 mLayerUpdates.clear(); 432 mRenderState.bindFramebuffer(onGetTargetFbo()); 433 } 434 endMark(); 435 } 436} 437 438void OpenGLRenderer::flushLayers() { 439 int count = mLayerUpdates.size(); 440 if (count > 0) { 441 startMark("Apply Layer Updates"); 442 443 // Note: it is very important to update the layers in order 444 for (int i = 0; i < count; i++) { 445 mLayerUpdates.itemAt(i)->flush(); 446 } 447 448 mLayerUpdates.clear(); 449 mRenderState.bindFramebuffer(onGetTargetFbo()); 450 451 endMark(); 452 } 453} 454 455void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 456 if (layer) { 457 // Make sure we don't introduce duplicates. 458 // SortedVector would do this automatically but we need to respect 459 // the insertion order. The linear search is not an issue since 460 // this list is usually very short (typically one item, at most a few) 461 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 462 if (mLayerUpdates.itemAt(i) == layer) { 463 return; 464 } 465 } 466 mLayerUpdates.push_back(layer); 467 } 468} 469 470void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 471 if (layer) { 472 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 473 if (mLayerUpdates.itemAt(i) == layer) { 474 mLayerUpdates.removeAt(i); 475 break; 476 } 477 } 478 } 479} 480 481void OpenGLRenderer::flushLayerUpdates() { 482 ATRACE_NAME("Update HW Layers"); 483 mRenderState.blend().syncEnabled(); 484 updateLayers(); 485 flushLayers(); 486 // Wait for all the layer updates to be executed 487 glFinish(); 488} 489 490void OpenGLRenderer::markLayersAsBuildLayers() { 491 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 492 mLayerUpdates[i]->wasBuildLayered = true; 493 } 494} 495 496/////////////////////////////////////////////////////////////////////////////// 497// State management 498/////////////////////////////////////////////////////////////////////////////// 499 500void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 501 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 502 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 503 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 504 505 if (restoreViewport) { 506 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 507 } 508 509 if (restoreClip) { 510 dirtyClip(); 511 } 512 513 if (restoreLayer) { 514 endMark(); // Savelayer 515 ATRACE_END(); // SaveLayer 516 startMark("ComposeLayer"); 517 composeLayer(removed, restored); 518 endMark(); 519 } 520} 521 522/////////////////////////////////////////////////////////////////////////////// 523// Layers 524/////////////////////////////////////////////////////////////////////////////// 525 526int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 527 const SkPaint* paint, int flags, const SkPath* convexMask) { 528 // force matrix/clip isolation for layer 529 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 530 531 const int count = mState.saveSnapshot(flags); 532 533 if (!mState.currentlyIgnored()) { 534 createLayer(left, top, right, bottom, paint, flags, convexMask); 535 } 536 537 return count; 538} 539 540void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 541 const Rect untransformedBounds(bounds); 542 543 currentTransform()->mapRect(bounds); 544 545 // Layers only make sense if they are in the framebuffer's bounds 546 if (bounds.intersect(mState.currentClipRect())) { 547 // We cannot work with sub-pixels in this case 548 bounds.snapToPixelBoundaries(); 549 550 // When the layer is not an FBO, we may use glCopyTexImage so we 551 // need to make sure the layer does not extend outside the bounds 552 // of the framebuffer 553 const Snapshot& previous = *(currentSnapshot()->previous); 554 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 555 if (!bounds.intersect(previousViewport)) { 556 bounds.setEmpty(); 557 } else if (fboLayer) { 558 clip.set(bounds); 559 mat4 inverse; 560 inverse.loadInverse(*currentTransform()); 561 inverse.mapRect(clip); 562 clip.snapToPixelBoundaries(); 563 if (clip.intersect(untransformedBounds)) { 564 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 565 bounds.set(untransformedBounds); 566 } else { 567 clip.setEmpty(); 568 } 569 } 570 } else { 571 bounds.setEmpty(); 572 } 573} 574 575void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 576 bool fboLayer, int alpha) { 577 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 578 bounds.getHeight() > mCaches.maxTextureSize || 579 (fboLayer && clip.isEmpty())) { 580 writableSnapshot()->empty = fboLayer; 581 } else { 582 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 583 } 584} 585 586int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 587 const SkPaint* paint, int flags) { 588 const int count = mState.saveSnapshot(flags); 589 590 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 591 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 592 // operations will be able to store and restore the current clip and transform info, and 593 // quick rejection will be correct (for display lists) 594 595 Rect bounds(left, top, right, bottom); 596 Rect clip; 597 calculateLayerBoundsAndClip(bounds, clip, true); 598 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 599 600 if (!mState.currentlyIgnored()) { 601 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 602 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 603 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 604 writableSnapshot()->roundRectClipState = nullptr; 605 } 606 } 607 608 return count; 609} 610 611/** 612 * Layers are viewed by Skia are slightly different than layers in image editing 613 * programs (for instance.) When a layer is created, previously created layers 614 * and the frame buffer still receive every drawing command. For instance, if a 615 * layer is created and a shape intersecting the bounds of the layers and the 616 * framebuffer is draw, the shape will be drawn on both (unless the layer was 617 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 618 * 619 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 620 * texture. Unfortunately, this is inefficient as it requires every primitive to 621 * be drawn n + 1 times, where n is the number of active layers. In practice this 622 * means, for every primitive: 623 * - Switch active frame buffer 624 * - Change viewport, clip and projection matrix 625 * - Issue the drawing 626 * 627 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 628 * To avoid this, layers are implemented in a different way here, at least in the 629 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 630 * is set. When this flag is set we can redirect all drawing operations into a 631 * single FBO. 632 * 633 * This implementation relies on the frame buffer being at least RGBA 8888. When 634 * a layer is created, only a texture is created, not an FBO. The content of the 635 * frame buffer contained within the layer's bounds is copied into this texture 636 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 637 * buffer and drawing continues as normal. This technique therefore treats the 638 * frame buffer as a scratch buffer for the layers. 639 * 640 * To compose the layers back onto the frame buffer, each layer texture 641 * (containing the original frame buffer data) is drawn as a simple quad over 642 * the frame buffer. The trick is that the quad is set as the composition 643 * destination in the blending equation, and the frame buffer becomes the source 644 * of the composition. 645 * 646 * Drawing layers with an alpha value requires an extra step before composition. 647 * An empty quad is drawn over the layer's region in the frame buffer. This quad 648 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 649 * quad is used to multiply the colors in the frame buffer. This is achieved by 650 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 651 * GL_ZERO, GL_SRC_ALPHA. 652 * 653 * Because glCopyTexImage2D() can be slow, an alternative implementation might 654 * be use to draw a single clipped layer. The implementation described above 655 * is correct in every case. 656 * 657 * (1) The frame buffer is actually not cleared right away. To allow the GPU 658 * to potentially optimize series of calls to glCopyTexImage2D, the frame 659 * buffer is left untouched until the first drawing operation. Only when 660 * something actually gets drawn are the layers regions cleared. 661 */ 662bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 663 const SkPaint* paint, int flags, const SkPath* convexMask) { 664 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 665 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 666 667 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 668 669 // Window coordinates of the layer 670 Rect clip; 671 Rect bounds(left, top, right, bottom); 672 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 673 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 674 675 // Bail out if we won't draw in this snapshot 676 if (mState.currentlyIgnored()) { 677 return false; 678 } 679 680 mCaches.textureState().activateTexture(0); 681 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 682 if (!layer) { 683 return false; 684 } 685 686 layer->setPaint(paint); 687 layer->layer.set(bounds); 688 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 689 bounds.getWidth() / float(layer->getWidth()), 0.0f); 690 691 layer->setBlend(true); 692 layer->setDirty(false); 693 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 694 695 // Save the layer in the snapshot 696 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 697 writableSnapshot()->layer = layer; 698 699 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 700 fboLayer ? "" : "unclipped ", 701 layer->getWidth(), layer->getHeight()); 702 startMark("SaveLayer"); 703 if (fboLayer) { 704 return createFboLayer(layer, bounds, clip); 705 } else { 706 // Copy the framebuffer into the layer 707 layer->bindTexture(); 708 if (!bounds.isEmpty()) { 709 if (layer->isEmpty()) { 710 // Workaround for some GL drivers. When reading pixels lying outside 711 // of the window we should get undefined values for those pixels. 712 // Unfortunately some drivers will turn the entire target texture black 713 // when reading outside of the window. 714 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 715 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 716 layer->setEmpty(false); 717 } 718 719 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 720 bounds.left, getViewportHeight() - bounds.bottom, 721 bounds.getWidth(), bounds.getHeight()); 722 723 // Enqueue the buffer coordinates to clear the corresponding region later 724 mLayers.push_back(Rect(bounds)); 725 } 726 } 727 728 return true; 729} 730 731bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 732 layer->clipRect.set(clip); 733 layer->setFbo(mCaches.fboCache.get()); 734 735 writableSnapshot()->region = &writableSnapshot()->layer->region; 736 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 737 writableSnapshot()->fbo = layer->getFbo(); 738 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 739 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 740 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 741 writableSnapshot()->roundRectClipState = nullptr; 742 743 endTiling(); 744 debugOverdraw(false, false); 745 // Bind texture to FBO 746 mRenderState.bindFramebuffer(layer->getFbo()); 747 layer->bindTexture(); 748 749 // Initialize the texture if needed 750 if (layer->isEmpty()) { 751 layer->allocateTexture(); 752 layer->setEmpty(false); 753 } 754 755 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 756 layer->getTextureId(), 0); 757 758 // Expand the startTiling region by 1 759 startTilingCurrentClip(true, true); 760 761 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 762 mRenderState.scissor().setEnabled(true); 763 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 764 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 765 glClear(GL_COLOR_BUFFER_BIT); 766 767 dirtyClip(); 768 769 // Change the ortho projection 770 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 771 return true; 772} 773 774/** 775 * Read the documentation of createLayer() before doing anything in this method. 