OpenGLRenderer.cpp revision 3380cfdc77100e87aa8390386ccf390834dea171
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Functions 111/////////////////////////////////////////////////////////////////////////////// 112 113template<typename T> 114static inline T min(T a, T b) { 115 return a < b ? a : b; 116} 117 118/////////////////////////////////////////////////////////////////////////////// 119// Constructors/destructor 120/////////////////////////////////////////////////////////////////////////////// 121 122OpenGLRenderer::OpenGLRenderer(): 123 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 124 // *set* draw modifiers to be 0 125 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 126 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 127 128 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 129 130 mFirstSnapshot = new Snapshot; 131 mFrameStarted = false; 132 mCountOverdraw = false; 133 134 mScissorOptimizationDisabled = false; 135} 136 137OpenGLRenderer::~OpenGLRenderer() { 138 // The context has already been destroyed at this point, do not call 139 // GL APIs. All GL state should be kept in Caches.h 140} 141 142void OpenGLRenderer::initProperties() { 143 char property[PROPERTY_VALUE_MAX]; 144 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 145 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Scissor optimization %s", 147 mScissorOptimizationDisabled ? "disabled" : "enabled"); 148 } else { 149 INIT_LOGD(" Scissor optimization enabled"); 150 } 151} 152 153/////////////////////////////////////////////////////////////////////////////// 154// Setup 155/////////////////////////////////////////////////////////////////////////////// 156 157void OpenGLRenderer::setName(const char* name) { 158 if (name) { 159 mName.setTo(name); 160 } else { 161 mName.clear(); 162 } 163} 164 165const char* OpenGLRenderer::getName() const { 166 return mName.string(); 167} 168 169bool OpenGLRenderer::isDeferred() { 170 return false; 171} 172 173void OpenGLRenderer::setViewport(int width, int height) { 174 initViewport(width, height); 175 176 glDisable(GL_DITHER); 177 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 178 179 glEnableVertexAttribArray(Program::kBindingPosition); 180} 181 182void OpenGLRenderer::initViewport(int width, int height) { 183 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 184 185 mWidth = width; 186 mHeight = height; 187 188 mFirstSnapshot->height = height; 189 mFirstSnapshot->viewport.set(0, 0, width, height); 190} 191 192void OpenGLRenderer::setupFrameState(float left, float top, 193 float right, float bottom, bool opaque) { 194 mCaches.clearGarbage(); 195 196 mOpaque = opaque; 197 mSnapshot = new Snapshot(mFirstSnapshot, 198 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 199 mSnapshot->fbo = getTargetFbo(); 200 mSaveCount = 1; 201 202 mSnapshot->setClip(left, top, right, bottom); 203 mTilingClip.set(left, top, right, bottom); 204} 205 206status_t OpenGLRenderer::startFrame() { 207 if (mFrameStarted) return DrawGlInfo::kStatusDone; 208 mFrameStarted = true; 209 210 mDirtyClip = true; 211 212 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 213 214 glViewport(0, 0, mWidth, mHeight); 215 216 // Functors break the tiling extension in pretty spectacular ways 217 // This ensures we don't use tiling when a functor is going to be 218 // invoked during the frame 219 mSuppressTiling = mCaches.hasRegisteredFunctors(); 220 221 startTiling(mSnapshot, true); 222 223 debugOverdraw(true, true); 224 225 return clear(mTilingClip.left, mTilingClip.top, 226 mTilingClip.right, mTilingClip.bottom, mOpaque); 227} 228 229status_t OpenGLRenderer::prepare(bool opaque) { 230 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 231} 232 233status_t OpenGLRenderer::prepareDirty(float left, float top, 234 float right, float bottom, bool opaque) { 235 236 setupFrameState(left, top, right, bottom, opaque); 237 238 // Layer renderers will start the frame immediately 239 // The framebuffer renderer will first defer the display list 240 // for each layer and wait until the first drawing command 241 // to start the frame 242 if (mSnapshot->fbo == 0) { 243 syncState(); 244 updateLayers(); 245 } else { 246 return startFrame(); 247 } 248 249 return DrawGlInfo::kStatusDone; 250} 251 252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 253 // If we know that we are going to redraw the entire framebuffer, 254 // perform a discard to let the driver know we don't need to preserve 255 // the back buffer for this frame. 256 if (mExtensions.hasDiscardFramebuffer() && 257 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 258 const bool isFbo = getTargetFbo() == 0; 259 const GLenum attachments[] = { 260 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 261 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 262 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 263 } 264} 265 266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 267 if (!opaque || mCountOverdraw) { 268 mCaches.enableScissor(); 269 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 270 glClear(GL_COLOR_BUFFER_BIT); 271 return DrawGlInfo::kStatusDrew; 272 } 273 274 mCaches.resetScissor(); 275 return DrawGlInfo::kStatusDone; 276} 277 278void OpenGLRenderer::syncState() { 279 if (mCaches.blend) { 280 glEnable(GL_BLEND); 281 } else { 282 glDisable(GL_BLEND); 283 } 284} 285 286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 287 if (!mSuppressTiling) { 288 Rect* clip = &mTilingClip; 289 if (s->flags & Snapshot::kFlagFboTarget) { 290 clip = &(s->layer->clipRect); 291 } 292 293 startTiling(*clip, s->height, opaque); 294 } 295} 296 297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 298 if (!mSuppressTiling) { 299 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 300 clip.right - clip.left, clip.bottom - clip.top, opaque); 301 } 302} 303 304void OpenGLRenderer::endTiling() { 305 if (!mSuppressTiling) mCaches.endTiling(); 306} 307 308void OpenGLRenderer::finish() { 309 renderOverdraw(); 310 endTiling(); 311 312 // When finish() is invoked on FBO 0 we've reached the end 313 // of the current frame 314 if (getTargetFbo() == 0) { 315 mCaches.pathCache.trim(); 316 } 317 318 if (!suppressErrorChecks()) { 319#if DEBUG_OPENGL 320 GLenum status = GL_NO_ERROR; 321 while ((status = glGetError()) != GL_NO_ERROR) { 322 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 323 switch (status) { 324 case GL_INVALID_ENUM: 325 ALOGE(" GL_INVALID_ENUM"); 326 break; 327 case GL_INVALID_VALUE: 328 ALOGE(" GL_INVALID_VALUE"); 329 break; 330 case GL_INVALID_OPERATION: 331 ALOGE(" GL_INVALID_OPERATION"); 332 break; 333 case GL_OUT_OF_MEMORY: 334 ALOGE(" Out of memory!"); 335 break; 336 } 337 } 338#endif 339 340#if DEBUG_MEMORY_USAGE 341 mCaches.dumpMemoryUsage(); 342#else 343 if (mCaches.getDebugLevel() & kDebugMemory) { 344 mCaches.dumpMemoryUsage(); 345 } 346#endif 347 } 348 349 if (mCountOverdraw) { 350 countOverdraw(); 351 } 352 353 mFrameStarted = false; 354} 355 356void OpenGLRenderer::interrupt() { 357 if (mCaches.currentProgram) { 358 if (mCaches.currentProgram->isInUse()) { 359 mCaches.currentProgram->remove(); 360 mCaches.currentProgram = NULL; 361 } 362 } 363 mCaches.resetActiveTexture(); 364 mCaches.unbindMeshBuffer(); 365 mCaches.unbindIndicesBuffer(); 366 mCaches.resetVertexPointers(); 367 mCaches.disableTexCoordsVertexArray(); 368 debugOverdraw(false, false); 369} 370 371void OpenGLRenderer::resume() { 372 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 373 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 374 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 375 debugOverdraw(true, false); 376 377 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 378 379 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 380 mCaches.enableScissor(); 381 mCaches.resetScissor(); 382 dirtyClip(); 383 384 mCaches.activeTexture(0); 385 mCaches.resetBoundTextures(); 386 387 mCaches.blend = true; 388 glEnable(GL_BLEND); 389 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 390 glBlendEquation(GL_FUNC_ADD); 391} 392 393void OpenGLRenderer::resumeAfterLayer() { 394 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 395 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 396 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 397 debugOverdraw(true, false); 398 399 mCaches.resetScissor(); 400 dirtyClip(); 401} 402 403void OpenGLRenderer::detachFunctor(Functor* functor) { 404 mFunctors.remove(functor); 405} 406 407void OpenGLRenderer::attachFunctor(Functor* functor) { 408 mFunctors.add(functor); 409} 410 411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 412 status_t result = DrawGlInfo::kStatusDone; 413 size_t count = mFunctors.size(); 414 415 if (count > 0) { 416 interrupt(); 417 SortedVector<Functor*> functors(mFunctors); 418 mFunctors.clear(); 419 420 DrawGlInfo info; 421 info.clipLeft = 0; 422 info.clipTop = 0; 423 info.clipRight = 0; 424 info.clipBottom = 0; 425 info.isLayer = false; 426 info.width = 0; 427 info.height = 0; 428 memset(info.transform, 0, sizeof(float) * 16); 429 430 for (size_t i = 0; i < count; i++) { 431 Functor* f = functors.itemAt(i); 432 result |= (*f)(DrawGlInfo::kModeProcess, &info); 433 434 if (result & DrawGlInfo::kStatusDraw) { 435 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 436 dirty.unionWith(localDirty); 437 } 438 439 if (result & DrawGlInfo::kStatusInvoke) { 440 mFunctors.add(f); 441 } 442 } 443 resume(); 444 } 445 446 return result; 447} 448 449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 450 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 451 452 interrupt(); 453 detachFunctor(functor); 454 455 mCaches.enableScissor(); 456 if (mDirtyClip) { 457 setScissorFromClip(); 458 setStencilFromClip(); 459 } 460 461 Rect clip(*mSnapshot->clipRect); 462 clip.snapToPixelBoundaries(); 463 464 // Since we don't know what the functor will draw, let's dirty 465 // tne entire clip region 466 if (hasLayer()) { 467 dirtyLayerUnchecked(clip, getRegion()); 468 } 469 470 DrawGlInfo info; 471 info.clipLeft = clip.left; 472 info.clipTop = clip.top; 473 info.clipRight = clip.right; 474 info.clipBottom = clip.bottom; 475 info.isLayer = hasLayer(); 476 info.width = getSnapshot()->viewport.getWidth(); 477 info.height = getSnapshot()->height; 478 getSnapshot()->transform->copyTo(&info.transform[0]); 479 480 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 481 482 if (result != DrawGlInfo::kStatusDone) { 483 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 484 dirty.unionWith(localDirty); 485 486 if (result & DrawGlInfo::kStatusInvoke) { 487 mFunctors.add(functor); 488 } 489 } 490 491 resume(); 492 return result | DrawGlInfo::kStatusDrew; 493} 494 495/////////////////////////////////////////////////////////////////////////////// 496// Debug 497/////////////////////////////////////////////////////////////////////////////// 498 499void OpenGLRenderer::eventMark(const char* name) const { 500 mCaches.eventMark(0, name); 501} 502 503void OpenGLRenderer::startMark(const char* name) const { 504 mCaches.startMark(0, name); 505} 506 507void OpenGLRenderer::endMark() const { 508 mCaches.endMark(); 509} 510 511void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 512 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 513 if (clear) { 514 mCaches.disableScissor(); 515 mCaches.stencil.clear(); 516 } 517 if (enable) { 518 mCaches.stencil.enableDebugWrite(); 519 } else { 520 mCaches.stencil.disable(); 521 } 522 } 523} 524 525void OpenGLRenderer::renderOverdraw() { 526 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 527 const Rect* clip = &mTilingClip; 528 529 mCaches.enableScissor(); 530 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 531 clip->right - clip->left, clip->bottom - clip->top); 532 533 mCaches.stencil.enableDebugTest(2); 534 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 535 mCaches.stencil.enableDebugTest(3); 536 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 537 mCaches.stencil.enableDebugTest(4); 538 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 539 mCaches.stencil.enableDebugTest(4, true); 540 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 541 mCaches.stencil.disable(); 542 } 543} 544 545void OpenGLRenderer::countOverdraw() { 546 size_t count = mWidth * mHeight; 547 uint32_t* buffer = new uint32_t[count]; 548 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 549 550 size_t total = 0; 551 for (size_t i = 0; i < count; i++) { 552 total += buffer[i] & 0xff; 553 } 554 555 mOverdraw = total / float(count); 556 557 delete[] buffer; 558} 559 560/////////////////////////////////////////////////////////////////////////////// 561// Layers 562/////////////////////////////////////////////////////////////////////////////// 563 564bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 565 if (layer->deferredUpdateScheduled && layer->renderer && 566 layer->displayList && layer->displayList->isRenderable()) { 567 ATRACE_CALL(); 568 569 Rect& dirty = layer->dirtyRect; 570 571 if (inFrame) { 572 endTiling(); 573 debugOverdraw(false, false); 574 } 575 576 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 577 layer->render(); 578 } else { 579 layer->defer(); 580 } 581 582 if (inFrame) { 583 resumeAfterLayer(); 584 startTiling(mSnapshot); 585 } 586 587 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 588 layer->hasDrawnSinceUpdate = false; 589 590 return true; 591 } 592 593 return false; 594} 595 596void OpenGLRenderer::updateLayers() { 597 // If draw deferring is enabled this method will simply defer 598 // the display list of each individual layer. The layers remain 599 // in the layer updates list which will be cleared by flushLayers(). 