OpenGLRenderer.cpp revision 35643ddc689913f5b5f80ceed864470d987bd6cd
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 <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48#define ALPHA_THRESHOLD 0 49 50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 51 52/////////////////////////////////////////////////////////////////////////////// 53// Globals 54/////////////////////////////////////////////////////////////////////////////// 55 56/** 57 * Structure mapping Skia xfermodes to OpenGL blending factors. 58 */ 59struct Blender { 60 SkXfermode::Mode mode; 61 GLenum src; 62 GLenum dst; 63}; // struct Blender 64 65// In this array, the index of each Blender equals the value of the first 66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 67static const Blender gBlends[] = { 68 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 70 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 71 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 73 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 75 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 79 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 81 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 82 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 83}; 84 85// This array contains the swapped version of each SkXfermode. For instance 86// this array's SrcOver blending mode is actually DstOver. You can refer to 87// createLayer() for more information on the purpose of this array. 88static const Blender gBlendsSwap[] = { 89 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 91 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 92 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 93 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 95 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 99 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 102 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 103 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 104}; 105 106/////////////////////////////////////////////////////////////////////////////// 107// Constructors/destructor 108/////////////////////////////////////////////////////////////////////////////// 109 110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 111 mShader = NULL; 112 mColorFilter = NULL; 113 mHasShadow = false; 114 mHasDrawFilter = false; 115 116 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 117 118 mFirstSnapshot = new Snapshot; 119} 120 121OpenGLRenderer::~OpenGLRenderer() { 122 // The context has already been destroyed at this point, do not call 123 // GL APIs. All GL state should be kept in Caches.h 124} 125 126/////////////////////////////////////////////////////////////////////////////// 127// Debug 128/////////////////////////////////////////////////////////////////////////////// 129 130void OpenGLRenderer::startMark(const char* name) const { 131 mCaches.startMark(0, name); 132} 133 134void OpenGLRenderer::endMark() const { 135 mCaches.endMark(); 136} 137 138/////////////////////////////////////////////////////////////////////////////// 139// Setup 140/////////////////////////////////////////////////////////////////////////////// 141 142bool OpenGLRenderer::isDeferred() { 143 return false; 144} 145 146void OpenGLRenderer::setViewport(int width, int height) { 147 initViewport(width, height); 148 149 glDisable(GL_DITHER); 150 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 151 152 glEnableVertexAttribArray(Program::kBindingPosition); 153} 154 155void OpenGLRenderer::initViewport(int width, int height) { 156 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 157 158 mWidth = width; 159 mHeight = height; 160 161 mFirstSnapshot->height = height; 162 mFirstSnapshot->viewport.set(0, 0, width, height); 163} 164 165int OpenGLRenderer::prepare(bool opaque) { 166 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 167} 168 169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 170 mCaches.clearGarbage(); 171 172 mSnapshot = new Snapshot(mFirstSnapshot, 173 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 174 mSnapshot->fbo = getTargetFbo(); 175 mSaveCount = 1; 176 177 mSnapshot->setClip(left, top, right, bottom); 178 mDirtyClip = opaque; 179 180 // If we know that we are going to redraw the entire framebuffer, 181 // perform a discard to let the driver know we don't need to preserve 182 // the back buffer for this frame. 183 if (mCaches.extensions.hasDiscardFramebuffer() && 184 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 185 const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 }; 186 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 187 } 188 189 syncState(); 190 191 if (!opaque) { 192 mCaches.enableScissor(); 193 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 194 glClear(GL_COLOR_BUFFER_BIT); 195 return DrawGlInfo::kStatusDrew; 196 } else { 197 mCaches.resetScissor(); 198 } 199 200 return DrawGlInfo::kStatusDone; 201} 202 203void OpenGLRenderer::syncState() { 204 glViewport(0, 0, mWidth, mHeight); 205 206 if (mCaches.blend) { 207 glEnable(GL_BLEND); 208 } else { 209 glDisable(GL_BLEND); 210 } 211} 212 213void OpenGLRenderer::finish() { 214#if DEBUG_OPENGL 215 GLenum status = GL_NO_ERROR; 216 while ((status = glGetError()) != GL_NO_ERROR) { 217 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 218 switch (status) { 219 case GL_INVALID_ENUM: 220 ALOGE(" GL_INVALID_ENUM"); 221 break; 222 case GL_INVALID_VALUE: 223 ALOGE(" GL_INVALID_VALUE"); 224 break; 225 case GL_INVALID_OPERATION: 226 ALOGE(" GL_INVALID_OPERATION"); 227 break; 228 case GL_OUT_OF_MEMORY: 229 ALOGE(" Out of memory!"); 230 break; 231 } 232 } 233#endif 234#if DEBUG_MEMORY_USAGE 235 mCaches.dumpMemoryUsage(); 236#else 237 if (mCaches.getDebugLevel() & kDebugMemory) { 238 mCaches.dumpMemoryUsage(); 239 } 240#endif 241} 242 243void OpenGLRenderer::interrupt() { 244 if (mCaches.currentProgram) { 245 if (mCaches.currentProgram->isInUse()) { 246 mCaches.currentProgram->remove(); 247 mCaches.currentProgram = NULL; 248 } 249 } 250 mCaches.unbindMeshBuffer(); 251 mCaches.unbindIndicesBuffer(); 252 mCaches.resetVertexPointers(); 253 mCaches.disbaleTexCoordsVertexArray(); 254} 255 256void OpenGLRenderer::resume() { 257 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 258 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 259 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 260 261 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 262 263 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 264 mCaches.enableScissor(); 265 mCaches.resetScissor(); 266 dirtyClip(); 267 268 mCaches.activeTexture(0); 269 270 mCaches.blend = true; 271 glEnable(GL_BLEND); 272 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 273 glBlendEquation(GL_FUNC_ADD); 274} 275 276void OpenGLRenderer::resumeAfterLayer() { 277 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 278 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 279 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 280 281 mCaches.resetScissor(); 282 dirtyClip(); 283} 284 285void OpenGLRenderer::detachFunctor(Functor* functor) { 286 mFunctors.remove(functor); 287} 288 289void OpenGLRenderer::attachFunctor(Functor* functor) { 290 mFunctors.add(functor); 291} 292 293status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 294 status_t result = DrawGlInfo::kStatusDone; 295 size_t count = mFunctors.size(); 296 297 if (count > 0) { 298 SortedVector<Functor*> functors(mFunctors); 299 mFunctors.clear(); 300 301 DrawGlInfo info; 302 info.clipLeft = 0; 303 info.clipTop = 0; 304 info.clipRight = 0; 305 info.clipBottom = 0; 306 info.isLayer = false; 307 info.width = 0; 308 info.height = 0; 309 memset(info.transform, 0, sizeof(float) * 16); 310 311 for (size_t i = 0; i < count; i++) { 312 Functor* f = functors.itemAt(i); 313 result |= (*f)(DrawGlInfo::kModeProcess, &info); 314 315 if (result & DrawGlInfo::kStatusDraw) { 316 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 317 dirty.unionWith(localDirty); 318 } 319 320 if (result & DrawGlInfo::kStatusInvoke) { 321 mFunctors.add(f); 322 } 323 } 324 // protect against functors binding to