OpenGLRenderer.cpp revision 31dbfc1b3e18f24d9a34c4e600c2048e8d244c14
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 = getTargetFbo() == 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 (getTargetFbo() == 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 && getTargetFbo() == 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(getTargetFbo()); 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(getTargetFbo()); 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(mRenderState, mCaches, &glop) 855 .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 renderGlop(glop); 862 return; 863 } 864 865 float alpha = getLayerAlpha(layer); 866 setupDraw(); 867 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 868 setupDrawWithTexture(); 869 } else { 870 setupDrawWithExternalTexture(); 871 } 872 setupDrawTextureTransform(); 873 setupDrawColor(alpha, alpha, alpha, alpha); 874 setupDrawColorFilter(layer->getColorFilter()); 875 setupDrawBlending(layer); 876 setupDrawProgram(); 877 setupDrawPureColorUniforms(); 878 setupDrawColorFilterUniforms(layer->getColorFilter()); 879 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 880 setupDrawTexture(layer->getTextureId()); 881 } else { 882 setupDrawExternalTexture(layer->getTextureId()); 883 } 884 if (currentTransform()->isPureTranslate() 885 && !layer->getForceFilter() 886 && layer->getWidth() == (uint32_t) rect.getWidth() 887 && layer->getHeight() == (uint32_t) rect.getHeight()) { 888 const float x = floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 889 const float y = floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 890 891 layer->setFilter(GL_NEAREST); 892 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 893 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 894 } else { 895 layer->setFilter(GL_LINEAR); 896 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 897 rect.left, rect.top, rect.right, rect.bottom); 898 } 899 setupDrawTextureTransformUniforms(layer->getTexTransform()); 900 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 901 902 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 903} 904 905void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 906 if (layer->isTextureLayer()) { 907 EVENT_LOGD("composeTextureLayerRect"); 908 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 909 drawTextureLayer(layer, rect); 910 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 911 } else { 912 EVENT_LOGD("composeHardwareLayerRect"); 913 914 if (USE_GLOPS) { 915 Blend::ModeOrderSwap modeUsage = swap ? 916 Blend::ModeOrderSwap::Swap : Blend::ModeOrderSwap::NoSwap; 917 const Matrix4& transform = swap ? Matrix4::identity() : *currentTransform(); 918 bool snap = !swap 919 && layer->getWidth() == static_cast<uint32_t>(rect.getWidth()) 920 && layer->getHeight() == static_cast<uint32_t>(rect.getHeight()); 921 Glop glop; 922 GlopBuilder(mRenderState, mCaches, &glop) 923 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 924 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), modeUsage) 925 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 926 .setModelViewMapUnitToRectOptionalSnap(snap, rect) 927 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 928 .build(); 929 renderGlop(glop); 930 return; 931 } 932 933 const Rect& texCoords = layer->texCoords; 934 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 935 texCoords.right, texCoords.bottom); 936 937 float x = rect.left; 938 float y = rect.top; 939 bool simpleTransform = currentTransform()->isPureTranslate() 940 && layer->getWidth() == (uint32_t) rect.getWidth() 941 && layer->getHeight() == (uint32_t) rect.getHeight(); 942 943 if (simpleTransform) { 944 // When we're swapping, the layer is already in screen coordinates 945 if (!swap) { 946 x = floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 947 y = floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 948 } 949 950 layer->setFilter(GL_NEAREST, true); 951 } else { 952 layer->setFilter(GL_LINEAR, true); 953 } 954 955 SkPaint layerPaint; 956 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 957 layerPaint.setXfermodeMode(layer->getMode()); 958 layerPaint.setColorFilter(layer->getColorFilter()); 959 960 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 961 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 962 layer->getTextureId(), &layerPaint, blend, 963 &mMeshVertices[0].x, &mMeshVertices[0].u, 964 GL_TRIANGLE_STRIP, kUnitQuadCount, swap, swap || simpleTransform); 965 966 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 967 } 968} 969 970/** 971 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 972 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 973 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 974 * by saveLayer's restore 975 */ 976#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 977 DRAW_COMMAND; \ 978 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 979 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 980 DRAW_COMMAND; \ 981 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 982 } \ 983 } 984 985#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 986 987// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 988// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 989class LayerShader : public SkShader { 990public: 991 LayerShader(Layer* layer, const SkMatrix* localMatrix) 992 : INHERITED(localMatrix) 993 , mLayer(layer) { 994 } 995 996 virtual bool asACustomShader(void** data) const override { 997 if (data) { 998 *data = static_cast<void*>(mLayer); 999 } 1000 return true; 1001 } 1002 1003 virtual bool isOpaque() const override { 1004 return !mLayer->isBlend(); 1005 } 1006 1007protected: 1008 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1009 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1010 } 1011 1012 virtual void flatten(SkWriteBuffer&) const override { 1013 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1014 } 1015 1016 virtual Factory getFactory() const override { 1017 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1018 return nullptr; 1019 } 1020private: 1021 // Unowned. 1022 Layer* mLayer; 1023 typedef SkShader INHERITED; 1024}; 1025 1026void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1027 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1028 1029 if (layer->getConvexMask()) { 1030 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1031 1032 // clip to the area of the layer the mask can be larger 1033 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1034 1035 SkPaint paint; 1036 paint.setAntiAlias(true); 1037 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1038 1039 // create LayerShader to map SaveLayer content into subsequent draw 1040 SkMatrix shaderMatrix; 1041 shaderMatrix.setTranslate(rect.left, rect.bottom); 1042 shaderMatrix.preScale(1, -1); 1043 LayerShader layerShader(layer, &shaderMatrix); 1044 paint.setShader(&layerShader); 1045 1046 // Since the drawing primitive is defined in local drawing space, 1047 // we don't need to modify the draw matrix 1048 const SkPath* maskPath = layer->getConvexMask(); 1049 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1050 1051 paint.setShader(nullptr); 1052 restore(); 1053 1054 return; 1055 } 1056 1057 if (layer->region.isRect()) { 1058 layer->setRegionAsRect(); 1059 1060 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1061 1062 layer->region.clear(); 1063 return; 1064 } 1065 1066 EVENT_LOGD("composeLayerRegion"); 1067 // standard Region based draw 1068 size_t count; 1069 const android::Rect* rects; 1070 Region safeRegion; 1071 if (CC_LIKELY(hasRectToRectTransform())) { 1072 rects = layer->region.getArray(&count); 1073 } else { 1074 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1075 rects = safeRegion.getArray(&count); 1076 } 1077 1078 const float texX = 1.0f / float(layer->getWidth()); 1079 const float texY = 1.0f / float(layer->getHeight()); 1080 const float height = rect.getHeight(); 1081 1082 if (USE_GLOPS) { 1083 TextureVertex quadVertices[count * 4]; 1084 //std::unique_ptr<TextureVertex[]> quadVertices(new TextureVertex[count * 4]); 1085 TextureVertex* mesh = &quadVertices[0]; 1086 for (size_t i = 0; i < count; i++) { 1087 const android::Rect* r = &rects[i]; 1088 1089 const float u1 = r->left * texX; 1090 const float v1 = (height - r->top) * texY; 1091 const float u2 = r->right * texX; 1092 const float v2 = (height - r->bottom) * texY; 1093 1094 // TODO: Reject quads outside of the clip 1095 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1096 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1097 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1098 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1099 } 1100 Glop glop; 1101 GlopBuilder(mRenderState, mCaches, &glop) 1102 .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6) 1103 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 1104 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 1105 .setModelViewOffsetRectSnap(0, 0, rect) 1106 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1107 .build(); 1108 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 1109 return; 1110 } 1111 1112 const float alpha = getLayerAlpha(layer); 1113 1114 setupDraw(); 1115 1116 // We must get (and therefore bind) the region mesh buffer 1117 // after we setup drawing in case we need to mess with the 1118 // stencil buffer in setupDraw() 1119 TextureVertex* mesh = mCaches.getRegionMesh(); 1120 uint32_t numQuads = 0; 1121 1122 setupDrawWithTexture(); 1123 setupDrawColor(alpha, alpha, alpha, alpha); 1124 setupDrawColorFilter(layer->getColorFilter()); 1125 setupDrawBlending(layer); 1126 setupDrawProgram(); 1127 setupDrawDirtyRegionsDisabled(); 1128 setupDrawPureColorUniforms(); 1129 setupDrawColorFilterUniforms(layer->getColorFilter()); 1130 setupDrawTexture(layer->getTextureId()); 1131 if (currentTransform()->isPureTranslate()) { 1132 const float x = floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1133 const float y = floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1134 1135 layer->setFilter(GL_NEAREST); 1136 setupDrawModelView(kModelViewMode_Translate, false, 1137 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1138 } else { 1139 layer->setFilter(GL_LINEAR); 1140 setupDrawModelView(kModelViewMode_Translate, false, 1141 rect.left, rect.top, rect.right, rect.bottom); 1142 } 1143 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1144 1145 for (size_t i = 0; i < count; i++) { 1146 const android::Rect* r = &rects[i]; 1147 1148 const float u1 = r->left * texX; 1149 const float v1 = (height - r->top) * texY; 1150 const float u2 = r->right * texX; 1151 const float v2 = (height - r->bottom) * texY; 1152 1153 // TODO: Reject quads outside of the clip 1154 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1155 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1156 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1157 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1158 1159 numQuads++; 1160 1161 if (numQuads >= kMaxNumberOfQuads) { 1162 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1163 GL_UNSIGNED_SHORT, nullptr)); 1164 numQuads = 0; 1165 mesh = mCaches.getRegionMesh(); 1166 } 1167 } 1168 1169 if (numQuads > 0) { 1170 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1171 GL_UNSIGNED_SHORT, nullptr)); 1172 } 1173 1174#if DEBUG_LAYERS_AS_REGIONS 1175 drawRegionRectsDebug(layer->region); 1176#endif 1177 1178 layer->region.clear(); 1179} 1180 1181#if DEBUG_LAYERS_AS_REGIONS 1182void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1183 size_t count; 1184 const android::Rect* rects = region.getArray(&count); 1185 1186 uint32_t colors[] = { 1187 0x7fff0000, 0x7f00ff00, 1188 0x7f0000ff, 0x7fff00ff, 1189 }; 1190 1191 int offset = 0; 1192 int32_t top = rects[0].top; 1193 1194 for (size_t i = 0; i < count; i++) { 1195 if (top != rects[i].top) { 1196 offset ^= 0x2; 1197 top = rects[i].top; 1198 } 1199 1200 SkPaint paint; 1201 paint.setColor(colors[offset + (i & 0x1)]); 1202 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1203 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1204 } 1205} 1206#endif 1207 1208void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1209 