776 */ 777void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 778 if (!removed.layer) { 779 ALOGE("Attempting to compose a layer that does not exist"); 780 return; 781 } 782 783 Layer* layer = removed.layer; 784 const Rect& rect = layer->layer; 785 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 786 787 bool clipRequired = false; 788 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 789 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 790 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 791 792 if (fboLayer) { 793 endTiling(); 794 795 // Detach the texture from the FBO 796 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 797 798 layer->removeFbo(false); 799 800 // Unbind current FBO and restore previous one 801 mRenderState.bindFramebuffer(restored.fbo); 802 debugOverdraw(true, false); 803 804 startTilingCurrentClip(); 805 } 806 807 if (!fboLayer && layer->getAlpha() < 255) { 808 SkPaint layerPaint; 809 layerPaint.setAlpha(layer->getAlpha()); 810 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 811 layerPaint.setColorFilter(layer->getColorFilter()); 812 813 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 814 // Required below, composeLayerRect() will divide by 255 815 layer->setAlpha(255); 816 } 817 818 mRenderState.meshState().unbindMeshBuffer(); 819 820 mCaches.textureState().activateTexture(0); 821 822 // When the layer is stored in an FBO, we can save a bit of fillrate by 823 // drawing only the dirty region 824 if (fboLayer) { 825 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 826 composeLayerRegion(layer, rect); 827 } else if (!rect.isEmpty()) { 828 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 829 830 save(0); 831 // the layer contains screen buffer content that shouldn't be alpha modulated 832 // (and any necessary alpha modulation was handled drawing into the layer) 833 writableSnapshot()->alpha = 1.0f; 834 composeLayerRect(layer, rect, true); 835 restore(); 836 } 837 838 dirtyClip(); 839 840 // Failing to add the layer to the cache should happen only if the layer is too large 841 layer->setConvexMask(nullptr); 842 if (!mCaches.layerCache.put(layer)) { 843 LAYER_LOGD("Deleting layer"); 844 layer->decStrong(nullptr); 845 } 846} 847 848void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 849 if (USE_GLOPS) { 850 bool snap = !layer->getForceFilter() 851 && layer->getWidth() == (uint32_t) rect.getWidth() 852 && layer->getHeight() == (uint32_t) rect.getHeight(); 853 Glop glop; 854 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 855 aBuilder.setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 856 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 857 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 858 .setModelViewMapUnitToRectOptionalSnap(snap, rect) 859 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 860 .build(); 861 } 862 863 float alpha = getLayerAlpha(layer); 864 setupDraw(); 865 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 866 setupDrawWithTexture(); 867 } else { 868 setupDrawWithExternalTexture(); 869 } 870 setupDrawTextureTransform(); 871 setupDrawColor(alpha, alpha, alpha, alpha); 872 setupDrawColorFilter(layer->getColorFilter()); 873 setupDrawBlending(layer); 874 setupDrawProgram(); 875 setupDrawPureColorUniforms(); 876 setupDrawColorFilterUniforms(layer->getColorFilter()); 877 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 878 setupDrawTexture(layer->getTextureId()); 879 } else { 880 setupDrawExternalTexture(layer->getTextureId()); 881 } 882 if (currentTransform()->isPureTranslate() 883 && !layer->getForceFilter() 884 && layer->getWidth() == (uint32_t) rect.getWidth() 885 && layer->getHeight() == (uint32_t) rect.getHeight()) { 886 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 887 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 888 889 layer->setFilter(GL_NEAREST); 890 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 891 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 892 } else { 893 layer->setFilter(GL_LINEAR); 894 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 895 rect.left, rect.top, rect.right, rect.bottom); 896 } 897 setupDrawTextureTransformUniforms(layer->getTexTransform()); 898 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 899 900 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 901} 902 903void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 904 if (layer->isTextureLayer()) { 905 EVENT_LOGD("composeTextureLayerRect"); 906 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 907 drawTextureLayer(layer, rect); 908 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 909 } else { 910 EVENT_LOGD("composeHardwareLayerRect"); 911 const Rect& texCoords = layer->texCoords; 912 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 913 texCoords.right, texCoords.bottom); 914 915 float x = rect.left; 916 float y = rect.top; 917 bool simpleTransform = currentTransform()->isPureTranslate() && 918 layer->getWidth() == (uint32_t) rect.getWidth() && 919 layer->getHeight() == (uint32_t) rect.getHeight(); 920 921 if (simpleTransform) { 922 // When we're swapping, the layer is already in screen coordinates 923 if (!swap) { 924 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 925 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 926 } 927 928 layer->setFilter(GL_NEAREST, true); 929 } else { 930 layer->setFilter(GL_LINEAR, true); 931 } 932 933 SkPaint layerPaint; 934 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 935 layerPaint.setXfermodeMode(layer->getMode()); 936 layerPaint.setColorFilter(layer->getColorFilter()); 937 938 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 939 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 940 layer->getTextureId(), &layerPaint, blend, 941 &mMeshVertices[0].x, &mMeshVertices[0].u, 942 GL_TRIANGLE_STRIP, kUnitQuadCount, swap, swap || simpleTransform); 943 944 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 945 } 946} 947 948/** 949 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 950 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 951 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 952 * by saveLayer's restore 953 */ 954#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 955 DRAW_COMMAND; \ 956 if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \ 957 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 958 DRAW_COMMAND; \ 959 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 960 } \ 961 } 962 963#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 964 965// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 966// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 967class LayerShader : public SkShader { 968public: 969 LayerShader(Layer* layer, const SkMatrix* localMatrix) 970 : INHERITED(localMatrix) 971 , mLayer(layer) { 972 } 973 974 virtual bool asACustomShader(void** data) const override { 975 if (data) { 976 *data = static_cast<void*>(mLayer); 977 } 978 return true; 979 } 980 981 virtual bool isOpaque() const override { 982 return !mLayer->isBlend(); 983 } 984 985protected: 986 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 987 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 988 } 989 990 virtual void flatten(SkWriteBuffer&) const override { 991 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 992 } 993 994 virtual Factory getFactory() const override { 995 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 996 return nullptr; 997 } 998private: 999 // Unowned. 1000 Layer* mLayer; 1001 typedef SkShader INHERITED; 1002}; 1003 1004void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1005 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1006 1007 if (layer->getConvexMask()) { 1008 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1009 1010 // clip to the area of the layer the mask can be larger 1011 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1012 1013 SkPaint paint; 1014 paint.setAntiAlias(true); 1015 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1016 1017 // create LayerShader to map SaveLayer content into subsequent draw 1018 SkMatrix shaderMatrix; 1019 shaderMatrix.setTranslate(rect.left, rect.bottom); 1020 shaderMatrix.preScale(1, -1); 1021 LayerShader layerShader(layer, &shaderMatrix); 1022 paint.setShader(&layerShader); 1023 1024 // Since the drawing primitive is defined in local drawing space, 1025 // we don't need to modify the draw matrix 1026 const SkPath* maskPath = layer->getConvexMask(); 1027 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1028 1029 paint.setShader(nullptr); 1030 restore(); 1031 1032 return; 1033 } 1034 1035 if (layer->region.isRect()) { 1036 layer->setRegionAsRect(); 1037 1038 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1039 1040 layer->region.clear(); 1041 return; 1042 } 1043 1044 EVENT_LOGD("composeLayerRegion"); 1045 // standard Region based draw 1046 size_t count; 1047 const android::Rect* rects; 1048 Region safeRegion; 1049 if (CC_LIKELY(hasRectToRectTransform())) { 1050 rects = layer->region.getArray(&count); 1051 } else { 1052 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1053 rects = safeRegion.getArray(&count); 1054 } 1055 1056 const float alpha = getLayerAlpha(layer); 1057 const float texX = 1.0f / float(layer->getWidth()); 1058 const float texY = 1.0f / float(layer->getHeight()); 1059 const float height = rect.getHeight(); 1060 1061 setupDraw(); 1062 1063 // We must get (and therefore bind) the region mesh buffer 1064 // after we setup drawing in case we need to mess with the 1065 // stencil buffer in setupDraw() 1066 TextureVertex* mesh = mCaches.getRegionMesh(); 1067 uint32_t numQuads = 0; 1068 1069 setupDrawWithTexture(); 1070 setupDrawColor(alpha, alpha, alpha, alpha); 1071 setupDrawColorFilter(layer->getColorFilter()); 1072 setupDrawBlending(layer); 1073 setupDrawProgram(); 1074 setupDrawDirtyRegionsDisabled(); 1075 setupDrawPureColorUniforms(); 1076 setupDrawColorFilterUniforms(layer->getColorFilter()); 1077 setupDrawTexture(layer->getTextureId()); 1078 if (currentTransform()->isPureTranslate()) { 1079 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1080 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1081 1082 layer->setFilter(GL_NEAREST); 1083 setupDrawModelView(kModelViewMode_Translate, false, 1084 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1085 } else { 1086 layer->setFilter(GL_LINEAR); 1087 setupDrawModelView(kModelViewMode_Translate, false, 1088 rect.left, rect.top, rect.right, rect.bottom); 1089 } 1090 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1091 1092 for (size_t i = 0; i < count; i++) { 1093 const android::Rect* r = &rects[i]; 1094 1095 const float u1 = r->left * texX; 1096 const float v1 = (height - r->top) * texY; 1097 const float u2 = r->right * texX; 1098 const float v2 = (height - r->bottom) * texY; 1099 1100 // TODO: Reject quads outside of the clip 1101 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1102 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1103 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1104 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1105 1106 numQuads++; 1107 1108 if (numQuads >= kMaxNumberOfQuads) { 1109 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1110 GL_UNSIGNED_SHORT, nullptr)); 1111 numQuads = 0; 1112 mesh = mCaches.getRegionMesh(); 1113 } 1114 } 1115 1116 if (numQuads > 0) { 1117 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1118 GL_UNSIGNED_SHORT, nullptr)); 1119 } 1120 1121#if DEBUG_LAYERS_AS_REGIONS 1122 drawRegionRectsDebug(layer->region); 1123#endif 1124 1125 layer->region.clear(); 1126} 1127 1128#if DEBUG_LAYERS_AS_REGIONS 1129void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1130 size_t count; 1131 const android::Rect* rects = region.getArray(&count); 1132 1133 uint32_t colors[] = { 1134 0x7fff0000, 0x7f00ff00, 1135 0x7f0000ff, 0x7fff00ff, 1136 }; 1137 1138 int offset = 0; 1139 int32_t top = rects[0].top; 1140 1141 for (size_t i = 0; i < count; i++) { 1142 if (top != rects[i].top) { 1143 offset ^= 0x2; 1144 top = rects[i].top; 1145 } 1146 1147 SkPaint paint; 1148 paint.setColor(colors[offset + (i & 0x1)]); 1149 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1150 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1151 } 1152} 1153#endif 1154 1155void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1156 Vector<float> rects; 1157 1158 SkRegion::Iterator it(region); 1159 while (!it.done()) { 1160 const SkIRect& r = it.rect(); 1161 rects.push(r.fLeft); 1162 rects.push(r.fTop); 1163 rects.push(r.fRight); 1164 rects.push(r.fBottom); 1165 it.next(); 1166 } 1167 1168 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1169} 1170 1171void OpenGLRenderer::dirtyLayer(const float left, const float top, 1172 const float right, const float bottom, const mat4 transform) { 1173 if (hasLayer()) { 1174 Rect bounds(left, top, right, bottom); 1175 transform.mapRect(bounds); 1176 dirtyLayerUnchecked(bounds, getRegion()); 1177 } 1178} 1179 1180void OpenGLRenderer::dirtyLayer(const float left, const float top, 1181 const float right, const float bottom) { 1182 if (hasLayer()) { 1183 Rect bounds(left, top, right, bottom); 1184 dirtyLayerUnchecked(bounds, getRegion()); 1185 } 1186} 1187 1188void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1189 if (bounds.intersect(mState.currentClipRect())) { 1190 bounds.snapToPixelBoundaries(); 1191 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1192 if (!dirty.isEmpty()) { 1193 region->orSelf(dirty); 1194 } 1195 } 1196} 1197 1198void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1199 GLsizei elementsCount = quadsCount * 6; 1200 while (elementsCount > 0) { 1201 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 1202 1203 setupDrawIndexedVertices(&mesh[0].x); 1204 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1205 1206 elementsCount -= drawCount; 1207 // Though there are 4 vertices in a quad, we use 6 indices per 1208 // quad to draw with GL_TRIANGLES 1209 mesh += (drawCount / 6) * 4; 1210 } 1211} 1212 1213void OpenGLRenderer::clearLayerRegions() { 1214 const size_t quadCount = mLayers.size(); 1215 if (quadCount == 0) return; 1216 1217 if (!mState.currentlyIgnored()) { 1218 EVENT_LOGD("clearLayerRegions"); 1219 // Doing several glScissor/glClear here can negatively impact 1220 // GPUs with a tiler architecture, instead we draw quads with 1221 // the Clear blending mode 1222 1223 // The list contains bounds that have already been clipped 1224 // against their initial clip rect, and the current clip 1225 // is likely different so we need to disable clipping here 1226 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1227 1228 Vertex mesh[quadCount * 4]; 1229 Vertex* vertex = mesh; 1230 1231 for (uint32_t i = 0; i < quadCount; i++) { 1232 const Rect& bounds = mLayers[i]; 1233 1234 Vertex::set(vertex++, bounds.left, bounds.top); 1235 