600 int count = mLayerUpdates.size(); 601 if (count > 0) { 602 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 603 startMark("Layer Updates"); 604 } else { 605 startMark("Defer Layer Updates"); 606 } 607 608 // Note: it is very important to update the layers in order 609 for (int i = 0; i < count; i++) { 610 Layer* layer = mLayerUpdates.itemAt(i); 611 updateLayer(layer, false); 612 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 613 mCaches.resourceCache.decrementRefcount(layer); 614 } 615 } 616 617 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 618 mLayerUpdates.clear(); 619 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 620 } 621 endMark(); 622 } 623} 624 625void OpenGLRenderer::flushLayers() { 626 int count = mLayerUpdates.size(); 627 if (count > 0) { 628 startMark("Apply Layer Updates"); 629 char layerName[12]; 630 631 // Note: it is very important to update the layers in order 632 for (int i = 0; i < count; i++) { 633 sprintf(layerName, "Layer #%d", i); 634 startMark(layerName); 635 636 ATRACE_BEGIN("flushLayer"); 637 Layer* layer = mLayerUpdates.itemAt(i); 638 layer->flush(); 639 ATRACE_END(); 640 641 mCaches.resourceCache.decrementRefcount(layer); 642 643 endMark(); 644 } 645 646 mLayerUpdates.clear(); 647 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 648 649 endMark(); 650 } 651} 652 653void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 654 if (layer) { 655 // Make sure we don't introduce duplicates. 656 // SortedVector would do this automatically but we need to respect 657 // the insertion order. The linear search is not an issue since 658 // this list is usually very short (typically one item, at most a few) 659 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 660 if (mLayerUpdates.itemAt(i) == layer) { 661 return; 662 } 663 } 664 mLayerUpdates.push_back(layer); 665 mCaches.resourceCache.incrementRefcount(layer); 666 } 667} 668 669void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 670 if (layer) { 671 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 672 if (mLayerUpdates.itemAt(i) == layer) { 673 mLayerUpdates.removeAt(i); 674 mCaches.resourceCache.decrementRefcount(layer); 675 break; 676 } 677 } 678 } 679} 680 681void OpenGLRenderer::clearLayerUpdates() { 682 size_t count = mLayerUpdates.size(); 683 if (count > 0) { 684 mCaches.resourceCache.lock(); 685 for (size_t i = 0; i < count; i++) { 686 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 687 } 688 mCaches.resourceCache.unlock(); 689 mLayerUpdates.clear(); 690 } 691} 692 693void OpenGLRenderer::flushLayerUpdates() { 694 syncState(); 695 updateLayers(); 696 flushLayers(); 697 // Wait for all the layer updates to be executed 698 AutoFence fence; 699} 700 701/////////////////////////////////////////////////////////////////////////////// 702// State management 703/////////////////////////////////////////////////////////////////////////////// 704 705int OpenGLRenderer::getSaveCount() const { 706 return mSaveCount; 707} 708 709int OpenGLRenderer::save(int flags) { 710 return saveSnapshot(flags); 711} 712 713void OpenGLRenderer::restore() { 714 if (mSaveCount > 1) { 715 restoreSnapshot(); 716 } 717} 718 719void OpenGLRenderer::restoreToCount(int saveCount) { 720 if (saveCount < 1) saveCount = 1; 721 722 while (mSaveCount > saveCount) { 723 restoreSnapshot(); 724 } 725} 726 727int OpenGLRenderer::saveSnapshot(int flags) { 728 mSnapshot = new Snapshot(mSnapshot, flags); 729 return mSaveCount++; 730} 731 732bool OpenGLRenderer::restoreSnapshot() { 733 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 734 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 735 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 736 737 sp<Snapshot> current = mSnapshot; 738 sp<Snapshot> previous = mSnapshot->previous; 739 740 if (restoreOrtho) { 741 Rect& r = previous->viewport; 742 glViewport(r.left, r.top, r.right, r.bottom); 743 mOrthoMatrix.load(current->orthoMatrix); 744 } 745 746 mSaveCount--; 747 mSnapshot = previous; 748 749 if (restoreClip) { 750 dirtyClip(); 751 } 752 753 if (restoreLayer) { 754 endMark(); // Savelayer 755 startMark("ComposeLayer"); 756 composeLayer(current, previous); 757 endMark(); 758 } 759 760 return restoreClip; 761} 762 763/////////////////////////////////////////////////////////////////////////////// 764// Layers 765/////////////////////////////////////////////////////////////////////////////// 766 767int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 768 int alpha, SkXfermode::Mode mode, int flags) { 769 const GLuint previousFbo = mSnapshot->fbo; 770 const int count = saveSnapshot(flags); 771 772 if (!mSnapshot->isIgnored()) { 773 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 774 } 775 776 return count; 777} 778 779void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 780 const Rect untransformedBounds(bounds); 781 782 currentTransform().mapRect(bounds); 783 784 // Layers only make sense if they are in the framebuffer's bounds 785 if (bounds.intersect(*mSnapshot->clipRect)) { 786 // We cannot work with sub-pixels in this case 787 bounds.snapToPixelBoundaries(); 788 789 // When the layer is not an FBO, we may use glCopyTexImage so we 790 // need to make sure the layer does not extend outside the bounds 791 // of the framebuffer 792 if (!bounds.intersect(mSnapshot->previous->viewport)) { 793 bounds.setEmpty(); 794 } else if (fboLayer) { 795 clip.set(bounds); 796 mat4 inverse; 797 inverse.loadInverse(currentTransform()); 798 inverse.mapRect(clip); 799 clip.snapToPixelBoundaries(); 800 if (clip.intersect(untransformedBounds)) { 801 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 802 bounds.set(untransformedBounds); 803 } else { 804 clip.setEmpty(); 805 } 806 } 807 } else { 808 bounds.setEmpty(); 809 } 810} 811 812void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 813 bool fboLayer, int alpha) { 814 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 815 bounds.getHeight() > mCaches.maxTextureSize || 816 (fboLayer && clip.isEmpty())) { 817 mSnapshot->empty = fboLayer; 818 } else { 819 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 820 } 821} 822 823int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 824 int alpha, SkXfermode::Mode mode, int flags) { 825 const GLuint previousFbo = mSnapshot->fbo; 826 const int count = saveSnapshot(flags); 827 828 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 829 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 830 // operations will be able to store and restore the current clip and transform info, and 831 // quick rejection will be correct (for display lists) 832 833 Rect bounds(left, top, right, bottom); 834 Rect clip; 835 calculateLayerBoundsAndClip(bounds, clip, true); 836 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 837 838 if (!mSnapshot->isIgnored()) { 839 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 840 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 841 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 842 } 843 } 844 845 return count; 846} 847 848 849/** 850 * Layers are viewed by Skia are slightly different than layers in image editing 851 * programs (for instance.) When a layer is created, previously created layers 852 * and the frame buffer still receive every drawing command. For instance, if a 853 * layer is created and a shape intersecting the bounds of the layers and the 854 * framebuffer is draw, the shape will be drawn on both (unless the layer was 855 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 856 * 857 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 858 * texture. Unfortunately, this is inefficient as it requires every primitive to 859 * be drawn n + 1 times, where n is the number of active layers. In practice this 860 * means, for every primitive: 861 * - Switch active frame buffer 862 * - Change viewport, clip and projection matrix 863 * - Issue the drawing 864 * 865 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 866 * To avoid this, layers are implemented in a different way here, at least in the 867 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 868 * is set. When this flag is set we can redirect all drawing operations into a 869 * single FBO. 870 * 871 * This implementation relies on the frame buffer being at least RGBA 8888. When 872 * a layer is created, only a texture is created, not an FBO. The content of the 873 * frame buffer contained within the layer's bounds is copied into this texture 874 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 875 * buffer and drawing continues as normal. This technique therefore treats the 876 * frame buffer as a scratch buffer for the layers. 877 * 878 * To compose the layers back onto the frame buffer, each layer texture 879 * (containing the original frame buffer data) is drawn as a simple quad over 880 * the frame buffer. The trick is that the quad is set as the composition 881 * destination in the blending equation, and the frame buffer becomes the source 882 * of the composition. 883 * 884 * Drawing layers with an alpha value requires an extra step before composition. 885 * An empty quad is drawn over the layer's region in the frame buffer. This quad 886 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 887 * quad is used to multiply the colors in the frame buffer. This is achieved by 888 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 889 * GL_ZERO, GL_SRC_ALPHA. 890 * 891 * Because glCopyTexImage2D() can be slow, an alternative implementation might 892 * be use to draw a single clipped layer. The implementation described above 893 * is correct in every case. 894 * 895 * (1) The frame buffer is actually not cleared right away. To allow the GPU 896 * to potentially optimize series of calls to glCopyTexImage2D, the frame 897 * buffer is left untouched until the first drawing operation. Only when 898 * something actually gets drawn are the layers regions cleared. 899 */ 900bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 901 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 902 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 903 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 904 905 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 906 907 // Window coordinates of the layer 908 Rect clip; 909 Rect bounds(left, top, right, bottom); 910 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 911 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 912 913 // Bail out if we won't draw in this snapshot 914 if (mSnapshot->isIgnored()) { 915 return false; 916 } 917 918 mCaches.activeTexture(0); 919 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 920 if (!layer) { 921 return false; 922 } 923 924 layer->setAlpha(alpha, mode); 925 layer->layer.set(bounds); 926 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 927 bounds.getWidth() / float(layer->getWidth()), 0.0f); 928 layer->setColorFilter(mDrawModifiers.mColorFilter); 929 layer->setBlend(true); 930 layer->setDirty(false); 931 932 // Save the layer in the snapshot 933 mSnapshot->flags |= Snapshot::kFlagIsLayer; 934 mSnapshot->layer = layer; 935 936 startMark("SaveLayer"); 937 if (fboLayer) { 938 return createFboLayer(layer, bounds, clip, previousFbo); 939 } else { 940 // Copy the framebuffer into the layer 941 layer->bindTexture(); 942 if (!bounds.isEmpty()) { 943 if (layer->isEmpty()) { 944 // Workaround for some GL drivers. When reading pixels lying outside 945 // of the window we should get undefined values for those pixels. 946 // Unfortunately some drivers will turn the entire target texture black 947 // when reading outside of the window. 948 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 949 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 950 layer->setEmpty(false); 951 } 952 953 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 954 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 955 956 // Enqueue the buffer coordinates to clear the corresponding region later 957 mLayers.push(new Rect(bounds)); 958 } 959 } 960 961 return true; 962} 963 964bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 965 layer->clipRect.set(clip); 966 layer->setFbo(mCaches.fboCache.get()); 967 968 mSnapshot->region = &mSnapshot->layer->region; 969 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 970 Snapshot::kFlagDirtyOrtho; 971 mSnapshot->fbo = layer->getFbo(); 972 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 973 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 974 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 975 mSnapshot->height = bounds.getHeight(); 976 mSnapshot->orthoMatrix.load(mOrthoMatrix); 977 978 endTiling(); 979 debugOverdraw(false, false); 980 // Bind texture to FBO 981 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 982 layer->bindTexture(); 983 984 // Initialize the texture if needed 985 if (layer->isEmpty()) { 986 layer->allocateTexture(); 987 layer->setEmpty(false); 988 } 989 990 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 991 layer->getTexture(), 0); 992 993 startTiling(mSnapshot, true); 994 995 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 996 mCaches.enableScissor(); 997 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 998 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 999 glClear(GL_COLOR_BUFFER_BIT); 1000 1001 dirtyClip(); 1002 1003 // Change the ortho projection 1004 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1005 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1006 1007 return true; 1008} 1009 1010/** 1011 * Read the documentation of createLayer() before doing anything in this method. 