Vector<float> rects; 1210 1211 SkRegion::Iterator it(region); 1212 while (!it.done()) { 1213 const SkIRect& r = it.rect(); 1214 rects.push(r.fLeft); 1215 rects.push(r.fTop); 1216 rects.push(r.fRight); 1217 rects.push(r.fBottom); 1218 it.next(); 1219 } 1220 1221 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1222} 1223 1224void OpenGLRenderer::dirtyLayer(const float left, const float top, 1225 const float right, const float bottom, const Matrix4& transform) { 1226 if (hasLayer()) { 1227 Rect bounds(left, top, right, bottom); 1228 transform.mapRect(bounds); 1229 dirtyLayerUnchecked(bounds, getRegion()); 1230 } 1231} 1232 1233void OpenGLRenderer::dirtyLayer(const float left, const float top, 1234 const float right, const float bottom) { 1235 if (hasLayer()) { 1236 Rect bounds(left, top, right, bottom); 1237 dirtyLayerUnchecked(bounds, getRegion()); 1238 } 1239} 1240 1241void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1242 if (bounds.intersect(mState.currentClipRect())) { 1243 bounds.snapToPixelBoundaries(); 1244 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1245 if (!dirty.isEmpty()) { 1246 region->orSelf(dirty); 1247 } 1248 } 1249} 1250 1251void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1252 GLsizei elementsCount = quadsCount * 6; 1253 while (elementsCount > 0) { 1254 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 1255 1256 setupDrawIndexedVertices(&mesh[0].x); 1257 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1258 1259 elementsCount -= drawCount; 1260 // Though there are 4 vertices in a quad, we use 6 indices per 1261 // quad to draw with GL_TRIANGLES 1262 mesh += (drawCount / 6) * 4; 1263 } 1264} 1265 1266void OpenGLRenderer::clearLayerRegions() { 1267 const size_t quadCount = mLayers.size(); 1268 if (quadCount == 0) return; 1269 1270 if (!mState.currentlyIgnored()) { 1271 EVENT_LOGD("clearLayerRegions"); 1272 // Doing several glScissor/glClear here can negatively impact 1273 // GPUs with a tiler architecture, instead we draw quads with 1274 // the Clear blending mode 1275 1276 // The list contains bounds that have already been clipped 1277 // against their initial clip rect, and the current clip 1278 // is likely different so we need to disable clipping here 1279 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1280 1281 Vertex mesh[quadCount * 4]; 1282 Vertex* vertex = mesh; 1283 1284 for (uint32_t i = 0; i < quadCount; i++) { 1285 const Rect& bounds = mLayers[i]; 1286 1287 Vertex::set(vertex++, bounds.left, bounds.top); 1288 Vertex::set(vertex++, bounds.right, bounds.top); 1289 Vertex::set(vertex++, bounds.left, bounds.bottom); 1290 Vertex::set(vertex++, bounds.right, bounds.bottom); 1291 } 1292 // We must clear the list of dirty rects before we 1293 // call setupDraw() to prevent stencil setup to do 1294 // the same thing again 1295 mLayers.clear(); 1296 1297 if (USE_GLOPS) { 1298 Glop glop; 1299 GlopBuilder(mRenderState, mCaches, &glop) 1300 .setMeshIndexedQuads(&mesh[0], quadCount) 1301 .setFillClear() 1302 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1303 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect())) 1304 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1305 .build(); 1306 renderGlop(glop, false); 1307 } else { 1308 SkPaint clearPaint; 1309 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1310 1311 setupDraw(false); 1312 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1313 setupDrawBlending(&clearPaint, true); 1314 setupDrawProgram(); 1315 setupDrawPureColorUniforms(); 1316 setupDrawModelView(kModelViewMode_Translate, false, 1317 0.0f, 0.0f, 0.0f, 0.0f, true); 1318 1319 issueIndexedQuadDraw(&mesh[0], quadCount); 1320 } 1321 1322 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1323 } else { 1324 mLayers.clear(); 1325 } 1326} 1327 1328/////////////////////////////////////////////////////////////////////////////// 1329// State Deferral 1330/////////////////////////////////////////////////////////////////////////////// 1331 1332bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1333 const Rect& currentClip = mState.currentClipRect(); 1334 const mat4* currentMatrix = currentTransform(); 1335 1336 if (stateDeferFlags & kStateDeferFlag_Draw) { 1337 // state has bounds initialized in local coordinates 1338 if (!state.mBounds.isEmpty()) { 1339 currentMatrix->mapRect(state.mBounds); 1340 Rect clippedBounds(state.mBounds); 1341 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1342 // is used, it should more closely duplicate the quickReject logic (in how it uses 1343 // snapToPixelBoundaries) 1344 1345 if (!clippedBounds.intersect(currentClip)) { 1346 // quick rejected 1347 return true; 1348 } 1349 1350 state.mClipSideFlags = kClipSide_None; 1351 if (!currentClip.contains(state.mBounds)) { 1352 int& flags = state.mClipSideFlags; 1353 // op partially clipped, so record which sides are clipped for clip-aware merging 1354 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1355 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1356 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1357 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1358 } 1359 state.mBounds.set(clippedBounds); 1360 } else { 1361 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1362 // overdraw avoidance (since we don't know what it overlaps) 1363 state.mClipSideFlags = kClipSide_ConservativeFull; 1364 state.mBounds.set(currentClip); 1365 } 1366 } 1367 1368 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1369 if (state.mClipValid) { 1370 state.mClip.set(currentClip); 1371 } 1372 1373 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1374 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1375 state.mMatrix.load(*currentMatrix); 1376 state.mDrawModifiers = mDrawModifiers; 1377 state.mAlpha = currentSnapshot()->alpha; 1378 1379 // always store/restore, since it's just a pointer 1380 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1381 return false; 1382} 1383 1384void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1385 setMatrix(state.mMatrix); 1386 writableSnapshot()->alpha = state.mAlpha; 1387 mDrawModifiers = state.mDrawModifiers; 1388 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1389 1390 if (state.mClipValid && !skipClipRestore) { 1391 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1392 state.mClip.right, state.mClip.bottom); 1393 dirtyClip(); 1394 } 1395} 1396 1397/** 1398 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1399 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1400 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1401 * 1402 * This method should be called when restoreDisplayState() won't be restoring the clip 1403 */ 1404void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1405 if (clipRect != nullptr) { 1406 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1407 } else { 1408 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1409 } 1410 dirtyClip(); 1411 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1412 mRenderState.scissor().setEnabled(enableScissor); 1413} 1414 1415/////////////////////////////////////////////////////////////////////////////// 1416// Clipping 1417/////////////////////////////////////////////////////////////////////////////// 1418 1419void OpenGLRenderer::setScissorFromClip() { 1420 Rect clip(mState.currentClipRect()); 1421 clip.snapToPixelBoundaries(); 1422 1423 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1424 clip.getWidth(), clip.getHeight())) { 1425 mState.setDirtyClip(false); 1426 } 1427} 1428 1429void OpenGLRenderer::ensureStencilBuffer() { 1430 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1431 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1432 // just hope we have one when hasLayer() returns false. 1433 if (hasLayer()) { 1434 attachStencilBufferToLayer(currentSnapshot()->layer); 1435 } 1436} 1437 1438void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1439 // The layer's FBO is already bound when we reach this stage 1440 if (!layer->getStencilRenderBuffer()) { 1441 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1442 // is attached after we initiated tiling. We must turn it off, 1443 // attach the new render buffer then turn tiling back on 1444 endTiling(); 1445 1446 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1447 Stencil::getSmallestStencilFormat(), 1448 layer->getWidth(), layer->getHeight()); 1449 layer->setStencilRenderBuffer(buffer); 1450 1451 startTiling(layer->clipRect, layer->layer.getHeight()); 1452 } 1453} 1454 1455static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1456 float x, float y) { 1457 Vertex v; 1458 v.x = x; 1459 v.y = y; 1460 transform.mapPoint(v.x, v.y); 1461 rectangleVertices.push_back(v); 1462} 1463 1464static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1465 Vertex v; 1466 v.x = x; 1467 v.y = y; 1468 rectangleVertices.push_back(v); 1469} 1470 1471void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1472 int quadCount = rectangleList.getTransformedRectanglesCount(); 1473 std::vector<Vertex> rectangleVertices(quadCount * 4); 1474 Rect scissorBox = rectangleList.calculateBounds(); 1475 scissorBox.snapToPixelBoundaries(); 1476 for (int i = 0; i < quadCount; ++i) { 1477 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1478 const Matrix4& transform = tr.getTransform(); 1479 Rect bounds = tr.getBounds(); 1480 if (transform.rectToRect()) { 1481 transform.mapRect(bounds); 1482 if (!bounds.intersect(scissorBox)) { 1483 bounds.setEmpty(); 1484 } else { 1485 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1486 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1487 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1488 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1489 } 1490 } else { 1491 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1492 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1493 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1494 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1495 } 1496 } 1497 1498 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1499 scissorBox.getWidth(), scissorBox.getHeight()); 1500 1501 if (USE_GLOPS) { 1502 Glop glop; 1503 GlopBuilder(mRenderState, mCaches, &glop) 1504 .setMeshIndexedQuads(&rectangleVertices[0], rectangleVertices.size() / 4) 1505 .setFillBlack() 1506 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1507 .setModelViewOffsetRect(0, 0, scissorBox) 1508 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1509 .build(); 1510 renderGlop(glop); 1511 return; 1512 } 1513 1514 const SkPaint* paint = nullptr; 1515 setupDraw(); 1516 setupDrawNoTexture(); 1517 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1518 setupDrawShader(getShader(paint)); 1519 setupDrawColorFilter(getColorFilter(paint)); 1520 setupDrawBlending(paint); 1521 setupDrawProgram(); 1522 setupDrawDirtyRegionsDisabled(); 1523 setupDrawModelView(kModelViewMode_Translate, false, 1524 0.0f, 0.0f, 0.0f, 0.0f, true); 1525 setupDrawColorUniforms(getShader(paint)); 1526 setupDrawShaderUniforms(getShader(paint)); 1527 setupDrawColorFilterUniforms(getColorFilter(paint)); 1528 1529 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1530} 1531 1532void OpenGLRenderer::setStencilFromClip() { 1533 if (!mCaches.debugOverdraw) { 1534 if (!currentSnapshot()->clipIsSimple()) { 1535 int incrementThreshold; 1536 EVENT_LOGD("setStencilFromClip - enabling"); 1537 1538 // NOTE: The order here is important, we must set dirtyClip to false 1539 // before any draw call to avoid calling back into this method 1540 mState.setDirtyClip(false); 1541 1542 ensureStencilBuffer(); 1543 1544 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1545 1546 bool isRectangleList = clipArea.isRectangleList(); 1547 if (isRectangleList) { 1548 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1549 } else { 1550 incrementThreshold = 0; 1551 } 1552 1553 mRenderState.stencil().enableWrite(incrementThreshold); 1554 1555 // Clean and update the stencil, but first make sure we restrict drawing 1556 // to the region's bounds 1557 bool resetScissor = mRenderState.scissor().setEnabled(true); 1558 if (resetScissor) { 1559 // The scissor was not set so we now need to update it 1560 setScissorFromClip(); 1561 } 1562 1563 mRenderState.stencil().clear(); 1564 1565 // stash and disable the outline clip state, since stencil doesn't account for outline 1566 bool storedSkipOutlineClip = mSkipOutlineClip; 1567 mSkipOutlineClip = true; 1568 1569 SkPaint paint; 1570 paint.setColor(SK_ColorBLACK); 1571 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1572 1573 if (isRectangleList) { 1574 drawRectangleList(clipArea.getRectangleList()); 1575 } else { 1576 // NOTE: We could use the region contour path to generate a smaller mesh 1577 // Since we are using the stencil we could use the red book path 1578 // drawing technique. It might increase bandwidth usage though. 