Vertex::set(vertex++, bounds.right, bounds.top); 1236 Vertex::set(vertex++, bounds.left, bounds.bottom); 1237 Vertex::set(vertex++, bounds.right, bounds.bottom); 1238 } 1239 // We must clear the list of dirty rects before we 1240 // call setupDraw() to prevent stencil setup to do 1241 // the same thing again 1242 mLayers.clear(); 1243 1244 if (USE_GLOPS) { 1245 Glop glop; 1246 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 1247 aBuilder.setMeshIndexedQuads(&mesh[0], quadCount) 1248 .setFillClear() 1249 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1250 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect())) 1251 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1252 .build(); 1253 renderGlop(glop); 1254 } else { 1255 SkPaint clearPaint; 1256 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1257 1258 setupDraw(false); 1259 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1260 setupDrawBlending(&clearPaint, true); 1261 setupDrawProgram(); 1262 setupDrawPureColorUniforms(); 1263 setupDrawModelView(kModelViewMode_Translate, false, 1264 0.0f, 0.0f, 0.0f, 0.0f, true); 1265 1266 issueIndexedQuadDraw(&mesh[0], quadCount); 1267 } 1268 1269 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1270 } else { 1271 mLayers.clear(); 1272 } 1273} 1274 1275/////////////////////////////////////////////////////////////////////////////// 1276// State Deferral 1277/////////////////////////////////////////////////////////////////////////////// 1278 1279bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1280 const Rect& currentClip = mState.currentClipRect(); 1281 const mat4* currentMatrix = currentTransform(); 1282 1283 if (stateDeferFlags & kStateDeferFlag_Draw) { 1284 // state has bounds initialized in local coordinates 1285 if (!state.mBounds.isEmpty()) { 1286 currentMatrix->mapRect(state.mBounds); 1287 Rect clippedBounds(state.mBounds); 1288 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1289 // is used, it should more closely duplicate the quickReject logic (in how it uses 1290 // snapToPixelBoundaries) 1291 1292 if (!clippedBounds.intersect(currentClip)) { 1293 // quick rejected 1294 return true; 1295 } 1296 1297 state.mClipSideFlags = kClipSide_None; 1298 if (!currentClip.contains(state.mBounds)) { 1299 int& flags = state.mClipSideFlags; 1300 // op partially clipped, so record which sides are clipped for clip-aware merging 1301 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1302 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1303 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1304 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1305 } 1306 state.mBounds.set(clippedBounds); 1307 } else { 1308 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1309 // overdraw avoidance (since we don't know what it overlaps) 1310 state.mClipSideFlags = kClipSide_ConservativeFull; 1311 state.mBounds.set(currentClip); 1312 } 1313 } 1314 1315 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1316 if (state.mClipValid) { 1317 state.mClip.set(currentClip); 1318 } 1319 1320 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1321 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1322 state.mMatrix.load(*currentMatrix); 1323 state.mDrawModifiers = mDrawModifiers; 1324 state.mAlpha = currentSnapshot()->alpha; 1325 1326 // always store/restore, since it's just a pointer 1327 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1328 return false; 1329} 1330 1331void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1332 setMatrix(state.mMatrix); 1333 writableSnapshot()->alpha = state.mAlpha; 1334 mDrawModifiers = state.mDrawModifiers; 1335 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1336 1337 if (state.mClipValid && !skipClipRestore) { 1338 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1339 state.mClip.right, state.mClip.bottom); 1340 dirtyClip(); 1341 } 1342} 1343 1344/** 1345 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1346 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1347 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1348 * 1349 * This method should be called when restoreDisplayState() won't be restoring the clip 1350 */ 1351void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1352 if (clipRect != nullptr) { 1353 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1354 } else { 1355 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1356 } 1357 dirtyClip(); 1358 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1359 mRenderState.scissor().setEnabled(enableScissor); 1360} 1361 1362/////////////////////////////////////////////////////////////////////////////// 1363// Clipping 1364/////////////////////////////////////////////////////////////////////////////// 1365 1366void OpenGLRenderer::setScissorFromClip() { 1367 Rect clip(mState.currentClipRect()); 1368 clip.snapToPixelBoundaries(); 1369 1370 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1371 clip.getWidth(), clip.getHeight())) { 1372 mState.setDirtyClip(false); 1373 } 1374} 1375 1376void OpenGLRenderer::ensureStencilBuffer() { 1377 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1378 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1379 // just hope we have one when hasLayer() returns false. 1380 if (hasLayer()) { 1381 attachStencilBufferToLayer(currentSnapshot()->layer); 1382 } 1383} 1384 1385void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1386 // The layer's FBO is already bound when we reach this stage 1387 if (!layer->getStencilRenderBuffer()) { 1388 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1389 // is attached after we initiated tiling. We must turn it off, 1390 // attach the new render buffer then turn tiling back on 1391 endTiling(); 1392 1393 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1394 Stencil::getSmallestStencilFormat(), 1395 layer->getWidth(), layer->getHeight()); 1396 layer->setStencilRenderBuffer(buffer); 1397 1398 startTiling(layer->clipRect, layer->layer.getHeight()); 1399 } 1400} 1401 1402static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1403 float x, float y) { 1404 Vertex v; 1405 v.x = x; 1406 v.y = y; 1407 transform.mapPoint(v.x, v.y); 1408 rectangleVertices.push_back(v); 1409} 1410 1411static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1412 Vertex v; 1413 v.x = x; 1414 v.y = y; 1415 rectangleVertices.push_back(v); 1416} 1417 1418void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1419 int quadCount = rectangleList.getTransformedRectanglesCount(); 1420 std::vector<Vertex> rectangleVertices(quadCount * 4); 1421 Rect scissorBox = rectangleList.calculateBounds(); 1422 scissorBox.snapToPixelBoundaries(); 1423 for (int i = 0; i < quadCount; ++i) { 1424 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1425 const Matrix4& transform = tr.getTransform(); 1426 Rect bounds = tr.getBounds(); 1427 if (transform.rectToRect()) { 1428 transform.mapRect(bounds); 1429 if (!bounds.intersect(scissorBox)) { 1430 bounds.setEmpty(); 1431 } else { 1432 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1433 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1434 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1435 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1436 } 1437 } else { 1438 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1439 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1440 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1441 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1442 } 1443 } 1444 1445 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1446 scissorBox.getWidth(), scissorBox.getHeight()); 1447 1448 if (USE_GLOPS) { 1449 Glop glop; 1450 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 1451 aBuilder.setMeshIndexedQuads(&rectangleVertices[0], rectangleVertices.size() / 4) 1452 .setFillBlack() 1453 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1454 .setModelViewOffsetRect(0, 0, scissorBox) 1455 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1456 .build(); 1457 renderGlop(glop); 1458 return; 1459 } 1460 1461 const SkPaint* paint = nullptr; 1462 setupDraw(); 1463 setupDrawNoTexture(); 1464 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1465 setupDrawShader(getShader(paint)); 1466 setupDrawColorFilter(getColorFilter(paint)); 1467 setupDrawBlending(paint); 1468 setupDrawProgram(); 1469 setupDrawDirtyRegionsDisabled(); 1470 setupDrawModelView(kModelViewMode_Translate, false, 1471 0.0f, 0.0f, 0.0f, 0.0f, true); 1472 setupDrawColorUniforms(getShader(paint)); 1473 setupDrawShaderUniforms(getShader(paint)); 1474 setupDrawColorFilterUniforms(getColorFilter(paint)); 1475 1476 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1477} 1478 1479void OpenGLRenderer::setStencilFromClip() { 1480 if (!mCaches.debugOverdraw) { 1481 if (!currentSnapshot()->clipIsSimple()) { 1482 int incrementThreshold; 1483 EVENT_LOGD("setStencilFromClip - enabling"); 1484 1485 // NOTE: The order here is important, we must set dirtyClip to false 1486 // before any draw call to avoid calling back into this method 1487 mState.setDirtyClip(false); 1488 1489 ensureStencilBuffer(); 1490 1491 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1492 1493 bool isRectangleList = clipArea.isRectangleList(); 1494 if (isRectangleList) { 1495 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1496 } else { 1497 incrementThreshold = 0; 1498 } 1499 1500 mRenderState.stencil().enableWrite(incrementThreshold); 1501 1502 // Clean and update the stencil, but first make sure we restrict drawing 1503 // to the region's bounds 1504 bool resetScissor = mRenderState.scissor().setEnabled(true); 1505 if (resetScissor) { 1506 // The scissor was not set so we now need to update it 1507 setScissorFromClip(); 1508 } 1509 1510 mRenderState.stencil().clear(); 1511 1512 // stash and disable the outline clip state, since stencil doesn't account for outline 1513 bool storedSkipOutlineClip = mSkipOutlineClip; 1514 mSkipOutlineClip = true; 1515 1516 SkPaint paint; 1517 paint.setColor(SK_ColorBLACK); 1518 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1519 1520 if (isRectangleList) { 1521 drawRectangleList(clipArea.getRectangleList()); 1522 } else { 1523 // NOTE: We could use the region contour path to generate a smaller mesh 1524 // Since we are using the stencil we could use the red book path 1525 // drawing technique. It might increase bandwidth usage though. 1526 1527 // The last parameter is important: we are not drawing in the color buffer 1528 // so we don't want to dirty the current layer, if any 1529 drawRegionRects(clipArea.getClipRegion(), paint, false); 1530 } 1531 if (resetScissor) mRenderState.scissor().setEnabled(false); 1532 mSkipOutlineClip = storedSkipOutlineClip; 1533 1534 mRenderState.stencil().enableTest(incrementThreshold); 1535 1536 // Draw the region used to generate the stencil if the appropriate debug 1537 // mode is enabled 1538 // TODO: Implement for rectangle list clip areas 1539 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1540 !clipArea.isRectangleList()) { 1541 paint.setColor(0x7f0000ff); 1542 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1543 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1544 } 1545 } else { 1546 EVENT_LOGD("setStencilFromClip - disabling"); 1547 mRenderState.stencil().disable(); 1548 } 1549 } 1550} 1551 1552/** 1553 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1554 * 1555 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1556 * style, and tessellated AA ramp 1557 */ 1558bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1559 const SkPaint* paint) { 1560 bool snapOut = paint && paint->isAntiAlias(); 1561 1562 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1563 float outset = paint->getStrokeWidth() * 0.5f; 1564 left -= outset; 1565 top -= outset; 1566 right += outset; 1567 bottom += outset; 1568 } 1569 1570 bool clipRequired = false; 1571 bool roundRectClipRequired = false; 1572 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1573 &clipRequired, &roundRectClipRequired, snapOut)) { 1574 return true; 1575 } 1576 1577 // not quick rejected, so enable the scissor if clipRequired 1578 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1579 mSkipOutlineClip = !roundRectClipRequired; 1580 return false; 1581} 1582 1583void OpenGLRenderer::debugClip() { 1584#if DEBUG_CLIP_REGIONS 1585 if (!currentSnapshot()->clipRegion->isEmpty()) { 1586 SkPaint paint; 1587 paint.setColor(0x7f00ff00); 1588 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1589 1590 } 1591#endif 1592} 1593 1594void OpenGLRenderer::renderGlop(const Glop& glop) { 1595 if (mState.getDirtyClip()) { 1596 if (mRenderState.scissor().isEnabled()) { 1597 setScissorFromClip(); 1598 } 1599 1600 setStencilFromClip(); 1601 } 1602 mRenderState.render(glop); 1603 1604 if (!mRenderState.stencil().isWriteEnabled()) { 1605 // TODO: specify more clearly when a draw should dirty the layer. 