1012 */ 1013void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1014 if (!current->layer) { 1015 ALOGE("Attempting to compose a layer that does not exist"); 1016 return; 1017 } 1018 1019 Layer* layer = current->layer; 1020 const Rect& rect = layer->layer; 1021 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1022 1023 bool clipRequired = false; 1024 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1025 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1026 1027 if (fboLayer) { 1028 endTiling(); 1029 1030 // Detach the texture from the FBO 1031 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1032 1033 layer->removeFbo(false); 1034 1035 // Unbind current FBO and restore previous one 1036 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1037 debugOverdraw(true, false); 1038 1039 startTiling(previous); 1040 } 1041 1042 if (!fboLayer && layer->getAlpha() < 255) { 1043 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1044 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1045 // Required below, composeLayerRect() will divide by 255 1046 layer->setAlpha(255); 1047 } 1048 1049 mCaches.unbindMeshBuffer(); 1050 1051 mCaches.activeTexture(0); 1052 1053 // When the layer is stored in an FBO, we can save a bit of fillrate by 1054 // drawing only the dirty region 1055 if (fboLayer) { 1056 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1057 if (layer->getColorFilter()) { 1058 setupColorFilter(layer->getColorFilter()); 1059 } 1060 composeLayerRegion(layer, rect); 1061 if (layer->getColorFilter()) { 1062 resetColorFilter(); 1063 } 1064 } else if (!rect.isEmpty()) { 1065 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1066 composeLayerRect(layer, rect, true); 1067 } 1068 1069 dirtyClip(); 1070 1071 // Failing to add the layer to the cache should happen only if the layer is too large 1072 if (!mCaches.layerCache.put(layer)) { 1073 LAYER_LOGD("Deleting layer"); 1074 Caches::getInstance().resourceCache.decrementRefcount(layer); 1075 } 1076} 1077 1078void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1079 float alpha = getLayerAlpha(layer); 1080 1081 setupDraw(); 1082 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1083 setupDrawWithTexture(); 1084 } else { 1085 setupDrawWithExternalTexture(); 1086 } 1087 setupDrawTextureTransform(); 1088 setupDrawColor(alpha, alpha, alpha, alpha); 1089 setupDrawColorFilter(); 1090 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1091 setupDrawProgram(); 1092 setupDrawPureColorUniforms(); 1093 setupDrawColorFilterUniforms(); 1094 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1095 setupDrawTexture(layer->getTexture()); 1096 } else { 1097 setupDrawExternalTexture(layer->getTexture()); 1098 } 1099 if (currentTransform().isPureTranslate() && 1100 layer->getWidth() == (uint32_t) rect.getWidth() && 1101 layer->getHeight() == (uint32_t) rect.getHeight()) { 1102 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1103 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1104 1105 layer->setFilter(GL_NEAREST); 1106 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1107 } else { 1108 layer->setFilter(GL_LINEAR); 1109 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1110 } 1111 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1112 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1113 1114 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1115} 1116 1117void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1118 if (!layer->isTextureLayer()) { 1119 const Rect& texCoords = layer->texCoords; 1120 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1121 texCoords.right, texCoords.bottom); 1122 1123 float x = rect.left; 1124 float y = rect.top; 1125 bool simpleTransform = currentTransform().isPureTranslate() && 1126 layer->getWidth() == (uint32_t) rect.getWidth() && 1127 layer->getHeight() == (uint32_t) rect.getHeight(); 1128 1129 if (simpleTransform) { 1130 // When we're swapping, the layer is already in screen coordinates 1131 if (!swap) { 1132 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1133 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1134 } 1135 1136 layer->setFilter(GL_NEAREST, true); 1137 } else { 1138 layer->setFilter(GL_LINEAR, true); 1139 } 1140 1141 float alpha = getLayerAlpha(layer); 1142 bool blend = layer->isBlend() || alpha < 1.0f; 1143 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1144 layer->getTexture(), alpha, layer->getMode(), blend, 1145 &mMeshVertices[0].x, &mMeshVertices[0].u, 1146 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1147 1148 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1149 } else { 1150 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1151 drawTextureLayer(layer, rect); 1152 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1153 } 1154} 1155 1156/** 1157 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1158 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1159 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1160 * by saveLayer's restore 1161 */ 1162#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1163 DRAW_COMMAND; \ 1164 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1165 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1166 DRAW_COMMAND; \ 1167 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1168 } \ 1169 } 1170 1171#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1172 1173void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1174 if (layer->region.isRect()) { 1175 layer->setRegionAsRect(); 1176 1177 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1178 1179 layer->region.clear(); 1180 return; 1181 } 1182 1183 if (CC_LIKELY(!layer->region.isEmpty())) { 1184 size_t count; 1185 const android::Rect* rects; 1186 Region safeRegion; 1187 if (CC_LIKELY(hasRectToRectTransform())) { 1188 rects = layer->region.getArray(&count); 1189 } else { 1190 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1191 rects = safeRegion.getArray(&count); 1192 } 1193 1194 const float alpha = getLayerAlpha(layer); 1195 const float texX = 1.0f / float(layer->getWidth()); 1196 const float texY = 1.0f / float(layer->getHeight()); 1197 const float height = rect.getHeight(); 1198 1199 setupDraw(); 1200 1201 // We must get (and therefore bind) the region mesh buffer 1202 // after we setup drawing in case we need to mess with the 1203 // stencil buffer in setupDraw() 1204 TextureVertex* mesh = mCaches.getRegionMesh(); 1205 uint32_t numQuads = 0; 1206 1207 setupDrawWithTexture(); 1208 setupDrawColor(alpha, alpha, alpha, alpha); 1209 setupDrawColorFilter(); 1210 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1211 setupDrawProgram(); 1212 setupDrawDirtyRegionsDisabled(); 1213 setupDrawPureColorUniforms(); 1214 setupDrawColorFilterUniforms(); 1215 setupDrawTexture(layer->getTexture()); 1216 if (currentTransform().isPureTranslate()) { 1217 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1218 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1219 1220 layer->setFilter(GL_NEAREST); 1221 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1222 } else { 1223 layer->setFilter(GL_LINEAR); 1224 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1225 } 1226 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1227 1228 for (size_t i = 0; i < count; i++) { 1229 const android::Rect* r = &rects[i]; 1230 1231 const float u1 = r->left * texX; 1232 const float v1 = (height - r->top) * texY; 1233 const float u2 = r->right * texX; 1234 const float v2 = (height - r->bottom) * texY; 1235 1236 // TODO: Reject quads outside of the clip 1237 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1238 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1239 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1240 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1241 1242 numQuads++; 1243 1244 if (numQuads >= gMaxNumberOfQuads) { 1245 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1246 GL_UNSIGNED_SHORT, NULL)); 1247 numQuads = 0; 1248 mesh = mCaches.getRegionMesh(); 1249 } 1250 } 1251 1252 if (numQuads > 0) { 1253 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1254 GL_UNSIGNED_SHORT, NULL)); 1255 } 1256 1257#if DEBUG_LAYERS_AS_REGIONS 1258 drawRegionRects(layer->region); 1259#endif 1260 1261 layer->region.clear(); 1262 } 1263} 1264 1265void OpenGLRenderer::drawRegionRects(const Region& region) { 1266#if DEBUG_LAYERS_AS_REGIONS 1267 size_t count; 1268 const android::Rect* rects = region.getArray(&count); 1269 1270 uint32_t colors[] = { 1271 0x7fff0000, 0x7f00ff00, 1272 0x7f0000ff, 0x7fff00ff, 1273 }; 1274 1275 int offset = 0; 1276 int32_t top = rects[0].top; 1277 1278 for (size_t i = 0; i < count; i++) { 1279 if (top != rects[i].top) { 1280 offset ^= 0x2; 1281 top = rects[i].top; 1282 } 1283 1284 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1285 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1286 SkXfermode::kSrcOver_Mode); 1287 } 1288#endif 1289} 1290 1291void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1292 SkXfermode::Mode mode, bool dirty) { 1293 Vector<float> rects; 1294 1295 SkRegion::Iterator it(region); 1296 while (!it.done()) { 1297 const SkIRect& r = it.rect(); 1298 rects.push(r.fLeft); 1299 rects.push(r.fTop); 1300 rects.push(r.fRight); 1301 rects.push(r.fBottom); 1302 it.next(); 1303 } 1304 1305 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1306} 1307 1308void OpenGLRenderer::dirtyLayer(const float left, const float top, 1309 const float right, const float bottom, const mat4 transform) { 1310 if (hasLayer()) { 1311 Rect bounds(left, top, right, bottom); 1312 transform.mapRect(bounds); 1313 dirtyLayerUnchecked(bounds, getRegion()); 1314 } 1315} 1316 1317void OpenGLRenderer::dirtyLayer(const float left, const float top, 1318 const float right, const float bottom) { 1319 if (hasLayer()) { 1320 Rect bounds(left, top, right, bottom); 1321 dirtyLayerUnchecked(bounds, getRegion()); 1322 } 1323} 1324 1325void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1326 if (bounds.intersect(*mSnapshot->clipRect)) { 1327 bounds.snapToPixelBoundaries(); 1328 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1329 if (!dirty.isEmpty()) { 1330 region->orSelf(dirty); 1331 } 1332 } 1333} 1334 1335void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { 1336 GLsizei elementsCount = quadsCount * 6; 1337 while (elementsCount > 0) { 1338 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1339 1340 setupDrawIndexedVertices(&mesh[0].x); 1341 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1342 1343 elementsCount -= drawCount; 1344 // Though there are 4 vertices in a quad, we use 6 indices per 1345 // quad to draw with GL_TRIANGLES 1346 mesh += (drawCount / 6) * 4; 1347 } 1348} 1349 1350void OpenGLRenderer::clearLayerRegions() { 1351 const size_t count = mLayers.size(); 1352 if (count == 0) return; 1353 1354 if (!mSnapshot->isIgnored()) { 1355 // Doing several glScissor/glClear here can negatively impact 1356 // GPUs with a tiler architecture, instead we draw quads with 1357 // the Clear blending mode 1358 1359 // The list contains bounds that have already been clipped 1360 // against their initial clip rect, and the current clip 1361 // is likely different so we need to disable clipping here 1362 bool scissorChanged = mCaches.disableScissor(); 1363 1364 Vertex mesh[count * 4]; 1365 Vertex* vertex = mesh; 1366 1367 for (uint32_t i = 0; i < count; i++) { 1368 Rect* bounds = mLayers.itemAt(i); 1369 1370 Vertex::set(vertex++, bounds->left, bounds->top); 1371 Vertex::set(vertex++, bounds->right, bounds->top); 1372 Vertex::set(vertex++, bounds->left, bounds->bottom); 1373 Vertex::set(vertex++, bounds->right, bounds->bottom); 1374 1375 delete bounds; 1376 } 1377 // We must clear the list of dirty rects before we 1378 // call setupDraw() to prevent stencil setup to do 1379 // the same thing again 1380 mLayers.clear(); 1381 1382 setupDraw(false); 1383 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1384 setupDrawBlending(true, SkXfermode::kClear_Mode); 1385 setupDrawProgram(); 1386 setupDrawPureColorUniforms(); 1387 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1388 1389 drawIndexedQuads(&mesh[0], count); 1390 1391 if (scissorChanged) mCaches.enableScissor(); 1392 } else { 1393 for (uint32_t i = 0; i < count; i++) { 1394 delete mLayers.itemAt(i); 1395 } 1396 mLayers.clear(); 1397 } 1398} 1399 1400/////////////////////////////////////////////////////////////////////////////// 1401// State Deferral 1402/////////////////////////////////////////////////////////////////////////////// 1403 1404bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1405 const Rect& currentClip = *(mSnapshot->clipRect); 1406 const mat4& currentMatrix = *(mSnapshot->transform); 1407 1408 if (stateDeferFlags & kStateDeferFlag_Draw) { 1409 // state has bounds initialized in local coordinates 1410 if (!state.mBounds.isEmpty()) { 1411 currentMatrix.mapRect(state.mBounds); 1412 Rect clippedBounds(state.mBounds); 1413 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1414 // is used, it should more closely duplicate the quickReject logic (in how it uses 1415 // snapToPixelBoundaries) 1416 1417 if(!clippedBounds.intersect(currentClip)) { 1418 // quick rejected 1419 return true; 1420 } 1421 1422 state.mClipSideFlags = kClipSide_None; 1423 if (!currentClip.contains(state.mBounds)) { 1424 int& flags = state.mClipSideFlags; 1425 // op partially clipped, so record which sides are clipped for clip-aware merging 1426 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1427 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1428 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1429 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1430 } 1431 state.mBounds.set(clippedBounds); 1432 } else { 1433 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1434 // overdraw avoidance (since we don't know what it overlaps) 1435 state.mClipSideFlags = kClipSide_ConservativeFull; 1436 state.mBounds.set(currentClip); 1437 } 1438 } 1439 1440 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1441 if (state.mClipValid) { 1442 state.mClip.set(currentClip); 1443 } 1444 1445 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1446 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1447 state.mMatrix.load(currentMatrix); 1448 state.mDrawModifiers = mDrawModifiers; 1449 state.mAlpha = mSnapshot->alpha; 1450 return false; 1451} 1452 1453void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1454 currentTransform().load(state.mMatrix); 1455 mDrawModifiers = state.mDrawModifiers; 1456 mSnapshot->alpha = state.mAlpha; 1457 1458 if (state.mClipValid && !skipClipRestore) { 1459 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1460 state.mClip.right, state.mClip.bottom); 1461 dirtyClip(); 1462 } 1463} 1464 1465/** 1466 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1467 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1468 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1469 * 1470 * This method should be called when