other buffers 325 mCaches.unbindMeshBuffer(); 326 mCaches.unbindIndicesBuffer(); 327 mCaches.activeTexture(0); 328 } 329 330 return result; 331} 332 333status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 334 interrupt(); 335 detachFunctor(functor); 336 337 mCaches.enableScissor(); 338 if (mDirtyClip) { 339 setScissorFromClip(); 340 } 341 342 Rect clip(*mSnapshot->clipRect); 343 clip.snapToPixelBoundaries(); 344 345 // Since we don't know what the functor will draw, let's dirty 346 // tne entire clip region 347 if (hasLayer()) { 348 dirtyLayerUnchecked(clip, getRegion()); 349 } 350 351 DrawGlInfo info; 352 info.clipLeft = clip.left; 353 info.clipTop = clip.top; 354 info.clipRight = clip.right; 355 info.clipBottom = clip.bottom; 356 info.isLayer = hasLayer(); 357 info.width = getSnapshot()->viewport.getWidth(); 358 info.height = getSnapshot()->height; 359 getSnapshot()->transform->copyTo(&info.transform[0]); 360 361 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 362 363 if (result != DrawGlInfo::kStatusDone) { 364 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 365 dirty.unionWith(localDirty); 366 367 if (result & DrawGlInfo::kStatusInvoke) { 368 mFunctors.add(functor); 369 } 370 } 371 372 resume(); 373 return result; 374} 375 376/////////////////////////////////////////////////////////////////////////////// 377// State management 378/////////////////////////////////////////////////////////////////////////////// 379 380int OpenGLRenderer::getSaveCount() const { 381 return mSaveCount; 382} 383 384int OpenGLRenderer::save(int flags) { 385 return saveSnapshot(flags); 386} 387 388void OpenGLRenderer::restore() { 389 if (mSaveCount > 1) { 390 restoreSnapshot(); 391 } 392} 393 394void OpenGLRenderer::restoreToCount(int saveCount) { 395 if (saveCount < 1) saveCount = 1; 396 397 while (mSaveCount > saveCount) { 398 restoreSnapshot(); 399 } 400} 401 402int OpenGLRenderer::saveSnapshot(int flags) { 403 mSnapshot = new Snapshot(mSnapshot, flags); 404 return mSaveCount++; 405} 406 407bool OpenGLRenderer::restoreSnapshot() { 408 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 409 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 410 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 411 412 sp<Snapshot> current = mSnapshot; 413 sp<Snapshot> previous = mSnapshot->previous; 414 415 if (restoreOrtho) { 416 Rect& r = previous->viewport; 417 glViewport(r.left, r.top, r.right, r.bottom); 418 mOrthoMatrix.load(current->orthoMatrix); 419 } 420 421 mSaveCount--; 422 mSnapshot = previous; 423 424 if (restoreClip) { 425 dirtyClip(); 426 } 427 428 if (restoreLayer) { 429 composeLayer(current, previous); 430 } 431 432 return restoreClip; 433} 434 435/////////////////////////////////////////////////////////////////////////////// 436// Layers 437/////////////////////////////////////////////////////////////////////////////// 438 439int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 440 SkPaint* p, int flags) { 441 const GLuint previousFbo = mSnapshot->fbo; 442 const int count = saveSnapshot(flags); 443 444 if (!mSnapshot->isIgnored()) { 445 int alpha = 255; 446 SkXfermode::Mode mode; 447 448 if (p) { 449 alpha = p->getAlpha(); 450 if (!mCaches.extensions.hasFramebufferFetch()) { 451 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 452 if (!isMode) { 453 // Assume SRC_OVER 454 mode = SkXfermode::kSrcOver_Mode; 455 } 456 } else { 457 mode = getXfermode(p->getXfermode()); 458 } 459 } else { 460 mode = SkXfermode::kSrcOver_Mode; 461 } 462 463 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 464 } 465 466 return count; 467} 468 469int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 470 int alpha, int flags) { 471 if (alpha >= 255) { 472 return saveLayer(left, top, right, bottom, NULL, flags); 473 } else { 474 SkPaint paint; 475 paint.setAlpha(alpha); 476 return saveLayer(left, top, right, bottom, &paint, flags); 477 } 478} 479 480/** 481 * Layers are viewed by Skia are slightly different than layers in image editing 482 * programs (for instance.) When a layer is created, previously created layers 483 * and the frame buffer still receive every drawing command. For instance, if a 484 * layer is created and a shape intersecting the bounds of the layers and the 485 * framebuffer is draw, the shape will be drawn on both (unless the layer was 486 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 487 * 488 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 489 * texture. Unfortunately, this is inefficient as it requires every primitive to 490 * be drawn n + 1 times, where n is the number of active layers. In practice this 491 * means, for every primitive: 492 * - Switch active frame buffer 493 * - Change viewport, clip and projection matrix 494 * - Issue the drawing 495 * 496 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 497 * To avoid this, layers are implemented in a different way here, at least in the 498 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 499 * is set. When this flag is set we can redirect all drawing operations into a 500 * single FBO. 501 * 502 * This implementation relies on the frame buffer being at least RGBA 8888. When 503 * a layer is created, only a texture is created, not an FBO. The content of the 504 * frame buffer contained within the layer's bounds is copied into this texture 505 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 506 * buffer and drawing continues as normal. This technique therefore treats the 507 * frame buffer as a scratch buffer for the layers. 508 * 509 * To compose the layers back onto the frame buffer, each layer texture 510 * (containing the original frame buffer data) is drawn as a simple quad over 511 * the frame buffer. The trick is that the quad is set as the composition 512 * destination in the blending equation, and the frame buffer becomes the source 513 * of the composition. 514 * 515 * Drawing layers with an alpha value requires an extra step before composition. 516 * An empty quad is drawn over the layer's region in the frame buffer. This quad 517 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 518 * quad is used to multiply the colors in the frame buffer. This is achieved by 519 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 520 * GL_ZERO, GL_SRC_ALPHA. 521 * 522 * Because glCopyTexImage2D() can be slow, an alternative implementation might 523 * be use to draw a single clipped layer. The implementation described above 524 * is correct in every case. 525 * 526 * (1) The frame buffer is actually not cleared right away. To allow the GPU 527 * to potentially optimize series of calls to glCopyTexImage2D, the frame 528 * buffer is left untouched until the first drawing operation. Only when 529 * something actually gets drawn are the layers regions cleared. 530 */ 531bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 532 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 533 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 534 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 535 536 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 537 538 // Window coordinates of the layer 539 Rect clip; 540 Rect bounds(left, top, right, bottom); 541 Rect untransformedBounds(bounds); 542 mSnapshot->transform->mapRect(bounds); 543 544 // Layers only make sense if they are in the framebuffer's bounds 545 if (bounds.intersect(*mSnapshot->clipRect)) { 546 // We cannot work with sub-pixels in this case 547 bounds.snapToPixelBoundaries(); 548 549 // When the layer is not an FBO, we may use glCopyTexImage so we 550 // need to make sure the layer does not extend outside the bounds 551 // of the framebuffer 552 if (!bounds.intersect(mSnapshot->previous->viewport)) { 553 bounds.setEmpty(); 554 } else if (fboLayer) { 555 clip.set(bounds); 556 mat4 inverse; 557 inverse.loadInverse(*mSnapshot->transform); 558 inverse.mapRect(clip); 559 clip.snapToPixelBoundaries(); 560 if (clip.intersect(untransformedBounds)) { 561 clip.translate(-left, -top); 562 bounds.set(untransformedBounds); 563 } else { 564 clip.setEmpty(); 565 } 566 } 567 } else { 568 bounds.setEmpty(); 569 } 570 