1579 1580 // The last parameter is important: we are not drawing in the color buffer 1581 // so we don't want to dirty the current layer, if any 1582 drawRegionRects(clipArea.getClipRegion(), paint, false); 1583 } 1584 if (resetScissor) mRenderState.scissor().setEnabled(false); 1585 mSkipOutlineClip = storedSkipOutlineClip; 1586 1587 mRenderState.stencil().enableTest(incrementThreshold); 1588 1589 // Draw the region used to generate the stencil if the appropriate debug 1590 // mode is enabled 1591 // TODO: Implement for rectangle list clip areas 1592 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1593 !clipArea.isRectangleList()) { 1594 paint.setColor(0x7f0000ff); 1595 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1596 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1597 } 1598 } else { 1599 EVENT_LOGD("setStencilFromClip - disabling"); 1600 mRenderState.stencil().disable(); 1601 } 1602 } 1603} 1604 1605/** 1606 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1607 * 1608 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1609 * style, and tessellated AA ramp 1610 */ 1611bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1612 const SkPaint* paint) { 1613 bool snapOut = paint && paint->isAntiAlias(); 1614 1615 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1616 float outset = paint->getStrokeWidth() * 0.5f; 1617 left -= outset; 1618 top -= outset; 1619 right += outset; 1620 bottom += outset; 1621 } 1622 1623 bool clipRequired = false; 1624 bool roundRectClipRequired = false; 1625 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1626 &clipRequired, &roundRectClipRequired, snapOut)) { 1627 return true; 1628 } 1629 1630 // not quick rejected, so enable the scissor if clipRequired 1631 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1632 mSkipOutlineClip = !roundRectClipRequired; 1633 return false; 1634} 1635 1636void OpenGLRenderer::debugClip() { 1637#if DEBUG_CLIP_REGIONS 1638 if (!currentSnapshot()->clipRegion->isEmpty()) { 1639 SkPaint paint; 1640 paint.setColor(0x7f00ff00); 1641 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1642 1643 } 1644#endif 1645} 1646 1647void OpenGLRenderer::renderGlop(const Glop& glop, bool clearLayer) { 1648 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1649 // changes the scissor test state 1650 if (clearLayer) clearLayerRegions(); 1651 1652 if (mState.getDirtyClip()) { 1653 if (mRenderState.scissor().isEnabled()) { 1654 setScissorFromClip(); 1655 } 1656 1657 setStencilFromClip(); 1658 } 1659 mRenderState.render(glop); 1660 if (!mRenderState.stencil().isWriteEnabled()) { 1661 // TODO: specify more clearly when a draw should dirty the layer. 1662 // is writing to the stencil the only time we should ignore this? 1663 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1664 mDirty = true; 1665 } 1666} 1667 1668/////////////////////////////////////////////////////////////////////////////// 1669// Drawing commands 1670/////////////////////////////////////////////////////////////////////////////// 1671 1672void OpenGLRenderer::setupDraw(bool clearLayer) { 1673 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1674 // changes the scissor test state 1675 if (clearLayer) clearLayerRegions(); 1676 // Make sure setScissor & setStencil happen at the beginning of 1677 // this method 1678 if (mState.getDirtyClip()) { 1679 if (mRenderState.scissor().isEnabled()) { 1680 setScissorFromClip(); 1681 } 1682 1683 setStencilFromClip(); 1684 } 1685 1686 mDescription.reset(); 1687 1688 mSetShaderColor = false; 1689 mColorSet = false; 1690 mColor.a = mColor.r = mColor.g = mColor.b = 0.0f; 1691 mTextureUnit = 0; 1692 mTrackDirtyRegions = true; 1693 1694 // Enable debug highlight when what we're about to draw is tested against 1695 // the stencil buffer and if stencil highlight debugging is on 1696 mDescription.hasDebugHighlight = !mCaches.debugOverdraw 1697 && mCaches.debugStencilClip == Caches::kStencilShowHighlight 1698 && mRenderState.stencil().isTestEnabled(); 1699} 1700 1701void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1702 mDescription.hasTexture = true; 1703 mDescription.hasAlpha8Texture = isAlpha8; 1704} 1705 1706void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1707 mDescription.hasTexture = true; 1708 mDescription.hasColors = true; 1709 mDescription.hasAlpha8Texture = isAlpha8; 1710} 1711 1712void OpenGLRenderer::setupDrawWithExternalTexture() { 1713 mDescription.hasExternalTexture = true; 1714} 1715 1716void OpenGLRenderer::setupDrawNoTexture() { 1717 mRenderState.meshState().disableTexCoordsVertexArray(); 1718} 1719 1720void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1721 mDescription.hasVertexAlpha = true; 1722 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1723} 1724 1725void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1726 mColor.a = alpha / 255.0f; 1727 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1728 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1729 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1730 mColorSet = true; 1731 mSetShaderColor = mDescription.setColorModulate(mColor.a); 1732} 1733 1734void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1735 mColor.a = alpha / 255.0f; 1736 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1737 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1738 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1739 mColorSet = true; 1740 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColor.r, mColor.g, mColor.b, mColor.a); 1741} 1742 1743void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1744 mCaches.fontRenderer->describe(mDescription, paint); 1745} 1746 1747void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1748 mColor.a = a; 1749 mColor.r = r; 1750 mColor.g = g; 1751 mColor.b = b; 1752 mColorSet = true; 1753 mSetShaderColor = mDescription.setColorModulate(a); 1754} 1755 1756void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1757 if (shader != nullptr) { 1758 SkiaShader::describe(&mCaches, mDescription, mCaches.extensions(), *shader); 1759 } 1760} 1761 1762void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1763 if (filter == nullptr) { 1764 return; 1765 } 1766 1767 SkXfermode::Mode mode; 1768 if (filter->asColorMode(nullptr, &mode)) { 1769 mDescription.colorOp = ProgramDescription::kColorBlend; 1770 mDescription.colorMode = mode; 1771 } else if (filter->asColorMatrix(nullptr)) { 1772 mDescription.colorOp = ProgramDescription::kColorMatrix; 1773 } 1774} 1775 1776void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1777 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1778 mColor.a = 1.0f; 1779 mColor.r = mColor.g = mColor.b = 0.0f; 1780 mSetShaderColor = mDescription.modulate = true; 1781 } 1782} 1783 1784void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1785 SkXfermode::Mode mode = layer->getMode(); 1786 // When the blending mode is kClear_Mode, we need to use a modulate color 1787 // argb=1,0,0,0 1788 accountForClear(mode); 1789 // TODO: check shader blending, once we have shader drawing support for layers. 1790 bool blend = layer->isBlend() 1791 || getLayerAlpha(layer) < 1.0f 1792 || (mColorSet && mColor.a < 1.0f) 1793 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1794 chooseBlending(blend, mode, mDescription, swapSrcDst); 1795} 1796 1797void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1798 SkXfermode::Mode mode = getXfermodeDirect(paint); 1799 // When the blending mode is kClear_Mode, we need to use a modulate color 1800 // argb=1,0,0,0 1801 accountForClear(mode); 1802 blend |= (mColorSet && mColor.a < 1.0f) 1803 || (getShader(paint) && !getShader(paint)->isOpaque()) 1804 || PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1805 chooseBlending(blend, mode, mDescription, swapSrcDst); 1806} 1807 1808void OpenGLRenderer::setupDrawProgram() { 1809 mCaches.setProgram(mDescription); 1810 if (mDescription.hasRoundRectClip) { 1811 // TODO: avoid doing this repeatedly, stashing state pointer in program 1812 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1813 const Rect& innerRect = state->innerRect; 1814 glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"), 1815 innerRect.left, innerRect.top, 1816 innerRect.right, innerRect.bottom); 1817 glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"), 1818 1, GL_FALSE, &state->matrix.data[0]); 1819 1820 // add half pixel to round out integer rect space to cover pixel centers 1821 float roundedOutRadius = state->radius + 0.5f; 1822 glUniform1f(mCaches.program().getUniform("roundRectRadius"), 1823 roundedOutRadius); 1824 } 1825} 1826 1827void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1828 mTrackDirtyRegions = false; 1829} 1830 1831void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1832 float left, float top, float right, float bottom, bool ignoreTransform) { 1833 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1834 if (mode == kModelViewMode_TranslateAndScale) { 1835 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1836 } 1837 1838 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1839 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1840 1841 mCaches.program().set(currentSnapshot()->getOrthoMatrix(), 1842 mModelViewMatrix, transformMatrix, offset); 1843 if (dirty && mTrackDirtyRegions) { 1844 if (!ignoreTransform) { 1845 dirtyLayer(left, top, right, bottom, *currentTransform()); 1846 } else { 1847 dirtyLayer(left, top, right, bottom); 1848 } 1849 } 1850} 1851 1852void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1853 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1854 mCaches.program().setColor(mColor); 1855 } 1856} 1857 1858void OpenGLRenderer::setupDrawPureColorUniforms() { 1859 if (mSetShaderColor) { 1860 mCaches.program().setColor(mColor); 1861 } 1862} 1863 1864void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1865 if (shader == nullptr) { 1866 return; 1867 } 1868 1869 if (ignoreTransform) { 1870 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1871 // because it was built into modelView / the geometry, and the description needs to 1872 // compensate. 