OpenGLRenderer.cpp revision 28a5ec9613a824d2ec15ce5e5cec77a6fcf444d5
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 79 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 80 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 81}; 82 83// This array contains the swapped version of each SkXfermode. For instance 84// this array's SrcOver blending mode is actually DstOver. You can refer to 85// createLayer() for more information on the purpose of this array. 86static const Blender gBlendsSwap[] = { 87 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 88 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 89 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 90 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 91 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 93 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 94 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 97 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 100 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 101 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 102}; 103 104static const GLenum gTextureUnits[] = { 105 GL_TEXTURE0, 106 GL_TEXTURE1, 107 GL_TEXTURE2 108}; 109 110/////////////////////////////////////////////////////////////////////////////// 111// Constructors/destructor 112/////////////////////////////////////////////////////////////////////////////// 113 114OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 115 mShader = NULL; 116 mColorFilter = NULL; 117 mHasShadow = false; 118 119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 120 121 mFirstSnapshot = new Snapshot; 122} 123 124OpenGLRenderer::~OpenGLRenderer() { 125 // The context has already been destroyed at this point, do not call 126 // GL APIs. All GL state should be kept in Caches.h 127} 128 129/////////////////////////////////////////////////////////////////////////////// 130// Setup 131/////////////////////////////////////////////////////////////////////////////// 132 133void OpenGLRenderer::setViewport(int width, int height) { 134 glDisable(GL_DITHER); 135 glViewport(0, 0, width, height); 136 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 137 138 mWidth = width; 139 mHeight = height; 140 141 mFirstSnapshot->height = height; 142 mFirstSnapshot->viewport.set(0, 0, width, height); 143 144 mDirtyClip = false; 145} 146 147void OpenGLRenderer::prepare(bool opaque) { 148 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 149} 150 151void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 152 mCaches.clearGarbage(); 153 154 mSnapshot = new Snapshot(mFirstSnapshot, 155 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 156 mSnapshot->fbo = getTargetFbo(); 157 158 mSaveCount = 1; 159 160 glViewport(0, 0, mWidth, mHeight); 161 162 glEnable(GL_SCISSOR_TEST); 163 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 164 mSnapshot->setClip(left, top, right, bottom); 165 166 if (!opaque) { 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 glClear(GL_COLOR_BUFFER_BIT); 169 } 170} 171 172void OpenGLRenderer::finish() { 173#if DEBUG_OPENGL 174 GLenum status = GL_NO_ERROR; 175 while ((status = glGetError()) != GL_NO_ERROR) { 176 LOGD("GL error from OpenGLRenderer: 0x%x", status); 177 switch (status) { 178 case GL_OUT_OF_MEMORY: 179 LOGE(" OpenGLRenderer is out of memory!"); 180 break; 181 } 182 } 183#endif 184#if DEBUG_MEMORY_USAGE 185 mCaches.dumpMemoryUsage(); 186#else 187 if (mCaches.getDebugLevel() & kDebugMemory) { 188 mCaches.dumpMemoryUsage(); 189 } 190#endif 191} 192 193void OpenGLRenderer::interrupt() { 194 if (mCaches.currentProgram) { 195 if (mCaches.currentProgram->isInUse()) { 196 mCaches.currentProgram->remove(); 197 mCaches.currentProgram = NULL; 198 } 199 } 200 mCaches.unbindMeshBuffer(); 201} 202 203void OpenGLRenderer::resume() { 204 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 205 206 glEnable(GL_SCISSOR_TEST); 207 dirtyClip(); 208 209 glDisable(GL_DITHER); 210 211 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 212 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 213 214 mCaches.blend = true; 215 glEnable(GL_BLEND); 216 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 217 glBlendEquation(GL_FUNC_ADD); 218} 219 220bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 221 interrupt(); 222 if (mDirtyClip) { 223 setScissorFromClip(); 224 } 225 226 Rect clip(*mSnapshot->clipRect); 227 clip.snapToPixelBoundaries(); 228 229#if RENDER_LAYERS_AS_REGIONS 230 // Since we don't know what the functor will draw, let's dirty 231 // tne entire clip region 232 if (hasLayer()) { 233 dirtyLayerUnchecked(clip, getRegion()); 234 } 235#endif 236 237 DrawGlInfo info; 238 info.clipLeft = clip.left; 239 info.clipTop = clip.top; 240 info.clipRight = clip.right; 241 info.clipBottom = clip.bottom; 242 info.isLayer = hasLayer(); 243 getSnapshot()->transform->copyTo(&info.transform[0]); 244 245 status_t result = (*functor)(0, &info); 246 247 if (result != 0) { 248 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 249 dirty.unionWith(localDirty); 250 } 251 252 resume(); 253 return result != 0; 254} 255 256/////////////////////////////////////////////////////////////////////////////// 257// State management 258/////////////////////////////////////////////////////////////////////////////// 259 260int OpenGLRenderer::getSaveCount() const { 261 return mSaveCount; 262} 263 264int OpenGLRenderer::save(int flags) { 265 return saveSnapshot(flags); 266} 267 268void OpenGLRenderer::restore() { 269 if (mSaveCount > 1) { 270 restoreSnapshot(); 271 } 272} 273 274void OpenGLRenderer::restoreToCount(int saveCount) { 275 if (saveCount < 1) saveCount = 1; 276 277 while (mSaveCount > saveCount) { 278 restoreSnapshot(); 279 } 280} 281 282int OpenGLRenderer::saveSnapshot(int flags) { 283 mSnapshot = new Snapshot(mSnapshot, flags); 284 return mSaveCount++; 285} 286 287bool OpenGLRenderer::restoreSnapshot() { 288 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 289 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 290 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 291 292 sp<Snapshot> current = mSnapshot; 293 sp<Snapshot> previous = mSnapshot->previous; 294 295 if (restoreOrtho) { 296 Rect& r = previous->viewport; 297 glViewport(r.left, r.top, r.right, r.bottom); 298 mOrthoMatrix.load(current->orthoMatrix); 299 } 300 301 mSaveCount--; 302 mSnapshot = previous; 303 304 if (restoreClip) { 305 dirtyClip(); 306 } 307 308 if (restoreLayer) { 309 composeLayer(current, previous); 310 } 311 312 return restoreClip; 313} 314 315/////////////////////////////////////////////////////////////////////////////// 316// Layers 317/////////////////////////////////////////////////////////////////////////////// 318 319int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 320 SkPaint* p, int flags) { 321 const GLuint previousFbo = mSnapshot->fbo; 322 const int count = saveSnapshot(flags); 323 324 if (!mSnapshot->isIgnored()) { 325 int alpha = 255; 326 SkXfermode::Mode mode; 327 328 if (p) { 329 alpha = p->getAlpha(); 330 if (!mCaches.extensions.hasFramebufferFetch()) { 331 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 332 if (!isMode) { 333 // Assume SRC_OVER 334 mode = SkXfermode::kSrcOver_Mode; 335 } 336 } else { 337 mode = getXfermode(p->getXfermode()); 338 } 339 } else { 340 mode = SkXfermode::kSrcOver_Mode; 341 } 342 343 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 344 } 345 346 return count; 347} 348 349int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 350 int alpha, int flags) { 351 if (alpha >= 255 - ALPHA_THRESHOLD) { 352 return saveLayer(left, top, right, bottom, NULL, flags); 353 } else { 354 SkPaint paint; 355 paint.setAlpha(alpha); 356 return saveLayer(left, top, right, bottom, &paint, flags); 357 } 358} 359 360/** 361 * Layers are viewed by Skia are slightly different than layers in image editing 362 * programs (for instance.) When a layer is created, previously created layers 363 * and the frame buffer still receive every drawing command. For instance, if a 364 * layer is created and a shape intersecting the bounds of the layers and the 365 * framebuffer is draw, the shape will be drawn on both (unless the layer was 366 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 367 * 368 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 369 * texture. Unfortunately, this is inefficient as it requires every primitive to 370 * be drawn n + 1 times, where n is the number of active layers. In practice this 371 * means, for every primitive: 372 * - Switch active frame buffer 373 * - Change viewport, clip and projection matrix 374 * - Issue the drawing 375 * 376 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 377 * To avoid this, layers are implemented in a different way here, at least in the 378 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 379 * is set. When this flag is set we can redirect all drawing operations into a 380 * single FBO. 381 * 382 * This implementation relies on the frame buffer being at least RGBA 8888. When 383 * a layer is created, only a texture is created, not an FBO. The content of the 384 * frame buffer contained within the layer's bounds is copied into this texture 385 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 386 * buffer and drawing continues as normal. This technique therefore treats the 387 * frame buffer as a scratch buffer for the layers. 388 * 389 * To compose the layers back onto the frame buffer, each layer texture 390 * (containing the original frame buffer data) is drawn as a simple quad over 391 * the frame buffer. The trick is that the quad is set as the composition 392 * destination in the blending equation, and the frame buffer becomes the source 393 * of the composition. 394 * 395 * Drawing layers with an alpha value requires an extra step before composition. 396 * An empty quad is drawn over the layer's region in the frame buffer. This quad 397 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 398 * quad is used to multiply the colors in the frame buffer. This is achieved by 399 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 400 * GL_ZERO, GL_SRC_ALPHA. 