restoreDisplayState() won't be restoring the clip 1471 */ 1472void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1473 if (clipRect != NULL) { 1474 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1475 } else { 1476 mSnapshot->setClip(0, 0, mWidth, mHeight); 1477 } 1478 dirtyClip(); 1479 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1480} 1481 1482/////////////////////////////////////////////////////////////////////////////// 1483// Transforms 1484/////////////////////////////////////////////////////////////////////////////// 1485 1486void OpenGLRenderer::translate(float dx, float dy) { 1487 currentTransform().translate(dx, dy); 1488} 1489 1490void OpenGLRenderer::rotate(float degrees) { 1491 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1492} 1493 1494void OpenGLRenderer::scale(float sx, float sy) { 1495 currentTransform().scale(sx, sy, 1.0f); 1496} 1497 1498void OpenGLRenderer::skew(float sx, float sy) { 1499 currentTransform().skew(sx, sy); 1500} 1501 1502void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1503 if (matrix) { 1504 currentTransform().load(*matrix); 1505 } else { 1506 currentTransform().loadIdentity(); 1507 } 1508} 1509 1510bool OpenGLRenderer::hasRectToRectTransform() { 1511 return CC_LIKELY(currentTransform().rectToRect()); 1512} 1513 1514void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1515 currentTransform().copyTo(*matrix); 1516} 1517 1518void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1519 SkMatrix transform; 1520 currentTransform().copyTo(transform); 1521 transform.preConcat(*matrix); 1522 currentTransform().load(transform); 1523} 1524 1525/////////////////////////////////////////////////////////////////////////////// 1526// Clipping 1527/////////////////////////////////////////////////////////////////////////////// 1528 1529void OpenGLRenderer::setScissorFromClip() { 1530 Rect clip(*mSnapshot->clipRect); 1531 clip.snapToPixelBoundaries(); 1532 1533 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1534 clip.getWidth(), clip.getHeight())) { 1535 mDirtyClip = false; 1536 } 1537} 1538 1539void OpenGLRenderer::ensureStencilBuffer() { 1540 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1541 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1542 // just hope we have one when hasLayer() returns false. 1543 if (hasLayer()) { 1544 attachStencilBufferToLayer(mSnapshot->layer); 1545 } 1546} 1547 1548void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1549 // The layer's FBO is already bound when we reach this stage 1550 if (!layer->getStencilRenderBuffer()) { 1551 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1552 // is attached after we initiated tiling. We must turn it off, 1553 // attach the new render buffer then turn tiling back on 1554 endTiling(); 1555 1556 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1557 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1558 layer->setStencilRenderBuffer(buffer); 1559 1560 startTiling(layer->clipRect, layer->layer.getHeight()); 1561 } 1562} 1563 1564void OpenGLRenderer::setStencilFromClip() { 1565 if (!mCaches.debugOverdraw) { 1566 if (!mSnapshot->clipRegion->isEmpty()) { 1567 // NOTE: The order here is important, we must set dirtyClip to false 1568 // before any draw call to avoid calling back into this method 1569 mDirtyClip = false; 1570 1571 ensureStencilBuffer(); 1572 1573 mCaches.stencil.enableWrite(); 1574 1575 // Clear the stencil but first make sure we restrict drawing 1576 // to the region's bounds 1577 bool resetScissor = mCaches.enableScissor(); 1578 if (resetScissor) { 1579 // The scissor was not set so we now need to update it 1580 setScissorFromClip(); 1581 } 1582 mCaches.stencil.clear(); 1583 if (resetScissor) mCaches.disableScissor(); 1584 1585 // NOTE: We could use the region contour path to generate a smaller mesh 1586 // Since we are using the stencil we could use the red book path 1587 // drawing technique. It might increase bandwidth usage though. 1588 1589 // The last parameter is important: we are not drawing in the color buffer 1590 // so we don't want to dirty the current layer, if any 1591 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1592 1593 mCaches.stencil.enableTest(); 1594 1595 // Draw the region used to generate the stencil if the appropriate debug 1596 // mode is enabled 1597 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1598 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1599 } 1600 } else { 1601 mCaches.stencil.disable(); 1602 } 1603 } 1604} 1605 1606const Rect& OpenGLRenderer::getClipBounds() { 1607 return mSnapshot->getLocalClip(); 1608} 1609 1610bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1611 bool snapOut, bool* clipRequired) { 1612 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1613 return true; 1614 } 1615 1616 Rect r(left, top, right, bottom); 1617 currentTransform().mapRect(r); 1618 1619 if (snapOut) { 1620 // snapOut is generally used to account for 1 pixel ramp (in window coordinates) 1621 // outside of the provided rect boundaries in tessellated AA geometry 1622 r.snapOutToPixelBoundaries(); 1623 } else { 1624 r.snapToPixelBoundaries(); 1625 } 1626 1627 Rect clipRect(*mSnapshot->clipRect); 1628 clipRect.snapToPixelBoundaries(); 1629 1630 if (!clipRect.intersects(r)) return true; 1631 1632 if (clipRequired) *clipRequired = !clipRect.contains(r); 1633 return false; 1634} 1635 1636bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1637 SkPaint* paint) { 1638 // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out 1639 // the final mapped rect to ensure correct clipping behavior for the ramp. 1640 bool snapOut = paint->isAntiAlias(); 1641 1642 if (paint->getStyle() != SkPaint::kFill_Style) { 1643 float outset = paint->getStrokeWidth() * 0.5f; 1644 return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut); 1645 } else { 1646 return quickReject(left, top, right, bottom, snapOut); 1647 } 1648} 1649 1650bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) { 1651 bool clipRequired = false; 1652 if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) { 1653 return true; 1654 } 1655 1656 if (!isDeferred()) { 1657 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1658 } 1659 return false; 1660} 1661 1662void OpenGLRenderer::debugClip() { 1663#if DEBUG_CLIP_REGIONS 1664 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1665 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1666 } 1667#endif 1668} 1669 1670bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1671 if (CC_LIKELY(currentTransform().rectToRect())) { 1672 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1673 if (clipped) { 1674 dirtyClip(); 1675 } 1676 return !mSnapshot->clipRect->isEmpty(); 1677 } 1678 1679 SkPath path; 1680 path.addRect(left, top, right, bottom); 1681 1682 return OpenGLRenderer::clipPath(&path, op); 1683} 1684 1685bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1686 SkMatrix transform; 1687 currentTransform().copyTo(transform); 1688 1689 SkPath transformed; 1690 path->transform(transform, &transformed); 1691 1692 SkRegion clip; 1693 if (!mSnapshot->previous->clipRegion->isEmpty()) { 1694 clip.setRegion(*mSnapshot->previous->clipRegion); 1695 } else { 1696 if (mSnapshot->previous == mFirstSnapshot) { 1697 clip.setRect(0, 0, mWidth, mHeight); 1698 } else { 1699 Rect* bounds = mSnapshot->previous->clipRect; 1700 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1701 } 1702 } 1703 1704 SkRegion region; 1705 region.setPath(transformed, clip); 1706 1707 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1708 if (clipped) { 1709 dirtyClip(); 1710 } 1711 return !mSnapshot->clipRect->isEmpty(); 1712} 1713 1714bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1715 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1716 if (clipped) { 1717 dirtyClip(); 1718 } 1719 return !mSnapshot->clipRect->isEmpty(); 1720} 1721 1722Rect* OpenGLRenderer::getClipRect() { 1723 return mSnapshot->clipRect; 1724} 1725 1726/////////////////////////////////////////////////////////////////////////////// 1727// Drawing commands 1728/////////////////////////////////////////////////////////////////////////////// 1729 1730void OpenGLRenderer::setupDraw(bool clear) { 1731 // TODO: It would be best if we could do this before quickReject() 1732 // changes the scissor test state 1733 if (clear) clearLayerRegions(); 1734 // Make sure setScissor & setStencil happen at the beginning of 1735 // this method 1736 if (mDirtyClip) { 1737 if (mCaches.scissorEnabled) { 1738 setScissorFromClip(); 1739 } 1740 setStencilFromClip(); 1741 } 1742 1743 mDescription.reset(); 1744 1745 mSetShaderColor = false; 1746 mColorSet = false; 1747 mColorA = mColorR = mColorG = mColorB = 0.0f; 1748 mTextureUnit = 0; 1749 mTrackDirtyRegions = true; 1750 1751 // Enable debug highlight when what we're about to draw is tested against 1752 // the stencil buffer and if stencil highlight debugging is on 1753 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1754 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1755 mCaches.stencil.isTestEnabled(); 1756 1757 mDescription.emulateStencil = mCountOverdraw; 1758} 1759 1760void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1761 mDescription.hasTexture = true; 1762 mDescription.hasAlpha8Texture = isAlpha8; 1763} 1764 1765void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1766 mDescription.hasTexture = true; 1767 mDescription.hasColors = true; 1768 mDescription.hasAlpha8Texture = isAlpha8; 1769} 1770 1771void OpenGLRenderer::setupDrawWithExternalTexture() { 1772 mDescription.hasExternalTexture = true; 1773} 1774 1775void OpenGLRenderer::setupDrawNoTexture() { 1776 mCaches.disableTexCoordsVertexArray(); 1777} 1778 1779void OpenGLRenderer::setupDrawAA() { 1780 mDescription.isAA = true; 1781} 1782 1783void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1784 mColorA = alpha / 255.0f; 1785 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1786 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1787 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1788 mColorSet = true; 1789 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1790} 1791 1792void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1793 mColorA = alpha / 255.0f; 1794 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1795 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1796 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1797 mColorSet = true; 1798 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1799} 1800 1801void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1802 mCaches.fontRenderer->describe(mDescription, paint); 1803} 1804 1805void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1806 mColorA = a; 1807 mColorR = r; 1808 mColorG = g; 1809 mColorB = b; 1810 mColorSet = true; 1811 mSetShaderColor = mDescription.setColor(r, g, b, a); 1812} 1813 1814void OpenGLRenderer::setupDrawShader() { 1815 if (mDrawModifiers.mShader) { 1816 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1817 } 1818} 1819 1820void OpenGLRenderer::setupDrawColorFilter() { 1821 if (mDrawModifiers.mColorFilter) { 1822 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1823 } 1824} 1825 1826void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1827 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1828 mColorA = 1.0f; 1829 mColorR = mColorG = mColorB = 0.0f; 1830 mSetShaderColor = mDescription.modulate = true; 1831 } 1832} 1833 1834void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1835 // When the blending mode is kClear_Mode, we need to use a modulate color 1836 // argb=1,0,0,0 1837 accountForClear(mode); 1838 bool blend = (mColorSet && mColorA < 1.0f) || 1839 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1840 chooseBlending(blend, mode, mDescription, swapSrcDst); 1841} 1842 1843void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1844 // When the blending mode is kClear_Mode, we need to use a modulate color 1845 // argb=1,0,0,0 1846 accountForClear(mode); 1847 blend |= (mColorSet && mColorA < 1.0f) || 1848 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1849 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1850 chooseBlending(blend, mode, mDescription, swapSrcDst); 1851} 1852 1853void OpenGLRenderer::setupDrawProgram() { 1854 useProgram(mCaches.programCache.get(mDescription)); 1855} 1856 1857void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1858 mTrackDirtyRegions = false; 1859} 1860 1861void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1862 bool ignoreTransform) { 1863 mModelView.loadTranslate(left, top, 0.0f); 1864 if (!ignoreTransform) { 1865 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1866 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1867 } else { 1868 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1869 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1870 } 1871} 1872 1873void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1874 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1875} 1876 1877void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1878 bool ignoreTransform, bool ignoreModelView) { 1879 if (!ignoreModelView) { 1880 mModelView.loadTranslate(left, top, 0.0f); 1881 mModelView.scale(right - left, bottom - top, 1.0f); 1882 } else { 1883 mModelView.loadIdentity(); 1884 } 1885 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1886 if (!ignoreTransform) { 1887 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1888 if (mTrackDirtyRegions && dirty) { 1889 dirtyLayer(left, top, right, bottom, currentTransform()); 1890 } 1891 } else { 1892 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1893 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1894 } 1895} 1896 1897void OpenGLRenderer::setupDrawColorUniforms() { 1898 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1899 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1900 } 1901} 1902 1903void OpenGLRenderer::setupDrawPureColorUniforms() { 1904 if (mSetShaderColor) { 1905 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1906 } 1907} 1908 1909void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1910 