1606 // is writing to the stencil the only time we should ignore this? 1607 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1608 mDirty = true; 1609 } 1610} 1611 1612/////////////////////////////////////////////////////////////////////////////// 1613// Drawing commands 1614/////////////////////////////////////////////////////////////////////////////// 1615 1616void OpenGLRenderer::setupDraw(bool clearLayer) { 1617 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1618 // changes the scissor test state 1619 if (clearLayer) clearLayerRegions(); 1620 // Make sure setScissor & setStencil happen at the beginning of 1621 // this method 1622 if (mState.getDirtyClip()) { 1623 if (mRenderState.scissor().isEnabled()) { 1624 setScissorFromClip(); 1625 } 1626 1627 setStencilFromClip(); 1628 } 1629 1630 mDescription.reset(); 1631 1632 mSetShaderColor = false; 1633 mColorSet = false; 1634 mColor.a = mColor.r = mColor.g = mColor.b = 0.0f; 1635 mTextureUnit = 0; 1636 mTrackDirtyRegions = true; 1637 1638 // Enable debug highlight when what we're about to draw is tested against 1639 // the stencil buffer and if stencil highlight debugging is on 1640 mDescription.hasDebugHighlight = !mCaches.debugOverdraw 1641 && mCaches.debugStencilClip == Caches::kStencilShowHighlight 1642 && mRenderState.stencil().isTestEnabled(); 1643} 1644 1645void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1646 mDescription.hasTexture = true; 1647 mDescription.hasAlpha8Texture = isAlpha8; 1648} 1649 1650void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1651 mDescription.hasTexture = true; 1652 mDescription.hasColors = true; 1653 mDescription.hasAlpha8Texture = isAlpha8; 1654} 1655 1656void OpenGLRenderer::setupDrawWithExternalTexture() { 1657 mDescription.hasExternalTexture = true; 1658} 1659 1660void OpenGLRenderer::setupDrawNoTexture() { 1661 mRenderState.meshState().disableTexCoordsVertexArray(); 1662} 1663 1664void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1665 mDescription.hasVertexAlpha = true; 1666 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1667} 1668 1669void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1670 mColor.a = alpha / 255.0f; 1671 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1672 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1673 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1674 mColorSet = true; 1675 mSetShaderColor = mDescription.setColorModulate(mColor.a); 1676} 1677 1678void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1679 mColor.a = alpha / 255.0f; 1680 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1681 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1682 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1683 mColorSet = true; 1684 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColor.r, mColor.g, mColor.b, mColor.a); 1685} 1686 1687void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1688 mCaches.fontRenderer->describe(mDescription, paint); 1689} 1690 1691void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1692 mColor.a = a; 1693 mColor.r = r; 1694 mColor.g = g; 1695 mColor.b = b; 1696 mColorSet = true; 1697 mSetShaderColor = mDescription.setColorModulate(a); 1698} 1699 1700void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1701 if (shader != nullptr) { 1702 SkiaShader::describe(&mCaches, mDescription, mCaches.extensions(), *shader); 1703 } 1704} 1705 1706void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1707 if (filter == nullptr) { 1708 return; 1709 } 1710 1711 SkXfermode::Mode mode; 1712 if (filter->asColorMode(nullptr, &mode)) { 1713 mDescription.colorOp = ProgramDescription::kColorBlend; 1714 mDescription.colorMode = mode; 1715 } else if (filter->asColorMatrix(nullptr)) { 1716 mDescription.colorOp = ProgramDescription::kColorMatrix; 1717 } 1718} 1719 1720void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1721 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1722 mColor.a = 1.0f; 1723 mColor.r = mColor.g = mColor.b = 0.0f; 1724 mSetShaderColor = mDescription.modulate = true; 1725 } 1726} 1727 1728void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1729 SkXfermode::Mode mode = layer->getMode(); 1730 // When the blending mode is kClear_Mode, we need to use a modulate color 1731 // argb=1,0,0,0 1732 accountForClear(mode); 1733 // TODO: check shader blending, once we have shader drawing support for layers. 1734 bool blend = layer->isBlend() 1735 || getLayerAlpha(layer) < 1.0f 1736 || (mColorSet && mColor.a < 1.0f) 1737 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1738 chooseBlending(blend, mode, mDescription, swapSrcDst); 1739} 1740 1741void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1742 SkXfermode::Mode mode = getXfermodeDirect(paint); 1743 // When the blending mode is kClear_Mode, we need to use a modulate color 1744 // argb=1,0,0,0 1745 accountForClear(mode); 1746 blend |= (mColorSet && mColor.a < 1.0f) 1747 || (getShader(paint) && !getShader(paint)->isOpaque()) 1748 || PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1749 chooseBlending(blend, mode, mDescription, swapSrcDst); 1750} 1751 1752void OpenGLRenderer::setupDrawProgram() { 1753 mCaches.setProgram(mDescription); 1754 if (mDescription.hasRoundRectClip) { 1755 // TODO: avoid doing this repeatedly, stashing state pointer in program 1756 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1757 const Rect& innerRect = state->innerRect; 1758 glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"), 1759 innerRect.left, innerRect.top, 1760 innerRect.right, innerRect.bottom); 1761 glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"), 1762 1, GL_FALSE, &state->matrix.data[0]); 1763 1764 // add half pixel to round out integer rect space to cover pixel centers 1765 float roundedOutRadius = state->radius + 0.5f; 1766 glUniform1f(mCaches.program().getUniform("roundRectRadius"), 1767 roundedOutRadius); 1768 } 1769} 1770 1771void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1772 mTrackDirtyRegions = false; 1773} 1774 1775void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1776 float left, float top, float right, float bottom, bool ignoreTransform) { 1777 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1778 if (mode == kModelViewMode_TranslateAndScale) { 1779 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1780 } 1781 1782 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1783 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1784 1785 mCaches.program().set(currentSnapshot()->getOrthoMatrix(), 1786 mModelViewMatrix, transformMatrix, offset); 1787 if (dirty && mTrackDirtyRegions) { 1788 if (!ignoreTransform) { 1789 dirtyLayer(left, top, right, bottom, *currentTransform()); 1790 } else { 1791 dirtyLayer(left, top, right, bottom); 1792 } 1793 } 1794} 1795 1796void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1797 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1798 mCaches.program().setColor(mColor); 1799 } 1800} 1801 1802void OpenGLRenderer::setupDrawPureColorUniforms() { 1803 if (mSetShaderColor) { 1804 mCaches.program().setColor(mColor); 1805 } 1806} 1807 1808void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1809 if (shader == nullptr) { 1810 return; 1811 } 1812 1813 if (ignoreTransform) { 1814 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1815 // because it was built into modelView / the geometry, and the description needs to 1816 // compensate. 1817 mat4 modelViewWithoutTransform; 1818 modelViewWithoutTransform.loadInverse(*currentTransform()); 1819 modelViewWithoutTransform.multiply(mModelViewMatrix); 1820 mModelViewMatrix.load(modelViewWithoutTransform); 1821 } 1822 1823 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, 1824 mCaches.extensions(), *shader); 1825} 1826 1827void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1828 if (nullptr == filter) { 1829 return; 1830 } 1831 1832 SkColor color; 1833 SkXfermode::Mode mode; 1834 if (filter->asColorMode(&color, &mode)) { 1835 const int alpha = SkColorGetA(color); 1836 const GLfloat a = alpha / 255.0f; 1837 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1838 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1839 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1840 glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a); 1841 return; 1842 } 1843 1844 SkScalar srcColorMatrix[20]; 1845 if (filter->asColorMatrix(srcColorMatrix)) { 1846 1847 float colorMatrix[16]; 1848 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1849 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1850 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1851 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1852 1853 // Skia uses the range [0..255] for the addition vector, but we need 1854 // the [0..1] range to apply the vector in GLSL 1855 float colorVector[4]; 1856 colorVector[0] = srcColorMatrix[4] / 255.0f; 1857 colorVector[1] = srcColorMatrix[9] / 255.0f; 1858 colorVector[2] = srcColorMatrix[14] / 255.0f; 1859 colorVector[3] = srcColorMatrix[19] / 255.0f; 1860 1861 glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1, 1862 GL_FALSE, colorMatrix); 1863 glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector); 1864 return; 1865 } 1866 1867 // it is an error if we ever get here 1868} 1869 1870void OpenGLRenderer::setupDrawTextGammaUniforms() { 1871 mCaches.fontRenderer->setupProgram(mDescription, mCaches.program()); 1872} 1873 1874void OpenGLRenderer::setupDrawSimpleMesh() { 1875 bool force = mRenderState.meshState().bindMeshBuffer(); 1876 mRenderState.meshState().bindPositionVertexPointer(force, nullptr); 1877 mRenderState.meshState().unbindIndicesBuffer(); 1878} 1879 1880void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1881 if (texture) mCaches.textureState().bindTexture(texture); 1882 mTextureUnit++; 1883 mRenderState.meshState().enableTexCoordsVertexArray(); 1884} 1885 1886void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1887 mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture); 1888 mTextureUnit++; 1889 mRenderState.meshState().enableTexCoordsVertexArray(); 1890} 1891 1892void OpenGLRenderer::setupDrawTextureTransform() { 1893 mDescription.hasTextureTransform = true; 1894} 1895 1896void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1897 glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1, 1898 GL_FALSE, &transform.data[0]); 1899} 1900 1901void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1902 const GLvoid* texCoords, GLuint vbo) { 1903 bool force = false; 1904 if (!vertices || vbo) { 1905 force = mRenderState.meshState().bindMeshBuffer(vbo); 1906 } else { 1907 force = mRenderState.meshState().unbindMeshBuffer(); 1908 } 1909 1910 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1911 if (mCaches.program().texCoords >= 0) { 1912 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1913 } 1914 1915 mRenderState.meshState().unbindIndicesBuffer(); 1916} 1917 1918void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1919 const GLvoid* texCoords, const GLvoid* colors) { 1920 bool force = mRenderState.meshState().unbindMeshBuffer(); 1921 GLsizei stride = sizeof(ColorTextureVertex); 1922 1923 mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride); 1924 if (mCaches.program().texCoords >= 0) { 1925 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride); 1926 } 1927 int slot = mCaches.program().getAttrib("colors"); 1928 if (slot >= 0) { 1929 glEnableVertexAttribArray(slot); 1930 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1931 } 1932 1933 mRenderState.meshState().unbindIndicesBuffer(); 1934} 1935 1936void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1937 const GLvoid* texCoords, GLuint vbo) { 1938 bool force = false; 1939 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1940 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1941 // use the default VBO found in RenderState 1942 if (!vertices || vbo) { 1943 force = mRenderState.meshState().bindMeshBuffer(vbo); 1944 } else { 1945 force = mRenderState.meshState().unbindMeshBuffer(); 1946 } 1947 mRenderState.meshState().bindQuadIndicesBuffer(); 1948 1949 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1950 if (mCaches.program().texCoords >= 0) { 1951 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1952 } 1953} 1954 1955void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1956 bool force = mRenderState.meshState().unbindMeshBuffer(); 1957 mRenderState.meshState().bindQuadIndicesBuffer(); 1958 mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride); 1959} 1960 1961/////////////////////////////////////////////////////////////////////////////// 1962// Drawing 1963/////////////////////////////////////////////////////////////////////////////// 1964 1965void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1966 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1967 // will be performed by the display list itself 1968 if (renderNode && renderNode->isRenderable()) { 1969 // compute 3d ordering 1970 renderNode->computeOrdering(); 1971 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1972 startFrame(); 1973 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1974 renderNode->replay(replayStruct, 0); 1975 return; 1976 } 1977 1978 // Don't avoid overdraw when visualizing, since that makes it harder to 1979 // debug where it's coming from, and when the problem occurs. 1980 bool avoidOverdraw = !mCaches.debugOverdraw; 1981 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1982 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1983 renderNode->defer(deferStruct, 0); 1984 1985 flushLayers(); 1986 startFrame(); 1987 1988 deferredList.flush(*this, dirty); 1989 } else { 1990 // Even if there is no drawing command(Ex: invisible), 1991 // it still needs startFrame to clear buffer and start tiling. 