1873 mat4 modelViewWithoutTransform; 1874 modelViewWithoutTransform.loadInverse(*currentTransform()); 1875 modelViewWithoutTransform.multiply(mModelViewMatrix); 1876 mModelViewMatrix.load(modelViewWithoutTransform); 1877 } 1878 1879 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, 1880 mCaches.extensions(), *shader); 1881} 1882 1883void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1884 if (nullptr == filter) { 1885 return; 1886 } 1887 1888 SkColor color; 1889 SkXfermode::Mode mode; 1890 if (filter->asColorMode(&color, &mode)) { 1891 const int alpha = SkColorGetA(color); 1892 const GLfloat a = alpha / 255.0f; 1893 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1894 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1895 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1896 glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a); 1897 return; 1898 } 1899 1900 SkScalar srcColorMatrix[20]; 1901 if (filter->asColorMatrix(srcColorMatrix)) { 1902 1903 float colorMatrix[16]; 1904 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1905 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1906 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1907 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1908 1909 // Skia uses the range [0..255] for the addition vector, but we need 1910 // the [0..1] range to apply the vector in GLSL 1911 float colorVector[4]; 1912 colorVector[0] = srcColorMatrix[4] / 255.0f; 1913 colorVector[1] = srcColorMatrix[9] / 255.0f; 1914 colorVector[2] = srcColorMatrix[14] / 255.0f; 1915 colorVector[3] = srcColorMatrix[19] / 255.0f; 1916 1917 glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1, 1918 GL_FALSE, colorMatrix); 1919 glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector); 1920 return; 1921 } 1922 1923 // it is an error if we ever get here 1924} 1925 1926void OpenGLRenderer::setupDrawTextGammaUniforms() { 1927 mCaches.fontRenderer->setupProgram(mDescription, mCaches.program()); 1928} 1929 1930void OpenGLRenderer::setupDrawSimpleMesh() { 1931 bool force = mRenderState.meshState().bindMeshBuffer(); 1932 mRenderState.meshState().bindPositionVertexPointer(force, nullptr); 1933 mRenderState.meshState().unbindIndicesBuffer(); 1934} 1935 1936void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1937 if (texture) mCaches.textureState().bindTexture(texture); 1938 mTextureUnit++; 1939 mRenderState.meshState().enableTexCoordsVertexArray(); 1940} 1941 1942void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1943 mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture); 1944 mTextureUnit++; 1945 mRenderState.meshState().enableTexCoordsVertexArray(); 1946} 1947 1948void OpenGLRenderer::setupDrawTextureTransform() { 1949 mDescription.hasTextureTransform = true; 1950} 1951 1952void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1953 glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1, 1954 GL_FALSE, &transform.data[0]); 1955} 1956 1957void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1958 const GLvoid* texCoords, GLuint vbo) { 1959 bool force = false; 1960 if (!vertices || vbo) { 1961 force = mRenderState.meshState().bindMeshBuffer(vbo); 1962 } else { 1963 force = mRenderState.meshState().unbindMeshBuffer(); 1964 } 1965 1966 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1967 if (mCaches.program().texCoords >= 0) { 1968 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1969 } 1970 1971 mRenderState.meshState().unbindIndicesBuffer(); 1972} 1973 1974void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1975 const GLvoid* texCoords, const GLvoid* colors) { 1976 bool force = mRenderState.meshState().unbindMeshBuffer(); 1977 GLsizei stride = sizeof(ColorTextureVertex); 1978 1979 mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride); 1980 if (mCaches.program().texCoords >= 0) { 1981 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride); 1982 } 1983 int slot = mCaches.program().getAttrib("colors"); 1984 if (slot >= 0) { 1985 glEnableVertexAttribArray(slot); 1986 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1987 } 1988 1989 mRenderState.meshState().unbindIndicesBuffer(); 1990} 1991 1992void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1993 const GLvoid* texCoords, GLuint vbo) { 1994 bool force = false; 1995 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1996 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1997 // use the default VBO found in RenderState 1998 if (!vertices || vbo) { 1999 force = mRenderState.meshState().bindMeshBuffer(vbo); 2000 } else { 2001 force = mRenderState.meshState().unbindMeshBuffer(); 2002 } 2003 mRenderState.meshState().bindQuadIndicesBuffer(); 2004 2005 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 2006 if (mCaches.program().texCoords >= 0) { 2007 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 2008 } 2009} 2010 2011void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2012 bool force = mRenderState.meshState().unbindMeshBuffer(); 2013 mRenderState.meshState().bindQuadIndicesBuffer(); 2014 mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride); 2015} 2016 2017/////////////////////////////////////////////////////////////////////////////// 2018// Drawing 2019/////////////////////////////////////////////////////////////////////////////// 2020 2021void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 2022 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2023 // will be performed by the display list itself 2024 if (renderNode && renderNode->isRenderable()) { 2025 // compute 3d ordering 2026 renderNode->computeOrdering(); 2027 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2028 startFrame(); 2029 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2030 renderNode->replay(replayStruct, 0); 2031 return; 2032 } 2033 2034 // Don't avoid overdraw when visualizing, since that makes it harder to 2035 // debug where it's coming from, and when the problem occurs. 2036 bool avoidOverdraw = !mCaches.debugOverdraw; 2037 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 2038 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2039 renderNode->defer(deferStruct, 0); 2040 2041 flushLayers(); 2042 startFrame(); 2043 2044 deferredList.flush(*this, dirty); 2045 } else { 2046 // Even if there is no drawing command(Ex: invisible), 2047 // it still needs startFrame to clear buffer and start tiling. 2048 startFrame(); 2049 } 2050} 2051 2052void OpenGLRenderer::drawAlphaBitmap(Texture* texture, const SkPaint* paint) { 2053 float x = 0; 2054 float y = 0; 2055 2056 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2057 2058 bool ignoreTransform = false; 2059 if (currentTransform()->isPureTranslate()) { 2060 x = floorf(currentTransform()->getTranslateX() + 0.5f); 2061 y = floorf(currentTransform()->getTranslateY() + 0.5f); 2062 ignoreTransform = true; 2063 2064 texture->setFilter(GL_NEAREST, true); 2065 } else { 2066 texture->setFilter(PaintUtils::getFilter(paint), true); 2067 } 2068 2069 // No need to check for a UV mapper on the texture object, only ARGB_8888 2070 // bitmaps get packed in the atlas 2071 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2072 paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset, 2073 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2074} 2075 2076/** 2077 * Important note: this method is intended to draw batches of bitmaps and 2078 * will not set the scissor enable or dirty the current layer, if any. 2079 * The caller is responsible for properly dirtying the current layer. 2080 */ 2081void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2082 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2083 const Rect& bounds, const SkPaint* paint) { 2084 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2085 if (!texture) return; 2086 2087 const AutoTexture autoCleanup(texture); 2088 2089 if (USE_GLOPS) { 2090 // TODO: remove layer dirty in multi-draw callers 2091 // TODO: snap doesn't need to touch transform, only texture filter. 2092 bool snap = pureTranslate; 2093 const float x = floorf(bounds.left + 0.5f); 2094 const float y = floorf(bounds.top + 0.5f); 2095 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 2096 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 2097 Glop glop; 2098 GlopBuilder(mRenderState, mCaches, &glop) 2099 .setMeshTexturedMesh(vertices, bitmapCount * 6) 2100 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2101 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 2102 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight())) 2103 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2104 .build(); 2105 renderGlop(glop); 2106 return; 2107 } 2108 2109 mCaches.textureState().activateTexture(0); 2110 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2111 texture->setFilter(pureTranslate ? GL_NEAREST : PaintUtils::getFilter(paint), true); 2112 2113 const float x = floorf(bounds.left + 0.5f); 2114 const float y = floorf(bounds.top + 0.5f); 2115 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2116 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2117 texture->id, paint, &vertices[0].x, &vertices[0].u, 2118 GL_TRIANGLES, bitmapCount * 6, true, 2119 kModelViewMode_Translate, false); 2120 } else { 2121 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2122 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2123 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2124 kModelViewMode_Translate, false); 2125 } 2126 2127 mDirty = true; 2128} 2129 2130void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2131 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2132 return; 2133 } 2134 2135 mCaches.textureState().activateTexture(0); 2136 Texture* texture = getTexture(bitmap); 2137 if (!texture) return; 2138 const AutoTexture autoCleanup(texture); 2139 2140 if (USE_GLOPS) { 2141 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 2142 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 2143 Glop glop; 2144 GlopBuilder(mRenderState, mCaches, &glop) 2145 .setMeshTexturedUnitQuad(texture->uvMapper) 2146 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2147 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2148 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 2149 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2150 .build(); 2151 renderGlop(glop); 2152 return; 2153 } 2154 2155 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2156 drawAlphaBitmap(texture, paint); 2157 } else { 2158 drawTextureRect(texture, paint); 2159 } 2160 2161 mDirty = true; 2162} 2163 2164void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2165 const float* vertices, const int* colors, const SkPaint* paint) { 2166 if (!vertices || mState.currentlyIgnored()) { 2167 return; 2168 } 2169 2170 float left = FLT_MAX; 2171 float top = FLT_MAX; 2172 float right = FLT_MIN; 2173 float bottom = FLT_MIN; 2174 2175 const uint32_t elementCount = meshWidth * meshHeight * 6; 2176 2177 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 2178 ColorTextureVertex* vertex = &mesh[0]; 2179 2180 std::unique_ptr<int[]> tempColors; 2181 if (!colors) { 2182 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2183 tempColors.reset(new int[colorsCount]); 2184 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2185 colors = tempColors.get(); 2186 } 2187 2188 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2189 const UvMapper& mapper(getMapper(texture)); 2190 2191 for (int32_t y = 0; y < meshHeight; y++) { 2192 for (int32_t x = 0; x < meshWidth; x++) { 2193 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2194 2195 float u1 = float(x) / meshWidth; 2196 float u2 = float(x + 1) / meshWidth; 2197 float v1 = float(y) / meshHeight; 2198 float v2 = float(y + 1) / meshHeight; 2199 2200 mapper.map(u1, v1, u2, v2); 2201 2202 int ax = i + (meshWidth + 1) * 2; 2203 int ay = ax + 1; 2204 int bx = i; 2205 int by = bx + 1; 2206 int cx = i + 2; 2207 int cy = cx + 1; 2208 int dx = i + (meshWidth + 1) * 2 + 2; 2209 int dy = dx + 1; 2210 2211 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2212 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2213 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2214 2215 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2216 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2217 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2218 2219 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2220 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2221 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2222 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2223 } 2224 } 2225 2226 if (quickRejectSetupScissor(left, top, right, bottom)) { 2227 return; 2228 } 2229 2230 if (!texture) { 2231 texture = mCaches.textureCache.get(bitmap); 2232 if (!texture) { 2233 return; 2234 } 2235 } 2236 const AutoTexture autoCleanup(texture); 2237 2238 if (USE_GLOPS) { 2239 /* 2240 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 2241 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 2242 */ 2243 Glop glop; 2244 GlopBuilder(mRenderState, mCaches, &glop) 2245 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 2246 .setFillTexturePaint(*texture, static_cast<int>(TextureFillFlags::kNone), paint, currentSnapshot()->alpha) 2247 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2248 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2249 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2250 .build(); 2251 renderGlop(glop); 2252 return; 2253 } 2254 2255 mCaches.textureState().activateTexture(0); 2256 