if (mDrawModifiers.mShader) { 1911 if (ignoreTransform) { 1912 mModelView.loadInverse(currentTransform()); 1913 } 1914 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1915 mModelView, *mSnapshot, &mTextureUnit); 1916 } 1917} 1918 1919void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1920 if (mDrawModifiers.mShader) { 1921 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1922 mat4::identity(), *mSnapshot, &mTextureUnit); 1923 } 1924} 1925 1926void OpenGLRenderer::setupDrawColorFilterUniforms() { 1927 if (mDrawModifiers.mColorFilter) { 1928 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1929 } 1930} 1931 1932void OpenGLRenderer::setupDrawTextGammaUniforms() { 1933 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1934} 1935 1936void OpenGLRenderer::setupDrawSimpleMesh() { 1937 bool force = mCaches.bindMeshBuffer(); 1938 mCaches.bindPositionVertexPointer(force, 0); 1939 mCaches.unbindIndicesBuffer(); 1940} 1941 1942void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1943 if (texture) bindTexture(texture); 1944 mTextureUnit++; 1945 mCaches.enableTexCoordsVertexArray(); 1946} 1947 1948void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1949 bindExternalTexture(texture); 1950 mTextureUnit++; 1951 mCaches.enableTexCoordsVertexArray(); 1952} 1953 1954void OpenGLRenderer::setupDrawTextureTransform() { 1955 mDescription.hasTextureTransform = true; 1956} 1957 1958void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1959 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1960 GL_FALSE, &transform.data[0]); 1961} 1962 1963void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1964 bool force = false; 1965 if (!vertices || vbo) { 1966 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1967 } else { 1968 force = mCaches.unbindMeshBuffer(); 1969 } 1970 1971 mCaches.bindPositionVertexPointer(force, vertices); 1972 if (mCaches.currentProgram->texCoords >= 0) { 1973 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1974 } 1975 1976 mCaches.unbindIndicesBuffer(); 1977} 1978 1979void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1980 bool force = mCaches.unbindMeshBuffer(); 1981 GLsizei stride = sizeof(ColorTextureVertex); 1982 1983 mCaches.bindPositionVertexPointer(force, vertices, stride); 1984 if (mCaches.currentProgram->texCoords >= 0) { 1985 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1986 } 1987 int slot = mCaches.currentProgram->getAttrib("colors"); 1988 if (slot >= 0) { 1989 glEnableVertexAttribArray(slot); 1990 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1991 } 1992 1993 mCaches.unbindIndicesBuffer(); 1994} 1995 1996void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1997 bool force = false; 1998 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1999 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 2000 // use the default VBO found in Caches 2001 if (!vertices || vbo) { 2002 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 2003 } else { 2004 force = mCaches.unbindMeshBuffer(); 2005 } 2006 mCaches.bindIndicesBuffer(); 2007 2008 mCaches.bindPositionVertexPointer(force, vertices); 2009 if (mCaches.currentProgram->texCoords >= 0) { 2010 mCaches.bindTexCoordsVertexPointer(force, texCoords); 2011 } 2012} 2013 2014void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2015 bool force = mCaches.unbindMeshBuffer(); 2016 mCaches.bindIndicesBuffer(); 2017 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2018} 2019 2020/////////////////////////////////////////////////////////////////////////////// 2021// Drawing 2022/////////////////////////////////////////////////////////////////////////////// 2023 2024status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2025 int32_t replayFlags) { 2026 status_t status; 2027 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2028 // will be performed by the display list itself 2029 if (displayList && displayList->isRenderable()) { 2030 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2031 status = startFrame(); 2032 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2033 displayList->replay(replayStruct, 0); 2034 return status | replayStruct.mDrawGlStatus; 2035 } 2036 2037 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2038 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2039 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2040 displayList->defer(deferStruct, 0); 2041 2042 flushLayers(); 2043 status = startFrame(); 2044 2045 return status | deferredList.flush(*this, dirty); 2046 } 2047 2048 return DrawGlInfo::kStatusDone; 2049} 2050 2051void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2052 if (displayList) { 2053 displayList->output(1); 2054 } 2055} 2056 2057void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2058 int alpha; 2059 SkXfermode::Mode mode; 2060 getAlphaAndMode(paint, &alpha, &mode); 2061 2062 int color = paint != NULL ? paint->getColor() : 0; 2063 2064 float x = left; 2065 float y = top; 2066 2067 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2068 2069 bool ignoreTransform = false; 2070 if (currentTransform().isPureTranslate()) { 2071 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2072 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2073 ignoreTransform = true; 2074 2075 texture->setFilter(GL_NEAREST, true); 2076 } else { 2077 texture->setFilter(FILTER(paint), true); 2078 } 2079 2080 // No need to check for a UV mapper on the texture object, only ARGB_8888 2081 // bitmaps get packed in the atlas 2082 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2083 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2084 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2085} 2086 2087/** 2088 * Important note: this method is intended to draw batches of bitmaps and 2089 * will not set the scissor enable or dirty the current layer, if any. 2090 * The caller is responsible for properly dirtying the current layer. 2091 */ 2092status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2093 TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) { 2094 mCaches.activeTexture(0); 2095 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2096 if (!texture) return DrawGlInfo::kStatusDone; 2097 2098 const AutoTexture autoCleanup(texture); 2099 2100 int alpha; 2101 SkXfermode::Mode mode; 2102 getAlphaAndMode(paint, &alpha, &mode); 2103 2104 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2105 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2106 2107 const float x = (int) floorf(bounds.left + 0.5f); 2108 const float y = (int) floorf(bounds.top + 0.5f); 2109 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2110 int color = paint != NULL ? paint->getColor() : 0; 2111 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2112 texture->id, paint != NULL, color, alpha, mode, 2113 &vertices[0].x, &vertices[0].u, 2114 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2115 } else { 2116 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2117 texture->id, alpha / 255.0f, mode, texture->blend, 2118 &vertices[0].x, &vertices[0].u, 2119 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2120 } 2121 2122 return DrawGlInfo::kStatusDrew; 2123} 2124 2125status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2126 const float right = left + bitmap->width(); 2127 const float bottom = top + bitmap->height(); 2128 2129 if (quickReject(left, top, right, bottom)) { 2130 return DrawGlInfo::kStatusDone; 2131 } 2132 2133 mCaches.activeTexture(0); 2134 Texture* texture = getTexture(bitmap); 2135 if (!texture) return DrawGlInfo::kStatusDone; 2136 const AutoTexture autoCleanup(texture); 2137 2138 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2139 drawAlphaBitmap(texture, left, top, paint); 2140 } else { 2141 drawTextureRect(left, top, right, bottom, texture, paint); 2142 } 2143 2144 return DrawGlInfo::kStatusDrew; 2145} 2146 2147status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2148 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2149 const mat4 transform(*matrix); 2150 transform.mapRect(r); 2151 2152 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2153 return DrawGlInfo::kStatusDone; 2154 } 2155 2156 mCaches.activeTexture(0); 2157 Texture* texture = getTexture(bitmap); 2158 if (!texture) return DrawGlInfo::kStatusDone; 2159 const AutoTexture autoCleanup(texture); 2160 2161 // This could be done in a cheaper way, all we need is pass the matrix 2162 // to the vertex shader. The save/restore is a bit overkill. 2163 save(SkCanvas::kMatrix_SaveFlag); 2164 concatMatrix(matrix); 2165 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2166 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2167 } else { 2168 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2169 } 2170 restore(); 2171 2172 return DrawGlInfo::kStatusDrew; 2173} 2174 2175status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2176 const float right = left + bitmap->width(); 2177 const float bottom = top + bitmap->height(); 2178 2179 if (quickReject(left, top, right, bottom)) { 2180 return DrawGlInfo::kStatusDone; 2181 } 2182 2183 mCaches.activeTexture(0); 2184 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2185 const AutoTexture autoCleanup(texture); 2186 2187 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2188 drawAlphaBitmap(texture, left, top, paint); 2189 } else { 2190 drawTextureRect(left, top, right, bottom, texture, paint); 2191 } 2192 2193 return DrawGlInfo::kStatusDrew; 2194} 2195 2196status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2197 float* vertices, int* colors, SkPaint* paint) { 2198 if (!vertices || mSnapshot->isIgnored()) { 2199 return DrawGlInfo::kStatusDone; 2200 } 2201 2202 // TODO: use quickReject on bounds from vertices 2203 mCaches.enableScissor(); 2204 2205 float left = FLT_MAX; 2206 float top = FLT_MAX; 2207 float right = FLT_MIN; 2208 float bottom = FLT_MIN; 2209 2210 const uint32_t count = meshWidth * meshHeight * 6; 2211 2212 ColorTextureVertex mesh[count]; 2213 ColorTextureVertex* vertex = mesh; 2214 2215 bool cleanupColors = false; 2216 if (!colors) { 2217 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2218 colors = new int[colorsCount]; 2219 memset(colors, 0xff, colorsCount * sizeof(int)); 2220 cleanupColors = true; 2221 } 2222 2223 mCaches.activeTexture(0); 2224 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2225 const UvMapper& mapper(getMapper(texture)); 2226 2227 for (int32_t y = 0; y < meshHeight; y++) { 2228 for (int32_t x = 0; x < meshWidth; x++) { 2229 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2230 2231 float u1 = float(x) / meshWidth; 2232 float u2 = float(x + 1) / meshWidth; 2233 float v1 = float(y) / meshHeight; 2234 float v2 = float(y + 1) / meshHeight; 2235 2236 mapper.map(u1, v1, u2, v2); 2237 2238 int ax = i + (meshWidth + 1) * 2; 2239 int ay = ax + 1; 2240 int bx = i; 2241 int by = bx + 1; 2242 int cx = i + 2; 2243 int cy = cx + 1; 2244 int dx = i + (meshWidth + 1) * 2 + 2; 2245 int dy = dx + 1; 2246 2247 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2248 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2249 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2250 2251 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2252 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2253 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2254 2255 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2256 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2257 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2258 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2259 } 2260 } 2261 2262 if (quickReject(left, top, right, bottom)) { 2263 if (cleanupColors) delete[] colors; 2264 return DrawGlInfo::kStatusDone; 2265 } 2266 2267 if (!texture) { 2268 texture = mCaches.textureCache.get(bitmap); 2269 if (!texture) { 2270 if (cleanupColors) delete[] colors; 2271 return DrawGlInfo::kStatusDone; 2272 } 2273 } 2274 const AutoTexture autoCleanup(texture); 2275 2276 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2277 texture->setFilter(FILTER(paint), true); 2278 2279 int alpha; 2280 SkXfermode::Mode mode; 2281 getAlphaAndMode(paint, &alpha, &mode); 2282 2283 float a = alpha / 255.0f; 2284 2285 if (hasLayer()) { 2286 dirtyLayer(left, top, right, bottom, currentTransform()); 2287 } 2288 2289 setupDraw(); 2290 setupDrawWithTextureAndColor(); 2291 setupDrawColor(a, a, a, a); 2292 setupDrawColorFilter(); 2293 setupDrawBlending(true, mode, false); 2294 setupDrawProgram(); 2295 setupDrawDirtyRegionsDisabled(); 2296 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2297 setupDrawTexture(texture->id); 2298 setupDrawPureColorUniforms(); 2299 setupDrawColorFilterUniforms(); 2300 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2301 2302 glDrawArrays(GL_TRIANGLES, 0, count); 2303 2304 int slot = mCaches.currentProgram->getAttrib("colors"); 2305 if (slot >= 0) { 2306 glDisableVertexAttribArray(slot); 2307 } 2308 2309 if (cleanupColors) delete[] colors; 2310 2311 return DrawGlInfo::kStatusDrew; 2312} 2313 2314status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2315 float srcLeft, float srcTop, float srcRight, float srcBottom, 2316 float dstLeft, float dstTop, float dstRight, float dstBottom, 2317 SkPaint* paint) { 2318 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2319 return DrawGlInfo::kStatusDone; 2320 } 2321 2322 mCaches.activeTexture(0); 2323 Texture* texture = getTexture(bitmap); 2324 if (!texture) return DrawGlInfo::kStatusDone; 2325 const AutoTexture autoCleanup(texture); 2326 2327 const float width = texture->width; 2328 const float height = texture->height; 2329 2330 float u1 = fmax(0.0f, srcLeft / width); 2331 float v1 = fmax(0.0f, srcTop / height); 2332 float u2 = fmin(1.0f, srcRight / width); 2333 float v2 = fmin(1.0f, srcBottom / height); 2334 2335 getMapper(texture).map(u1, v1, u2, v2); 2336 2337 mCaches.unbindMeshBuffer(); 2338 resetDrawTextureTexCoords(u1, v1, u2, v2); 2339 2340 int alpha; 2341 SkXfermode::Mode mode; 2342 getAlphaAndMode(paint, &alpha, &mode); 2343 2344 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2345 