571 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 572 bounds.getHeight() > mCaches.maxTextureSize || 573 (fboLayer && clip.isEmpty())) { 574 mSnapshot->empty = fboLayer; 575 } else { 576 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 577 } 578 579 // Bail out if we won't draw in this snapshot 580 if (mSnapshot->invisible || mSnapshot->empty) { 581 return false; 582 } 583 584 mCaches.activeTexture(0); 585 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 586 if (!layer) { 587 return false; 588 } 589 590 layer->setAlpha(alpha, mode); 591 layer->layer.set(bounds); 592 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 593 bounds.getWidth() / float(layer->getWidth()), 0.0f); 594 layer->setColorFilter(mColorFilter); 595 layer->setBlend(true); 596 597 // Save the layer in the snapshot 598 mSnapshot->flags |= Snapshot::kFlagIsLayer; 599 mSnapshot->layer = layer; 600 601 if (fboLayer) { 602 return createFboLayer(layer, bounds, clip, previousFbo); 603 } else { 604 // Copy the framebuffer into the layer 605 layer->bindTexture(); 606 if (!bounds.isEmpty()) { 607 if (layer->isEmpty()) { 608 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 609 bounds.left, mSnapshot->height - bounds.bottom, 610 layer->getWidth(), layer->getHeight(), 0); 611 layer->setEmpty(false); 612 } else { 613 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 614 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 615 } 616 617 // Enqueue the buffer coordinates to clear the corresponding region later 618 mLayers.push(new Rect(bounds)); 619 } 620 } 621 622 return true; 623} 624 625bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 626 layer->setFbo(mCaches.fboCache.get()); 627 628 mSnapshot->region = &mSnapshot->layer->region; 629 mSnapshot->flags |= Snapshot::kFlagFboTarget; 630 631 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 632 mSnapshot->fbo = layer->getFbo(); 633 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 634 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 635 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 636 mSnapshot->height = bounds.getHeight(); 637 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 638 mSnapshot->orthoMatrix.load(mOrthoMatrix); 639 640 // Bind texture to FBO 641 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 642 layer->bindTexture(); 643 644 // Initialize the texture if needed 645 if (layer->isEmpty()) { 646 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 647 layer->setEmpty(false); 648 } 649 650 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 651 layer->getTexture(), 0); 652 653#if DEBUG_LAYERS_AS_REGIONS 654 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 655 if (status != GL_FRAMEBUFFER_COMPLETE) { 656 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 657 658 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 659 660 Caches::getInstance().resourceCache.decrementRefcount(layer); 661 662 return false; 663 } 664#endif 665 666 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 667 mCaches.enableScissor(); 668 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 669 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 670 glClear(GL_COLOR_BUFFER_BIT); 671 672 dirtyClip(); 673 674 // Change the ortho projection 675 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 676 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 677 678 return true; 679} 680 681/** 682 * Read the documentation of createLayer() before doing anything in this method. 683 */ 684void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 685 if (!current->layer) { 686 ALOGE("Attempting to compose a layer that does not exist"); 687 return; 688 } 689 690 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 691 692 if (fboLayer) { 693 // Detach the texture from the FBO 694 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 695 696 // Unbind current FBO and restore previous one 697 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 698 } 699 700 Layer* layer = current->layer; 701 const Rect& rect = layer->layer; 702 703 if (!fboLayer && layer->getAlpha() < 255) { 704 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 705 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 706 // Required below, composeLayerRect() will divide by 255 707 layer->setAlpha(255); 708 } 709 710 mCaches.unbindMeshBuffer(); 711 712 mCaches.activeTexture(0); 713 714 // When the layer is stored in an FBO, we can save a bit of fillrate by 715 // drawing only the dirty region 716 if (fboLayer) { 717 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 718 if (layer->getColorFilter()) { 719 setupColorFilter(layer->getColorFilter()); 720 } 721 composeLayerRegion(layer, rect); 722 if (layer->getColorFilter()) { 723 resetColorFilter(); 724 } 725 } else if (!rect.isEmpty()) { 726 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 727 composeLayerRect(layer, rect, true); 728 } 729 730 if (fboLayer) { 731 // Note: No need to use glDiscardFramebufferEXT() since we never 732 // create/compose layers that are not on screen with this 733 // code path 734 // See LayerRenderer::destroyLayer(Layer*) 735 736 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 737 mCaches.fboCache.put(current->fbo); 738 layer->setFbo(0); 739 } 740 741 dirtyClip(); 742 743 // Failing to add the layer to the cache should happen only if the layer is too large 744 if (!mCaches.layerCache.put(layer)) { 745 LAYER_LOGD("Deleting layer"); 746 Caches::getInstance().resourceCache.decrementRefcount(layer); 747 } 748} 749 750void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 751 float alpha = layer->getAlpha() / 255.0f; 752 753 mat4& transform = layer->getTransform(); 754 if (!transform.isIdentity()) { 755 save(0); 756 mSnapshot->transform->multiply(transform); 757 } 758 759 setupDraw(); 760 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 761 setupDrawWithTexture(); 762 } else { 763 setupDrawWithExternalTexture(); 764 } 765 setupDrawTextureTransform(); 766 setupDrawColor(alpha, alpha, alpha, alpha); 767 setupDrawColorFilter(); 768 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 769 setupDrawProgram(); 770 setupDrawPureColorUniforms(); 771 setupDrawColorFilterUniforms(); 772 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 773 setupDrawTexture(layer->getTexture()); 774 } else { 775 setupDrawExternalTexture(layer->getTexture()); 776 } 777 if (mSnapshot->transform->isPureTranslate() && 778 layer->getWidth() == (uint32_t) rect.getWidth() && 779 layer->getHeight() == (uint32_t) rect.getHeight()) { 780 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 781 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 782 783 layer->setFilter(GL_NEAREST); 784 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 785 } else { 786 layer->setFilter(GL_LINEAR); 787 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 788 } 789 setupDrawTextureTransformUniforms(layer->getTexTransform()); 790 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 791 792 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 793 794 finishDrawTexture(); 795 796 if (!transform.isIdentity()) { 797 restore(); 798 } 799} 800 801void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 802 if (!layer->isTextureLayer()) { 803 const Rect& texCoords = layer->texCoords; 804 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 805 texCoords.right, texCoords.bottom); 806 807 float x = rect.left; 808 float y = rect.top; 809 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 810 layer->getWidth() == (uint32_t) rect.getWidth() && 811 layer->getHeight() == (uint32_t) rect.getHeight(); 812 813 if (simpleTransform) { 814 // When we're swapping, the layer is already in screen coordinates 815 if (!swap) { 816 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 817 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 818 } 819 820 layer->setFilter(GL_NEAREST, true); 821 } else { 822 layer->setFilter(GL_LINEAR, true); 823 } 824 825 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 826 layer->getTexture(), layer->getAlpha() / 255.0f, 827 layer->getMode(), layer->isBlend(), 828 