401 * 402 * Because glCopyTexImage2D() can be slow, an alternative implementation might 403 * be use to draw a single clipped layer. The implementation described above 404 * is correct in every case. 405 * 406 * (1) The frame buffer is actually not cleared right away. To allow the GPU 407 * to potentially optimize series of calls to glCopyTexImage2D, the frame 408 * buffer is left untouched until the first drawing operation. Only when 409 * something actually gets drawn are the layers regions cleared. 410 */ 411bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 412 float right, float bottom, int alpha, SkXfermode::Mode mode, 413 int flags, GLuint previousFbo) { 414 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 415 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 416 417 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 418 419 // Window coordinates of the layer 420 Rect bounds(left, top, right, bottom); 421 if (!fboLayer) { 422 mSnapshot->transform->mapRect(bounds); 423 424 // Layers only make sense if they are in the framebuffer's bounds 425 if (bounds.intersect(*snapshot->clipRect)) { 426 // We cannot work with sub-pixels in this case 427 bounds.snapToPixelBoundaries(); 428 429 // When the layer is not an FBO, we may use glCopyTexImage so we 430 // need to make sure the layer does not extend outside the bounds 431 // of the framebuffer 432 if (!bounds.intersect(snapshot->previous->viewport)) { 433 bounds.setEmpty(); 434 } 435 } else { 436 bounds.setEmpty(); 437 } 438 } 439 440 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 441 bounds.getHeight() > mCaches.maxTextureSize) { 442 snapshot->empty = fboLayer; 443 } else { 444 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 445 } 446 447 // Bail out if we won't draw in this snapshot 448 if (snapshot->invisible || snapshot->empty) { 449 return false; 450 } 451 452 glActiveTexture(gTextureUnits[0]); 453 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 454 if (!layer) { 455 return false; 456 } 457 458 layer->setAlpha(alpha, mode); 459 layer->layer.set(bounds); 460 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 461 bounds.getWidth() / float(layer->getWidth()), 0.0f); 462 layer->setColorFilter(mColorFilter); 463 464 // Save the layer in the snapshot 465 snapshot->flags |= Snapshot::kFlagIsLayer; 466 snapshot->layer = layer; 467 468 if (fboLayer) { 469 return createFboLayer(layer, bounds, snapshot, previousFbo); 470 } else { 471 // Copy the framebuffer into the layer 472 layer->bindTexture(); 473 if (!bounds.isEmpty()) { 474 if (layer->isEmpty()) { 475 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 476 bounds.left, snapshot->height - bounds.bottom, 477 layer->getWidth(), layer->getHeight(), 0); 478 layer->setEmpty(false); 479 } else { 480 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 481 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 482 } 483 484 // Enqueue the buffer coordinates to clear the corresponding region later 485 mLayers.push(new Rect(bounds)); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->setFbo(mCaches.fboCache.get()); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->getFbo(); 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 526 layer->bindTexture(); 527 528 // Initialize the texture if needed 529 if (layer->isEmpty()) { 530 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 531 layer->setEmpty(false); 532 } 533 534 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 535 layer->getTexture(), 0); 536 537#if DEBUG_LAYERS_AS_REGIONS 538 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 539 if (status != GL_FRAMEBUFFER_COMPLETE) { 540 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 541 542 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 543 layer->deleteTexture(); 544 mCaches.fboCache.put(layer->getFbo()); 545 546 delete layer; 547 548 return false; 549 } 550#endif 551 552 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 553 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 554 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 555 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 556 glClear(GL_COLOR_BUFFER_BIT); 557 558 dirtyClip(); 559 560 // Change the ortho projection 561 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 562 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 563 564 return true; 565} 566 567/** 568 * Read the documentation of createLayer() before doing anything in this method. 569 */ 570void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 571 if (!current->layer) { 572 LOGE("Attempting to compose a layer that does not exist"); 573 return; 574 } 575 576 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 577 578 if (fboLayer) { 579 // Unbind current FBO and restore previous one 580 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 581 } 582 583 Layer* layer = current->layer; 584 const Rect& rect = layer->layer; 585 586 if (!fboLayer && layer->getAlpha() < 255) { 587 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 588 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 589 // Required below, composeLayerRect() will divide by 255 590 layer->setAlpha(255); 591 } 592 593 mCaches.unbindMeshBuffer(); 594 595 glActiveTexture(gTextureUnits[0]); 596 597 // When the layer is stored in an FBO, we can save a bit of fillrate by 598 // drawing only the dirty region 599 if (fboLayer) { 600 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 601 if (layer->getColorFilter()) { 602 setupColorFilter(layer->getColorFilter()); 603 } 604 composeLayerRegion(layer, rect); 605 if (layer->getColorFilter()) { 606 resetColorFilter(); 607 } 608 } else if (!rect.isEmpty()) { 609 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 610 composeLayerRect(layer, rect, true); 611 } 612 613 if (fboLayer) { 614 // Detach the texture from the FBO 615 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 616 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 617 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 618 619 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 620 mCaches.fboCache.put(current->fbo); 621 } 622 623 dirtyClip(); 624 625 // Failing to add the layer to the cache should happen only if the layer is too large 626 if (!mCaches.layerCache.put(layer)) { 627 LAYER_LOGD("Deleting layer"); 628 layer->deleteTexture(); 629 delete layer; 630 } 631} 632 633void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 634 float alpha = layer->getAlpha() / 255.0f; 635 636 mat4& transform = layer->getTransform(); 637 if (!transform.isIdentity()) { 638 save(0); 639 mSnapshot->transform->multiply(transform); 640 } 641 642 setupDraw(); 643 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 644 setupDrawWithTexture(); 645 } else { 646 setupDrawWithExternalTexture(); 647 } 648 setupDrawTextureTransform(); 649 setupDrawColor(alpha, alpha, alpha, alpha); 650 setupDrawColorFilter(); 651 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 652 setupDrawProgram(); 653 setupDrawPureColorUniforms(); 654 setupDrawColorFilterUniforms(); 655 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 656 setupDrawTexture(layer->getTexture()); 657 } else { 658 setupDrawExternalTexture(layer->getTexture()); 659 } 660 if (mSnapshot->transform->isPureTranslate() && 661 layer->getWidth() == (uint32_t) rect.getWidth() && 662 layer->getHeight() == (uint32_t) rect.getHeight()) { 663 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 664 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 665 666 layer->setFilter(GL_NEAREST, GL_NEAREST); 667 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 668 } else { 669 layer->setFilter(GL_LINEAR, GL_LINEAR); 670 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 671 } 672 setupDrawTextureTransformUniforms(layer->getTexTransform()); 673 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 674 675 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 676 677 finishDrawTexture(); 678 679 if (!transform.isIdentity()) { 680 restore(); 681 } 682} 683 684void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 685 if (!layer->isTextureLayer()) { 686 const Rect& texCoords = layer->texCoords; 687 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 688 texCoords.right, texCoords.bottom); 689 690 float x = rect.left; 691 float y = rect.top; 692 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 693 layer->getWidth() == (uint32_t) rect.getWidth() && 694 layer->getHeight() == (uint32_t) rect.getHeight(); 695 696 if (simpleTransform) { 697 // When we're swapping, the layer is already in screen coordinates 698 if (!swap) { 699 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 700 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 701 } 702 703 layer->setFilter(GL_NEAREST, GL_NEAREST, true); 704 } else { 705 layer->setFilter(GL_LINEAR, GL_LINEAR, true); 706 } 707 708 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 709 layer->getTexture(), layer->getAlpha() / 255.0f, 710 layer->getMode(), layer->isBlend(), 711 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 712 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 713 714 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 715 } else { 716 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 717 drawTextureLayer(layer, rect); 718 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 719 } 720} 721 722void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 723#if RENDER_LAYERS_AS_REGIONS 724 if (layer->region.isRect()) { 725 layer->setRegionAsRect(); 726 727 composeLayerRect(layer, layer->regionRect); 728 729 layer->region.clear(); 730 return; 731 } 732 733 // TODO: See LayerRenderer.cpp::generateMesh() for important 734 // information about this implementation 735 if (!layer->region.isEmpty()) { 736 size_t count; 737 const android::Rect* rects = layer->region.getArray(&count); 738 739 const float alpha = layer->getAlpha() / 255.0f; 740 const float texX = 1.0f / float(layer->getWidth()); 741 const float texY = 1.0f / float(layer->getHeight()); 742 const float height = rect.getHeight(); 743 744 