2346 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2347 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2348 2349 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2350 // Apply a scale transform on the canvas only when a shader is in use 2351 // Skia handles the ratio between the dst and src rects as a scale factor 2352 // when a shader is set 2353 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2354 bool ignoreTransform = false; 2355 2356 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2357 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2358 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2359 2360 dstRight = x + (dstRight - dstLeft); 2361 dstBottom = y + (dstBottom - dstTop); 2362 2363 dstLeft = x; 2364 dstTop = y; 2365 2366 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2367 ignoreTransform = true; 2368 } else { 2369 texture->setFilter(FILTER(paint), true); 2370 } 2371 2372 if (CC_UNLIKELY(useScaleTransform)) { 2373 save(SkCanvas::kMatrix_SaveFlag); 2374 translate(dstLeft, dstTop); 2375 scale(scaleX, scaleY); 2376 2377 dstLeft = 0.0f; 2378 dstTop = 0.0f; 2379 2380 dstRight = srcRight - srcLeft; 2381 dstBottom = srcBottom - srcTop; 2382 } 2383 2384 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2385 int color = paint ? paint->getColor() : 0; 2386 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2387 texture->id, paint != NULL, color, alpha, mode, 2388 &mMeshVertices[0].x, &mMeshVertices[0].u, 2389 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2390 } else { 2391 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2392 texture->id, alpha / 255.0f, mode, texture->blend, 2393 &mMeshVertices[0].x, &mMeshVertices[0].u, 2394 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2395 } 2396 2397 if (CC_UNLIKELY(useScaleTransform)) { 2398 restore(); 2399 } 2400 2401 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2402 2403 return DrawGlInfo::kStatusDrew; 2404} 2405 2406status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2407 float left, float top, float right, float bottom, SkPaint* paint) { 2408 if (quickReject(left, top, right, bottom)) { 2409 return DrawGlInfo::kStatusDone; 2410 } 2411 2412 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2413 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2414 right - left, bottom - top, patch); 2415 2416 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2417} 2418 2419status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2420 float left, float top, float right, float bottom, SkPaint* paint) { 2421 if (quickReject(left, top, right, bottom)) { 2422 return DrawGlInfo::kStatusDone; 2423 } 2424 2425 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2426 mCaches.activeTexture(0); 2427 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2428 if (!texture) return DrawGlInfo::kStatusDone; 2429 const AutoTexture autoCleanup(texture); 2430 2431 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2432 texture->setFilter(GL_LINEAR, true); 2433 2434 int alpha; 2435 SkXfermode::Mode mode; 2436 getAlphaAndMode(paint, &alpha, &mode); 2437 2438 const bool pureTranslate = currentTransform().isPureTranslate(); 2439 // Mark the current layer dirty where we are going to draw the patch 2440 if (hasLayer() && mesh->hasEmptyQuads) { 2441 const float offsetX = left + currentTransform().getTranslateX(); 2442 const float offsetY = top + currentTransform().getTranslateY(); 2443 const size_t count = mesh->quads.size(); 2444 for (size_t i = 0; i < count; i++) { 2445 const Rect& bounds = mesh->quads.itemAt(i); 2446 if (CC_LIKELY(pureTranslate)) { 2447 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2448 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2449 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2450 } else { 2451 dirtyLayer(left + bounds.left, top + bounds.top, 2452 left + bounds.right, top + bounds.bottom, currentTransform()); 2453 } 2454 } 2455 } 2456 2457 if (CC_LIKELY(pureTranslate)) { 2458 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2459 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2460 2461 right = x + right - left; 2462 bottom = y + bottom - top; 2463 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2464 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2465 GL_TRIANGLES, mesh->indexCount, false, true, 2466 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2467 } else { 2468 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2469 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2470 GL_TRIANGLES, mesh->indexCount, false, false, 2471 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2472 } 2473 } 2474 2475 return DrawGlInfo::kStatusDrew; 2476} 2477 2478/** 2479 * Important note: this method is intended to draw batches of 9-patch objects and 2480 * will not set the scissor enable or dirty the current layer, if any. 2481 * The caller is responsible for properly dirtying the current layer. 2482 */ 2483status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2484 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2485 mCaches.activeTexture(0); 2486 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2487 if (!texture) return DrawGlInfo::kStatusDone; 2488 const AutoTexture autoCleanup(texture); 2489 2490 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2491 texture->setFilter(GL_LINEAR, true); 2492 2493 int alpha; 2494 SkXfermode::Mode mode; 2495 getAlphaAndMode(paint, &alpha, &mode); 2496 2497 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2498 mode, texture->blend, &vertices[0].x, &vertices[0].u, 2499 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2500 2501 return DrawGlInfo::kStatusDrew; 2502} 2503 2504status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2505 bool useOffset) { 2506 if (!vertexBuffer.getVertexCount()) { 2507 // no vertices to draw 2508 return DrawGlInfo::kStatusDone; 2509 } 2510 2511 int color = paint->getColor(); 2512 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2513 bool isAA = paint->isAntiAlias(); 2514 2515 setupDraw(); 2516 setupDrawNoTexture(); 2517 if (isAA) setupDrawAA(); 2518 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2519 setupDrawColorFilter(); 2520 setupDrawShader(); 2521 setupDrawBlending(isAA, mode); 2522 setupDrawProgram(); 2523 setupDrawModelViewIdentity(useOffset); 2524 setupDrawColorUniforms(); 2525 setupDrawColorFilterUniforms(); 2526 setupDrawShaderIdentityUniforms(); 2527 2528 void* vertices = vertexBuffer.getBuffer(); 2529 bool force = mCaches.unbindMeshBuffer(); 2530 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2531 mCaches.resetTexCoordsVertexPointer(); 2532 mCaches.unbindIndicesBuffer(); 2533 2534 int alphaSlot = -1; 2535 if (isAA) { 2536 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2537 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2538 2539 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2540 glEnableVertexAttribArray(alphaSlot); 2541 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2542 } 2543 2544 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2545 2546 if (isAA) { 2547 glDisableVertexAttribArray(alphaSlot); 2548 } 2549 2550 return DrawGlInfo::kStatusDrew; 2551} 2552 2553/** 2554 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2555 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2556 * screen space in all directions. However, instead of using a fragment shader to compute the 2557 * translucency of the color from its position, we simply use a varying parameter to define how far 2558 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2559 * 2560 * Doesn't yet support joins, caps, or path effects. 2561 */ 2562status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2563 VertexBuffer vertexBuffer; 2564 // TODO: try clipping large paths to viewport 2565 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2566 2567 if (hasLayer()) { 2568 SkRect bounds = path.getBounds(); 2569 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2570 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2571 } 2572 2573 return drawVertexBuffer(vertexBuffer, paint); 2574} 2575 2576/** 2577 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2578 * and additional geometry for defining an alpha slope perimeter. 2579 * 2580 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2581 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2582 * in-shader alpha region, but found it to be taxing on some GPUs. 2583 * 2584 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2585 * memory transfer by removing need for degenerate vertices. 2586 */ 2587status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2588 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2589 2590 count &= ~0x3; // round down to nearest four 2591 2592 VertexBuffer buffer; 2593 SkRect bounds; 2594 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2595 2596 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2597 return DrawGlInfo::kStatusDone; 2598 } 2599 2600 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2601 2602 bool useOffset = !paint->isAntiAlias(); 2603 return drawVertexBuffer(buffer, paint, useOffset); 2604} 2605 2606status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2607 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2608 2609 count &= ~0x1; // round down to nearest two 2610 2611 VertexBuffer buffer; 2612 SkRect bounds; 2613 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2614 2615 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2616 return DrawGlInfo::kStatusDone; 2617 } 2618 2619 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2620 2621 bool useOffset = !paint->isAntiAlias(); 2622 return drawVertexBuffer(buffer, paint, useOffset); 2623} 2624 2625status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2626 // No need to check against the clip, we fill the clip region 2627 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2628 2629 Rect& clip(*mSnapshot->clipRect); 2630 clip.snapToPixelBoundaries(); 2631 2632 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2633 2634 return DrawGlInfo::kStatusDrew; 2635} 2636 2637status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2638 SkPaint* paint) { 2639 if (!texture) return DrawGlInfo::kStatusDone; 2640 const AutoTexture autoCleanup(texture); 2641 2642 const float x = left + texture->left - texture->offset; 2643 const float y = top + texture->top - texture->offset; 2644 2645 drawPathTexture(texture, x, y, paint); 2646 2647 return DrawGlInfo::kStatusDrew; 2648} 2649 2650status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2651 float rx, float ry, SkPaint* p) { 2652 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2653 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2654 return DrawGlInfo::kStatusDone; 2655 } 2656 2657 if (p->getPathEffect() != 0) { 2658 mCaches.activeTexture(0); 2659 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2660 right - left, bottom - top, rx, ry, p); 2661 return drawShape(left, top, texture, p); 2662 } 2663 2664 SkPath path; 2665 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2666 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2667 float outset = p->getStrokeWidth() / 2; 2668 rect.outset(outset, outset); 2669 rx += outset; 2670 ry += outset; 2671 } 2672 path.addRoundRect(rect, rx, ry); 2673 return drawConvexPath(path, p); 2674} 2675 2676status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2677 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2678 x + radius, y + radius, p) || 2679 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2680 return DrawGlInfo::kStatusDone; 2681 } 2682 if (p->getPathEffect() != 0) { 2683 mCaches.activeTexture(0); 2684 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2685 return drawShape(x - radius, y - radius, texture, p); 2686 } 2687 2688 SkPath path; 2689 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2690 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2691 } else { 2692 path.addCircle(x, y, radius); 2693 } 2694 return drawConvexPath(path, p); 2695} 2696 2697status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2698 SkPaint* p) { 2699 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2700 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2701 return DrawGlInfo::kStatusDone; 2702 } 2703 2704 if (p->getPathEffect() != 0) { 2705 mCaches.activeTexture(0); 2706 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2707 return drawShape(left, top, texture, p); 2708 } 2709 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 return drawConvexPath(path, p); 2717} 2718 2719status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2720 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2721 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2722 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2723 return DrawGlInfo::kStatusDone; 2724 } 2725 2726 if (fabs(sweepAngle) >= 360.0f) { 2727 return drawOval(left, top, right, bottom, p); 2728 } 2729 2730 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2731 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2732 mCaches.activeTexture(0); 2733 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2734 startAngle, sweepAngle, useCenter, p); 2735 return drawShape(left, top, texture, p); 2736 } 2737 2738 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2739 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2740 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2741 } 2742 2743 SkPath path; 2744 if (useCenter) { 2745 path.moveTo(rect.centerX(), rect.centerY()); 2746 } 2747 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2748 if (useCenter) { 2749 path.close(); 2750 } 2751 return drawConvexPath(path, p); 2752} 2753 2754// See SkPaintDefaults.h 2755#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2756 2757status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2758 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2759 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2760 return DrawGlInfo::kStatusDone; 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() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2766 