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 829 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 830 831 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 832 } else { 833 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 834 drawTextureLayer(layer, rect); 835 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 836 } 837} 838 839void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 840 if (layer->region.isRect()) { 841 layer->setRegionAsRect(); 842 843 composeLayerRect(layer, layer->regionRect); 844 845 layer->region.clear(); 846 return; 847 } 848 849 // TODO: See LayerRenderer.cpp::generateMesh() for important 850 // information about this implementation 851 if (CC_LIKELY(!layer->region.isEmpty())) { 852 size_t count; 853 const android::Rect* rects = layer->region.getArray(&count); 854 855 const float alpha = layer->getAlpha() / 255.0f; 856 const float texX = 1.0f / float(layer->getWidth()); 857 const float texY = 1.0f / float(layer->getHeight()); 858 const float height = rect.getHeight(); 859 860 TextureVertex* mesh = mCaches.getRegionMesh(); 861 GLsizei numQuads = 0; 862 863 setupDraw(); 864 setupDrawWithTexture(); 865 setupDrawColor(alpha, alpha, alpha, alpha); 866 setupDrawColorFilter(); 867 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 868 setupDrawProgram(); 869 setupDrawDirtyRegionsDisabled(); 870 setupDrawPureColorUniforms(); 871 setupDrawColorFilterUniforms(); 872 setupDrawTexture(layer->getTexture()); 873 if (mSnapshot->transform->isPureTranslate()) { 874 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 875 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 876 877 layer->setFilter(GL_NEAREST); 878 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 879 } else { 880 layer->setFilter(GL_LINEAR); 881 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 882 } 883 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 884 885 for (size_t i = 0; i < count; i++) { 886 const android::Rect* r = &rects[i]; 887 888 const float u1 = r->left * texX; 889 const float v1 = (height - r->top) * texY; 890 const float u2 = r->right * texX; 891 const float v2 = (height - r->bottom) * texY; 892 893 // TODO: Reject quads outside of the clip 894 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 895 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 896 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 897 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 898 899 numQuads++; 900 901 if (numQuads >= REGION_MESH_QUAD_COUNT) { 902 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 903 numQuads = 0; 904 mesh = mCaches.getRegionMesh(); 905 } 906 } 907 908 if (numQuads > 0) { 909 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 910 } 911 912 finishDrawTexture(); 913 914#if DEBUG_LAYERS_AS_REGIONS 915 drawRegionRects(layer->region); 916#endif 917 918 layer->region.clear(); 919 } 920} 921 922void OpenGLRenderer::drawRegionRects(const Region& region) { 923#if DEBUG_LAYERS_AS_REGIONS 924 size_t count; 925 const android::Rect* rects = region.getArray(&count); 926 927 uint32_t colors[] = { 928 0x7fff0000, 0x7f00ff00, 929 0x7f0000ff, 0x7fff00ff, 930 }; 931 932 int offset = 0; 933 int32_t top = rects[0].top; 934 935 for (size_t i = 0; i < count; i++) { 936 if (top != rects[i].top) { 937 offset ^= 0x2; 938 top = rects[i].top; 939 } 940 941 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 942 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 943 SkXfermode::kSrcOver_Mode); 944 } 945#endif 946} 947 948void OpenGLRenderer::dirtyLayer(const float left, const float top, 949 const float right, const float bottom, const mat4 transform) { 950 if (hasLayer()) { 951 Rect bounds(left, top, right, bottom); 952 transform.mapRect(bounds); 953 dirtyLayerUnchecked(bounds, getRegion()); 954 } 955} 956 957void OpenGLRenderer::dirtyLayer(const float left, const float top, 958 const float right, const float bottom) { 959 if (hasLayer()) { 960 Rect bounds(left, top, right, bottom); 961 dirtyLayerUnchecked(bounds, getRegion()); 962 } 963} 964 965void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 966 if (bounds.intersect(*mSnapshot->clipRect)) { 967 bounds.snapToPixelBoundaries(); 968 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 969 if (!dirty.isEmpty()) { 970 region->orSelf(dirty); 971 } 972 } 973} 974 975void OpenGLRenderer::clearLayerRegions() { 976 const size_t count = mLayers.size(); 977 if (count == 0) return; 978 979 if (!mSnapshot->isIgnored()) { 980 // Doing several glScissor/glClear here can negatively impact 981 // GPUs with a tiler architecture, instead we draw quads with 982 // the Clear blending mode 983 984 // The list contains bounds that have already been clipped 985 // against their initial clip rect, and the current clip 986 // is likely different so we need to disable clipping here 987 bool scissorChanged = mCaches.disableScissor(); 988 989 Vertex mesh[count * 6]; 990 Vertex* vertex = mesh; 991 992 for (uint32_t i = 0; i < count; i++) { 993 Rect* bounds = mLayers.itemAt(i); 994 995 Vertex::set(vertex++, bounds->left, bounds->bottom); 996 Vertex::set(vertex++, bounds->left, bounds->top); 997 Vertex::set(vertex++, bounds->right, bounds->top); 998 Vertex::set(vertex++, bounds->left, bounds->bottom); 999 Vertex::set(vertex++, bounds->right, bounds->top); 1000 Vertex::set(vertex++, bounds->right, bounds->bottom); 1001 1002 delete bounds; 1003 } 1004 1005 setupDraw(false); 1006 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1007 setupDrawBlending(true, SkXfermode::kClear_Mode); 1008 setupDrawProgram(); 1009 setupDrawPureColorUniforms(); 1010 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1011 setupDrawVertices(&mesh[0].position[0]); 1012 1013 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1014 1015 if (scissorChanged) mCaches.enableScissor(); 1016 } else { 1017 for (uint32_t i = 0; i < count; i++) { 1018 delete mLayers.itemAt(i); 1019 } 1020 } 1021 1022 mLayers.clear(); 1023} 1024 1025/////////////////////////////////////////////////////////////////////////////// 1026// Transforms 1027/////////////////////////////////////////////////////////////////////////////// 1028 1029void OpenGLRenderer::translate(float dx, float dy) { 1030 mSnapshot->transform->translate(dx, dy, 0.0f); 1031} 1032 1033void OpenGLRenderer::rotate(float degrees) { 1034 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1035} 1036 1037void OpenGLRenderer::scale(float sx, float sy) { 1038 mSnapshot->transform->scale(sx, sy, 1.0f); 1039} 1040 1041void OpenGLRenderer::skew(float sx, float sy) { 1042 mSnapshot->transform->skew(sx, sy); 1043} 1044 1045void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1046 if (matrix) { 1047 mSnapshot->transform->load(*matrix); 1048 } else { 1049 mSnapshot->transform->loadIdentity(); 1050 } 1051} 1052 1053void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1054 mSnapshot->transform->copyTo(*matrix); 1055} 1056 1057void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1058 SkMatrix transform; 1059 mSnapshot->transform->copyTo(transform); 1060 transform.preConcat(*matrix); 1061 mSnapshot->transform->load(transform); 1062} 1063 1064/////////////////////////////////////////////////////////////////////////////// 1065// Clipping 1066/////////////////////////////////////////////////////////////////////////////// 1067 1068void OpenGLRenderer::setScissorFromClip() { 1069 Rect clip(*mSnapshot->clipRect); 1070 clip.snapToPixelBoundaries(); 1071 1072 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1073 clip.getWidth(), clip.getHeight())) { 1074 mDirtyClip = false; 1075 } 1076} 1077 1078const Rect& OpenGLRenderer::getClipBounds() { 1079 return mSnapshot->getLocalClip(); 1080} 1081 1082bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1083 if (mSnapshot->isIgnored()) { 1084 return true; 1085 } 1086 1087 Rect r(left, top, right, bottom); 1088 mSnapshot->transform->mapRect(r); 1089 r.snapToPixelBoundaries(); 1090 1091 Rect clipRect(*mSnapshot->clipRect); 1092 clipRect.snapToPixelBoundaries(); 1093 1094 return !clipRect.intersects(r); 1095} 1096 1097bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1098 