TextureVertex* mesh = mCaches.getRegionMesh(); 745 GLsizei numQuads = 0; 746 747 setupDraw(); 748 setupDrawWithTexture(); 749 setupDrawColor(alpha, alpha, alpha, alpha); 750 setupDrawColorFilter(); 751 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 752 setupDrawProgram(); 753 setupDrawDirtyRegionsDisabled(); 754 setupDrawPureColorUniforms(); 755 setupDrawColorFilterUniforms(); 756 setupDrawTexture(layer->getTexture()); 757 if (mSnapshot->transform->isPureTranslate()) { 758 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 759 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 760 761 layer->setFilter(GL_NEAREST, GL_NEAREST); 762 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 763 } else { 764 layer->setFilter(GL_LINEAR, GL_LINEAR); 765 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 766 } 767 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 768 769 for (size_t i = 0; i < count; i++) { 770 const android::Rect* r = &rects[i]; 771 772 const float u1 = r->left * texX; 773 const float v1 = (height - r->top) * texY; 774 const float u2 = r->right * texX; 775 const float v2 = (height - r->bottom) * texY; 776 777 // TODO: Reject quads outside of the clip 778 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 779 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 780 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 781 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 782 783 numQuads++; 784 785 if (numQuads >= REGION_MESH_QUAD_COUNT) { 786 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 787 numQuads = 0; 788 mesh = mCaches.getRegionMesh(); 789 } 790 } 791 792 if (numQuads > 0) { 793 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 794 } 795 796 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 797 finishDrawTexture(); 798 799#if DEBUG_LAYERS_AS_REGIONS 800 drawRegionRects(layer->region); 801#endif 802 803 layer->region.clear(); 804 } 805#else 806 composeLayerRect(layer, rect); 807#endif 808} 809 810void OpenGLRenderer::drawRegionRects(const Region& region) { 811#if DEBUG_LAYERS_AS_REGIONS 812 size_t count; 813 const android::Rect* rects = region.getArray(&count); 814 815 uint32_t colors[] = { 816 0x7fff0000, 0x7f00ff00, 817 0x7f0000ff, 0x7fff00ff, 818 }; 819 820 int offset = 0; 821 int32_t top = rects[0].top; 822 823 for (size_t i = 0; i < count; i++) { 824 if (top != rects[i].top) { 825 offset ^= 0x2; 826 top = rects[i].top; 827 } 828 829 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 830 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 831 SkXfermode::kSrcOver_Mode); 832 } 833#endif 834} 835 836void OpenGLRenderer::dirtyLayer(const float left, const float top, 837 const float right, const float bottom, const mat4 transform) { 838#if RENDER_LAYERS_AS_REGIONS 839 if (hasLayer()) { 840 Rect bounds(left, top, right, bottom); 841 transform.mapRect(bounds); 842 dirtyLayerUnchecked(bounds, getRegion()); 843 } 844#endif 845} 846 847void OpenGLRenderer::dirtyLayer(const float left, const float top, 848 const float right, const float bottom) { 849#if RENDER_LAYERS_AS_REGIONS 850 if (hasLayer()) { 851 Rect bounds(left, top, right, bottom); 852 dirtyLayerUnchecked(bounds, getRegion()); 853 } 854#endif 855} 856 857void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 858#if RENDER_LAYERS_AS_REGIONS 859 if (bounds.intersect(*mSnapshot->clipRect)) { 860 bounds.snapToPixelBoundaries(); 861 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 862 if (!dirty.isEmpty()) { 863 region->orSelf(dirty); 864 } 865 } 866#endif 867} 868 869void OpenGLRenderer::clearLayerRegions() { 870 const size_t count = mLayers.size(); 871 if (count == 0) return; 872 873 if (!mSnapshot->isIgnored()) { 874 // Doing several glScissor/glClear here can negatively impact 875 // GPUs with a tiler architecture, instead we draw quads with 876 // the Clear blending mode 877 878 // The list contains bounds that have already been clipped 879 // against their initial clip rect, and the current clip 880 // is likely different so we need to disable clipping here 881 glDisable(GL_SCISSOR_TEST); 882 883 Vertex mesh[count * 6]; 884 Vertex* vertex = mesh; 885 886 for (uint32_t i = 0; i < count; i++) { 887 Rect* bounds = mLayers.itemAt(i); 888 889 Vertex::set(vertex++, bounds->left, bounds->bottom); 890 Vertex::set(vertex++, bounds->left, bounds->top); 891 Vertex::set(vertex++, bounds->right, bounds->top); 892 Vertex::set(vertex++, bounds->left, bounds->bottom); 893 Vertex::set(vertex++, bounds->right, bounds->top); 894 Vertex::set(vertex++, bounds->right, bounds->bottom); 895 896 delete bounds; 897 } 898 899 setupDraw(false); 900 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 901 setupDrawBlending(true, SkXfermode::kClear_Mode); 902 setupDrawProgram(); 903 setupDrawPureColorUniforms(); 904 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 905 906 mCaches.unbindMeshBuffer(); 907 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 908 gVertexStride, &mesh[0].position[0]); 909 glDrawArrays(GL_TRIANGLES, 0, count * 6); 910 911 glEnable(GL_SCISSOR_TEST); 912 } else { 913 for (uint32_t i = 0; i < count; i++) { 914 delete mLayers.itemAt(i); 915 } 916 } 917 918 mLayers.clear(); 919} 920 921/////////////////////////////////////////////////////////////////////////////// 922// Transforms 923/////////////////////////////////////////////////////////////////////////////// 924 925void OpenGLRenderer::translate(float dx, float dy) { 926 mSnapshot->transform->translate(dx, dy, 0.0f); 927} 928 929void OpenGLRenderer::rotate(float degrees) { 930 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 931} 932 933void OpenGLRenderer::scale(float sx, float sy) { 934 mSnapshot->transform->scale(sx, sy, 1.0f); 935} 936 937void OpenGLRenderer::skew(float sx, float sy) { 938 mSnapshot->transform->skew(sx, sy); 939} 940 941void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 942 if (matrix) { 943 mSnapshot->transform->load(*matrix); 944 } else { 945 mSnapshot->transform->loadIdentity(); 946 } 947} 948 949void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 950 mSnapshot->transform->copyTo(*matrix); 951} 952 953void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 954 SkMatrix transform; 955 mSnapshot->transform->copyTo(transform); 956 transform.preConcat(*matrix); 957 mSnapshot->transform->load(transform); 958} 959 960/////////////////////////////////////////////////////////////////////////////// 961// Clipping 962/////////////////////////////////////////////////////////////////////////////// 963 964void OpenGLRenderer::setScissorFromClip() { 965 Rect clip(*mSnapshot->clipRect); 966 clip.snapToPixelBoundaries(); 967 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 968 mDirtyClip = false; 969} 970 971const Rect& OpenGLRenderer::getClipBounds() { 972 return mSnapshot->getLocalClip(); 973} 974 975bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 976 if (mSnapshot->isIgnored()) { 977 return true; 978 } 979 980 Rect r(left, top, right, bottom); 981 mSnapshot->transform->mapRect(r); 982 r.snapToPixelBoundaries(); 983 984 Rect clipRect(*mSnapshot->clipRect); 985 clipRect.snapToPixelBoundaries(); 986 987 return !clipRect.intersects(r); 988} 989 990bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 991 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 992 if (clipped) { 993 dirtyClip(); 994 } 995 return !mSnapshot->clipRect->isEmpty(); 996} 997 998/////////////////////////////////////////////////////////////////////////////// 999// Drawing commands 1000/////////////////////////////////////////////////////////////////////////////// 1001 1002void OpenGLRenderer::setupDraw(bool clear) { 1003 if (clear) clearLayerRegions(); 1004 if (mDirtyClip) { 1005 setScissorFromClip(); 1006 } 1007 mDescription.reset(); 1008 mSetShaderColor = false; 1009 mColorSet = false; 1010 mColorA = mColorR = mColorG = mColorB = 0.0f; 1011 mTextureUnit = 0; 1012 mTrackDirtyRegions = true; 1013 mTexCoordsSlot = -1; 1014} 1015 1016void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1017 mDescription.hasTexture = true; 1018 mDescription.hasAlpha8Texture = isAlpha8; 1019} 1020 1021void OpenGLRenderer::setupDrawWithExternalTexture() { 1022 mDescription.hasExternalTexture = true; 1023} 1024 1025void OpenGLRenderer::setupDrawAALine() { 1026 mDescription.isAA = true; 1027} 1028 1029void OpenGLRenderer::setupDrawPoint(float pointSize) { 1030 mDescription.isPoint = true; 1031 mDescription.pointSize = pointSize; 1032} 1033 1034void OpenGLRenderer::setupDrawColor(int color) { 1035 setupDrawColor(color, (color >> 24) & 0xFF); 1036} 1037 1038void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1039 mColorA = alpha / 255.0f; 1040 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1041 // the rgb values by a instead of also dividing by 255 1042 const float a = mColorA / 255.0f; 1043 mColorR = a * ((color >> 16) & 0xFF); 1044 mColorG = a * ((color >> 8) & 0xFF); 1045 mColorB = a * ((color ) & 0xFF); 1046 mColorSet = true; 1047 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1048} 1049 1050void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1051 mColorA = alpha / 255.0f; 1052 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1053 // the rgb values by a instead of also dividing by 255 1054 const float a = mColorA / 255.0f; 1055 mColorR = a * ((color >> 16) & 0xFF); 1056 mColorG = a * ((color >> 8) & 0xFF); 1057 mColorB = a * ((color ) & 0xFF); 1058 mColorSet = true; 1059 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1060} 1061 1062void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1063 mColorA = a; 1064 mColorR = r; 1065 mColorG = g; 1066 mColorB = b; 1067 mColorSet = true; 1068 mSetShaderColor = mDescription.setColor(r, g, b, a); 1069} 1070 1071void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1072 mColorA = a; 1073 mColorR = r; 1074 mColorG = g; 1075 mColorB = b; 1076 mColorSet = true; 1077 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1078} 1079 1080void OpenGLRenderer::setupDrawShader() { 1081 if (mShader) { 1082 mShader->describe(mDescription, mCaches.extensions); 1083 } 1084} 1085 1086void