1992 startFrame(); 1993 } 1994} 1995 1996void OpenGLRenderer::drawAlphaBitmap(Texture* texture, const SkPaint* paint) { 1997 float x = 0; 1998 float y = 0; 1999 2000 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2001 2002 bool ignoreTransform = false; 2003 if (currentTransform()->isPureTranslate()) { 2004 x = (int) floorf(currentTransform()->getTranslateX() + 0.5f); 2005 y = (int) floorf(currentTransform()->getTranslateY() + 0.5f); 2006 ignoreTransform = true; 2007 2008 texture->setFilter(GL_NEAREST, true); 2009 } else { 2010 texture->setFilter(PaintUtils::getFilter(paint), true); 2011 } 2012 2013 // No need to check for a UV mapper on the texture object, only ARGB_8888 2014 // bitmaps get packed in the atlas 2015 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2016 paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset, 2017 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2018} 2019 2020/** 2021 * Important note: this method is intended to draw batches of bitmaps and 2022 * will not set the scissor enable or dirty the current layer, if any. 2023 * The caller is responsible for properly dirtying the current layer. 2024 */ 2025void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2026 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2027 const Rect& bounds, const SkPaint* paint) { 2028 mCaches.textureState().activateTexture(0); 2029 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2030 if (!texture) return; 2031 2032 const AutoTexture autoCleanup(texture); 2033 2034 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2035 texture->setFilter(pureTranslate ? GL_NEAREST : PaintUtils::getFilter(paint), true); 2036 2037 const float x = (int) floorf(bounds.left + 0.5f); 2038 const float y = (int) floorf(bounds.top + 0.5f); 2039 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2040 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2041 texture->id, paint, &vertices[0].x, &vertices[0].u, 2042 GL_TRIANGLES, bitmapCount * 6, true, 2043 kModelViewMode_Translate, false); 2044 } else { 2045 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2046 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2047 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2048 kModelViewMode_Translate, false); 2049 } 2050 2051 mDirty = true; 2052} 2053 2054void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2055 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2056 return; 2057 } 2058 2059 mCaches.textureState().activateTexture(0); 2060 Texture* texture = getTexture(bitmap); 2061 if (!texture) return; 2062 const AutoTexture autoCleanup(texture); 2063 2064 if (USE_GLOPS) { 2065 bool isAlpha8Texture = bitmap->colorType() == kAlpha_8_SkColorType; 2066 Glop glop; 2067 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 2068 aBuilder.setMeshTexturedUnitQuad(texture->uvMapper) 2069 .setFillTexturePaint(*texture, isAlpha8Texture, paint, currentSnapshot()->alpha) 2070 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2071 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 2072 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2073 .build(); 2074 renderGlop(glop); 2075 return; 2076 } 2077 2078 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2079 drawAlphaBitmap(texture, paint); 2080 } else { 2081 drawTextureRect(texture, paint); 2082 } 2083 2084 mDirty = true; 2085} 2086 2087void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2088 const float* vertices, const int* colors, const SkPaint* paint) { 2089 if (!vertices || mState.currentlyIgnored()) { 2090 return; 2091 } 2092 2093 float left = FLT_MAX; 2094 float top = FLT_MAX; 2095 float right = FLT_MIN; 2096 float bottom = FLT_MIN; 2097 2098 const uint32_t elementCount = meshWidth * meshHeight * 6; 2099 2100 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 2101 ColorTextureVertex* vertex = &mesh[0]; 2102 2103 std::unique_ptr<int[]> tempColors; 2104 if (!colors) { 2105 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2106 tempColors.reset(new int[colorsCount]); 2107 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2108 colors = tempColors.get(); 2109 } 2110 2111 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2112 const UvMapper& mapper(getMapper(texture)); 2113 2114 for (int32_t y = 0; y < meshHeight; y++) { 2115 for (int32_t x = 0; x < meshWidth; x++) { 2116 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2117 2118 float u1 = float(x) / meshWidth; 2119 float u2 = float(x + 1) / meshWidth; 2120 float v1 = float(y) / meshHeight; 2121 float v2 = float(y + 1) / meshHeight; 2122 2123 mapper.map(u1, v1, u2, v2); 2124 2125 int ax = i + (meshWidth + 1) * 2; 2126 int ay = ax + 1; 2127 int bx = i; 2128 int by = bx + 1; 2129 int cx = i + 2; 2130 int cy = cx + 1; 2131 int dx = i + (meshWidth + 1) * 2 + 2; 2132 int dy = dx + 1; 2133 2134 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2135 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2136 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2137 2138 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2139 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2140 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2141 2142 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2143 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2144 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2145 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2146 } 2147 } 2148 2149 if (quickRejectSetupScissor(left, top, right, bottom)) { 2150 return; 2151 } 2152 2153 if (!texture) { 2154 texture = mCaches.textureCache.get(bitmap); 2155 if (!texture) { 2156 return; 2157 } 2158 } 2159 const AutoTexture autoCleanup(texture); 2160 2161 if (USE_GLOPS) { 2162 /* 2163 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 2164 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 2165 */ 2166 bool isAlpha8Texture = false; 2167 Glop glop; 2168 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 2169 aBuilder.setMeshColoredTexturedMesh(mesh.get(), elementCount) 2170 .setFillTexturePaint(*texture, isAlpha8Texture, paint, currentSnapshot()->alpha) 2171 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2172 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2173 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2174 .build(); 2175 renderGlop(glop); 2176 return; 2177 } 2178 2179 mCaches.textureState().activateTexture(0); 2180 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2181 texture->setFilter(PaintUtils::getFilter(paint), true); 2182 2183 int alpha; 2184 SkXfermode::Mode mode; 2185 getAlphaAndMode(paint, &alpha, &mode); 2186 2187 2188 dirtyLayer(left, top, right, bottom, *currentTransform()); 2189 2190 float a = alpha / 255.0f; 2191 setupDraw(); 2192 setupDrawWithTextureAndColor(); 2193 setupDrawColor(a, a, a, a); 2194 setupDrawColorFilter(getColorFilter(paint)); 2195 setupDrawBlending(paint, true); 2196 setupDrawProgram(); 2197 setupDrawDirtyRegionsDisabled(); 2198 setupDrawModelView(kModelViewMode_Translate, false, 0, 0, 0, 0); 2199 setupDrawTexture(texture->id); 2200 setupDrawPureColorUniforms(); 2201 setupDrawColorFilterUniforms(getColorFilter(paint)); 2202 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2203 2204 glDrawArrays(GL_TRIANGLES, 0, elementCount); 2205 2206 int slot = mCaches.program().getAttrib("colors"); 2207 if (slot >= 0) { 2208 glDisableVertexAttribArray(slot); 2209 } 2210 2211 mDirty = true; 2212} 2213 2214void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 2215 if (quickRejectSetupScissor(dst)) { 2216 return; 2217 } 2218 2219 Texture* texture = getTexture(bitmap); 2220 if (!texture) return; 2221 const AutoTexture autoCleanup(texture); 2222 2223 if (USE_GLOPS) { 2224 Rect uv(fmax(0.0f, src.left / texture->width), 2225 fmax(0.0f, src.top / texture->height), 2226 fmin(1.0f, src.right / texture->width), 2227 fmin(1.0f, src.bottom / texture->height)); 2228 2229 bool isAlpha8Texture = bitmap->colorType() == kAlpha_8_SkColorType; 2230 Glop glop; 2231 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 2232 aBuilder.setMeshTexturedUvQuad(texture->uvMapper, uv) 2233 .setFillTexturePaint(*texture, isAlpha8Texture, paint, currentSnapshot()->alpha) 2234 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2235 .setModelViewMapUnitToRectSnap(dst) 2236 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2237 .build(); 2238 renderGlop(glop); 2239 return; 2240 } 2241 2242 mCaches.textureState().activateTexture(0); 2243 2244 const float width = texture->width; 2245 const float height = texture->height; 2246 2247 float u1 = fmax(0.0f, src.left / width); 2248 float v1 = fmax(0.0f, src.top / height); 2249 float u2 = fmin(1.0f, src.right / width); 2250 float v2 = fmin(1.0f, src.bottom / height); 2251 2252 getMapper(texture).map(u1, v1, u2, v2); 2253 2254 mRenderState.meshState().unbindMeshBuffer(); 2255 resetDrawTextureTexCoords(u1, v1, u2, v2); 2256 2257 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2258 2259 float scaleX = (dst.right - dst.left) / (src.right - src.left); 2260 float scaleY = (dst.bottom - dst.top) / (src.bottom - src.top); 2261 2262 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2263 bool ignoreTransform = false; 2264 2265 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2266 float x = (int) floorf(dst.left + currentTransform()->getTranslateX() + 0.5f); 2267 float y = (int) floorf(dst.top + currentTransform()->getTranslateY() + 0.5f); 2268 2269 dst.right = x + (dst.right - dst.left); 2270 dst.bottom = y + (dst.bottom - dst.top); 2271 2272 dst.left = x; 2273 dst.top = y; 2274 2275 texture->setFilter(scaled ? PaintUtils::getFilter(paint) : GL_NEAREST, true); 2276 ignoreTransform = true; 2277 } else { 2278 texture->setFilter(PaintUtils::getFilter(paint), true); 2279 } 2280 2281 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2282 drawAlpha8TextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2283 texture->id, paint, 2284 &mMeshVertices[0].x, &mMeshVertices[0].u, 2285 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2286 } else { 2287 drawTextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2288 texture->id, paint, texture->blend, 2289 &mMeshVertices[0].x, &mMeshVertices[0].u, 2290 GL_TRIANGLE_STRIP, kUnitQuadCount, false, ignoreTransform); 2291 } 2292 2293 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2294 2295 mDirty = true; 2296} 2297 2298void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2299 float left, float top, float right, float bottom, const SkPaint* paint) { 2300 if (quickRejectSetupScissor(left, top, right, bottom)) { 2301 return; 2302 } 2303 2304 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2305 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2306 right - left, bottom - top, patch); 2307 2308 drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2309} 2310 2311void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2312 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2313 const SkPaint* paint) { 2314 if (quickRejectSetupScissor(left, top, right, bottom)) { 2315 return; 2316 } 2317 2318 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2319 mCaches.textureState().activateTexture(0); 2320 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2321 if (!texture) return; 2322 const AutoTexture autoCleanup(texture); 2323 2324 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2325 texture->setFilter(GL_LINEAR, true); 2326 2327 const bool pureTranslate = currentTransform()->isPureTranslate(); 2328 // Mark the current layer dirty where we are going to draw the patch 2329 if (hasLayer() && mesh->hasEmptyQuads) { 2330 const float offsetX = left + currentTransform()->getTranslateX(); 2331 const float offsetY = top + currentTransform()->getTranslateY(); 2332 const size_t count = mesh->quads.size(); 2333 for (size_t i = 0; i < count; i++) { 2334 const Rect& bounds = mesh->quads.itemAt(i); 2335 if (CC_LIKELY(pureTranslate)) { 2336 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2337 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2338 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2339 } else { 2340 dirtyLayer(left + bounds.left, top + bounds.top, 2341 left + bounds.right, top + bounds.bottom, *currentTransform()); 2342 } 2343 } 2344 } 2345 2346 bool ignoreTransform = false; 2347 if (CC_LIKELY(pureTranslate)) { 2348 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2349 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2350 2351 right = x + right - left; 2352 bottom = y + bottom - top; 2353 left = x; 2354 top = y; 2355 ignoreTransform = true; 2356 } 2357 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2358 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2359 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2360 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2361 } 2362 2363 mDirty = true; 2364} 2365 2366/** 2367 * Important note: this method is intended to draw batches of 9-patch objects and 2368 * will not set the scissor enable or dirty the current layer, if any. 2369 * The caller is responsible for properly dirtying the current layer. 