Rect& transformed, Rect& clip) { 1099 if (mSnapshot->isIgnored()) { 1100 return true; 1101 } 1102 1103 transformed.set(left, top, right, bottom); 1104 mSnapshot->transform->mapRect(transformed); 1105 transformed.snapToPixelBoundaries(); 1106 1107 clip.set(*mSnapshot->clipRect); 1108 clip.snapToPixelBoundaries(); 1109 1110 return !clip.intersects(transformed); 1111} 1112 1113bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1114 if (mSnapshot->isIgnored()) { 1115 return true; 1116 } 1117 1118 Rect r(left, top, right, bottom); 1119 mSnapshot->transform->mapRect(r); 1120 r.snapToPixelBoundaries(); 1121 1122 Rect clipRect(*mSnapshot->clipRect); 1123 clipRect.snapToPixelBoundaries(); 1124 1125 bool rejected = !clipRect.intersects(r); 1126 if (!isDeferred() && !rejected) { 1127 mCaches.setScissorEnabled(!clipRect.contains(r)); 1128 } 1129 1130 return rejected; 1131} 1132 1133bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1134 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1135 if (clipped) { 1136 dirtyClip(); 1137 } 1138 return !mSnapshot->clipRect->isEmpty(); 1139} 1140 1141Rect* OpenGLRenderer::getClipRect() { 1142 return mSnapshot->clipRect; 1143} 1144 1145/////////////////////////////////////////////////////////////////////////////// 1146// Drawing commands 1147/////////////////////////////////////////////////////////////////////////////// 1148 1149void OpenGLRenderer::setupDraw(bool clear) { 1150 // TODO: It would be best if we could do this before quickReject() 1151 // changes the scissor test state 1152 if (clear) clearLayerRegions(); 1153 if (mDirtyClip) { 1154 setScissorFromClip(); 1155 } 1156 mDescription.reset(); 1157 mSetShaderColor = false; 1158 mColorSet = false; 1159 mColorA = mColorR = mColorG = mColorB = 0.0f; 1160 mTextureUnit = 0; 1161 mTrackDirtyRegions = true; 1162} 1163 1164void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1165 mDescription.hasTexture = true; 1166 mDescription.hasAlpha8Texture = isAlpha8; 1167} 1168 1169void OpenGLRenderer::setupDrawWithExternalTexture() { 1170 mDescription.hasExternalTexture = true; 1171} 1172 1173void OpenGLRenderer::setupDrawNoTexture() { 1174 mCaches.disbaleTexCoordsVertexArray(); 1175} 1176 1177void OpenGLRenderer::setupDrawAALine() { 1178 mDescription.isAA = true; 1179} 1180 1181void OpenGLRenderer::setupDrawAARect() { 1182 mDescription.isAARect = true; 1183} 1184 1185void OpenGLRenderer::setupDrawPoint(float pointSize) { 1186 mDescription.isPoint = true; 1187 mDescription.pointSize = pointSize; 1188} 1189 1190void OpenGLRenderer::setupDrawColor(int color) { 1191 setupDrawColor(color, (color >> 24) & 0xFF); 1192} 1193 1194void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1195 mColorA = alpha / 255.0f; 1196 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1197 // the rgb values by a instead of also dividing by 255 1198 const float a = mColorA / 255.0f; 1199 mColorR = a * ((color >> 16) & 0xFF); 1200 mColorG = a * ((color >> 8) & 0xFF); 1201 mColorB = a * ((color ) & 0xFF); 1202 mColorSet = true; 1203 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1204} 1205 1206void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1207 mColorA = alpha / 255.0f; 1208 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1209 // the rgb values by a instead of also dividing by 255 1210 const float a = mColorA / 255.0f; 1211 mColorR = a * ((color >> 16) & 0xFF); 1212 mColorG = a * ((color >> 8) & 0xFF); 1213 mColorB = a * ((color ) & 0xFF); 1214 mColorSet = true; 1215 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1216} 1217 1218void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1219 mCaches.fontRenderer->describe(mDescription, paint); 1220} 1221 1222void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1223 mColorA = a; 1224 mColorR = r; 1225 mColorG = g; 1226 mColorB = b; 1227 mColorSet = true; 1228 mSetShaderColor = mDescription.setColor(r, g, b, a); 1229} 1230 1231void OpenGLRenderer::setupDrawShader() { 1232 if (mShader) { 1233 mShader->describe(mDescription, mCaches.extensions); 1234 } 1235} 1236 1237void OpenGLRenderer::setupDrawColorFilter() { 1238 if (mColorFilter) { 1239 mColorFilter->describe(mDescription, mCaches.extensions); 1240 } 1241} 1242 1243void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1244 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1245 mColorA = 1.0f; 1246 mColorR = mColorG = mColorB = 0.0f; 1247 mSetShaderColor = mDescription.modulate = true; 1248 } 1249} 1250 1251void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1252 // When the blending mode is kClear_Mode, we need to use a modulate color 1253 // argb=1,0,0,0 1254 accountForClear(mode); 1255 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1256 mDescription, swapSrcDst); 1257} 1258 1259void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1260 // When the blending mode is kClear_Mode, we need to use a modulate color 1261 // argb=1,0,0,0 1262 accountForClear(mode); 1263 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1264 mDescription, swapSrcDst); 1265} 1266 1267void OpenGLRenderer::setupDrawProgram() { 1268 useProgram(mCaches.programCache.get(mDescription)); 1269} 1270 1271void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1272 mTrackDirtyRegions = false; 1273} 1274 1275void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1276 bool ignoreTransform) { 1277 mModelView.loadTranslate(left, top, 0.0f); 1278 if (!ignoreTransform) { 1279 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1280 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1281 } else { 1282 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1283 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1284 } 1285} 1286 1287void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1288 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1289} 1290 1291void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1292 bool ignoreTransform, bool ignoreModelView) { 1293 if (!ignoreModelView) { 1294 mModelView.loadTranslate(left, top, 0.0f); 1295 mModelView.scale(right - left, bottom - top, 1.0f); 1296 } else { 1297 mModelView.loadIdentity(); 1298 } 1299 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1300 if (!ignoreTransform) { 1301 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1302 if (mTrackDirtyRegions && dirty) { 1303 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1304 } 1305 } else { 1306 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1307 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1308 } 1309} 1310 1311void OpenGLRenderer::setupDrawPointUniforms() { 1312 int slot = mCaches.currentProgram->getUniform("pointSize"); 1313 glUniform1f(slot, mDescription.pointSize); 1314} 1315 1316void OpenGLRenderer::setupDrawColorUniforms() { 1317 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1318 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1319 } 1320} 1321 1322void OpenGLRenderer::setupDrawPureColorUniforms() { 1323 if (mSetShaderColor) { 1324 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1325 } 1326} 1327 1328void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1329 if (mShader) { 1330 if (ignoreTransform) { 1331 mModelView.loadInverse(*mSnapshot->transform); 1332 } 1333 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1334 } 1335} 1336 1337void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1338 if (mShader) { 1339 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1340 } 1341} 1342 1343void OpenGLRenderer::setupDrawColorFilterUniforms() { 1344 if (mColorFilter) { 1345 mColorFilter->setupProgram(mCaches.currentProgram); 1346 } 1347} 1348 1349void OpenGLRenderer::setupDrawTextGammaUniforms() { 1350 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1351} 1352 1353void OpenGLRenderer::setupDrawSimpleMesh() { 1354 bool force = mCaches.bindMeshBuffer(); 1355 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1356 mCaches.unbindIndicesBuffer(); 1357} 1358 1359void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1360 bindTexture(texture); 1361 mTextureUnit++; 1362 mCaches.enableTexCoordsVertexArray(); 1363} 1364 