OpenGLRenderer::setupDrawColorFilter() { 1087 if (mColorFilter) { 1088 mColorFilter->describe(mDescription, mCaches.extensions); 1089 } 1090} 1091 1092void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1093 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1094 mColorA = 1.0f; 1095 mColorR = mColorG = mColorB = 0.0f; 1096 mSetShaderColor = mDescription.modulate = true; 1097 } 1098} 1099 1100void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1101 // When the blending mode is kClear_Mode, we need to use a modulate color 1102 // argb=1,0,0,0 1103 accountForClear(mode); 1104 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1105 mDescription, swapSrcDst); 1106} 1107 1108void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1109 // When the blending mode is kClear_Mode, we need to use a modulate color 1110 // argb=1,0,0,0 1111 accountForClear(mode); 1112 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1113 mDescription, swapSrcDst); 1114} 1115 1116void OpenGLRenderer::setupDrawProgram() { 1117 useProgram(mCaches.programCache.get(mDescription)); 1118} 1119 1120void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1121 mTrackDirtyRegions = false; 1122} 1123 1124void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1125 bool ignoreTransform) { 1126 mModelView.loadTranslate(left, top, 0.0f); 1127 if (!ignoreTransform) { 1128 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1129 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1130 } else { 1131 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1132 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1133 } 1134} 1135 1136void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1137 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1138} 1139 1140void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1141 bool ignoreTransform, bool ignoreModelView) { 1142 if (!ignoreModelView) { 1143 mModelView.loadTranslate(left, top, 0.0f); 1144 mModelView.scale(right - left, bottom - top, 1.0f); 1145 } else { 1146 mModelView.loadIdentity(); 1147 } 1148 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1149 if (!ignoreTransform) { 1150 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1151 if (mTrackDirtyRegions && dirty) { 1152 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1153 } 1154 } else { 1155 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1156 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1157 } 1158} 1159 1160void OpenGLRenderer::setupDrawPointUniforms() { 1161 int slot = mCaches.currentProgram->getUniform("pointSize"); 1162 glUniform1f(slot, mDescription.pointSize); 1163} 1164 1165void OpenGLRenderer::setupDrawColorUniforms() { 1166 if (mColorSet || (mShader && mSetShaderColor)) { 1167 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1168 } 1169} 1170 1171void OpenGLRenderer::setupDrawPureColorUniforms() { 1172 if (mSetShaderColor) { 1173 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1174 } 1175} 1176 1177void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1178 if (mShader) { 1179 if (ignoreTransform) { 1180 mModelView.loadInverse(*mSnapshot->transform); 1181 } 1182 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1183 } 1184} 1185 1186void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1187 if (mShader) { 1188 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1189 } 1190} 1191 1192void OpenGLRenderer::setupDrawColorFilterUniforms() { 1193 if (mColorFilter) { 1194 mColorFilter->setupProgram(mCaches.currentProgram); 1195 } 1196} 1197 1198void OpenGLRenderer::setupDrawSimpleMesh() { 1199 mCaches.bindMeshBuffer(); 1200 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1201 gMeshStride, 0); 1202} 1203 1204void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1205 bindTexture(texture); 1206 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1207 1208 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1209 glEnableVertexAttribArray(mTexCoordsSlot); 1210} 1211 1212void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1213 bindExternalTexture(texture); 1214 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1215 1216 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1217 glEnableVertexAttribArray(mTexCoordsSlot); 1218} 1219 1220void OpenGLRenderer::setupDrawTextureTransform() { 1221 mDescription.hasTextureTransform = true; 1222} 1223 1224void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1225 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1226 GL_FALSE, &transform.data[0]); 1227} 1228 1229void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1230 if (!vertices) { 1231 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1232 } else { 1233 mCaches.unbindMeshBuffer(); 1234 } 1235 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1236 gMeshStride, vertices); 1237 if (mTexCoordsSlot >= 0) { 1238 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1239 } 1240} 1241 1242void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1243 mCaches.unbindMeshBuffer(); 1244 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1245 gVertexStride, vertices); 1246} 1247 1248/** 1249 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1250 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1251 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1252 * attributes (one per vertex) are values from zero to one that tells the fragment 1253 * shader where the fragment is in relation to the line width/length overall; these values are 1254 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1255 * region of the line. 1256 * Note that we only pass down the width values in this setup function. The length coordinates 1257 * are set up for each individual segment. 1258 */ 1259void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1260 GLvoid* lengthCoords, float boundaryWidthProportion) { 1261 mCaches.unbindMeshBuffer(); 1262 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1263 gAAVertexStride, vertices); 1264 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1265 glEnableVertexAttribArray(widthSlot); 1266 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1267 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1268 glEnableVertexAttribArray(lengthSlot); 1269 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1270 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1271 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1272 // Setting the inverse value saves computations per-fragment in the shader 1273 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1274 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1275} 1276 1277void OpenGLRenderer::finishDrawTexture() { 1278 glDisableVertexAttribArray(mTexCoordsSlot); 1279} 1280 1281/////////////////////////////////////////////////////////////////////////////// 1282// Drawing 1283/////////////////////////////////////////////////////////////////////////////// 1284 1285bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1286 Rect& dirty, uint32_t level) { 1287 if (quickReject(0.0f, 0.0f, width, height)) { 1288 return false; 1289 } 1290 1291 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1292 // will be performed by the display list itself 1293 if (displayList && displayList->isRenderable()) { 1294 return displayList->replay(*this, dirty, level); 1295 } 1296 1297 return false; 1298} 1299 1300void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1301 if (displayList) { 1302 displayList->output(*this, level); 1303 } 1304} 1305 1306void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1307 int alpha; 1308 SkXfermode::Mode mode; 1309 getAlphaAndMode(paint, &alpha, &mode); 1310 1311 float x = left; 1312 float y = top; 1313 1314 GLenum filter = GL_LINEAR; 1315 bool ignoreTransform = false; 1316 if (mSnapshot->transform->isPureTranslate()) { 1317 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1318 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1319 ignoreTransform = true; 1320 filter = GL_NEAREST; 1321 } 1322 1323 setupDraw(); 1324 setupDrawWithTexture(true); 1325 if (paint) { 1326 setupDrawAlpha8Color(paint->getColor(), alpha); 1327 } 1328 setupDrawColorFilter(); 1329 setupDrawShader(); 1330 setupDrawBlending(true, mode); 1331 setupDrawProgram(); 1332 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1333 1334 setupDrawTexture(texture->id); 1335 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1336 texture->setFilter(filter, filter); 1337 1338 setupDrawPureColorUniforms(); 1339 setupDrawColorFilterUniforms(); 1340 setupDrawShaderUniforms(); 1341 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1342 1343 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1344 1345 finishDrawTexture(); 1346} 1347 1348void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1349 const float right = left + bitmap->width(); 1350 const float bottom = top + bitmap->height(); 1351 1352 if (quickReject(left, top, right, bottom)) { 1353 return; 1354 } 1355 1356 glActiveTexture(gTextureUnits[0]); 1357 Texture* texture = mCaches.textureCache.get(bitmap); 1358 if (!texture) return; 1359 const AutoTexture autoCleanup(texture); 1360 1361 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1362 drawAlphaBitmap(texture, left, top, paint); 1363 } else { 1364 drawTextureRect(left, top, right, bottom, texture, paint); 1365 } 1366} 1367 1368void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1369 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1370 const mat4 transform(*matrix); 1371 transform.mapRect(r); 1372 1373 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1374 return; 1375 } 1376 1377 glActiveTexture(gTextureUnits[0]); 1378 Texture* texture = mCaches.textureCache.get(bitmap); 1379 if (!texture) return; 1380 const AutoTexture autoCleanup(texture); 1381 1382 // This could be done in a cheaper way, all we need is pass the matrix 1383 // to the vertex shader. The save/restore is a bit overkill. 