2370 */ 2371void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2372 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2373 mCaches.textureState().activateTexture(0); 2374 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2375 if (!texture) return; 2376 const AutoTexture autoCleanup(texture); 2377 2378 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2379 texture->setFilter(GL_LINEAR, true); 2380 2381 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2382 texture->blend, &vertices[0].x, &vertices[0].u, 2383 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2384 2385 mDirty = true; 2386} 2387 2388void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2389 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2390 // not missing call to quickReject/dirtyLayer, always done at a higher level 2391 if (!vertexBuffer.getVertexCount()) { 2392 // no vertices to draw 2393 return; 2394 } 2395 2396 if (USE_GLOPS) { 2397 Glop glop; 2398 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 2399 bool fudgeOffset = displayFlags & kVertexBuffer_Offset; 2400 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 2401 aBuilder.setMeshVertexBuffer(vertexBuffer, shadowInterp) 2402 .setFillPaint(*paint, currentSnapshot()->alpha) 2403 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset) 2404 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 2405 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2406 .build(); 2407 renderGlop(glop); 2408 return; 2409 } 2410 2411 const VertexBuffer::MeshFeatureFlags meshFeatureFlags = vertexBuffer.getMeshFeatureFlags(); 2412 Rect bounds(vertexBuffer.getBounds()); 2413 bounds.translate(translateX, translateY); 2414 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2415 2416 int color = paint->getColor(); 2417 bool isAA = meshFeatureFlags & VertexBuffer::kAlpha; 2418 2419 setupDraw(); 2420 setupDrawNoTexture(); 2421 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2422 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 2423 setupDrawColorFilter(getColorFilter(paint)); 2424 setupDrawShader(getShader(paint)); 2425 setupDrawBlending(paint, isAA); 2426 setupDrawProgram(); 2427 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2428 translateX, translateY, 0, 0); 2429 setupDrawColorUniforms(getShader(paint)); 2430 setupDrawColorFilterUniforms(getColorFilter(paint)); 2431 setupDrawShaderUniforms(getShader(paint)); 2432 2433 const void* vertices = vertexBuffer.getBuffer(); 2434 mRenderState.meshState().unbindMeshBuffer(); 2435 mRenderState.meshState().bindPositionVertexPointer(true, vertices, 2436 isAA ? kAlphaVertexStride : kVertexStride); 2437 mRenderState.meshState().resetTexCoordsVertexPointer(); 2438 2439 int alphaSlot = -1; 2440 if (isAA) { 2441 void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset; 2442 alphaSlot = mCaches.program().getAttrib("vtxAlpha"); 2443 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2444 glEnableVertexAttribArray(alphaSlot); 2445 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords); 2446 } 2447 2448 if (meshFeatureFlags & VertexBuffer::kIndices) { 2449 mRenderState.meshState().unbindIndicesBuffer(); 2450 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2451 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2452 } else { 2453 mRenderState.meshState().unbindIndicesBuffer(); 2454 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2455 } 2456 2457 if (isAA) { 2458 glDisableVertexAttribArray(alphaSlot); 2459 } 2460 2461 mDirty = true; 2462} 2463 2464/** 2465 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2466 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2467 * screen space in all directions. However, instead of using a fragment shader to compute the 2468 * translucency of the color from its position, we simply use a varying parameter to define how far 2469 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2470 * 2471 * Doesn't yet support joins, caps, or path effects. 2472 */ 2473void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2474 VertexBuffer vertexBuffer; 2475 // TODO: try clipping large paths to viewport 2476 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2477 drawVertexBuffer(vertexBuffer, paint); 2478} 2479 2480/** 2481 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2482 * and additional geometry for defining an alpha slope perimeter. 2483 * 2484 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2485 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2486 * in-shader alpha region, but found it to be taxing on some GPUs. 2487 * 2488 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2489 * memory transfer by removing need for degenerate vertices. 2490 */ 2491void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2492 if (mState.currentlyIgnored() || count < 4) return; 2493 2494 count &= ~0x3; // round down to nearest four 2495 2496 VertexBuffer buffer; 2497 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2498 const Rect& bounds = buffer.getBounds(); 2499 2500 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2501 return; 2502 } 2503 2504 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2505 drawVertexBuffer(buffer, paint, displayFlags); 2506} 2507 2508void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2509 if (mState.currentlyIgnored() || count < 2) return; 2510 2511 count &= ~0x1; // round down to nearest two 2512 2513 VertexBuffer buffer; 2514 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2515 2516 const Rect& bounds = buffer.getBounds(); 2517 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2518 return; 2519 } 2520 2521 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2522 drawVertexBuffer(buffer, paint, displayFlags); 2523 2524 mDirty = true; 2525} 2526 2527void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2528 // No need to check against the clip, we fill the clip region 2529 if (mState.currentlyIgnored()) return; 2530 2531 Rect clip(mState.currentClipRect()); 2532 clip.snapToPixelBoundaries(); 2533 2534 SkPaint paint; 2535 paint.setColor(color); 2536 paint.setXfermodeMode(mode); 2537 2538 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2539 2540 mDirty = true; 2541} 2542 2543void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 2544 const SkPaint* paint) { 2545 if (!texture) return; 2546 const AutoTexture autoCleanup(texture); 2547 2548 const float x = left + texture->left - texture->offset; 2549 const float y = top + texture->top - texture->offset; 2550 2551 drawPathTexture(texture, x, y, paint); 2552 2553 mDirty = true; 2554} 2555 2556void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2557 float rx, float ry, const SkPaint* p) { 2558 if (mState.currentlyIgnored() 2559 || quickRejectSetupScissor(left, top, right, bottom, p) 2560 || PaintUtils::paintWillNotDraw(*p)) { 2561 return; 2562 } 2563 2564 if (p->getPathEffect() != nullptr) { 2565 mCaches.textureState().activateTexture(0); 2566 PathTexture* texture = mCaches.pathCache.getRoundRect( 2567 right - left, bottom - top, rx, ry, p); 2568 drawShape(left, top, texture, p); 2569 } else { 2570 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2571 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2572 drawVertexBuffer(left, top, *vertexBuffer, p); 2573 } 2574} 2575 2576void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2577 if (mState.currentlyIgnored() 2578 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2579 || PaintUtils::paintWillNotDraw(*p)) { 2580 return; 2581 } 2582 if (p->getPathEffect() != nullptr) { 2583 mCaches.textureState().activateTexture(0); 2584 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2585 drawShape(x - radius, y - radius, texture, p); 2586 } else { 2587 SkPath path; 2588 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2589 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2590 } else { 2591 path.addCircle(x, y, radius); 2592 } 2593 drawConvexPath(path, p); 2594 } 2595} 2596 2597void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2598 const SkPaint* p) { 2599 if (mState.currentlyIgnored() 2600 || quickRejectSetupScissor(left, top, right, bottom, p) 2601 || PaintUtils::paintWillNotDraw(*p)) { 2602 return; 2603 } 2604 2605 if (p->getPathEffect() != nullptr) { 2606 mCaches.textureState().activateTexture(0); 2607 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2608 drawShape(left, top, texture, p); 2609 } else { 2610 SkPath path; 2611 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2612 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2613 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2614 } 2615 path.addOval(rect); 2616 drawConvexPath(path, p); 2617 } 2618} 2619 2620void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2621 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2622 if (mState.currentlyIgnored() 2623 || quickRejectSetupScissor(left, top, right, bottom, p) 2624 || PaintUtils::paintWillNotDraw(*p)) { 2625 return; 2626 } 2627 2628 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2629 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2630 mCaches.textureState().activateTexture(0); 2631 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2632 startAngle, sweepAngle, useCenter, p); 2633 drawShape(left, top, texture, p); 2634 return; 2635 } 2636 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2637 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2638 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2639 } 2640 2641 SkPath path; 2642 if (useCenter) { 2643 path.moveTo(rect.centerX(), rect.centerY()); 2644 } 2645 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2646 if (useCenter) { 2647 path.close(); 2648 } 2649 drawConvexPath(path, p); 2650} 2651 2652// See SkPaintDefaults.h 2653#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2654 2655void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2656 const SkPaint* p) { 2657 if (mState.currentlyIgnored() 2658 || quickRejectSetupScissor(left, top, right, bottom, p) 2659 || PaintUtils::paintWillNotDraw(*p)) { 2660 return; 2661 } 2662 2663 if (p->getStyle() != SkPaint::kFill_Style) { 2664 // only fill style is supported by drawConvexPath, since others have to handle joins 2665 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2666 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2667 mCaches.textureState().activateTexture(0); 2668 PathTexture* texture = 2669 mCaches.pathCache.getRect(right - left, bottom - top, p); 2670 drawShape(left, top, texture, p); 2671 } else { 2672 SkPath path; 2673 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2674 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2675 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2676 } 2677 path.addRect(rect); 2678 drawConvexPath(path, p); 2679 } 2680 } else { 2681 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2682 SkPath path; 2683 path.addRect(left, top, right, bottom); 2684 drawConvexPath(path, p); 2685 } else { 2686 drawColorRect(left, top, right, bottom, p); 2687 2688 mDirty = true; 2689 } 2690 } 2691} 2692 2693void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2694 int bytesCount, int count, const float* positions, 2695 FontRenderer& fontRenderer, int alpha, float x, float y) { 2696 mCaches.textureState().activateTexture(0); 2697 2698 TextShadow textShadow; 2699 if (!getTextShadow(paint, &textShadow)) { 2700 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2701 } 2702 2703 // NOTE: The drop shadow will not perform gamma correction 2704 // if shader-based correction is enabled 2705 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2706 ShadowTexture* texture = mCaches.dropShadowCache.get( 2707 paint, text, bytesCount, count, textShadow.radius, positions); 2708 // If the drop shadow exceeds the max texture size or couldn't be 2709 // allocated, skip drawing 2710 if (!texture) return; 2711 const AutoTexture autoCleanup(texture); 2712 2713 const float sx = x - texture->left + textShadow.dx; 2714 const float sy = y - texture->top + textShadow.dy; 2715 2716 if (USE_GLOPS) { 2717 Glop glop; 2718 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 2719 aBuilder.setMeshTexturedUnitQuad(nullptr) 2720 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 2721 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2722 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 2723 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2724 .build(); 2725 renderGlop(glop); 2726 return; 2727 } 2728 2729 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * currentSnapshot()->alpha; 2730 if (getShader(paint)) { 2731 textShadow.color = SK_ColorWHITE; 2732 } 2733 2734 setupDraw(); 2735 setupDrawWithTexture(true); 2736 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2737 setupDrawColorFilter(getColorFilter(paint)); 2738 setupDrawShader(getShader(paint)); 2739 setupDrawBlending(paint, true); 2740 setupDrawProgram(); 2741 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2742 sx, sy, sx + texture->width, sy + texture->height); 2743 setupDrawTexture(texture->id); 2744 setupDrawPureColorUniforms(); 2745 setupDrawColorFilterUniforms(getColorFilter(paint)); 2746 setupDrawShaderUniforms(getShader(paint)); 2747 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 2748 2749 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 2750} 2751 2752bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2753 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2754 return MathUtils::isZero(alpha) 2755 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2756} 2757 2758void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2759 const float* positions, const SkPaint* paint) { 2760 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2761 return; 2762 } 2763 2764 // NOTE: Skia does not support perspective transform on drawPosText yet 2765 if (!currentTransform()->isSimple()) { 2766 return; 2767 } 2768 2769 mRenderState.scissor().setEnabled(true); 2770 2771 float x = 0.0f; 2772 float y = 0.0f; 2773 const bool pureTranslate = currentTransform()->isPureTranslate(); 2774 if (pureTranslate) { 2775 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2776 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2777 } 2778 2779 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2780 fontRenderer.setFont(paint, SkMatrix::I()); 2781 2782 int alpha; 2783 SkXfermode::Mode mode; 2784 getAlphaAndMode(paint, &alpha, &mode); 