1365void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1366 bindExternalTexture(texture); 1367 mTextureUnit++; 1368 mCaches.enableTexCoordsVertexArray(); 1369} 1370 1371void OpenGLRenderer::setupDrawTextureTransform() { 1372 mDescription.hasTextureTransform = true; 1373} 1374 1375void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1376 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1377 GL_FALSE, &transform.data[0]); 1378} 1379 1380void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1381 bool force = false; 1382 if (!vertices) { 1383 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1384 } else { 1385 force = mCaches.unbindMeshBuffer(); 1386 } 1387 1388 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1389 if (mCaches.currentProgram->texCoords >= 0) { 1390 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1391 } 1392 1393 mCaches.unbindIndicesBuffer(); 1394} 1395 1396void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1397 bool force = mCaches.unbindMeshBuffer(); 1398 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1399 if (mCaches.currentProgram->texCoords >= 0) { 1400 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1401 } 1402} 1403 1404void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1405 bool force = mCaches.unbindMeshBuffer(); 1406 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1407 vertices, gVertexStride); 1408 mCaches.unbindIndicesBuffer(); 1409} 1410 1411/** 1412 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1413 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1414 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1415 * attributes (one per vertex) are values from zero to one that tells the fragment 1416 * shader where the fragment is in relation to the line width/length overall; these values are 1417 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1418 * region of the line. 1419 * Note that we only pass down the width values in this setup function. The length coordinates 1420 * are set up for each individual segment. 1421 */ 1422void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1423 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1424 bool force = mCaches.unbindMeshBuffer(); 1425 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1426 vertices, gAAVertexStride); 1427 mCaches.resetTexCoordsVertexPointer(); 1428 mCaches.unbindIndicesBuffer(); 1429 1430 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1431 glEnableVertexAttribArray(widthSlot); 1432 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1433 1434 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1435 glEnableVertexAttribArray(lengthSlot); 1436 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1437 1438 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1439 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1440} 1441 1442void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1443 glDisableVertexAttribArray(widthSlot); 1444 glDisableVertexAttribArray(lengthSlot); 1445} 1446 1447void OpenGLRenderer::finishDrawTexture() { 1448} 1449 1450/////////////////////////////////////////////////////////////////////////////// 1451// Drawing 1452/////////////////////////////////////////////////////////////////////////////// 1453 1454status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1455 Rect& dirty, int32_t flags, uint32_t level) { 1456 1457 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1458 // will be performed by the display list itself 1459 if (displayList && displayList->isRenderable()) { 1460 return displayList->replay(*this, dirty, flags, level); 1461 } 1462 1463 return DrawGlInfo::kStatusDone; 1464} 1465 1466void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1467 if (displayList) { 1468 displayList->output(*this, level); 1469 } 1470} 1471 1472void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1473 int alpha; 1474 SkXfermode::Mode mode; 1475 getAlphaAndMode(paint, &alpha, &mode); 1476 1477 float x = left; 1478 float y = top; 1479 1480 GLenum filter = GL_LINEAR; 1481 bool ignoreTransform = false; 1482 if (mSnapshot->transform->isPureTranslate()) { 1483 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1484 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1485 ignoreTransform = true; 1486 filter = GL_NEAREST; 1487 } else { 1488 filter = FILTER(paint); 1489 } 1490 1491 setupDraw(); 1492 setupDrawWithTexture(true); 1493 if (paint) { 1494 setupDrawAlpha8Color(paint->getColor(), alpha); 1495 } 1496 setupDrawColorFilter(); 1497 setupDrawShader(); 1498 setupDrawBlending(true, mode); 1499 setupDrawProgram(); 1500 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1501 1502 setupDrawTexture(texture->id); 1503 texture->setWrap(GL_CLAMP_TO_EDGE); 1504 texture->setFilter(filter); 1505 1506 setupDrawPureColorUniforms(); 1507 setupDrawColorFilterUniforms(); 1508 setupDrawShaderUniforms(); 1509 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1510 1511 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1512 1513 finishDrawTexture(); 1514} 1515 1516status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1517 const float right = left + bitmap->width(); 1518 const float bottom = top + bitmap->height(); 1519 1520 if (quickReject(left, top, right, bottom)) { 1521 return DrawGlInfo::kStatusDone; 1522 } 1523 1524 mCaches.activeTexture(0); 1525 Texture* texture = mCaches.textureCache.get(bitmap); 1526 if (!texture) return DrawGlInfo::kStatusDone; 1527 const AutoTexture autoCleanup(texture); 1528 1529 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1530 drawAlphaBitmap(texture, left, top, paint); 1531 } else { 1532 drawTextureRect(left, top, right, bottom, texture, paint); 1533 } 1534 1535 return DrawGlInfo::kStatusDrew; 1536} 1537 1538status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1539 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1540 const mat4 transform(*matrix); 1541 transform.mapRect(r); 1542 1543 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1544 return DrawGlInfo::kStatusDone; 1545 } 1546 1547 mCaches.activeTexture(0); 1548 Texture* texture = mCaches.textureCache.get(bitmap); 1549 if (!texture) return DrawGlInfo::kStatusDone; 1550 const AutoTexture autoCleanup(texture); 1551 1552 // This could be done in a cheaper way, all we need is pass the matrix 1553 // to the vertex shader. The save/restore is a bit overkill. 1554 save(SkCanvas::kMatrix_SaveFlag); 1555 concatMatrix(matrix); 1556 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1557 restore(); 1558 1559 return DrawGlInfo::kStatusDrew; 1560} 1561 1562status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1563 const float right = left + bitmap->width(); 1564 const float bottom = top + bitmap->height(); 1565 1566 if (quickReject(left, top, right, bottom)) { 1567 return DrawGlInfo::kStatusDone; 1568 } 1569 1570 mCaches.activeTexture(0); 1571 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1572 const AutoTexture autoCleanup(texture); 1573 1574 drawTextureRect(left, top, right, bottom, texture, paint); 1575 1576 return DrawGlInfo::kStatusDrew; 1577} 1578 1579status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1580 float* vertices, int* colors, SkPaint* paint) { 1581 // TODO: Do a quickReject 1582 if (!vertices || mSnapshot->isIgnored()) { 1583 return DrawGlInfo::kStatusDone; 1584 } 1585 1586 mCaches.activeTexture(0); 1587 Texture* texture = mCaches.textureCache.get(bitmap); 1588 if (!texture) return DrawGlInfo::kStatusDone; 1589 const AutoTexture autoCleanup(texture); 1590 1591 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1592 texture->setFilter(FILTER(paint), true); 1593 1594 int alpha; 1595 SkXfermode::Mode mode; 1596 getAlphaAndMode(paint, &alpha, &mode); 1597 1598 const uint32_t count = meshWidth * meshHeight * 6; 1599 1600 float left = FLT_MAX; 1601 float top = FLT_MAX; 1602 float right = FLT_MIN; 1603 float bottom = FLT_MIN; 1604 1605 const bool hasActiveLayer = hasLayer(); 1606 1607 // TODO: Support the colors array 1608 TextureVertex mesh[count]; 1609 TextureVertex* vertex = mesh; 1610 for (int32_t y = 0; y < meshHeight; y++) { 1611 for (int32_t x = 0; x < meshWidth; x++) { 1612 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1613 1614 float u1 = float(x) / meshWidth; 1615 float u2 = float(x + 1) / meshWidth; 1616 float v1 = float(y) / meshHeight; 1617 float v2 = float(y + 1) / meshHeight; 1618 1619 int ax = i + (meshWidth + 1) * 2; 1620 int ay = ax + 1; 1621 int bx = i; 1622 int by = bx + 1; 1623 int cx = i + 2; 1624 int cy = cx + 1; 1625 int dx = i + (meshWidth + 1) * 2 + 2; 1626 int dy = dx + 1; 1627 1628 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1629 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1630 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1631 1632 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1633 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1634 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1635 1636 if (hasActiveLayer) { 1637 // TODO: This could be optimized to avoid unnecessary ops 1638 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1639 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1640 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1641 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1642 } 1643 } 1644 } 1645 1646 if (hasActiveLayer) { 1647 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1648 } 1649 1650 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1651 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1652 GL_TRIANGLES, count, false, false, 0, false, false); 1653 1654 return DrawGlInfo::kStatusDrew; 1655} 1656 1657status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1658 float srcLeft, float srcTop, float srcRight, float srcBottom, 1659 float dstLeft, float dstTop, float dstRight, float dstBottom, 1660 SkPaint* paint) { 1661 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1662 return DrawGlInfo::kStatusDone; 1663 } 1664 1665 mCaches.activeTexture(0); 1666 Texture* texture = mCaches.textureCache.get(bitmap); 1667 if (!texture) return DrawGlInfo::kStatusDone; 1668 const AutoTexture autoCleanup(texture); 1669 1670 const float width = texture->width; 1671 const float height = texture->height; 1672 1673 const float u1 = fmax(0.0f, srcLeft / width); 1674 const float v1 = fmax(0.0f, srcTop / height); 1675 const float u2 = fmin(1.0f, srcRight / width); 1676 const float v2 = fmin(1.0f, srcBottom / height); 1677 1678 mCaches.unbindMeshBuffer(); 1679 resetDrawTextureTexCoords(u1, v1, u2, v2); 1680 1681 int alpha; 1682 SkXfermode::Mode mode; 1683 getAlphaAndMode(paint, &alpha, &mode); 1684 1685 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1686 1687 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1688 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1689 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1690 1691 GLenum filter = GL_NEAREST; 1692 // Enable linear filtering if the source rectangle is scaled 1693 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1694 filter = FILTER(paint); 1695 } 1696 1697 texture->setFilter(filter, true); 1698 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1699 texture->id, alpha / 255.0f, mode, texture->blend, 1700 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1701 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1702 } else { 1703 texture->setFilter(FILTER(paint), true); 1704 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1705 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1706 GL_TRIANGLE_STRIP, gMeshCount); 1707 } 1708 1709 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1710 1711 return DrawGlInfo::kStatusDrew; 1712} 1713 1714status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1715 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1716 float left, float top, float right, float bottom, SkPaint* paint) { 1717 int alpha; 1718 SkXfermode::Mode mode; 1719 getAlphaAndModeDirect(paint, &alpha, &mode); 1720 1721 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1722 left, top, right, bottom, alpha, mode); 1723} 1724 1725status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1726 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1727 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1728 if (quickReject(left, top, right, bottom)) { 1729 return DrawGlInfo::kStatusDone; 1730 } 1731 1732 alpha *= mSnapshot->alpha; 1733 1734 mCaches.activeTexture(0); 1735 Texture* texture = mCaches.textureCache.get(bitmap); 1736 if (!texture) return DrawGlInfo::kStatusDone; 1737 const AutoTexture autoCleanup(texture); 1738 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1739 texture->setFilter(GL_LINEAR, true); 1740 1741 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1742 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1743 1744 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1745 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1746 // Mark the current layer dirty where we are going to draw the patch 1747 if (hasLayer() && mesh->hasEmptyQuads) { 1748 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1749 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1750 const size_t count = mesh->quads.size(); 1751 for (size_t i = 0; i < count; i++) { 1752 const Rect& bounds = mesh->quads.itemAt(i); 1753 if (CC_LIKELY(pureTranslate)) { 1754 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1755 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1756 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1757 } else { 1758 dirtyLayer(left + bounds.left, top + bounds.top, 1759 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1760 } 1761 } 1762 } 1763 1764 if (CC_LIKELY(pureTranslate)) { 1765 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1766 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1767 1768 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1769 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1770 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1771 true, !mesh->hasEmptyQuads); 1772 } else { 1773 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1774 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1775 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1776 true, !mesh->hasEmptyQuads); 1777 } 1778 } 1779 1780 return DrawGlInfo::kStatusDrew; 1781} 1782 1783/** 1784 * This function uses a similar approach to that of AA lines in the drawLines() function. 1785 * We expand the rectangle by a half pixel in screen space on all sides. However, instead of using 1786 * a fragment shader to compute the translucency of the color from its position, we simply use a 1787 * varying parameter to define how far a given pixel is into the region. 1788 */ 1789void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1790 int color, SkXfermode::Mode mode) { 1791 float inverseScaleX = 1.0f; 1792 float inverseScaleY = 1.0f; 1793 1794 // The quad that we use needs to account for scaling. 1795 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1796 Matrix4 *mat = mSnapshot->transform; 1797 float m00 = mat->data[Matrix4::kScaleX]; 1798 float m01 = mat->data[Matrix4::kSkewY]; 1799 float m10 = mat->data[Matrix4::kSkewX]; 1800 float m11 = mat->data[Matrix4::kScaleY]; 1801 float scaleX = sqrt(m00 * m00 + m01 * m01); 1802 float scaleY = sqrt(m10 * m10 + m11 * m11); 1803 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1804 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1805 } 1806 1807 float boundarySizeX = .5 * inverseScaleX; 1808 float boundarySizeY = .5 * inverseScaleY; 1809 1810 float innerLeft = left + boundarySizeX; 1811 float innerRight = right - boundarySizeX; 1812 float innerTop = top + boundarySizeY; 1813 float innerBottom = bottom - boundarySizeY; 1814 1815 // Adjust the rect by the AA boundary padding 1816 left -= boundarySizeX; 1817 right += boundarySizeX; 1818 top -= boundarySizeY; 1819 bottom += boundarySizeY; 1820 1821 if (!quickReject(left, top, right, bottom)) { 1822 setupDraw(); 1823 setupDrawNoTexture(); 1824 setupDrawAARect(); 1825 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1826 setupDrawColorFilter(); 1827 setupDrawShader(); 1828 setupDrawBlending(true, mode); 1829 setupDrawProgram(); 1830 setupDrawModelViewIdentity(true); 1831 setupDrawColorUniforms(); 1832 