1384 save(SkCanvas::kMatrix_SaveFlag); 1385 concatMatrix(matrix); 1386 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1387 restore(); 1388} 1389 1390void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1391 float* vertices, int* colors, SkPaint* paint) { 1392 // TODO: Do a quickReject 1393 if (!vertices || mSnapshot->isIgnored()) { 1394 return; 1395 } 1396 1397 glActiveTexture(gTextureUnits[0]); 1398 Texture* texture = mCaches.textureCache.get(bitmap); 1399 if (!texture) return; 1400 const AutoTexture autoCleanup(texture); 1401 1402 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1403 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1404 1405 int alpha; 1406 SkXfermode::Mode mode; 1407 getAlphaAndMode(paint, &alpha, &mode); 1408 1409 const uint32_t count = meshWidth * meshHeight * 6; 1410 1411 float left = FLT_MAX; 1412 float top = FLT_MAX; 1413 float right = FLT_MIN; 1414 float bottom = FLT_MIN; 1415 1416#if RENDER_LAYERS_AS_REGIONS 1417 bool hasActiveLayer = hasLayer(); 1418#else 1419 bool hasActiveLayer = false; 1420#endif 1421 1422 // TODO: Support the colors array 1423 TextureVertex mesh[count]; 1424 TextureVertex* vertex = mesh; 1425 for (int32_t y = 0; y < meshHeight; y++) { 1426 for (int32_t x = 0; x < meshWidth; x++) { 1427 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1428 1429 float u1 = float(x) / meshWidth; 1430 float u2 = float(x + 1) / meshWidth; 1431 float v1 = float(y) / meshHeight; 1432 float v2 = float(y + 1) / meshHeight; 1433 1434 int ax = i + (meshWidth + 1) * 2; 1435 int ay = ax + 1; 1436 int bx = i; 1437 int by = bx + 1; 1438 int cx = i + 2; 1439 int cy = cx + 1; 1440 int dx = i + (meshWidth + 1) * 2 + 2; 1441 int dy = dx + 1; 1442 1443 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1444 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1445 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1446 1447 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1448 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1449 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1450 1451#if RENDER_LAYERS_AS_REGIONS 1452 if (hasActiveLayer) { 1453 // TODO: This could be optimized to avoid unnecessary ops 1454 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1455 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1456 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1457 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1458 } 1459#endif 1460 } 1461 } 1462 1463#if RENDER_LAYERS_AS_REGIONS 1464 if (hasActiveLayer) { 1465 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1466 } 1467#endif 1468 1469 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1470 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1471 GL_TRIANGLES, count, false, false, 0, false, false); 1472} 1473 1474void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1475 float srcLeft, float srcTop, float srcRight, float srcBottom, 1476 float dstLeft, float dstTop, float dstRight, float dstBottom, 1477 SkPaint* paint) { 1478 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1479 return; 1480 } 1481 1482 glActiveTexture(gTextureUnits[0]); 1483 Texture* texture = mCaches.textureCache.get(bitmap); 1484 if (!texture) return; 1485 const AutoTexture autoCleanup(texture); 1486 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1487 1488 const float width = texture->width; 1489 const float height = texture->height; 1490 1491 const float u1 = fmax(0.0f, srcLeft / width); 1492 const float v1 = fmax(0.0f, srcTop / height); 1493 const float u2 = fmin(1.0f, srcRight / width); 1494 const float v2 = fmin(1.0f, srcBottom / height); 1495 1496 mCaches.unbindMeshBuffer(); 1497 resetDrawTextureTexCoords(u1, v1, u2, v2); 1498 1499 int alpha; 1500 SkXfermode::Mode mode; 1501 getAlphaAndMode(paint, &alpha, &mode); 1502 1503 if (mSnapshot->transform->isPureTranslate()) { 1504 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1505 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1506 1507 GLenum filter = GL_NEAREST; 1508 // Enable linear filtering if the source rectangle is scaled 1509 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1510 filter = GL_LINEAR; 1511 } 1512 texture->setFilter(filter, filter, true); 1513 1514 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1515 texture->id, alpha / 255.0f, mode, texture->blend, 1516 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1517 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1518 } else { 1519 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1520 1521 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1522 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1523 GL_TRIANGLE_STRIP, gMeshCount); 1524 } 1525 1526 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1527} 1528 1529void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1530 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1531 float left, float top, float right, float bottom, SkPaint* paint) { 1532 if (quickReject(left, top, right, bottom)) { 1533 return; 1534 } 1535 1536 glActiveTexture(gTextureUnits[0]); 1537 Texture* texture = mCaches.textureCache.get(bitmap); 1538 if (!texture) return; 1539 const AutoTexture autoCleanup(texture); 1540 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1541 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1542 1543 int alpha; 1544 SkXfermode::Mode mode; 1545 getAlphaAndMode(paint, &alpha, &mode); 1546 1547 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1548 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1549 1550 if (mesh && mesh->verticesCount > 0) { 1551 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1552#if RENDER_LAYERS_AS_REGIONS 1553 // Mark the current layer dirty where we are going to draw the patch 1554 if (hasLayer() && mesh->hasEmptyQuads) { 1555 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1556 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1557 const size_t count = mesh->quads.size(); 1558 for (size_t i = 0; i < count; i++) { 1559 const Rect& bounds = mesh->quads.itemAt(i); 1560 if (pureTranslate) { 1561 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1562 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1563 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1564 } else { 1565 dirtyLayer(left + bounds.left, top + bounds.top, 1566 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1567 } 1568 } 1569 } 1570#endif 1571 1572 if (pureTranslate) { 1573 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1574 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1575 1576 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1577 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1578 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1579 true, !mesh->hasEmptyQuads); 1580 } else { 1581 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1582 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1583 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1584 true, !mesh->hasEmptyQuads); 1585 } 1586 } 1587} 1588 1589/** 1590 * This function uses a similar approach to that of AA lines in the drawLines() function. 1591 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1592 * shader to compute the translucency of the color, determined by whether a given pixel is 1593 * within that boundary region and how far into the region it is. 1594 */ 1595void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1596 int color, SkXfermode::Mode mode) { 1597 float inverseScaleX = 1.0f; 1598 float inverseScaleY = 1.0f; 1599 // The quad that we use needs to account for scaling. 1600 if (!mSnapshot->transform->isPureTranslate()) { 1601 Matrix4 *mat = mSnapshot->transform; 1602 float m00 = mat->data[Matrix4::kScaleX]; 1603 float m01 = mat->data[Matrix4::kSkewY]; 1604 float m02 = mat->data[2]; 1605 float m10 = mat->data[Matrix4::kSkewX]; 1606 float m11 = mat->data[Matrix4::kScaleX]; 1607 float m12 = mat->data[6]; 1608 float scaleX = sqrt(m00 * m00 + m01 * m01); 1609 float scaleY = sqrt(m10 * m10 + m11 * m11); 1610 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1611 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1612 } 1613 1614 setupDraw(); 1615 setupDrawAALine(); 1616 setupDrawColor(color); 1617 setupDrawColorFilter(); 1618 setupDrawShader(); 1619 setupDrawBlending(true, mode); 1620 setupDrawProgram(); 1621 setupDrawModelViewIdentity(true); 1622 setupDrawColorUniforms(); 1623 setupDrawColorFilterUniforms(); 1624 setupDrawShaderIdentityUniforms(); 1625 1626 AAVertex rects[4]; 1627 AAVertex* aaVertices = &rects[0]; 1628 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1629 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1630 1631 float boundarySizeX = .5 * inverseScaleX; 1632 float boundarySizeY = .5 * inverseScaleY; 1633 1634 // Adjust the rect by the AA boundary padding 1635 left -= boundarySizeX; 1636 right += boundarySizeX; 1637 top -= boundarySizeY; 1638 bottom += boundarySizeY; 1639 1640 float width = right - left; 1641 float height = bottom - top; 1642 1643 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1644 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1645 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1646 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1647 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1648 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1649 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1650 1651 if (!quickReject(left, top, right, bottom)) { 1652 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1653 AAVertex::set(aaVertices++, left, top, 1, 0); 1654 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1655 AAVertex::set(aaVertices++, right, top, 0, 0); 1656 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1657 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1658 } 1659} 1660 1661/** 1662 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1663 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1664 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1665 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1666 * of the line. Hairlines are more involved because we need to account for transform scaling 1667 * to end up with a one-pixel-wide line in screen space.. 