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2767 mCaches.activeTexture(0); 2768 const PathTexture* texture = 2769 mCaches.pathCache.getRect(right - left, bottom - top, p); 2770 return drawShape(left, top, texture, p); 2771 } 2772 2773 SkPath path; 2774 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2775 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2776 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2777 } 2778 path.addRect(rect); 2779 return drawConvexPath(path, p); 2780 } 2781 2782 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2783 SkPath path; 2784 path.addRect(left, top, right, bottom); 2785 return drawConvexPath(path, p); 2786 } else { 2787 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2788 return DrawGlInfo::kStatusDrew; 2789 } 2790} 2791 2792void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2793 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2794 float x, float y) { 2795 mCaches.activeTexture(0); 2796 2797 // NOTE: The drop shadow will not perform gamma correction 2798 // if shader-based correction is enabled 2799 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2800 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2801 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2802 // If the drop shadow exceeds the max texture size or couldn't be 2803 // allocated, skip drawing 2804 if (!shadow) return; 2805 const AutoTexture autoCleanup(shadow); 2806 2807 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2808 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2809 2810 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2811 int shadowColor = mDrawModifiers.mShadowColor; 2812 if (mDrawModifiers.mShader) { 2813 shadowColor = 0xffffffff; 2814 } 2815 2816 setupDraw(); 2817 setupDrawWithTexture(true); 2818 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2819 setupDrawColorFilter(); 2820 setupDrawShader(); 2821 setupDrawBlending(true, mode); 2822 setupDrawProgram(); 2823 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2824 setupDrawTexture(shadow->id); 2825 setupDrawPureColorUniforms(); 2826 setupDrawColorFilterUniforms(); 2827 setupDrawShaderUniforms(); 2828 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2829 2830 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2831} 2832 2833bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2834 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2835 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2836} 2837 2838status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2839 const float* positions, SkPaint* paint) { 2840 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2841 return DrawGlInfo::kStatusDone; 2842 } 2843 2844 // NOTE: Skia does not support perspective transform on drawPosText yet 2845 if (!currentTransform().isSimple()) { 2846 return DrawGlInfo::kStatusDone; 2847 } 2848 2849 mCaches.enableScissor(); 2850 2851 float x = 0.0f; 2852 float y = 0.0f; 2853 const bool pureTranslate = currentTransform().isPureTranslate(); 2854 if (pureTranslate) { 2855 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2856 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2857 } 2858 2859 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2860 fontRenderer.setFont(paint, mat4::identity()); 2861 2862 int alpha; 2863 SkXfermode::Mode mode; 2864 getAlphaAndMode(paint, &alpha, &mode); 2865 2866 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2867 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2868 alpha, mode, 0.0f, 0.0f); 2869 } 2870 2871 // Pick the appropriate texture filtering 2872 bool linearFilter = currentTransform().changesBounds(); 2873 if (pureTranslate && !linearFilter) { 2874 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2875 } 2876 fontRenderer.setTextureFiltering(linearFilter); 2877 2878 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2879 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2880 2881 const bool hasActiveLayer = hasLayer(); 2882 2883 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2884 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2885 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2886 if (hasActiveLayer) { 2887 if (!pureTranslate) { 2888 currentTransform().mapRect(bounds); 2889 } 2890 dirtyLayerUnchecked(bounds, getRegion()); 2891 } 2892 } 2893 2894 return DrawGlInfo::kStatusDrew; 2895} 2896 2897mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2898 mat4 fontTransform; 2899 if (CC_LIKELY(transform.isPureTranslate())) { 2900 fontTransform = mat4::identity(); 2901 } else { 2902 if (CC_UNLIKELY(transform.isPerspective())) { 2903 fontTransform = mat4::identity(); 2904 } else { 2905 float sx, sy; 2906 currentTransform().decomposeScale(sx, sy); 2907 fontTransform.loadScale(sx, sy, 1.0f); 2908 } 2909 } 2910 return fontTransform; 2911} 2912 2913status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2914 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2915 DrawOpMode drawOpMode) { 2916 2917 if (drawOpMode == kDrawOpMode_Immediate) { 2918 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2919 // drawing as ops from DeferredDisplayList are already filtered for these 2920 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2921 quickReject(bounds)) { 2922 return DrawGlInfo::kStatusDone; 2923 } 2924 } 2925 2926 const float oldX = x; 2927 const float oldY = y; 2928 2929 const mat4& transform = currentTransform(); 2930 const bool pureTranslate = transform.isPureTranslate(); 2931 2932 if (CC_LIKELY(pureTranslate)) { 2933 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2934 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2935 } 2936 2937 int alpha; 2938 SkXfermode::Mode mode; 2939 getAlphaAndMode(paint, &alpha, &mode); 2940 2941 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2942 2943 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2944 fontRenderer.setFont(paint, mat4::identity()); 2945 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2946 alpha, mode, oldX, oldY); 2947 } 2948 2949 const bool hasActiveLayer = hasLayer(); 2950 2951 // We only pass a partial transform to the font renderer. That partial 2952 // matrix defines how glyphs are rasterized. Typically we want glyphs 2953 // to be rasterized at their final size on screen, which means the partial 2954 // matrix needs to take the scale factor into account. 2955 // When a partial matrix is used to transform glyphs during rasterization, 2956 // the mesh is generated with the inverse transform (in the case of scale, 2957 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2958 // apply the full transform matrix at draw time in the vertex shader. 2959 // Applying the full matrix in the shader is the easiest way to handle 2960 // rotation and perspective and allows us to always generated quads in the 2961 // font renderer which greatly simplifies the code, clipping in particular. 2962 mat4 fontTransform = findBestFontTransform(transform); 2963 fontRenderer.setFont(paint, fontTransform); 2964 2965 // Pick the appropriate texture filtering 2966 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2967 fontRenderer.setTextureFiltering(linearFilter); 2968 2969 // TODO: Implement better clipping for scaled/rotated text 2970 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2971 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2972 2973 bool status; 2974 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2975 2976 // don't call issuedrawcommand, do it at end of batch 2977 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2978 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2979 SkPaint paintCopy(*paint); 2980 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2981 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2982 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2983 } else { 2984 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2985 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2986 } 2987 2988 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2989 if (!pureTranslate) { 2990 transform.mapRect(layerBounds); 2991 } 2992 dirtyLayerUnchecked(layerBounds, getRegion()); 2993 } 2994 2995 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 2996 2997 return DrawGlInfo::kStatusDrew; 2998} 2999 3000status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3001 float hOffset, float vOffset, SkPaint* paint) { 3002 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3003 return DrawGlInfo::kStatusDone; 3004 } 3005 3006 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3007 mCaches.enableScissor(); 3008 3009 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3010 fontRenderer.setFont(paint, mat4::identity()); 3011 fontRenderer.setTextureFiltering(true); 3012 3013 int alpha; 3014 SkXfermode::Mode mode; 3015 getAlphaAndMode(paint, &alpha, &mode); 3016 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3017 3018 const Rect* clip = &mSnapshot->getLocalClip(); 3019 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3020 3021 const bool hasActiveLayer = hasLayer(); 3022 3023 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3024 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 3025 if (hasActiveLayer) { 3026 currentTransform().mapRect(bounds); 3027 dirtyLayerUnchecked(bounds, getRegion()); 3028 } 3029 } 3030 3031 return DrawGlInfo::kStatusDrew; 3032} 3033 3034status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3035 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3036 3037 mCaches.activeTexture(0); 3038 3039 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3040 if (!texture) return DrawGlInfo::kStatusDone; 3041 const AutoTexture autoCleanup(texture); 3042 3043 const float x = texture->left - texture->offset; 3044 const float y = texture->top - texture->offset; 3045 3046 drawPathTexture(texture, x, y, paint); 3047 3048 return DrawGlInfo::kStatusDrew; 3049} 3050 3051status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3052 if (!layer) { 3053 return DrawGlInfo::kStatusDone; 3054 } 3055 3056 mat4* transform = NULL; 3057 if (layer->isTextureLayer()) { 3058 transform = &layer->getTransform(); 3059 if (!transform->isIdentity()) { 3060 save(0); 3061 currentTransform().multiply(*transform); 3062 } 3063 } 3064 3065 bool clipRequired = false; 3066 const bool rejected = quickRejectNoScissor(x, y, 3067 x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired); 3068 3069 if (rejected) { 3070 if (transform && !transform->isIdentity()) { 3071 restore(); 3072 } 3073 return DrawGlInfo::kStatusDone; 3074 } 3075 3076 updateLayer(layer, true); 3077 3078 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3079 mCaches.activeTexture(0); 3080 3081 if (CC_LIKELY(!layer->region.isEmpty())) { 3082 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3083 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3084 3085 if (layer->region.isRect()) { 3086 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3087 composeLayerRect(layer, layer->regionRect)); 3088 } else if (layer->mesh) { 3089 const float a = getLayerAlpha(layer); 3090 setupDraw(); 3091 setupDrawWithTexture(); 3092 setupDrawColor(a, a, a, a); 3093 setupDrawColorFilter(); 3094 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3095 setupDrawProgram(); 3096 setupDrawPureColorUniforms(); 3097 setupDrawColorFilterUniforms(); 3098 setupDrawTexture(layer->getTexture()); 3099 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3100 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3101 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3102 3103 layer->setFilter(GL_NEAREST); 3104 setupDrawModelViewTranslate(tx, ty, 3105 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3106 } else { 3107 layer->setFilter(GL_LINEAR); 3108 setupDrawModelViewTranslate(x, y, 3109 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3110 } 3111 3112 TextureVertex* mesh = &layer->mesh[0]; 3113 GLsizei elementsCount = layer->meshElementCount; 3114 3115 while (elementsCount > 0) { 3116 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3117 3118 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3119 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3120 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3121 3122 elementsCount -= drawCount; 3123 // Though there are 4 vertices in a quad, we use 6 indices per 3124 // quad to draw with GL_TRIANGLES 3125 mesh += (drawCount / 6) * 4; 3126 } 3127 3128#if DEBUG_LAYERS_AS_REGIONS 3129 drawRegionRects(layer->region); 3130#endif 3131 } 3132 3133 mDrawModifiers.mColorFilter = oldFilter; 3134 3135 if (layer->debugDrawUpdate) { 3136 layer->debugDrawUpdate = false; 3137 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3138 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3139 } 3140 } 3141 layer->hasDrawnSinceUpdate = true; 3142 3143 if (transform && !transform->isIdentity()) { 3144 restore(); 3145 } 3146 3147 return DrawGlInfo::kStatusDrew; 3148} 3149 3150/////////////////////////////////////////////////////////////////////////////// 3151// Shaders 3152/////////////////////////////////////////////////////////////////////////////// 3153 3154void OpenGLRenderer::resetShader() { 3155 mDrawModifiers.mShader = NULL; 3156} 3157 3158void OpenGLRenderer::setupShader(SkiaShader* shader) { 3159 mDrawModifiers.mShader = shader; 3160 if (mDrawModifiers.mShader) { 3161 mDrawModifiers.mShader->setCaches(mCaches); 3162 } 3163} 3164 3165/////////////////////////////////////////////////////////////////////////////// 3166// Color filters 3167/////////////////////////////////////////////////////////////////////////////// 3168 3169void OpenGLRenderer::resetColorFilter() { 3170 mDrawModifiers.mColorFilter = NULL; 3171} 3172 3173void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3174 mDrawModifiers.mColorFilter = filter; 3175} 3176 3177/////////////////////////////////////////////////////////////////////////////// 3178// Drop shadow 3179/////////////////////////////////////////////////////////////////////////////// 3180 3181void OpenGLRenderer::resetShadow() { 3182 mDrawModifiers.mHasShadow = false; 