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2257 texture->setFilter(PaintUtils::getFilter(paint), true); 2258 2259 int alpha; 2260 SkXfermode::Mode mode; 2261 getAlphaAndMode(paint, &alpha, &mode); 2262 2263 2264 dirtyLayer(left, top, right, bottom, *currentTransform()); 2265 2266 float a = alpha / 255.0f; 2267 setupDraw(); 2268 setupDrawWithTextureAndColor(); 2269 setupDrawColor(a, a, a, a); 2270 setupDrawColorFilter(getColorFilter(paint)); 2271 setupDrawBlending(paint, true); 2272 setupDrawProgram(); 2273 setupDrawDirtyRegionsDisabled(); 2274 setupDrawModelView(kModelViewMode_Translate, false, 0, 0, 0, 0); 2275 setupDrawTexture(texture->id); 2276 setupDrawPureColorUniforms(); 2277 setupDrawColorFilterUniforms(getColorFilter(paint)); 2278 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2279 2280 glDrawArrays(GL_TRIANGLES, 0, elementCount); 2281 2282 int slot = mCaches.program().getAttrib("colors"); 2283 if (slot >= 0) { 2284 glDisableVertexAttribArray(slot); 2285 } 2286 2287 mDirty = true; 2288} 2289 2290void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 2291 if (quickRejectSetupScissor(dst)) { 2292 return; 2293 } 2294 2295 Texture* texture = getTexture(bitmap); 2296 if (!texture) return; 2297 const AutoTexture autoCleanup(texture); 2298 2299 if (USE_GLOPS) { 2300 Rect uv(fmax(0.0f, src.left / texture->width), 2301 fmax(0.0f, src.top / texture->height), 2302 fmin(1.0f, src.right / texture->width), 2303 fmin(1.0f, src.bottom / texture->height)); 2304 2305 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 2306 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 2307 Glop glop; 2308 GlopBuilder(mRenderState, mCaches, &glop) 2309 .setMeshTexturedUvQuad(texture->uvMapper, uv) 2310 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2311 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2312 .setModelViewMapUnitToRectSnap(dst) 2313 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2314 .build(); 2315 renderGlop(glop); 2316 return; 2317 } 2318 2319 mCaches.textureState().activateTexture(0); 2320 2321 const float width = texture->width; 2322 const float height = texture->height; 2323 2324 float u1 = fmax(0.0f, src.left / width); 2325 float v1 = fmax(0.0f, src.top / height); 2326 float u2 = fmin(1.0f, src.right / width); 2327 float v2 = fmin(1.0f, src.bottom / height); 2328 2329 getMapper(texture).map(u1, v1, u2, v2); 2330 2331 mRenderState.meshState().unbindMeshBuffer(); 2332 resetDrawTextureTexCoords(u1, v1, u2, v2); 2333 2334 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2335 2336 float scaleX = (dst.right - dst.left) / (src.right - src.left); 2337 float scaleY = (dst.bottom - dst.top) / (src.bottom - src.top); 2338 2339 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2340 bool ignoreTransform = false; 2341 2342 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2343 float x = floorf(dst.left + currentTransform()->getTranslateX() + 0.5f); 2344 float y = floorf(dst.top + currentTransform()->getTranslateY() + 0.5f); 2345 2346 dst.right = x + (dst.right - dst.left); 2347 dst.bottom = y + (dst.bottom - dst.top); 2348 2349 dst.left = x; 2350 dst.top = y; 2351 2352 texture->setFilter(scaled ? PaintUtils::getFilter(paint) : GL_NEAREST, true); 2353 ignoreTransform = true; 2354 } else { 2355 texture->setFilter(PaintUtils::getFilter(paint), true); 2356 } 2357 2358 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2359 drawAlpha8TextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2360 texture->id, paint, 2361 &mMeshVertices[0].x, &mMeshVertices[0].u, 2362 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2363 } else { 2364 drawTextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2365 texture->id, paint, texture->blend, 2366 &mMeshVertices[0].x, &mMeshVertices[0].u, 2367 GL_TRIANGLE_STRIP, kUnitQuadCount, false, ignoreTransform); 2368 } 2369 2370 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2371 2372 mDirty = true; 2373} 2374 2375void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2376 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2377 const SkPaint* paint) { 2378 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 2379 return; 2380 } 2381 2382 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2383 if (!texture) return; 2384 2385 if (USE_GLOPS) { 2386 // 9 patches are built for stretching - always filter 2387 int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter); 2388 if (bitmap->colorType() == kAlpha_8_SkColorType) { 2389 textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture; 2390 } 2391 Glop glop; 2392 GlopBuilder(mRenderState, mCaches, &glop) 2393 .setMeshPatchQuads(*mesh) 2394 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2395 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2396 .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch 2397 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2398 .build(); 2399 renderGlop(glop); 2400 return; 2401 } 2402 2403 mCaches.textureState().activateTexture(0); 2404 const AutoTexture autoCleanup(texture); 2405 2406 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2407 texture->setFilter(GL_LINEAR, true); 2408 2409 const bool pureTranslate = currentTransform()->isPureTranslate(); 2410 // Mark the current layer dirty where we are going to draw the patch 2411 if (hasLayer() && mesh->hasEmptyQuads) { 2412 const float offsetX = left + currentTransform()->getTranslateX(); 2413 const float offsetY = top + currentTransform()->getTranslateY(); 2414 const size_t count = mesh->quads.size(); 2415 for (size_t i = 0; i < count; i++) { 2416 const Rect& bounds = mesh->quads.itemAt(i); 2417 if (CC_LIKELY(pureTranslate)) { 2418 const float x = floorf(bounds.left + offsetX + 0.5f); 2419 const float y = floorf(bounds.top + offsetY + 0.5f); 2420 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2421 } else { 2422 dirtyLayer(left + bounds.left, top + bounds.top, 2423 left + bounds.right, top + bounds.bottom, *currentTransform()); 2424 } 2425 } 2426 } 2427 2428 bool ignoreTransform = false; 2429 if (CC_LIKELY(pureTranslate)) { 2430 const float x = floorf(left + currentTransform()->getTranslateX() + 0.5f); 2431 const float y = floorf(top + currentTransform()->getTranslateY() + 0.5f); 2432 2433 right = x + right - left; 2434 bottom = y + bottom - top; 2435 left = x; 2436 top = y; 2437 ignoreTransform = true; 2438 } 2439 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2440 texture->blend, (GLvoid*) mesh->positionOffset, (GLvoid*) mesh->textureOffset, 2441 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2442 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2443 2444 mDirty = true; 2445} 2446 2447/** 2448 * Important note: this method is intended to draw batches of 9-patch objects and 2449 * will not set the scissor enable or dirty the current layer, if any. 2450 * The caller is responsible for properly dirtying the current layer. 2451 */ 2452void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2453 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 2454 mCaches.textureState().activateTexture(0); 2455 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2456 if (!texture) return; 2457 const AutoTexture autoCleanup(texture); 2458 2459 if (USE_GLOPS) { 2460 // TODO: get correct bounds from caller 2461 // 9 patches are built for stretching - always filter 2462 int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter); 2463 if (bitmap->colorType() == kAlpha_8_SkColorType) { 2464 textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture; 2465 } 2466 Glop glop; 2467 GlopBuilder(mRenderState, mCaches, &glop) 2468 .setMeshTexturedIndexedQuads(vertices, elementCount) 2469 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2470 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 2471 .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0)) 2472 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2473 .build(); 2474 renderGlop(glop); 2475 return; 2476 } 2477 2478 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2479 texture->setFilter(GL_LINEAR, true); 2480 2481 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2482 texture->blend, &vertices[0].x, &vertices[0].u, 2483 GL_TRIANGLES, elementCount, false, true, 0, kModelViewMode_Translate, false); 2484 2485 mDirty = true; 2486} 2487 2488void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2489 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2490 // not missing call to quickReject/dirtyLayer, always done at a higher level 2491 if (!vertexBuffer.getVertexCount()) { 2492 // no vertices to draw 2493 return; 2494 } 2495 2496 if (USE_GLOPS) { 2497 bool fudgeOffset = displayFlags & kVertexBuffer_Offset; 2498 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 2499 Glop glop; 2500 GlopBuilder(mRenderState, mCaches, &glop) 2501 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 2502 .setFillPaint(*paint, currentSnapshot()->alpha) 2503 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset) 2504 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 2505 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2506 .build(); 2507 renderGlop(glop); 2508 return; 2509 } 2510 2511 const VertexBuffer::MeshFeatureFlags meshFeatureFlags = vertexBuffer.getMeshFeatureFlags(); 2512 Rect bounds(vertexBuffer.getBounds()); 2513 bounds.translate(translateX, translateY); 2514 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2515 2516 int color = paint->getColor(); 2517 bool isAA = meshFeatureFlags & VertexBuffer::kAlpha; 2518 2519 setupDraw(); 2520 setupDrawNoTexture(); 2521 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2522 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 2523 setupDrawColorFilter(getColorFilter(paint)); 2524 setupDrawShader(getShader(paint)); 2525 setupDrawBlending(paint, isAA); 2526 setupDrawProgram(); 2527 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2528 translateX, translateY, 0, 0); 2529 setupDrawColorUniforms(getShader(paint)); 2530 setupDrawColorFilterUniforms(getColorFilter(paint)); 2531 setupDrawShaderUniforms(getShader(paint)); 2532 2533 const void* vertices = vertexBuffer.getBuffer(); 2534 mRenderState.meshState().unbindMeshBuffer(); 2535 mRenderState.meshState().bindPositionVertexPointer(true, vertices, 2536 isAA ? kAlphaVertexStride : kVertexStride); 2537 mRenderState.meshState().resetTexCoordsVertexPointer(); 2538 2539 int alphaSlot = -1; 2540 if (isAA) { 2541 void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset; 2542 alphaSlot = mCaches.program().getAttrib("vtxAlpha"); 2543 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2544 glEnableVertexAttribArray(alphaSlot); 2545 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords); 2546 } 2547 2548 if (meshFeatureFlags & VertexBuffer::kIndices) { 2549 mRenderState.meshState().unbindIndicesBuffer(); 2550 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2551 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2552 } else { 2553 mRenderState.meshState().unbindIndicesBuffer(); 2554 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2555 } 2556 2557 if (isAA) { 2558 glDisableVertexAttribArray(alphaSlot); 2559 } 2560 2561 mDirty = true; 2562} 2563 2564/** 2565 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2566 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2567 * screen space in all directions. However, instead of using a fragment shader to compute the 2568 * translucency of the color from its position, we simply use a varying parameter to define how far 2569 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2570 * 2571 * Doesn't yet support joins, caps, or path effects. 2572 */ 2573void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2574 VertexBuffer vertexBuffer; 2575 // TODO: try clipping large paths to viewport 2576 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2577 drawVertexBuffer(vertexBuffer, paint); 2578} 2579 2580/** 2581 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2582 * and additional geometry for defining an alpha slope perimeter. 2583 * 2584 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2585 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2586 * in-shader alpha region, but found it to be taxing on some GPUs. 2587 * 2588 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2589 * memory transfer by removing need for degenerate vertices. 