1668 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1669 * in combination with values that we calculate and pass down in this method. The basic approach 1670 * is that the quad we create contains both the core line area plus a bounding area in which 1671 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1672 * proportion of the width and the length of a given segment is represented by the boundary 1673 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1674 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1675 * on the inside). This ends up giving the result we want, with pixels that are completely 1676 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1677 * how far into the boundary region they are, which is determined by shader interpolation. 1678 */ 1679void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1680 if (mSnapshot->isIgnored()) return; 1681 1682 const bool isAA = paint->isAntiAlias(); 1683 // We use half the stroke width here because we're going to position the quad 1684 // corner vertices half of the width away from the line endpoints 1685 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1686 // A stroke width of 0 has a special meaning in Skia: 1687 // it draws a line 1 px wide regardless of current transform 1688 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1689 float inverseScaleX = 1.0f; 1690 float inverseScaleY = 1.0f; 1691 bool scaled = false; 1692 int alpha; 1693 SkXfermode::Mode mode; 1694 int generatedVerticesCount = 0; 1695 int verticesCount = count; 1696 if (count > 4) { 1697 // Polyline: account for extra vertices needed for continuous tri-strip 1698 verticesCount += (count - 4); 1699 } 1700 1701 if (isHairLine || isAA) { 1702 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1703 // the line on the screen should always be one pixel wide regardless of scale. For 1704 // AA lines, we only want one pixel of translucent boundary around the quad. 1705 if (!mSnapshot->transform->isPureTranslate()) { 1706 Matrix4 *mat = mSnapshot->transform; 1707 float m00 = mat->data[Matrix4::kScaleX]; 1708 float m01 = mat->data[Matrix4::kSkewY]; 1709 float m02 = mat->data[2]; 1710 float m10 = mat->data[Matrix4::kSkewX]; 1711 float m11 = mat->data[Matrix4::kScaleX]; 1712 float m12 = mat->data[6]; 1713 float scaleX = sqrt(m00*m00 + m01*m01); 1714 float scaleY = sqrt(m10*m10 + m11*m11); 1715 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1716 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1717 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1718 scaled = true; 1719 } 1720 } 1721 } 1722 1723 getAlphaAndMode(paint, &alpha, &mode); 1724 setupDraw(); 1725 if (isAA) { 1726 setupDrawAALine(); 1727 } 1728 setupDrawColor(paint->getColor(), alpha); 1729 setupDrawColorFilter(); 1730 setupDrawShader(); 1731 if (isAA) { 1732 setupDrawBlending(true, mode); 1733 } else { 1734 setupDrawBlending(mode); 1735 } 1736 setupDrawProgram(); 1737 setupDrawModelViewIdentity(true); 1738 setupDrawColorUniforms(); 1739 setupDrawColorFilterUniforms(); 1740 setupDrawShaderIdentityUniforms(); 1741 1742 if (isHairLine) { 1743 // Set a real stroke width to be used in quad construction 1744 halfStrokeWidth = isAA? 1 : .5; 1745 } else if (isAA && !scaled) { 1746 // Expand boundary to enable AA calculations on the quad border 1747 halfStrokeWidth += .5f; 1748 } 1749 Vertex lines[verticesCount]; 1750 Vertex* vertices = &lines[0]; 1751 AAVertex wLines[verticesCount]; 1752 AAVertex* aaVertices = &wLines[0]; 1753 if (!isAA) { 1754 setupDrawVertices(vertices); 1755 } else { 1756 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1757 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1758 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1759 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1760 // This value is used in the fragment shader to determine how to fill fragments. 1761 // We will need to calculate the actual width proportion on each segment for 1762 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1763 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1764 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1765 } 1766 1767 AAVertex* prevAAVertex = NULL; 1768 Vertex* prevVertex = NULL; 1769 1770 int boundaryLengthSlot = -1; 1771 int inverseBoundaryLengthSlot = -1; 1772 int boundaryWidthSlot = -1; 1773 int inverseBoundaryWidthSlot = -1; 1774 for (int i = 0; i < count; i += 4) { 1775 // a = start point, b = end point 1776 vec2 a(points[i], points[i + 1]); 1777 vec2 b(points[i + 2], points[i + 3]); 1778 float length = 0; 1779 float boundaryLengthProportion = 0; 1780 float boundaryWidthProportion = 0; 1781 1782 // Find the normal to the line 1783 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1784 if (isHairLine) { 1785 if (isAA) { 1786 float wideningFactor; 1787 if (fabs(n.x) >= fabs(n.y)) { 1788 wideningFactor = fabs(1.0f / n.x); 1789 } else { 1790 wideningFactor = fabs(1.0f / n.y); 1791 } 1792 n *= wideningFactor; 1793 } 1794 if (scaled) { 1795 n.x *= inverseScaleX; 1796 n.y *= inverseScaleY; 1797 } 1798 } else if (scaled) { 1799 // Extend n by .5 pixel on each side, post-transform 1800 vec2 extendedN = n.copyNormalized(); 1801 extendedN /= 2; 1802 extendedN.x *= inverseScaleX; 1803 extendedN.y *= inverseScaleY; 1804 float extendedNLength = extendedN.length(); 1805 // We need to set this value on the shader prior to drawing 1806 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1807 n += extendedN; 1808 } 1809 float x = n.x; 1810 n.x = -n.y; 1811 n.y = x; 1812 1813 // aa lines expand the endpoint vertices to encompass the AA boundary 1814 if (isAA) { 1815 vec2 abVector = (b - a); 1816 length = abVector.length(); 1817 abVector.normalize(); 1818 if (scaled) { 1819 abVector.x *= inverseScaleX; 1820 abVector.y *= inverseScaleY; 1821 float abLength = abVector.length(); 1822 boundaryLengthProportion = abLength / (length + abLength); 1823 } else { 1824 boundaryLengthProportion = .5 / (length + 1); 1825 } 1826 abVector /= 2; 1827 a -= abVector; 1828 b += abVector; 1829 } 1830 1831 // Four corners of the rectangle defining a thick line 1832 vec2 p1 = a - n; 1833 vec2 p2 = a + n; 1834 vec2 p3 = b + n; 1835 vec2 p4 = b - n; 1836 1837 1838 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1839 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1840 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1841 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1842 1843 if (!quickReject(left, top, right, bottom)) { 1844 if (!isAA) { 1845 if (prevVertex != NULL) { 1846 // Issue two repeat vertices to create degenerate triangles to bridge 1847 // between the previous line and the new one. This is necessary because 1848 // we are creating a single triangle_strip which will contain 1849 // potentially discontinuous line segments. 1850 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1851 Vertex::set(vertices++, p1.x, p1.y); 1852 generatedVerticesCount += 2; 1853 } 1854 Vertex::set(vertices++, p1.x, p1.y); 1855 Vertex::set(vertices++, p2.x, p2.y); 1856 Vertex::set(vertices++, p4.x, p4.y); 1857 Vertex::set(vertices++, p3.x, p3.y); 1858 prevVertex = vertices - 1; 1859 generatedVerticesCount += 4; 1860 } else { 1861 if (!isHairLine && scaled) { 1862 // Must set width proportions per-segment for scaled non-hairlines to use the 1863 // correct AA boundary dimensions 1864 if (boundaryWidthSlot < 0) { 1865 boundaryWidthSlot = 1866 mCaches.currentProgram->getUniform("boundaryWidth"); 1867 inverseBoundaryWidthSlot = 1868 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1869 } 1870 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1871 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1872 } 1873 if (boundaryLengthSlot < 0) { 1874 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1875 inverseBoundaryLengthSlot = 1876 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1877 } 1878 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1879 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1880 1881 if (prevAAVertex != NULL) { 1882 // Issue two repeat vertices to create degenerate triangles to bridge 1883 // between the previous line and the new one. This is necessary because 1884 // we are creating a single triangle_strip which will contain 1885 // potentially discontinuous line segments. 1886 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1887 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1888 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1889 generatedVerticesCount += 2; 1890 } 1891 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1892 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1893 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1894 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1895 prevAAVertex = aaVertices - 1; 1896 generatedVerticesCount += 4; 1897 } 1898 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1899 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1900 *mSnapshot->transform); 1901 } 1902 } 1903 if (generatedVerticesCount > 0) { 1904 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1905 } 1906} 1907 1908void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1909 if (mSnapshot->isIgnored()) return; 1910 1911 // TODO: The paint's cap style defines whether the points are square or circular 1912 // TODO: Handle AA for round points 1913 1914 // A stroke width of 0 has a special meaning in Skia: 1915 // it draws an unscaled 1px point 1916 float strokeWidth = paint->getStrokeWidth(); 1917 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1918 if (isHairLine) { 1919 // Now that we know it's hairline, we can set the effective width, to be used later 1920 strokeWidth = 1.0f; 1921 } 1922 const float halfWidth = strokeWidth / 2; 1923 int alpha; 1924 SkXfermode::Mode mode; 1925 getAlphaAndMode(paint, &alpha, &mode); 1926 1927 int verticesCount = count >> 1; 1928 int generatedVerticesCount = 0; 1929 1930 TextureVertex pointsData[verticesCount]; 1931 TextureVertex* vertex = &pointsData[0]; 1932 1933 setupDraw(); 1934 setupDrawPoint(strokeWidth); 1935 setupDrawColor(paint->getColor(), alpha); 1936 setupDrawColorFilter(); 1937 setupDrawShader(); 1938 setupDrawBlending(mode); 1939 setupDrawProgram(); 1940 