3183} 3184 3185void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3186 mDrawModifiers.mHasShadow = true; 3187 mDrawModifiers.mShadowRadius = radius; 3188 mDrawModifiers.mShadowDx = dx; 3189 mDrawModifiers.mShadowDy = dy; 3190 mDrawModifiers.mShadowColor = color; 3191} 3192 3193/////////////////////////////////////////////////////////////////////////////// 3194// Draw filters 3195/////////////////////////////////////////////////////////////////////////////// 3196 3197void OpenGLRenderer::resetPaintFilter() { 3198 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3199 // comparison, see MergingDrawBatch::canMergeWith 3200 mDrawModifiers.mHasDrawFilter = false; 3201 mDrawModifiers.mPaintFilterClearBits = 0; 3202 mDrawModifiers.mPaintFilterSetBits = 0; 3203} 3204 3205void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3206 mDrawModifiers.mHasDrawFilter = true; 3207 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3208 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3209} 3210 3211SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3212 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3213 return paint; 3214 } 3215 3216 uint32_t flags = paint->getFlags(); 3217 3218 mFilteredPaint = *paint; 3219 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3220 mDrawModifiers.mPaintFilterSetBits); 3221 3222 return &mFilteredPaint; 3223} 3224 3225/////////////////////////////////////////////////////////////////////////////// 3226// Drawing implementation 3227/////////////////////////////////////////////////////////////////////////////// 3228 3229Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3230 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3231 if (!texture) { 3232 return mCaches.textureCache.get(bitmap); 3233 } 3234 return texture; 3235} 3236 3237void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3238 float x, float y, SkPaint* paint) { 3239 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3240 return; 3241 } 3242 3243 int alpha; 3244 SkXfermode::Mode mode; 3245 getAlphaAndMode(paint, &alpha, &mode); 3246 3247 setupDraw(); 3248 setupDrawWithTexture(true); 3249 setupDrawAlpha8Color(paint->getColor(), alpha); 3250 setupDrawColorFilter(); 3251 setupDrawShader(); 3252 setupDrawBlending(true, mode); 3253 setupDrawProgram(); 3254 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3255 setupDrawTexture(texture->id); 3256 setupDrawPureColorUniforms(); 3257 setupDrawColorFilterUniforms(); 3258 setupDrawShaderUniforms(); 3259 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3260 3261 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3262} 3263 3264// Same values used by Skia 3265#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3266#define kStdUnderline_Offset (1.0f / 9.0f) 3267#define kStdUnderline_Thickness (1.0f / 18.0f) 3268 3269void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3270 float x, float y, SkPaint* paint) { 3271 // Handle underline and strike-through 3272 uint32_t flags = paint->getFlags(); 3273 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3274 SkPaint paintCopy(*paint); 3275 3276 if (CC_LIKELY(underlineWidth > 0.0f)) { 3277 const float textSize = paintCopy.getTextSize(); 3278 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3279 3280 const float left = x; 3281 float top = 0.0f; 3282 3283 int linesCount = 0; 3284 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3285 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3286 3287 const int pointsCount = 4 * linesCount; 3288 float points[pointsCount]; 3289 int currentPoint = 0; 3290 3291 if (flags & SkPaint::kUnderlineText_Flag) { 3292 top = y + textSize * kStdUnderline_Offset; 3293 points[currentPoint++] = left; 3294 points[currentPoint++] = top; 3295 points[currentPoint++] = left + underlineWidth; 3296 points[currentPoint++] = top; 3297 } 3298 3299 if (flags & SkPaint::kStrikeThruText_Flag) { 3300 top = y + textSize * kStdStrikeThru_Offset; 3301 points[currentPoint++] = left; 3302 points[currentPoint++] = top; 3303 points[currentPoint++] = left + underlineWidth; 3304 points[currentPoint++] = top; 3305 } 3306 3307 paintCopy.setStrokeWidth(strokeWidth); 3308 3309 drawLines(&points[0], pointsCount, &paintCopy); 3310 } 3311 } 3312} 3313 3314status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3315 if (mSnapshot->isIgnored()) { 3316 return DrawGlInfo::kStatusDone; 3317 } 3318 3319 int color = paint->getColor(); 3320 // If a shader is set, preserve only the alpha 3321 if (mDrawModifiers.mShader) { 3322 color |= 0x00ffffff; 3323 } 3324 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3325 3326 return drawColorRects(rects, count, color, mode); 3327} 3328 3329status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3330 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3331 if (count == 0) { 3332 return DrawGlInfo::kStatusDone; 3333 } 3334 3335 float left = FLT_MAX; 3336 float top = FLT_MAX; 3337 float right = FLT_MIN; 3338 float bottom = FLT_MIN; 3339 3340 Vertex mesh[count]; 3341 Vertex* vertex = mesh; 3342 3343 for (int index = 0; index < count; index += 4) { 3344 float l = rects[index + 0]; 3345 float t = rects[index + 1]; 3346 float r = rects[index + 2]; 3347 float b = rects[index + 3]; 3348 3349 Vertex::set(vertex++, l, t); 3350 Vertex::set(vertex++, r, t); 3351 Vertex::set(vertex++, l, b); 3352 Vertex::set(vertex++, r, b); 3353 3354 left = fminf(left, l); 3355 top = fminf(top, t); 3356 right = fmaxf(right, r); 3357 bottom = fmaxf(bottom, b); 3358 } 3359 3360 if (clip && quickReject(left, top, right, bottom)) { 3361 return DrawGlInfo::kStatusDone; 3362 } 3363 3364 setupDraw(); 3365 setupDrawNoTexture(); 3366 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3367 setupDrawShader(); 3368 setupDrawColorFilter(); 3369 setupDrawBlending(mode); 3370 setupDrawProgram(); 3371 setupDrawDirtyRegionsDisabled(); 3372 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3373 setupDrawColorUniforms(); 3374 setupDrawShaderUniforms(); 3375 setupDrawColorFilterUniforms(); 3376 3377 if (dirty && hasLayer()) { 3378 dirtyLayer(left, top, right, bottom, currentTransform()); 3379 } 3380 3381 drawIndexedQuads(&mesh[0], count / 4); 3382 3383 return DrawGlInfo::kStatusDrew; 3384} 3385 3386void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3387 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3388 // If a shader is set, preserve only the alpha 3389 if (mDrawModifiers.mShader) { 3390 color |= 0x00ffffff; 3391 } 3392 3393 setupDraw(); 3394 setupDrawNoTexture(); 3395 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3396 setupDrawShader(); 3397 setupDrawColorFilter(); 3398 setupDrawBlending(mode); 3399 setupDrawProgram(); 3400 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3401 setupDrawColorUniforms(); 3402 setupDrawShaderUniforms(ignoreTransform); 3403 setupDrawColorFilterUniforms(); 3404 setupDrawSimpleMesh(); 3405 3406 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3407} 3408 3409void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3410 Texture* texture, SkPaint* paint) { 3411 int alpha; 3412 SkXfermode::Mode mode; 3413 getAlphaAndMode(paint, &alpha, &mode); 3414 3415 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3416 3417 GLvoid* vertices = (GLvoid*) NULL; 3418 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3419 3420 if (texture->uvMapper) { 3421 vertices = &mMeshVertices[0].x; 3422 texCoords = &mMeshVertices[0].u; 3423 3424 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3425 texture->uvMapper->map(uvs); 3426 3427 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3428 } 3429 3430 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3431 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3432 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3433 3434 texture->setFilter(GL_NEAREST, true); 3435 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3436 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3437 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3438 } else { 3439 texture->setFilter(FILTER(paint), true); 3440 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3441 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3442 } 3443 3444 if (texture->uvMapper) { 3445 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3446 } 3447} 3448 3449void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3450 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3451 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3452 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3453} 3454 3455void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3456 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3457 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3458 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3459 3460 setupDraw(); 3461 setupDrawWithTexture(); 3462 setupDrawColor(alpha, alpha, alpha, alpha); 3463 setupDrawColorFilter(); 3464 setupDrawBlending(blend, mode, swapSrcDst); 3465 setupDrawProgram(); 3466 if (!dirty) setupDrawDirtyRegionsDisabled(); 3467 if (!ignoreScale) { 3468 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3469 } else { 3470 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3471 } 3472 setupDrawTexture(texture); 3473 setupDrawPureColorUniforms(); 3474 setupDrawColorFilterUniforms(); 3475 setupDrawMesh(vertices, texCoords, vbo); 3476 3477 glDrawArrays(drawMode, 0, elementsCount); 3478} 3479 3480void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3481 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3482 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3483 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3484 3485 setupDraw(); 3486 setupDrawWithTexture(); 3487 setupDrawColor(alpha, alpha, alpha, alpha); 3488 setupDrawColorFilter(); 3489 setupDrawBlending(blend, mode, swapSrcDst); 3490 setupDrawProgram(); 3491 if (!dirty) setupDrawDirtyRegionsDisabled(); 3492 if (!ignoreScale) { 3493 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3494 } else { 3495 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3496 } 3497 setupDrawTexture(texture); 3498 setupDrawPureColorUniforms(); 3499 setupDrawColorFilterUniforms(); 3500 setupDrawMeshIndices(vertices, texCoords, vbo); 3501 3502 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3503} 3504 3505void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3506 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3507 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3508 bool ignoreTransform, bool ignoreScale, bool dirty) { 3509 3510 setupDraw(); 3511 setupDrawWithTexture(true); 3512 if (hasColor) { 3513 setupDrawAlpha8Color(color, alpha); 3514 } 3515 setupDrawColorFilter(); 3516 setupDrawShader(); 3517 setupDrawBlending(true, mode); 3518 setupDrawProgram(); 3519 if (!dirty) setupDrawDirtyRegionsDisabled(); 3520 if (!ignoreScale) { 3521 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3522 } else { 3523 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3524 } 3525 setupDrawTexture(texture); 3526 setupDrawPureColorUniforms(); 3527 setupDrawColorFilterUniforms(); 3528 setupDrawShaderUniforms(); 3529 setupDrawMesh(vertices, texCoords); 3530 3531 glDrawArrays(drawMode, 0, elementsCount); 3532} 3533 3534void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3535 ProgramDescription& description, bool swapSrcDst) { 3536 if (mCountOverdraw) { 3537 if (!mCaches.blend) glEnable(GL_BLEND); 3538 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3539 glBlendFunc(GL_ONE, GL_ONE); 3540 } 3541 3542 mCaches.blend = true; 3543 mCaches.lastSrcMode = GL_ONE; 3544 mCaches.lastDstMode = GL_ONE; 3545 3546 return; 3547 } 3548 3549 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3550 3551 if (blend) { 3552 // These blend modes are not supported by OpenGL directly and have 3553 // to be implemented using shaders. Since the shader will perform 3554 // the blending, turn blending off here 3555 // If the blend mode cannot be implemented using shaders, fall 3556 // back to the default SrcOver blend mode instead 3557 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3558 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3559 description.framebufferMode = mode; 3560 description.swapSrcDst = swapSrcDst; 3561 3562 if (mCaches.blend) { 3563 glDisable(GL_BLEND); 3564 mCaches.blend = false; 3565 } 3566 3567 return; 3568 } else { 3569 mode = SkXfermode::kSrcOver_Mode; 3570 } 3571 } 3572 3573 if (!mCaches.blend) { 3574 glEnable(GL_BLEND); 3575 } 3576 3577 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3578 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3579 3580 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3581 glBlendFunc(sourceMode, destMode); 3582 mCaches.lastSrcMode = sourceMode; 3583 mCaches.lastDstMode = destMode; 3584 } 3585 } else if (mCaches.blend) { 3586 glDisable(GL_BLEND); 3587 } 3588 mCaches.blend = blend; 3589} 3590 3591bool OpenGLRenderer::useProgram(Program* program) { 3592 if (!program->isInUse()) { 3593 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3594 program->use(); 3595 mCaches.currentProgram = program; 3596 return false; 3597 } 3598 return true; 3599} 3600 3601void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3602 TextureVertex* v = &mMeshVertices[0]; 3603 TextureVertex::setUV(v++, u1, v1); 3604 TextureVertex::setUV(v++, u2, v1); 3605 TextureVertex::setUV(v++, u1, v2); 3606 TextureVertex::setUV(v++, u2, v2); 3607} 3608 3609void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3610 getAlphaAndModeDirect(paint, alpha, mode); 3611 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3612 // if drawing a layer, ignore the paint's alpha 3613 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3614 } 3615 *alpha *= mSnapshot->alpha; 3616} 3617 3618float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3619 float alpha; 3620 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3621 alpha = mDrawModifiers.mOverrideLayerAlpha; 3622 } else { 3623 alpha = layer->getAlpha() / 255.0f; 3624 } 3625 return alpha * mSnapshot->alpha; 3626} 3627 3628}; // namespace uirenderer 3629}; // namespace android 3630