2590 */ 2591void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2592 if (mState.currentlyIgnored() || count < 4) return; 2593 2594 count &= ~0x3; // round down to nearest four 2595 2596 VertexBuffer buffer; 2597 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2598 const Rect& bounds = buffer.getBounds(); 2599 2600 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2601 return; 2602 } 2603 2604 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2605 drawVertexBuffer(buffer, paint, displayFlags); 2606} 2607 2608void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2609 if (mState.currentlyIgnored() || count < 2) return; 2610 2611 count &= ~0x1; // round down to nearest two 2612 2613 VertexBuffer buffer; 2614 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2615 2616 const Rect& bounds = buffer.getBounds(); 2617 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2618 return; 2619 } 2620 2621 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2622 drawVertexBuffer(buffer, paint, displayFlags); 2623 2624 mDirty = true; 2625} 2626 2627void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2628 // No need to check against the clip, we fill the clip region 2629 if (mState.currentlyIgnored()) return; 2630 2631 Rect clip(mState.currentClipRect()); 2632 clip.snapToPixelBoundaries(); 2633 2634 SkPaint paint; 2635 paint.setColor(color); 2636 paint.setXfermodeMode(mode); 2637 2638 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2639 2640 mDirty = true; 2641} 2642 2643void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 2644 const SkPaint* paint) { 2645 if (!texture) return; 2646 const AutoTexture autoCleanup(texture); 2647 2648 const float x = left + texture->left - texture->offset; 2649 const float y = top + texture->top - texture->offset; 2650 2651 drawPathTexture(texture, x, y, paint); 2652 2653 mDirty = true; 2654} 2655 2656void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2657 float rx, float ry, const SkPaint* p) { 2658 if (mState.currentlyIgnored() 2659 || quickRejectSetupScissor(left, top, right, bottom, p) 2660 || PaintUtils::paintWillNotDraw(*p)) { 2661 return; 2662 } 2663 2664 if (p->getPathEffect() != nullptr) { 2665 mCaches.textureState().activateTexture(0); 2666 PathTexture* texture = mCaches.pathCache.getRoundRect( 2667 right - left, bottom - top, rx, ry, p); 2668 drawShape(left, top, texture, p); 2669 } else { 2670 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2671 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2672 drawVertexBuffer(left, top, *vertexBuffer, p); 2673 } 2674} 2675 2676void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2677 if (mState.currentlyIgnored() 2678 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2679 || PaintUtils::paintWillNotDraw(*p)) { 2680 return; 2681 } 2682 if (p->getPathEffect() != nullptr) { 2683 mCaches.textureState().activateTexture(0); 2684 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2685 drawShape(x - radius, y - radius, texture, p); 2686 } else { 2687 SkPath path; 2688 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2689 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2690 } else { 2691 path.addCircle(x, y, radius); 2692 } 2693 drawConvexPath(path, p); 2694 } 2695} 2696 2697void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2698 const SkPaint* p) { 2699 if (mState.currentlyIgnored() 2700 || quickRejectSetupScissor(left, top, right, bottom, p) 2701 || PaintUtils::paintWillNotDraw(*p)) { 2702 return; 2703 } 2704 2705 if (p->getPathEffect() != nullptr) { 2706 mCaches.textureState().activateTexture(0); 2707 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2708 drawShape(left, top, texture, p); 2709 } else { 2710 SkPath path; 2711 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2712 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2713 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2714 } 2715 path.addOval(rect); 2716 drawConvexPath(path, p); 2717 } 2718} 2719 2720void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2721 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2722 if (mState.currentlyIgnored() 2723 || quickRejectSetupScissor(left, top, right, bottom, p) 2724 || PaintUtils::paintWillNotDraw(*p)) { 2725 return; 2726 } 2727 2728 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2729 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2730 mCaches.textureState().activateTexture(0); 2731 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2732 startAngle, sweepAngle, useCenter, p); 2733 drawShape(left, top, texture, p); 2734 return; 2735 } 2736 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2737 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2738 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2739 } 2740 2741 SkPath path; 2742 if (useCenter) { 2743 path.moveTo(rect.centerX(), rect.centerY()); 2744 } 2745 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2746 if (useCenter) { 2747 path.close(); 2748 } 2749 drawConvexPath(path, p); 2750} 2751 2752// See SkPaintDefaults.h 2753#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2754 2755void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2756 const SkPaint* p) { 2757 if (mState.currentlyIgnored() 2758 || quickRejectSetupScissor(left, top, right, bottom, p) 2759 || PaintUtils::paintWillNotDraw(*p)) { 2760 return; 2761 } 2762 2763 if (p->getStyle() != SkPaint::kFill_Style) { 2764 // only fill style is supported by drawConvexPath, since others have to handle joins 2765 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2766 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2767 mCaches.textureState().activateTexture(0); 2768 PathTexture* texture = 2769 mCaches.pathCache.getRect(right - left, bottom - top, p); 2770 drawShape(left, top, texture, p); 2771 } else { 2772 SkPath path; 2773 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2774 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2775 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2776 } 2777 path.addRect(rect); 2778 drawConvexPath(path, p); 2779 } 2780 } else { 2781 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2782 SkPath path; 2783 path.addRect(left, top, right, bottom); 2784 drawConvexPath(path, p); 2785 } else { 2786 drawColorRect(left, top, right, bottom, p); 2787 2788 mDirty = true; 2789 } 2790 } 2791} 2792 2793void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2794 int bytesCount, int count, const float* positions, 2795 FontRenderer& fontRenderer, int alpha, float x, float y) { 2796 mCaches.textureState().activateTexture(0); 2797 2798 TextShadow textShadow; 2799 if (!getTextShadow(paint, &textShadow)) { 2800 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2801 } 2802 2803 // NOTE: The drop shadow will not perform gamma correction 2804 // if shader-based correction is enabled 2805 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2806 ShadowTexture* texture = mCaches.dropShadowCache.get( 2807 paint, text, bytesCount, count, textShadow.radius, positions); 2808 // If the drop shadow exceeds the max texture size or couldn't be 2809 // allocated, skip drawing 2810 if (!texture) return; 2811 const AutoTexture autoCleanup(texture); 2812 2813 const float sx = x - texture->left + textShadow.dx; 2814 const float sy = y - texture->top + textShadow.dy; 2815 2816 if (USE_GLOPS) { 2817 Glop glop; 2818 GlopBuilder(mRenderState, mCaches, &glop) 2819 .setMeshTexturedUnitQuad(nullptr) 2820 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 2821 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2822 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 2823 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2824 .build(); 2825 renderGlop(glop); 2826 return; 2827 } 2828 2829 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * currentSnapshot()->alpha; 2830 if (getShader(paint)) { 2831 textShadow.color = SK_ColorWHITE; 2832 } 2833 2834 setupDraw(); 2835 setupDrawWithTexture(true); 2836 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2837 setupDrawColorFilter(getColorFilter(paint)); 2838 setupDrawShader(getShader(paint)); 2839 setupDrawBlending(paint, true); 2840 setupDrawProgram(); 2841 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2842 sx, sy, sx + texture->width, sy + texture->height); 2843 setupDrawTexture(texture->id); 2844 setupDrawPureColorUniforms(); 2845 setupDrawColorFilterUniforms(getColorFilter(paint)); 2846 setupDrawShaderUniforms(getShader(paint)); 2847 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 2848 2849 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 2850} 2851 2852bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2853 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2854 return MathUtils::isZero(alpha) 2855 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2856} 2857 2858void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2859 const float* positions, const SkPaint* paint) { 2860 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2861 return; 2862 } 2863 2864 // NOTE: Skia does not support perspective transform on drawPosText yet 2865 if (!currentTransform()->isSimple()) { 2866 return; 2867 } 2868 2869 mRenderState.scissor().setEnabled(true); 2870 2871 float x = 0.0f; 2872 float y = 0.0f; 2873 const bool pureTranslate = currentTransform()->isPureTranslate(); 2874 if (pureTranslate) { 2875 x = floorf(x + currentTransform()->getTranslateX() + 0.5f); 2876 y = floorf(y + currentTransform()->getTranslateY() + 0.5f); 2877 } 2878 2879 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2880 fontRenderer.setFont(paint, SkMatrix::I()); 2881 2882 int alpha; 2883 SkXfermode::Mode mode; 2884 getAlphaAndMode(paint, &alpha, &mode); 2885 2886 if (CC_UNLIKELY(hasTextShadow(paint))) { 2887 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2888 alpha, 0.0f, 0.0f); 2889 } 2890 2891 // Pick the appropriate texture filtering 2892 bool linearFilter = currentTransform()->changesBounds(); 2893 if (pureTranslate && !linearFilter) { 2894 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2895 } 2896 fontRenderer.setTextureFiltering(linearFilter); 2897 2898 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2899 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2900 2901 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2902 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2903 positions, hasLayer() ? &bounds : nullptr, &functor)) { 2904 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2905 mDirty = true; 2906 } 2907 2908} 2909 2910bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2911 if (CC_LIKELY(transform.isPureTranslate())) { 2912 outMatrix->setIdentity(); 2913 return false; 2914 } else if (CC_UNLIKELY(transform.isPerspective())) { 2915 outMatrix->setIdentity(); 2916 return true; 2917 } 2918 2919 /** 2920 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2921 * with values rounded to the nearest int. 2922 */ 2923 float sx, sy; 2924 transform.decomposeScale(sx, sy); 2925 outMatrix->setScale( 2926 roundf(fmaxf(1.0f, sx)), 2927 roundf(fmaxf(1.0f, sy))); 2928 return true; 2929} 2930 2931int OpenGLRenderer::getSaveCount() const { 2932 return mState.getSaveCount(); 2933} 2934 2935int OpenGLRenderer::save(int flags) { 2936 return mState.save(flags); 2937} 2938 2939void OpenGLRenderer::restore() { 2940 mState.restore(); 2941} 2942 2943void OpenGLRenderer::restoreToCount(int saveCount) { 2944 mState.restoreToCount(saveCount); 2945} 2946 2947void OpenGLRenderer::translate(float dx, float dy, float dz) { 2948 mState.translate(dx, dy, dz); 2949} 2950 2951void OpenGLRenderer::rotate(float degrees) { 2952 mState.rotate(degrees); 2953} 2954 2955void OpenGLRenderer::scale(float sx, float sy) { 2956 mState.scale(sx, sy); 2957} 2958 2959void OpenGLRenderer::skew(float sx, float sy) { 2960 mState.skew(sx, sy); 2961} 2962 2963void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2964 mState.setMatrix(matrix); 2965} 2966 2967void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2968 mState.concatMatrix(matrix); 2969} 2970 