setupDrawModelViewIdentity(true); 1941 setupDrawColorUniforms(); 1942 setupDrawColorFilterUniforms(); 1943 setupDrawPointUniforms(); 1944 setupDrawShaderIdentityUniforms(); 1945 setupDrawMesh(vertex); 1946 1947 for (int i = 0; i < count; i += 2) { 1948 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1949 generatedVerticesCount++; 1950 float left = points[i] - halfWidth; 1951 float right = points[i] + halfWidth; 1952 float top = points[i + 1] - halfWidth; 1953 float bottom = points [i + 1] + halfWidth; 1954 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1955 } 1956 1957 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1958} 1959 1960void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1961 // No need to check against the clip, we fill the clip region 1962 if (mSnapshot->isIgnored()) return; 1963 1964 Rect& clip(*mSnapshot->clipRect); 1965 clip.snapToPixelBoundaries(); 1966 1967 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1968} 1969 1970void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1971 if (!texture) return; 1972 const AutoTexture autoCleanup(texture); 1973 1974 const float x = left + texture->left - texture->offset; 1975 const float y = top + texture->top - texture->offset; 1976 1977 drawPathTexture(texture, x, y, paint); 1978} 1979 1980void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1981 float rx, float ry, SkPaint* paint) { 1982 if (mSnapshot->isIgnored()) return; 1983 1984 glActiveTexture(gTextureUnits[0]); 1985 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1986 right - left, bottom - top, rx, ry, paint); 1987 drawShape(left, top, texture, paint); 1988} 1989 1990void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1991 if (mSnapshot->isIgnored()) return; 1992 1993 glActiveTexture(gTextureUnits[0]); 1994 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1995 drawShape(x - radius, y - radius, texture, paint); 1996} 1997 1998void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1999 if (mSnapshot->isIgnored()) return; 2000 2001 glActiveTexture(gTextureUnits[0]); 2002 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2003 drawShape(left, top, texture, paint); 2004} 2005 2006void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2007 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2008 if (mSnapshot->isIgnored()) return; 2009 2010 if (fabs(sweepAngle) >= 360.0f) { 2011 drawOval(left, top, right, bottom, paint); 2012 return; 2013 } 2014 2015 glActiveTexture(gTextureUnits[0]); 2016 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2017 startAngle, sweepAngle, useCenter, paint); 2018 drawShape(left, top, texture, paint); 2019} 2020 2021void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2022 SkPaint* paint) { 2023 if (mSnapshot->isIgnored()) return; 2024 2025 glActiveTexture(gTextureUnits[0]); 2026 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2027 drawShape(left, top, texture, paint); 2028} 2029 2030void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2031 if (p->getStyle() != SkPaint::kFill_Style) { 2032 drawRectAsShape(left, top, right, bottom, p); 2033 return; 2034 } 2035 2036 if (quickReject(left, top, right, bottom)) { 2037 return; 2038 } 2039 2040 SkXfermode::Mode mode; 2041 if (!mCaches.extensions.hasFramebufferFetch()) { 2042 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2043 if (!isMode) { 2044 // Assume SRC_OVER 2045 mode = SkXfermode::kSrcOver_Mode; 2046 } 2047 } else { 2048 mode = getXfermode(p->getXfermode()); 2049 } 2050 2051 int color = p->getColor(); 2052 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2053 drawAARect(left, top, right, bottom, color, mode); 2054 } else { 2055 drawColorRect(left, top, right, bottom, color, mode); 2056 } 2057} 2058 2059void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2060 float x, float y, SkPaint* paint) { 2061 if (text == NULL || count == 0) { 2062 return; 2063 } 2064 if (mSnapshot->isIgnored()) return; 2065 2066 // TODO: We should probably make a copy of the paint instead of modifying 2067 // it; modifying the paint will change its generationID the first 2068 // time, which might impact caches. More investigation needed to 2069 // see if it matters. 2070 // If we make a copy, then drawTextDecorations() should *not* make 2071 // its own copy as it does right now. 2072 paint->setAntiAlias(true); 2073#if RENDER_TEXT_AS_GLYPHS 2074 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2075#endif 2076 2077 float length = -1.0f; 2078 switch (paint->getTextAlign()) { 2079 case SkPaint::kCenter_Align: 2080 length = paint->measureText(text, bytesCount); 2081 x -= length / 2.0f; 2082 break; 2083 case SkPaint::kRight_Align: 2084 length = paint->measureText(text, bytesCount); 2085 x -= length; 2086 break; 2087 default: 2088 break; 2089 } 2090 2091 const float oldX = x; 2092 const float oldY = y; 2093 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2094 if (pureTranslate) { 2095 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2096 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2097 } 2098 2099 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2100#if DEBUG_GLYPHS 2101 LOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2102#endif 2103 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2104 paint->getTextSize()); 2105 2106 int alpha; 2107 SkXfermode::Mode mode; 2108 getAlphaAndMode(paint, &alpha, &mode); 2109 2110 if (mHasShadow) { 2111 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2112 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2113 paint, text, bytesCount, count, mShadowRadius); 2114 const AutoTexture autoCleanup(shadow); 2115 2116 const float sx = oldX - shadow->left + mShadowDx; 2117 const float sy = oldY - shadow->top + mShadowDy; 2118 2119 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2120 int shadowColor = mShadowColor; 2121 if (mShader) { 2122 shadowColor = 0xffffffff; 2123 } 2124 2125 glActiveTexture(gTextureUnits[0]); 2126 setupDraw(); 2127 setupDrawWithTexture(true); 2128 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2129 setupDrawColorFilter(); 2130 setupDrawShader(); 2131 setupDrawBlending(true, mode); 2132 setupDrawProgram(); 2133 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2134 setupDrawTexture(shadow->id); 2135 setupDrawPureColorUniforms(); 2136 setupDrawColorFilterUniforms(); 2137 setupDrawShaderUniforms(); 2138 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2139 2140 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2141 2142 finishDrawTexture(); 2143 } 2144 2145 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2146 return; 2147 } 2148 2149 // Pick the appropriate texture filtering 2150 bool linearFilter = mSnapshot->transform->changesBounds(); 2151 if (pureTranslate && !linearFilter) { 2152 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2153 } 2154 2155 glActiveTexture(gTextureUnits[0]); 2156 setupDraw(); 2157 setupDrawDirtyRegionsDisabled(); 2158 setupDrawWithTexture(true); 2159 setupDrawAlpha8Color(paint->getColor(), alpha); 2160 setupDrawColorFilter(); 2161 setupDrawShader(); 2162 setupDrawBlending(true, mode); 2163 setupDrawProgram(); 2164 setupDrawModelView(x, y, x, y, pureTranslate, true); 2165 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2166 setupDrawPureColorUniforms(); 2167 setupDrawColorFilterUniforms(); 2168 setupDrawShaderUniforms(pureTranslate); 2169 2170 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2171 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2172 2173#if RENDER_LAYERS_AS_REGIONS 2174 bool hasActiveLayer = hasLayer(); 2175#else 2176 bool hasActiveLayer = false; 2177#endif 2178 mCaches.unbindMeshBuffer(); 2179 2180 // Tell font renderer the locations of position and texture coord 2181 // attributes so it can bind its data properly 2182 int positionSlot = mCaches.currentProgram->position; 2183 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2184 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2185 hasActiveLayer ? &bounds : NULL)) { 2186#if RENDER_LAYERS_AS_REGIONS 2187 if (hasActiveLayer) { 2188 if (!pureTranslate) { 2189 mSnapshot->transform->mapRect(bounds); 2190 } 2191 dirtyLayerUnchecked(bounds, getRegion()); 2192 } 2193#endif 2194 } 2195 2196 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2197 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2198 2199 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2200} 2201 2202void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2203 if (mSnapshot->isIgnored()) return; 2204 2205 glActiveTexture(gTextureUnits[0]); 2206 2207 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2208 if (!texture) return; 2209 const AutoTexture autoCleanup(texture); 2210 2211 const float x = texture->left - texture->offset; 2212 const float y = texture->top - texture->offset; 2213 2214 drawPathTexture(texture, x, y, paint); 2215} 2216 2217void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2218 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2219 return; 2220 } 2221 2222 glActiveTexture(gTextureUnits[0]); 2223 2224 int alpha; 2225 SkXfermode::Mode mode; 2226 getAlphaAndMode(paint, &alpha, &mode); 2227 2228 layer->setAlpha(alpha, mode); 2229 2230#if RENDER_LAYERS_AS_REGIONS 2231 if (!layer->region.isEmpty()) { 2232 if (layer->region.isRect()) { 2233 composeLayerRect(layer, layer->regionRect); 2234 } else if (layer->mesh) { 2235 const float a = alpha / 255.0f; 2236 const Rect& rect = layer->layer; 2237 2238 setupDraw(); 2239 setupDrawWithTexture(); 2240 setupDrawColor(a, a, a, a); 2241 setupDrawColorFilter(); 2242 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2243 setupDrawProgram(); 2244 setupDrawPureColorUniforms(); 2245 setupDrawColorFilterUniforms(); 2246 setupDrawTexture(layer->getTexture()); 2247 if (mSnapshot->transform->isPureTranslate()) { 2248 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2249 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2250 2251 layer->setFilter(GL_NEAREST, GL_NEAREST); 2252 setupDrawModelViewTranslate(x, y, 2253 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2254 } else { 2255 layer->setFilter(GL_LINEAR, GL_LINEAR); 2256 