2785 2786 if (CC_UNLIKELY(hasTextShadow(paint))) { 2787 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2788 alpha, 0.0f, 0.0f); 2789 } 2790 2791 // Pick the appropriate texture filtering 2792 bool linearFilter = currentTransform()->changesBounds(); 2793 if (pureTranslate && !linearFilter) { 2794 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2795 } 2796 fontRenderer.setTextureFiltering(linearFilter); 2797 2798 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2799 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2800 2801 const bool hasActiveLayer = hasLayer(); 2802 2803 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2804 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2805 positions, hasActiveLayer ? &bounds : nullptr, &functor)) { 2806 if (hasActiveLayer) { 2807 if (!pureTranslate) { 2808 currentTransform()->mapRect(bounds); 2809 } 2810 dirtyLayerUnchecked(bounds, getRegion()); 2811 } 2812 } 2813 2814 mDirty = true; 2815} 2816 2817bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2818 if (CC_LIKELY(transform.isPureTranslate())) { 2819 outMatrix->setIdentity(); 2820 return false; 2821 } else if (CC_UNLIKELY(transform.isPerspective())) { 2822 outMatrix->setIdentity(); 2823 return true; 2824 } 2825 2826 /** 2827 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2828 * with values rounded to the nearest int. 2829 */ 2830 float sx, sy; 2831 transform.decomposeScale(sx, sy); 2832 outMatrix->setScale( 2833 roundf(fmaxf(1.0f, sx)), 2834 roundf(fmaxf(1.0f, sy))); 2835 return true; 2836} 2837 2838int OpenGLRenderer::getSaveCount() const { 2839 return mState.getSaveCount(); 2840} 2841 2842int OpenGLRenderer::save(int flags) { 2843 return mState.save(flags); 2844} 2845 2846void OpenGLRenderer::restore() { 2847 return mState.restore(); 2848} 2849 2850void OpenGLRenderer::restoreToCount(int saveCount) { 2851 return mState.restoreToCount(saveCount); 2852} 2853 2854void OpenGLRenderer::translate(float dx, float dy, float dz) { 2855 return mState.translate(dx, dy, dz); 2856} 2857 2858void OpenGLRenderer::rotate(float degrees) { 2859 return mState.rotate(degrees); 2860} 2861 2862void OpenGLRenderer::scale(float sx, float sy) { 2863 return mState.scale(sx, sy); 2864} 2865 2866void OpenGLRenderer::skew(float sx, float sy) { 2867 return mState.skew(sx, sy); 2868} 2869 2870void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2871 mState.setMatrix(matrix); 2872} 2873 2874void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2875 mState.concatMatrix(matrix); 2876} 2877 2878bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2879 return mState.clipRect(left, top, right, bottom, op); 2880} 2881 2882bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2883 return mState.clipPath(path, op); 2884} 2885 2886bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2887 return mState.clipRegion(region, op); 2888} 2889 2890void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2891 mState.setClippingOutline(allocator, outline); 2892} 2893 2894void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2895 const Rect& rect, float radius, bool highPriority) { 2896 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2897} 2898 2899void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2900 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2901 DrawOpMode drawOpMode) { 2902 2903 if (drawOpMode == DrawOpMode::kImmediate) { 2904 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2905 // drawing as ops from DeferredDisplayList are already filtered for these 2906 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2907 quickRejectSetupScissor(bounds)) { 2908 return; 2909 } 2910 } 2911 2912 const float oldX = x; 2913 const float oldY = y; 2914 2915 const mat4& transform = *currentTransform(); 2916 const bool pureTranslate = transform.isPureTranslate(); 2917 2918 if (CC_LIKELY(pureTranslate)) { 2919 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2920 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2921 } 2922 2923 int alpha; 2924 SkXfermode::Mode mode; 2925 getAlphaAndMode(paint, &alpha, &mode); 2926 2927 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2928 2929 if (CC_UNLIKELY(hasTextShadow(paint))) { 2930 fontRenderer.setFont(paint, SkMatrix::I()); 2931 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2932 alpha, oldX, oldY); 2933 } 2934 2935 const bool hasActiveLayer = hasLayer(); 2936 2937 // We only pass a partial transform to the font renderer. That partial 2938 // matrix defines how glyphs are rasterized. Typically we want glyphs 2939 // to be rasterized at their final size on screen, which means the partial 2940 // matrix needs to take the scale factor into account. 2941 // When a partial matrix is used to transform glyphs during rasterization, 2942 // the mesh is generated with the inverse transform (in the case of scale, 2943 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2944 // apply the full transform matrix at draw time in the vertex shader. 2945 // Applying the full matrix in the shader is the easiest way to handle 2946 // rotation and perspective and allows us to always generated quads in the 2947 // font renderer which greatly simplifies the code, clipping in particular. 2948 SkMatrix fontTransform; 2949 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2950 || fabs(y - (int) y) > 0.0f 2951 || fabs(x - (int) x) > 0.0f; 2952 fontRenderer.setFont(paint, fontTransform); 2953 fontRenderer.setTextureFiltering(linearFilter); 2954 2955 // TODO: Implement better clipping for scaled/rotated text 2956 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2957 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2958 2959 bool status; 2960 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2961 2962 // don't call issuedrawcommand, do it at end of batch 2963 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 2964 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2965 SkPaint paintCopy(*paint); 2966 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2967 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2968 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2969 } else { 2970 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2971 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2972 } 2973 2974 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 2975 if (!pureTranslate) { 2976 transform.mapRect(layerBounds); 2977 } 2978 dirtyLayerUnchecked(layerBounds, getRegion()); 2979 } 2980 2981 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2982 2983 mDirty = true; 2984} 2985 2986void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2987 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2988 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2989 return; 2990 } 2991 2992 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2993 mRenderState.scissor().setEnabled(true); 2994 2995 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2996 fontRenderer.setFont(paint, SkMatrix::I()); 2997 fontRenderer.setTextureFiltering(true); 2998 2999 int alpha; 3000 SkXfermode::Mode mode; 3001 getAlphaAndMode(paint, &alpha, &mode); 3002 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3003 3004 const Rect* clip = &writableSnapshot()->getLocalClip(); 3005 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3006 3007 const bool hasActiveLayer = hasLayer(); 3008 3009 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3010 hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) { 3011 if (hasActiveLayer) { 3012 currentTransform()->mapRect(bounds); 3013 dirtyLayerUnchecked(bounds, getRegion()); 3014 } 3015 } 3016 3017 mDirty = true; 3018} 3019 3020void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 3021 if (mState.currentlyIgnored()) return; 3022 3023 mCaches.textureState().activateTexture(0); 3024 3025 PathTexture* texture = mCaches.pathCache.get(path, paint); 3026 if (!texture) return; 3027 const AutoTexture autoCleanup(texture); 3028 3029 const float x = texture->left - texture->offset; 3030 const float y = texture->top - texture->offset; 3031 3032 drawPathTexture(texture, x, y, paint); 3033 mDirty = true; 3034} 3035 3036void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3037 if (!layer) { 3038 return; 3039 } 3040 3041 mat4* transform = nullptr; 3042 if (layer->isTextureLayer()) { 3043 transform = &layer->getTransform(); 3044 if (!transform->isIdentity()) { 3045 save(SkCanvas::kMatrix_SaveFlag); 3046 concatMatrix(*transform); 3047 } 3048 } 3049 3050 bool clipRequired = false; 3051 const bool rejected = mState.calculateQuickRejectForScissor( 3052 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3053 &clipRequired, nullptr, false); 3054 3055 if (rejected) { 3056 if (transform && !transform->isIdentity()) { 3057 restore(); 3058 } 3059 return; 3060 } 3061 3062 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 3063 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 3064 3065 updateLayer(layer, true); 3066 3067 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 3068 mCaches.textureState().activateTexture(0); 3069 3070 if (CC_LIKELY(!layer->region.isEmpty())) { 3071 if (layer->region.isRect()) { 3072 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3073 composeLayerRect(layer, layer->regionRect)); 3074 } else if (layer->mesh) { 3075 if (USE_GLOPS) { 3076 Glop glop; 3077 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 3078 aBuilder.setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 3079 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode()) 3080 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3081 .setModelViewOffsetRectSnap(x, y, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 3082 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3083 .build(); 3084 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 3085 } else { 3086 const float a = getLayerAlpha(layer); 3087 setupDraw(); 3088 setupDrawWithTexture(); 3089 setupDrawColor(a, a, a, a); 3090 setupDrawColorFilter(layer->getColorFilter()); 3091 setupDrawBlending(layer); 3092 setupDrawProgram(); 3093 setupDrawPureColorUniforms(); 3094 setupDrawColorFilterUniforms(layer->getColorFilter()); 3095 setupDrawTexture(layer->getTextureId()); 3096 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3097 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3098 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3099 3100 layer->setFilter(GL_NEAREST); 3101 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3102 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3103 } else { 3104 layer->setFilter(GL_LINEAR); 3105 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3106 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3107 } 3108 3109 3110 TextureVertex* mesh = &layer->mesh[0]; 3111 GLsizei elementsCount = layer->meshElementCount; 3112 3113 3114 while (elementsCount > 0) { 3115 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 3116 3117 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3118 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3119 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3120 3121 elementsCount -= drawCount; 3122 // Though there are 4 vertices in a quad, we use 6 indices per 3123 // quad to draw with GL_TRIANGLES 3124 mesh += (drawCount / 6) * 4; 3125 } 3126 } 3127#if DEBUG_LAYERS_AS_REGIONS 3128 drawRegionRectsDebug(layer->region); 3129#endif 3130 } 3131 3132 if (layer->debugDrawUpdate) { 3133 layer->debugDrawUpdate = false; 3134 3135 SkPaint paint; 3136 paint.setColor(0x7f00ff00); 3137 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3138 } 3139 } 3140 layer->hasDrawnSinceUpdate = true; 3141 3142 if (transform && !transform->isIdentity()) { 3143 restore(); 3144 } 3145 3146 mDirty = true; 3147} 3148 3149/////////////////////////////////////////////////////////////////////////////// 3150// Draw filters 3151/////////////////////////////////////////////////////////////////////////////// 3152void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3153 // We should never get here since we apply the draw filter when stashing 3154 // the paints in the DisplayList. 