2971bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2972 return mState.clipRect(left, top, right, bottom, op); 2973} 2974 2975bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2976 return mState.clipPath(path, op); 2977} 2978 2979bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2980 return mState.clipRegion(region, op); 2981} 2982 2983void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2984 mState.setClippingOutline(allocator, outline); 2985} 2986 2987void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2988 const Rect& rect, float radius, bool highPriority) { 2989 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2990} 2991 2992void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2993 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2994 DrawOpMode drawOpMode) { 2995 2996 if (drawOpMode == DrawOpMode::kImmediate) { 2997 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2998 // drawing as ops from DeferredDisplayList are already filtered for these 2999 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 3000 quickRejectSetupScissor(bounds)) { 3001 return; 3002 } 3003 } 3004 3005 const float oldX = x; 3006 const float oldY = y; 3007 3008 const mat4& transform = *currentTransform(); 3009 const bool pureTranslate = transform.isPureTranslate(); 3010 3011 if (CC_LIKELY(pureTranslate)) { 3012 x = floorf(x + transform.getTranslateX() + 0.5f); 3013 y = floorf(y + transform.getTranslateY() + 0.5f); 3014 } 3015 3016 int alpha; 3017 SkXfermode::Mode mode; 3018 getAlphaAndMode(paint, &alpha, &mode); 3019 3020 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3021 3022 if (CC_UNLIKELY(hasTextShadow(paint))) { 3023 fontRenderer.setFont(paint, SkMatrix::I()); 3024 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 3025 alpha, oldX, oldY); 3026 } 3027 3028 const bool hasActiveLayer = hasLayer(); 3029 3030 // We only pass a partial transform to the font renderer. That partial 3031 // matrix defines how glyphs are rasterized. Typically we want glyphs 3032 // to be rasterized at their final size on screen, which means the partial 3033 // matrix needs to take the scale factor into account. 3034 // When a partial matrix is used to transform glyphs during rasterization, 3035 // the mesh is generated with the inverse transform (in the case of scale, 3036 // the mesh is generated at 1.0 / scale for instance.) This allows us to 3037 // apply the full transform matrix at draw time in the vertex shader. 3038 // Applying the full matrix in the shader is the easiest way to handle 3039 // rotation and perspective and allows us to always generated quads in the 3040 // font renderer which greatly simplifies the code, clipping in particular. 3041 SkMatrix fontTransform; 3042 bool linearFilter = findBestFontTransform(transform, &fontTransform) 3043 || fabs(y - (int) y) > 0.0f 3044 || fabs(x - (int) x) > 0.0f; 3045 fontRenderer.setFont(paint, fontTransform); 3046 fontRenderer.setTextureFiltering(linearFilter); 3047 3048 // TODO: Implement better clipping for scaled/rotated text 3049 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 3050 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3051 3052 bool status; 3053 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 3054 3055 // don't call issuedrawcommand, do it at end of batch 3056 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 3057 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 3058 SkPaint paintCopy(*paint); 3059 paintCopy.setTextAlign(SkPaint::kLeft_Align); 3060 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 3061 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 3062 } else { 3063 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 3064 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 3065 } 3066 3067 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 3068 if (!pureTranslate) { 3069 transform.mapRect(layerBounds); 3070 } 3071 dirtyLayerUnchecked(layerBounds, getRegion()); 3072 } 3073 3074 drawTextDecorations(totalAdvance, oldX, oldY, paint); 3075 3076 mDirty = true; 3077} 3078 3079void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 3080 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 3081 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 3082 return; 3083 } 3084 3085 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3086 mRenderState.scissor().setEnabled(true); 3087 3088 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3089 fontRenderer.setFont(paint, SkMatrix::I()); 3090 fontRenderer.setTextureFiltering(true); 3091 3092 int alpha; 3093 SkXfermode::Mode mode; 3094 getAlphaAndMode(paint, &alpha, &mode); 3095 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3096 3097 const Rect* clip = &writableSnapshot()->getLocalClip(); 3098 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3099 3100 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3101 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 3102 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 3103 mDirty = true; 3104 } 3105} 3106 3107void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 3108 if (mState.currentlyIgnored()) return; 3109 3110 mCaches.textureState().activateTexture(0); 3111 3112 PathTexture* texture = mCaches.pathCache.get(path, paint); 3113 if (!texture) return; 3114 const AutoTexture autoCleanup(texture); 3115 3116 const float x = texture->left - texture->offset; 3117 const float y = texture->top - texture->offset; 3118 3119 drawPathTexture(texture, x, y, paint); 3120 mDirty = true; 3121} 3122 3123void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3124 if (!layer) { 3125 return; 3126 } 3127 3128 mat4* transform = nullptr; 3129 if (layer->isTextureLayer()) { 3130 transform = &layer->getTransform(); 3131 if (!transform->isIdentity()) { 3132 save(SkCanvas::kMatrix_SaveFlag); 3133 concatMatrix(*transform); 3134 } 3135 } 3136 3137 bool clipRequired = false; 3138 const bool rejected = mState.calculateQuickRejectForScissor( 3139 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3140 &clipRequired, nullptr, false); 3141 3142 if (rejected) { 3143 if (transform && !transform->isIdentity()) { 3144 restore(); 3145 } 3146 return; 3147 } 3148 3149 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 3150 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 3151 3152 updateLayer(layer, true); 3153 3154 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 3155 mCaches.textureState().activateTexture(0); 3156 3157 if (CC_LIKELY(!layer->region.isEmpty())) { 3158 if (layer->region.isRect()) { 3159 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3160 composeLayerRect(layer, layer->regionRect)); 3161 } else if (layer->mesh) { 3162 if (USE_GLOPS) { 3163 Glop glop; 3164 GlopBuilder(mRenderState, mCaches, &glop) 3165 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 3166 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 3167 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3168 .setModelViewOffsetRectSnap(x, y, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 3169 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3170 .build(); 3171 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 3172 } else { 3173 const float a = getLayerAlpha(layer); 3174 setupDraw(); 3175 setupDrawWithTexture(); 3176 setupDrawColor(a, a, a, a); 3177 setupDrawColorFilter(layer->getColorFilter()); 3178 setupDrawBlending(layer); 3179 setupDrawProgram(); 3180 setupDrawPureColorUniforms(); 3181 setupDrawColorFilterUniforms(layer->getColorFilter()); 3182 setupDrawTexture(layer->getTextureId()); 3183 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3184 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3185 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3186 3187 layer->setFilter(GL_NEAREST); 3188 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3189 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3190 } else { 3191 layer->setFilter(GL_LINEAR); 3192 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3193 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3194 } 3195 3196 TextureVertex* mesh = &layer->mesh[0]; 3197 GLsizei elementsCount = layer->meshElementCount; 3198 3199 while (elementsCount > 0) { 3200 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 3201 3202 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3203 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3204 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3205 3206 elementsCount -= drawCount; 3207 // Though there are 4 vertices in a quad, we use 6 indices per 3208 // quad to draw with GL_TRIANGLES 3209 mesh += (drawCount / 6) * 4; 3210 } 3211 } 3212#if DEBUG_LAYERS_AS_REGIONS 3213 drawRegionRectsDebug(layer->region); 3214#endif 3215 } 3216 3217 if (layer->debugDrawUpdate) { 3218 layer->debugDrawUpdate = false; 3219 3220 SkPaint paint; 3221 paint.setColor(0x7f00ff00); 3222 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3223 } 3224 } 3225 layer->hasDrawnSinceUpdate = true; 3226 3227 if (transform && !transform->isIdentity()) { 3228 restore(); 3229 } 3230 3231 mDirty = true; 3232} 3233 3234/////////////////////////////////////////////////////////////////////////////// 3235// Draw filters 3236/////////////////////////////////////////////////////////////////////////////// 3237void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3238 // We should never get here since we apply the draw filter when stashing 3239 // the paints in the DisplayList. 3240 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3241} 3242 3243/////////////////////////////////////////////////////////////////////////////// 3244// Drawing implementation 3245/////////////////////////////////////////////////////////////////////////////// 3246 3247Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3248 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3249 if (!texture) { 3250 return mCaches.textureCache.get(bitmap); 3251 } 3252 return texture; 3253} 3254 3255void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 3256 const SkPaint* paint) { 3257 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3258 return; 3259 } 3260 3261 if (USE_GLOPS) { 3262 Glop glop; 3263 GlopBuilder(mRenderState, mCaches, &glop) 3264 .setMeshTexturedUnitQuad(nullptr) 3265 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 3266 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3267 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 3268 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3269 .build(); 3270 renderGlop(glop); 3271 return; 3272 } 3273 3274 3275 int alpha; 3276 SkXfermode::Mode mode; 3277 getAlphaAndMode(paint, &alpha, &mode); 3278 3279 setupDraw(); 3280 setupDrawWithTexture(true); 3281 setupDrawAlpha8Color(paint->getColor(), alpha); 3282 setupDrawColorFilter(getColorFilter(paint)); 3283 setupDrawShader(getShader(paint)); 3284 setupDrawBlending(paint, true); 3285 setupDrawProgram(); 3286 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3287 x, y, x + texture->width, y + texture->height); 3288 setupDrawTexture(texture->id); 3289 setupDrawPureColorUniforms(); 3290 setupDrawColorFilterUniforms(getColorFilter(paint)); 3291 setupDrawShaderUniforms(getShader(paint)); 3292 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 3293 3294 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3295} 3296 3297// Same values used by Skia 3298#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3299#define kStdUnderline_Offset (1.0f / 9.0f) 3300#define kStdUnderline_Thickness (1.0f / 18.0f) 3301 3302void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3303 const SkPaint* paint) { 3304 // Handle underline and strike-through 3305 uint32_t flags = paint->getFlags(); 3306 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3307 SkPaint paintCopy(*paint); 3308 3309 if (CC_LIKELY(underlineWidth > 0.0f)) { 3310 const float textSize = paintCopy.getTextSize(); 3311 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3312 3313 const float left = x; 3314 float top = 0.0f; 3315 3316 int linesCount = 0; 3317 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3318 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3319 3320 const int pointsCount = 4 * linesCount; 3321 float points[pointsCount]; 3322 int currentPoint = 0; 3323 3324 if (flags & SkPaint::kUnderlineText_Flag) { 3325 top = y + textSize * kStdUnderline_Offset; 3326 points[currentPoint++] = left; 3327 points[currentPoint++] = top; 3328 points[currentPoint++] = left + underlineWidth; 3329 points[currentPoint++] = top; 3330 } 3331 3332 if (flags & SkPaint::kStrikeThruText_Flag) { 3333 top = y + textSize * kStdStrikeThru_Offset; 3334 points[currentPoint++] = left; 3335 points[currentPoint++] = top; 3336 points[currentPoint++] = left + underlineWidth; 3337 points[currentPoint++] = top; 3338 } 3339 3340 paintCopy.setStrokeWidth(strokeWidth); 3341 3342 drawLines(&points[0], pointsCount, &paintCopy); 3343 } 3344 } 3345} 3346 3347void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3348 if (mState.currentlyIgnored()) { 3349 return; 3350 } 3351 3352 drawColorRects(rects, count, paint, false, true, true); 3353} 3354 3355void OpenGLRenderer::drawShadow(float casterAlpha, 3356 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3357 if (mState.currentlyIgnored()) return; 3358 3359 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3360 mRenderState.scissor().setEnabled(true); 3361 3362 SkPaint paint; 3363 paint.setAntiAlias(true); // want to use AlphaVertex 3364 3365 // The caller has made sure casterAlpha > 0. 