setupDrawModelViewTranslate(x, y, 2257 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2258 } 2259 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2260 2261 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2262 GL_UNSIGNED_SHORT, layer->meshIndices); 2263 2264 finishDrawTexture(); 2265 2266#if DEBUG_LAYERS_AS_REGIONS 2267 drawRegionRects(layer->region); 2268#endif 2269 } 2270 } 2271#else 2272 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2273 composeLayerRect(layer, r); 2274#endif 2275} 2276 2277/////////////////////////////////////////////////////////////////////////////// 2278// Shaders 2279/////////////////////////////////////////////////////////////////////////////// 2280 2281void OpenGLRenderer::resetShader() { 2282 mShader = NULL; 2283} 2284 2285void OpenGLRenderer::setupShader(SkiaShader* shader) { 2286 mShader = shader; 2287 if (mShader) { 2288 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2289 } 2290} 2291 2292/////////////////////////////////////////////////////////////////////////////// 2293// Color filters 2294/////////////////////////////////////////////////////////////////////////////// 2295 2296void OpenGLRenderer::resetColorFilter() { 2297 mColorFilter = NULL; 2298} 2299 2300void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2301 mColorFilter = filter; 2302} 2303 2304/////////////////////////////////////////////////////////////////////////////// 2305// Drop shadow 2306/////////////////////////////////////////////////////////////////////////////// 2307 2308void OpenGLRenderer::resetShadow() { 2309 mHasShadow = false; 2310} 2311 2312void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2313 mHasShadow = true; 2314 mShadowRadius = radius; 2315 mShadowDx = dx; 2316 mShadowDy = dy; 2317 mShadowColor = color; 2318} 2319 2320/////////////////////////////////////////////////////////////////////////////// 2321// Drawing implementation 2322/////////////////////////////////////////////////////////////////////////////// 2323 2324void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2325 float x, float y, SkPaint* paint) { 2326 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2327 return; 2328 } 2329 2330 int alpha; 2331 SkXfermode::Mode mode; 2332 getAlphaAndMode(paint, &alpha, &mode); 2333 2334 setupDraw(); 2335 setupDrawWithTexture(true); 2336 setupDrawAlpha8Color(paint->getColor(), alpha); 2337 setupDrawColorFilter(); 2338 setupDrawShader(); 2339 setupDrawBlending(true, mode); 2340 setupDrawProgram(); 2341 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2342 setupDrawTexture(texture->id); 2343 setupDrawPureColorUniforms(); 2344 setupDrawColorFilterUniforms(); 2345 setupDrawShaderUniforms(); 2346 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2347 2348 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2349 2350 finishDrawTexture(); 2351} 2352 2353// Same values used by Skia 2354#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2355#define kStdUnderline_Offset (1.0f / 9.0f) 2356#define kStdUnderline_Thickness (1.0f / 18.0f) 2357 2358void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2359 float x, float y, SkPaint* paint) { 2360 // Handle underline and strike-through 2361 uint32_t flags = paint->getFlags(); 2362 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2363 SkPaint paintCopy(*paint); 2364 float underlineWidth = length; 2365 // If length is > 0.0f, we already measured the text for the text alignment 2366 if (length <= 0.0f) { 2367 underlineWidth = paintCopy.measureText(text, bytesCount); 2368 } 2369 2370 float offsetX = 0; 2371 switch (paintCopy.getTextAlign()) { 2372 case SkPaint::kCenter_Align: 2373 offsetX = underlineWidth * 0.5f; 2374 break; 2375 case SkPaint::kRight_Align: 2376 offsetX = underlineWidth; 2377 break; 2378 default: 2379 break; 2380 } 2381 2382 if (underlineWidth > 0.0f) { 2383 const float textSize = paintCopy.getTextSize(); 2384 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2385 2386 const float left = x - offsetX; 2387 float top = 0.0f; 2388 2389 int linesCount = 0; 2390 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2391 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2392 2393 const int pointsCount = 4 * linesCount; 2394 float points[pointsCount]; 2395 int currentPoint = 0; 2396 2397 if (flags & SkPaint::kUnderlineText_Flag) { 2398 top = y + textSize * kStdUnderline_Offset; 2399 points[currentPoint++] = left; 2400 points[currentPoint++] = top; 2401 points[currentPoint++] = left + underlineWidth; 2402 points[currentPoint++] = top; 2403 } 2404 2405 if (flags & SkPaint::kStrikeThruText_Flag) { 2406 top = y + textSize * kStdStrikeThru_Offset; 2407 points[currentPoint++] = left; 2408 points[currentPoint++] = top; 2409 points[currentPoint++] = left + underlineWidth; 2410 points[currentPoint++] = top; 2411 } 2412 2413 paintCopy.setStrokeWidth(strokeWidth); 2414 2415 drawLines(&points[0], pointsCount, &paintCopy); 2416 } 2417 } 2418} 2419 2420void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2421 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2422 // If a shader is set, preserve only the alpha 2423 if (mShader) { 2424 color |= 0x00ffffff; 2425 } 2426 2427 setupDraw(); 2428 setupDrawColor(color); 2429 setupDrawShader(); 2430 setupDrawColorFilter(); 2431 setupDrawBlending(mode); 2432 setupDrawProgram(); 2433 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2434 setupDrawColorUniforms(); 2435 setupDrawShaderUniforms(ignoreTransform); 2436 setupDrawColorFilterUniforms(); 2437 setupDrawSimpleMesh(); 2438 2439 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2440} 2441 2442void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2443 Texture* texture, SkPaint* paint) { 2444 int alpha; 2445 SkXfermode::Mode mode; 2446 getAlphaAndMode(paint, &alpha, &mode); 2447 2448 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 2449 2450 if (mSnapshot->transform->isPureTranslate()) { 2451 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2452 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2453 2454 texture->setFilter(GL_NEAREST, GL_NEAREST, true); 2455 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2456 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2457 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2458 } else { 2459 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 2460 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2461 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2462 GL_TRIANGLE_STRIP, gMeshCount); 2463 } 2464} 2465 2466void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2467 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2468 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2469 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2470} 2471 2472void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2473 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2474 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2475 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2476 2477 setupDraw(); 2478 setupDrawWithTexture(); 2479 setupDrawColor(alpha, alpha, alpha, alpha); 2480 setupDrawColorFilter(); 2481 setupDrawBlending(blend, mode, swapSrcDst); 2482 setupDrawProgram(); 2483 if (!dirty) { 2484 setupDrawDirtyRegionsDisabled(); 2485 } 2486 if (!ignoreScale) { 2487 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2488 } else { 2489 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2490 } 2491 setupDrawPureColorUniforms(); 2492 setupDrawColorFilterUniforms(); 2493 setupDrawTexture(texture); 2494 setupDrawMesh(vertices, texCoords, vbo); 2495 2496 glDrawArrays(drawMode, 0, elementsCount); 2497 2498 finishDrawTexture(); 2499} 2500 2501void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2502 ProgramDescription& description, bool swapSrcDst) { 2503 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2504 if (blend) { 2505 if (mode <= SkXfermode::kScreen_Mode) { 2506 if (!mCaches.blend) { 2507 glEnable(GL_BLEND); 2508 } 2509 2510 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2511 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2512 2513 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2514 glBlendFunc(sourceMode, destMode); 2515 mCaches.lastSrcMode = sourceMode; 2516 mCaches.lastDstMode = destMode; 2517 } 2518 } else { 2519 // These blend modes are not supported by OpenGL directly and have 2520 // to be implemented using shaders. Since the shader will perform 2521 // the blending, turn blending off here 2522 if (mCaches.extensions.hasFramebufferFetch()) { 2523 description.framebufferMode = mode; 2524 description.swapSrcDst = swapSrcDst; 2525 } 2526 2527 if (mCaches.blend) { 2528 glDisable(GL_BLEND); 2529 } 2530 blend = false; 2531 } 2532 } else if (mCaches.blend) { 2533 glDisable(GL_BLEND); 2534 } 2535 mCaches.blend = blend; 2536} 2537 2538bool OpenGLRenderer::useProgram(Program* program) { 2539 if (!program->isInUse()) { 2540 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2541 program->use(); 2542 mCaches.currentProgram = program; 2543 return false; 2544 } 2545 return true; 2546} 2547 2548void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2549 TextureVertex* v = &mMeshVertices[0]; 2550 TextureVertex::setUV(v++, u1, v1); 2551 TextureVertex::setUV(v++, u2, v1); 2552 TextureVertex::setUV(v++, u1, v2); 2553 TextureVertex::setUV(v++, u2, v2); 2554} 2555 2556void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2557 if (paint) { 2558 *mode = getXfermode(paint->getXfermode()); 2559 2560 // Skia draws using the color's alpha channel if < 255 2561 // Otherwise, it uses the paint's alpha 2562 int color = paint->getColor(); 2563 *alpha = (color >> 24) & 0xFF; 2564 if (*alpha == 255) { 2565 *alpha = paint->getAlpha(); 2566 } 2567 } else { 2568 *mode = SkXfermode::kSrcOver_Mode; 2569 *alpha = 255; 2570 } 2571} 2572 2573SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2574 SkXfermode::Mode resultMode; 2575 if (!SkXfermode::AsMode(mode, &resultMode)) { 2576 resultMode = SkXfermode::kSrcOver_Mode; 2577 } 2578 return resultMode; 2579} 2580 2581}; // namespace uirenderer 2582}; // namespace android 2583