3155 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3156} 3157 3158/////////////////////////////////////////////////////////////////////////////// 3159// Drawing implementation 3160/////////////////////////////////////////////////////////////////////////////// 3161 3162Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3163 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3164 if (!texture) { 3165 return mCaches.textureCache.get(bitmap); 3166 } 3167 return texture; 3168} 3169 3170void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 3171 const SkPaint* paint) { 3172 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3173 return; 3174 } 3175 3176 if (USE_GLOPS) { 3177 Glop glop; 3178 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 3179 aBuilder.setMeshTexturedUnitQuad(nullptr) 3180 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 3181 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3182 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 3183 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3184 .build(); 3185 renderGlop(glop); 3186 return; 3187 } 3188 3189 3190 int alpha; 3191 SkXfermode::Mode mode; 3192 getAlphaAndMode(paint, &alpha, &mode); 3193 3194 setupDraw(); 3195 setupDrawWithTexture(true); 3196 setupDrawAlpha8Color(paint->getColor(), alpha); 3197 setupDrawColorFilter(getColorFilter(paint)); 3198 setupDrawShader(getShader(paint)); 3199 setupDrawBlending(paint, true); 3200 setupDrawProgram(); 3201 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3202 x, y, x + texture->width, y + texture->height); 3203 setupDrawTexture(texture->id); 3204 setupDrawPureColorUniforms(); 3205 setupDrawColorFilterUniforms(getColorFilter(paint)); 3206 setupDrawShaderUniforms(getShader(paint)); 3207 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 3208 3209 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3210} 3211 3212// Same values used by Skia 3213#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3214#define kStdUnderline_Offset (1.0f / 9.0f) 3215#define kStdUnderline_Thickness (1.0f / 18.0f) 3216 3217void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3218 const SkPaint* paint) { 3219 // Handle underline and strike-through 3220 uint32_t flags = paint->getFlags(); 3221 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3222 SkPaint paintCopy(*paint); 3223 3224 if (CC_LIKELY(underlineWidth > 0.0f)) { 3225 const float textSize = paintCopy.getTextSize(); 3226 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3227 3228 const float left = x; 3229 float top = 0.0f; 3230 3231 int linesCount = 0; 3232 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3233 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3234 3235 const int pointsCount = 4 * linesCount; 3236 float points[pointsCount]; 3237 int currentPoint = 0; 3238 3239 if (flags & SkPaint::kUnderlineText_Flag) { 3240 top = y + textSize * kStdUnderline_Offset; 3241 points[currentPoint++] = left; 3242 points[currentPoint++] = top; 3243 points[currentPoint++] = left + underlineWidth; 3244 points[currentPoint++] = top; 3245 } 3246 3247 if (flags & SkPaint::kStrikeThruText_Flag) { 3248 top = y + textSize * kStdStrikeThru_Offset; 3249 points[currentPoint++] = left; 3250 points[currentPoint++] = top; 3251 points[currentPoint++] = left + underlineWidth; 3252 points[currentPoint++] = top; 3253 } 3254 3255 paintCopy.setStrokeWidth(strokeWidth); 3256 3257 drawLines(&points[0], pointsCount, &paintCopy); 3258 } 3259 } 3260} 3261 3262void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3263 if (mState.currentlyIgnored()) { 3264 return; 3265 } 3266 3267 drawColorRects(rects, count, paint, false, true, true); 3268} 3269 3270void OpenGLRenderer::drawShadow(float casterAlpha, 3271 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3272 if (mState.currentlyIgnored()) return; 3273 3274 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3275 mRenderState.scissor().setEnabled(true); 3276 3277 SkPaint paint; 3278 paint.setAntiAlias(true); // want to use AlphaVertex 3279 3280 // The caller has made sure casterAlpha > 0. 3281 float ambientShadowAlpha = mAmbientShadowAlpha; 3282 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3283 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3284 } 3285 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3286 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3287 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3288 } 3289 3290 float spotShadowAlpha = mSpotShadowAlpha; 3291 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3292 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3293 } 3294 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3295 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3296 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3297 } 3298 3299 mDirty=true; 3300} 3301 3302void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3303 bool ignoreTransform, bool dirty, bool clip) { 3304 if (count == 0) { 3305 return; 3306 } 3307 3308 float left = FLT_MAX; 3309 float top = FLT_MAX; 3310 float right = FLT_MIN; 3311 float bottom = FLT_MIN; 3312 3313 Vertex mesh[count]; 3314 Vertex* vertex = mesh; 3315 3316 for (int index = 0; index < count; index += 4) { 3317 float l = rects[index + 0]; 3318 float t = rects[index + 1]; 3319 float r = rects[index + 2]; 3320 float b = rects[index + 3]; 3321 3322 Vertex::set(vertex++, l, t); 3323 Vertex::set(vertex++, r, t); 3324 Vertex::set(vertex++, l, b); 3325 Vertex::set(vertex++, r, b); 3326 3327 left = fminf(left, l); 3328 top = fminf(top, t); 3329 right = fmaxf(right, r); 3330 bottom = fmaxf(bottom, b); 3331 } 3332 3333 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3334 return; 3335 } 3336 3337 if (USE_GLOPS) { 3338 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3339 Glop glop; 3340 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 3341 aBuilder.setMeshIndexedQuads(&mesh[0], count / 4) 3342 .setFillPaint(*paint, currentSnapshot()->alpha) 3343 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3344 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 3345 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3346 .build(); 3347 renderGlop(glop); 3348 return; 3349 } 3350 3351 int color = paint->getColor(); 3352 // If a shader is set, preserve only the alpha 3353 if (getShader(paint)) { 3354 color |= 0x00ffffff; 3355 } 3356 3357 setupDraw(); 3358 setupDrawNoTexture(); 3359 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3360 setupDrawShader(getShader(paint)); 3361 setupDrawColorFilter(getColorFilter(paint)); 3362 setupDrawBlending(paint); 3363 setupDrawProgram(); 3364 setupDrawDirtyRegionsDisabled(); 3365 setupDrawModelView(kModelViewMode_Translate, false, 3366 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3367 setupDrawColorUniforms(getShader(paint)); 3368 setupDrawShaderUniforms(getShader(paint)); 3369 setupDrawColorFilterUniforms(getColorFilter(paint)); 3370 3371 if (dirty && hasLayer()) { 3372 dirtyLayer(left, top, right, bottom, *currentTransform()); 3373 } 3374 3375 issueIndexedQuadDraw(&mesh[0], count / 4); 3376 3377 mDirty = true; 3378} 3379 3380void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3381 const SkPaint* paint, bool ignoreTransform) { 3382 3383 if (USE_GLOPS) { 3384 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3385 Glop glop; 3386 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 3387 aBuilder.setMeshUnitQuad() 3388 .setFillPaint(*paint, currentSnapshot()->alpha) 3389 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3390 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 3391 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3392 .build(); 3393 renderGlop(glop); 3394 return; 3395 } 3396 3397 int color = paint->getColor(); 3398 // If a shader is set, preserve only the alpha 3399 if (getShader(paint)) { 3400 color |= 0x00ffffff; 3401 } 3402 3403 setupDraw(); 3404 setupDrawNoTexture(); 3405 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3406 setupDrawShader(getShader(paint)); 3407 setupDrawColorFilter(getColorFilter(paint)); 3408 setupDrawBlending(paint); 3409 setupDrawProgram(); 3410 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3411 left, top, right, bottom, ignoreTransform); 3412 setupDrawColorUniforms(getShader(paint)); 3413 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3414 setupDrawColorFilterUniforms(getColorFilter(paint)); 3415 setupDrawSimpleMesh(); 3416 3417 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3418} 3419 3420void OpenGLRenderer::drawTextureRect(Texture* texture, const SkPaint* paint) { 3421 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3422 3423 GLvoid* vertices = (GLvoid*) nullptr; 3424 GLvoid* texCoords = (GLvoid*) kMeshTextureOffset; 3425 3426 if (texture->uvMapper) { 3427 vertices = &mMeshVertices[0].x; 3428 texCoords = &mMeshVertices[0].u; 3429 3430 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3431 texture->uvMapper->map(uvs); 3432 3433 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3434 } 3435 3436 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3437 const float x = (int) floorf(currentTransform()->getTranslateX() + 0.5f); 3438 const float y = (int) floorf(currentTransform()->getTranslateY() + 0.5f); 3439 3440 texture->setFilter(GL_NEAREST, true); 3441 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3442 paint, texture->blend, vertices, texCoords, 3443 GL_TRIANGLE_STRIP, kUnitQuadCount, false, true); 3444 } else { 3445 texture->setFilter(PaintUtils::getFilter(paint), true); 3446 drawTextureMesh(0, 0, texture->width, texture->height, texture->id, paint, 3447 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kUnitQuadCount); 3448 } 3449 3450 if (texture->uvMapper) { 3451 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3452 } 3453} 3454 3455void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3456 GLuint texture, const SkPaint* paint, bool blend, 3457 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3458 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3459 ModelViewMode modelViewMode, bool dirty) { 3460 3461 int a; 3462 SkXfermode::Mode mode; 3463 getAlphaAndMode(paint, &a, &mode); 3464 const float alpha = a / 255.0f; 3465 3466 setupDraw(); 3467 setupDrawWithTexture(); 3468 setupDrawColor(alpha, alpha, alpha, alpha); 3469 setupDrawColorFilter(getColorFilter(paint)); 3470 setupDrawBlending(paint, blend, swapSrcDst); 3471 setupDrawProgram(); 3472 if (!dirty) setupDrawDirtyRegionsDisabled(); 3473 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3474 setupDrawTexture(texture); 3475 setupDrawPureColorUniforms(); 3476 setupDrawColorFilterUniforms(getColorFilter(paint)); 3477 setupDrawMesh(vertices, texCoords, vbo); 3478 3479 glDrawArrays(drawMode, 0, elementsCount); 3480} 3481 3482void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3483 GLuint texture, const SkPaint* paint, bool blend, 3484 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3485 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3486 ModelViewMode modelViewMode, bool dirty) { 3487 3488 int a; 3489 SkXfermode::Mode mode; 3490 getAlphaAndMode(paint, &a, &mode); 3491 const float alpha = a / 255.0f; 3492 3493 setupDraw(); 3494 setupDrawWithTexture(); 3495 setupDrawColor(alpha, alpha, alpha, alpha); 3496 setupDrawColorFilter(getColorFilter(paint)); 3497 setupDrawBlending(paint, blend, swapSrcDst); 3498 setupDrawProgram(); 3499 if (!dirty) setupDrawDirtyRegionsDisabled(); 3500 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3501 setupDrawTexture(texture); 3502 setupDrawPureColorUniforms(); 3503 setupDrawColorFilterUniforms(getColorFilter(paint)); 3504 setupDrawMeshIndices(vertices, texCoords, vbo); 3505 3506 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3507} 3508 3509void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3510 GLuint texture, const SkPaint* paint, 3511 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3512 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3513 3514 int color = paint != nullptr ? paint->getColor() : 0; 3515 int alpha; 3516 SkXfermode::Mode mode; 3517 getAlphaAndMode(paint, &alpha, &mode); 3518 3519 setupDraw(); 3520 setupDrawWithTexture(true); 3521 if (paint != nullptr) { 3522 setupDrawAlpha8Color(color, alpha); 3523 } 3524 setupDrawColorFilter(getColorFilter(paint)); 3525 setupDrawShader(getShader(paint)); 3526 setupDrawBlending(paint, true); 3527 setupDrawProgram(); 3528 if (!dirty) setupDrawDirtyRegionsDisabled(); 3529 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3530 setupDrawTexture(texture); 3531 setupDrawPureColorUniforms(); 3532 setupDrawColorFilterUniforms(getColorFilter(paint)); 3533 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3534 setupDrawMesh(vertices, texCoords); 3535 3536 glDrawArrays(drawMode, 0, elementsCount); 3537} 3538 3539void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3540 ProgramDescription& description, bool swapSrcDst) { 3541 3542 if (currentSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3543 blend = true; 3544 mDescription.hasRoundRectClip = true; 3545 } 3546 mSkipOutlineClip = true; 3547 3548 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3549 3550 if (blend) { 3551 // These blend modes are not supported by OpenGL directly and have 3552 // to be implemented using shaders. Since the shader will perform 3553 // the blending, turn blending off here 3554 // If the blend mode cannot be implemented using shaders, fall 3555 // back to the default SrcOver blend mode instead 3556 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3557 if (CC_UNLIKELY(mCaches.extensions().hasFramebufferFetch())) { 3558 description.framebufferMode = mode; 3559 description.swapSrcDst = swapSrcDst; 3560 3561 mRenderState.blend().disable(); 3562 return; 3563 } else { 3564 mode = SkXfermode::kSrcOver_Mode; 3565 } 3566 } 3567 mRenderState.blend().enable(mode, swapSrcDst); 3568 } else { 3569 mRenderState.blend().disable(); 3570 } 3571} 3572 3573void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3574 TextureVertex* v = &mMeshVertices[0]; 3575 TextureVertex::setUV(v++, u1, v1); 3576 TextureVertex::setUV(v++, u2, v1); 3577 TextureVertex::setUV(v++, u1, v2); 3578 TextureVertex::setUV(v++, u2, v2); 3579} 3580 3581void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3582 SkXfermode::Mode* mode) const { 3583 getAlphaAndModeDirect(paint, alpha, mode); 3584 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3585 // if drawing a layer, ignore the paint's alpha 3586 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3587 } 3588 *alpha *= currentSnapshot()->alpha; 3589} 3590 3591float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3592 float alpha; 3593 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3594 alpha = mDrawModifiers.mOverrideLayerAlpha; 3595 } else { 3596 alpha = layer->getAlpha() / 255.0f; 3597 } 3598 return alpha * currentSnapshot()->alpha; 3599} 3600 3601}; // namespace uirenderer 3602}; // namespace android 3603