3366 float ambientShadowAlpha = mAmbientShadowAlpha; 3367 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3368 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3369 } 3370 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3371 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3372 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3373 } 3374 3375 float spotShadowAlpha = mSpotShadowAlpha; 3376 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3377 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3378 } 3379 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3380 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3381 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3382 } 3383 3384 mDirty=true; 3385} 3386 3387void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3388 bool ignoreTransform, bool dirty, bool clip) { 3389 if (count == 0) { 3390 return; 3391 } 3392 3393 float left = FLT_MAX; 3394 float top = FLT_MAX; 3395 float right = FLT_MIN; 3396 float bottom = FLT_MIN; 3397 3398 Vertex mesh[count]; 3399 Vertex* vertex = mesh; 3400 3401 for (int index = 0; index < count; index += 4) { 3402 float l = rects[index + 0]; 3403 float t = rects[index + 1]; 3404 float r = rects[index + 2]; 3405 float b = rects[index + 3]; 3406 3407 Vertex::set(vertex++, l, t); 3408 Vertex::set(vertex++, r, t); 3409 Vertex::set(vertex++, l, b); 3410 Vertex::set(vertex++, r, b); 3411 3412 left = fminf(left, l); 3413 top = fminf(top, t); 3414 right = fmaxf(right, r); 3415 bottom = fmaxf(bottom, b); 3416 } 3417 3418 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3419 return; 3420 } 3421 3422 if (USE_GLOPS) { 3423 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3424 Glop glop; 3425 GlopBuilder(mRenderState, mCaches, &glop) 3426 .setMeshIndexedQuads(&mesh[0], count / 4) 3427 .setFillPaint(*paint, currentSnapshot()->alpha) 3428 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3429 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 3430 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3431 .build(); 3432 renderGlop(glop); 3433 return; 3434 } 3435 3436 int color = paint->getColor(); 3437 // If a shader is set, preserve only the alpha 3438 if (getShader(paint)) { 3439 color |= 0x00ffffff; 3440 } 3441 3442 setupDraw(); 3443 setupDrawNoTexture(); 3444 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3445 setupDrawShader(getShader(paint)); 3446 setupDrawColorFilter(getColorFilter(paint)); 3447 setupDrawBlending(paint); 3448 setupDrawProgram(); 3449 setupDrawDirtyRegionsDisabled(); 3450 setupDrawModelView(kModelViewMode_Translate, false, 3451 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3452 setupDrawColorUniforms(getShader(paint)); 3453 setupDrawShaderUniforms(getShader(paint)); 3454 setupDrawColorFilterUniforms(getColorFilter(paint)); 3455 3456 if (dirty && hasLayer()) { 3457 dirtyLayer(left, top, right, bottom, *currentTransform()); 3458 } 3459 3460 issueIndexedQuadDraw(&mesh[0], count / 4); 3461 3462 mDirty = true; 3463} 3464 3465void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3466 const SkPaint* paint, bool ignoreTransform) { 3467 3468 if (USE_GLOPS) { 3469 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3470 Glop glop; 3471 GlopBuilder(mRenderState, mCaches, &glop) 3472 .setMeshUnitQuad() 3473 .setFillPaint(*paint, currentSnapshot()->alpha) 3474 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3475 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 3476 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3477 .build(); 3478 renderGlop(glop); 3479 return; 3480 } 3481 3482 int color = paint->getColor(); 3483 // If a shader is set, preserve only the alpha 3484 if (getShader(paint)) { 3485 color |= 0x00ffffff; 3486 } 3487 3488 setupDraw(); 3489 setupDrawNoTexture(); 3490 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3491 setupDrawShader(getShader(paint)); 3492 setupDrawColorFilter(getColorFilter(paint)); 3493 setupDrawBlending(paint); 3494 setupDrawProgram(); 3495 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3496 left, top, right, bottom, ignoreTransform); 3497 setupDrawColorUniforms(getShader(paint)); 3498 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3499 setupDrawColorFilterUniforms(getColorFilter(paint)); 3500 setupDrawSimpleMesh(); 3501 3502 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3503} 3504 3505void OpenGLRenderer::drawTextureRect(Texture* texture, const SkPaint* paint) { 3506 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3507 3508 GLvoid* vertices = (GLvoid*) nullptr; 3509 GLvoid* texCoords = (GLvoid*) kMeshTextureOffset; 3510 3511 if (texture->uvMapper) { 3512 vertices = &mMeshVertices[0].x; 3513 texCoords = &mMeshVertices[0].u; 3514 3515 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3516 texture->uvMapper->map(uvs); 3517 3518 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3519 } 3520 3521 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3522 const float x = floorf(currentTransform()->getTranslateX() + 0.5f); 3523 const float y = floorf(currentTransform()->getTranslateY() + 0.5f); 3524 3525 texture->setFilter(GL_NEAREST, true); 3526 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3527 paint, texture->blend, vertices, texCoords, 3528 GL_TRIANGLE_STRIP, kUnitQuadCount, false, true); 3529 } else { 3530 texture->setFilter(PaintUtils::getFilter(paint), true); 3531 drawTextureMesh(0, 0, texture->width, texture->height, texture->id, paint, 3532 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kUnitQuadCount); 3533 } 3534 3535 if (texture->uvMapper) { 3536 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3537 } 3538} 3539 3540void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3541 GLuint texture, const SkPaint* paint, bool blend, 3542 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3543 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3544 ModelViewMode modelViewMode, bool dirty) { 3545 3546 int a; 3547 SkXfermode::Mode mode; 3548 getAlphaAndMode(paint, &a, &mode); 3549 const float alpha = a / 255.0f; 3550 3551 setupDraw(); 3552 setupDrawWithTexture(); 3553 setupDrawColor(alpha, alpha, alpha, alpha); 3554 setupDrawColorFilter(getColorFilter(paint)); 3555 setupDrawBlending(paint, blend, swapSrcDst); 3556 setupDrawProgram(); 3557 if (!dirty) setupDrawDirtyRegionsDisabled(); 3558 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3559 setupDrawTexture(texture); 3560 setupDrawPureColorUniforms(); 3561 setupDrawColorFilterUniforms(getColorFilter(paint)); 3562 setupDrawMesh(vertices, texCoords, vbo); 3563 3564 glDrawArrays(drawMode, 0, elementsCount); 3565} 3566 3567void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3568 GLuint texture, const SkPaint* paint, bool blend, 3569 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3570 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3571 ModelViewMode modelViewMode, bool dirty) { 3572 3573 int a; 3574 SkXfermode::Mode mode; 3575 getAlphaAndMode(paint, &a, &mode); 3576 const float alpha = a / 255.0f; 3577 3578 setupDraw(); 3579 setupDrawWithTexture(); 3580 setupDrawColor(alpha, alpha, alpha, alpha); 3581 setupDrawColorFilter(getColorFilter(paint)); 3582 setupDrawBlending(paint, blend, swapSrcDst); 3583 setupDrawProgram(); 3584 if (!dirty) setupDrawDirtyRegionsDisabled(); 3585 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3586 setupDrawTexture(texture); 3587 setupDrawPureColorUniforms(); 3588 setupDrawColorFilterUniforms(getColorFilter(paint)); 3589 setupDrawMeshIndices(vertices, texCoords, vbo); 3590 3591 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3592} 3593 3594void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3595 GLuint texture, const SkPaint* paint, 3596 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3597 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3598 3599 int color = paint != nullptr ? paint->getColor() : 0; 3600 int alpha; 3601 SkXfermode::Mode mode; 3602 getAlphaAndMode(paint, &alpha, &mode); 3603 3604 setupDraw(); 3605 setupDrawWithTexture(true); 3606 if (paint != nullptr) { 3607 setupDrawAlpha8Color(color, alpha); 3608 } 3609 setupDrawColorFilter(getColorFilter(paint)); 3610 setupDrawShader(getShader(paint)); 3611 setupDrawBlending(paint, true); 3612 setupDrawProgram(); 3613 if (!dirty) setupDrawDirtyRegionsDisabled(); 3614 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3615 setupDrawTexture(texture); 3616 setupDrawPureColorUniforms(); 3617 setupDrawColorFilterUniforms(getColorFilter(paint)); 3618 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3619 setupDrawMesh(vertices, texCoords); 3620 3621 glDrawArrays(drawMode, 0, elementsCount); 3622} 3623 3624void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3625 ProgramDescription& description, bool swapSrcDst) { 3626 3627 if (currentSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3628 blend = true; 3629 mDescription.hasRoundRectClip = true; 3630 } 3631 mSkipOutlineClip = true; 3632 3633 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3634 3635 if (blend) { 3636 // These blend modes are not supported by OpenGL directly and have 3637 // to be implemented using shaders. Since the shader will perform 3638 // the blending, turn blending off here 3639 // If the blend mode cannot be implemented using shaders, fall 3640 // back to the default SrcOver blend mode instead 3641 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3642 if (CC_UNLIKELY(mCaches.extensions().hasFramebufferFetch())) { 3643 description.framebufferMode = mode; 3644 description.swapSrcDst = swapSrcDst; 3645 3646 mRenderState.blend().disable(); 3647 return; 3648 } else { 3649 mode = SkXfermode::kSrcOver_Mode; 3650 } 3651 } 3652 mRenderState.blend().enable(mode, 3653 swapSrcDst ? Blend::ModeOrderSwap::Swap : Blend::ModeOrderSwap::NoSwap); 3654 } else { 3655 mRenderState.blend().disable(); 3656 } 3657} 3658 3659void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3660 TextureVertex* v = &mMeshVertices[0]; 3661 TextureVertex::setUV(v++, u1, v1); 3662 TextureVertex::setUV(v++, u2, v1); 3663 TextureVertex::setUV(v++, u1, v2); 3664 TextureVertex::setUV(v++, u2, v2); 3665} 3666 3667void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3668 SkXfermode::Mode* mode) const { 3669 getAlphaAndModeDirect(paint, alpha, mode); 3670 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3671 // if drawing a layer, ignore the paint's alpha 3672 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3673 } 3674 *alpha *= currentSnapshot()->alpha; 3675} 3676 3677float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3678 float alpha; 3679 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3680 alpha = mDrawModifiers.mOverrideLayerAlpha; 3681 } else { 3682 alpha = layer->getAlpha() / 255.0f; 3683 } 3684 return alpha * currentSnapshot()->alpha; 3685} 3686 3687}; // namespace uirenderer 3688}; // namespace android 3689