setupDrawColorFilterUniforms(); 1833 setupDrawShaderIdentityUniforms(); 1834 1835 AlphaVertex rects[14]; 1836 AlphaVertex* aVertices = &rects[0]; 1837 void* alphaCoords = ((GLbyte*) aVertices) + gVertexAlphaOffset; 1838 1839 bool force = mCaches.unbindMeshBuffer(); 1840 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1841 aVertices, gAlphaVertexStride); 1842 mCaches.resetTexCoordsVertexPointer(); 1843 mCaches.unbindIndicesBuffer(); 1844 1845 int alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1846 glEnableVertexAttribArray(alphaSlot); 1847 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1848 1849 // draw left 1850 AlphaVertex::set(aVertices++, left, bottom, 0); 1851 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1852 AlphaVertex::set(aVertices++, left, top, 0); 1853 AlphaVertex::set(aVertices++, innerLeft, innerTop, 1); 1854 1855 // draw top 1856 AlphaVertex::set(aVertices++, right, top, 0); 1857 AlphaVertex::set(aVertices++, innerRight, innerTop, 1); 1858 1859 // draw right 1860 AlphaVertex::set(aVertices++, right, bottom, 0); 1861 AlphaVertex::set(aVertices++, innerRight, innerBottom, 1); 1862 1863 // draw bottom 1864 AlphaVertex::set(aVertices++, left, bottom, 0); 1865 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1866 1867 // draw inner rect (repeating last vertex to create degenerate bridge triangles) 1868 // TODO: also consider drawing the inner rect without the blending-forced shader, if 1869 // blending is expensive. Note: can't use drawColorRect() since it doesn't use vertex 1870 // buffers like below, resulting in slightly different transformed coordinates. 1871 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1872 AlphaVertex::set(aVertices++, innerLeft, innerTop, 1); 1873 AlphaVertex::set(aVertices++, innerRight, innerBottom, 1); 1874 AlphaVertex::set(aVertices++, innerRight, innerTop, 1); 1875 1876 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1877 1878 glDrawArrays(GL_TRIANGLE_STRIP, 0, 14); 1879 1880 glDisableVertexAttribArray(alphaSlot); 1881 } 1882} 1883 1884/** 1885 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1886 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1887 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1888 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1889 * of the line. Hairlines are more involved because we need to account for transform scaling 1890 * to end up with a one-pixel-wide line in screen space.. 1891 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1892 * in combination with values that we calculate and pass down in this method. The basic approach 1893 * is that the quad we create contains both the core line area plus a bounding area in which 1894 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1895 * proportion of the width and the length of a given segment is represented by the boundary 1896 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1897 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1898 * on the inside). This ends up giving the result we want, with pixels that are completely 1899 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1900 * how far into the boundary region they are, which is determined by shader interpolation. 1901 */ 1902status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1903 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 1904 1905 const bool isAA = paint->isAntiAlias(); 1906 // We use half the stroke width here because we're going to position the quad 1907 // corner vertices half of the width away from the line endpoints 1908 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1909 // A stroke width of 0 has a special meaning in Skia: 1910 // it draws a line 1 px wide regardless of current transform 1911 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1912 1913 float inverseScaleX = 1.0f; 1914 float inverseScaleY = 1.0f; 1915 bool scaled = false; 1916 1917 int alpha; 1918 SkXfermode::Mode mode; 1919 1920 int generatedVerticesCount = 0; 1921 int verticesCount = count; 1922 if (count > 4) { 1923 // Polyline: account for extra vertices needed for continuous tri-strip 1924 verticesCount += (count - 4); 1925 } 1926 1927 if (isHairLine || isAA) { 1928 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1929 // the line on the screen should always be one pixel wide regardless of scale. For 1930 // AA lines, we only want one pixel of translucent boundary around the quad. 1931 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1932 Matrix4 *mat = mSnapshot->transform; 1933 float m00 = mat->data[Matrix4::kScaleX]; 1934 float m01 = mat->data[Matrix4::kSkewY]; 1935 float m10 = mat->data[Matrix4::kSkewX]; 1936 float m11 = mat->data[Matrix4::kScaleY]; 1937 1938 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1939 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1940 1941 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1942 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1943 1944 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1945 scaled = true; 1946 } 1947 } 1948 } 1949 1950 getAlphaAndMode(paint, &alpha, &mode); 1951 1952 mCaches.enableScissor(); 1953 1954 setupDraw(); 1955 setupDrawNoTexture(); 1956 if (isAA) { 1957 setupDrawAALine(); 1958 } 1959 setupDrawColor(paint->getColor(), alpha); 1960 setupDrawColorFilter(); 1961 setupDrawShader(); 1962 setupDrawBlending(isAA, mode); 1963 setupDrawProgram(); 1964 setupDrawModelViewIdentity(true); 1965 setupDrawColorUniforms(); 1966 setupDrawColorFilterUniforms(); 1967 setupDrawShaderIdentityUniforms(); 1968 1969 if (isHairLine) { 1970 // Set a real stroke width to be used in quad construction 1971 halfStrokeWidth = isAA? 1 : .5; 1972 } else if (isAA && !scaled) { 1973 // Expand boundary to enable AA calculations on the quad border 1974 halfStrokeWidth += .5f; 1975 } 1976 1977 int widthSlot; 1978 int lengthSlot; 1979 1980 Vertex lines[verticesCount]; 1981 Vertex* vertices = &lines[0]; 1982 1983 AAVertex wLines[verticesCount]; 1984 AAVertex* aaVertices = &wLines[0]; 1985 1986 if (CC_UNLIKELY(!isAA)) { 1987 setupDrawVertices(vertices); 1988 } else { 1989 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1990 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1991 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1992 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1993 // This value is used in the fragment shader to determine how to fill fragments. 1994 // We will need to calculate the actual width proportion on each segment for 1995 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1996 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 1997 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1998 boundaryWidthProportion, widthSlot, lengthSlot); 1999 } 2000 2001 AAVertex* prevAAVertex = NULL; 2002 Vertex* prevVertex = NULL; 2003 2004 int boundaryLengthSlot = -1; 2005 int boundaryWidthSlot = -1; 2006 2007 for (int i = 0; i < count; i += 4) { 2008 // a = start point, b = end point 2009 vec2 a(points[i], points[i + 1]); 2010 vec2 b(points[i + 2], points[i + 3]); 2011 2012 float length = 0; 2013 float boundaryLengthProportion = 0; 2014 float boundaryWidthProportion = 0; 2015 2016 // Find the normal to the line 2017 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2018 float x = n.x; 2019 n.x = -n.y; 2020 n.y = x; 2021 2022 if (isHairLine) { 2023 if (isAA) { 2024 float wideningFactor; 2025 if (fabs(n.x) >= fabs(n.y)) { 2026 wideningFactor = fabs(1.0f / n.x); 2027 } else { 2028 wideningFactor = fabs(1.0f / n.y); 2029 } 2030 n *= wideningFactor; 2031 } 2032 2033 if (scaled) { 2034 n.x *= inverseScaleX; 2035 n.y *= inverseScaleY; 2036 } 2037 } else if (scaled) { 2038 // Extend n by .5 pixel on each side, post-transform 2039 vec2 extendedN = n.copyNormalized(); 2040 extendedN /= 2; 2041 extendedN.x *= inverseScaleX; 2042 extendedN.y *= inverseScaleY; 2043 2044 float extendedNLength = extendedN.length(); 2045 // We need to set this value on the shader prior to drawing 2046 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2047 n += extendedN; 2048 } 2049 2050 // aa lines expand the endpoint vertices to encompass the AA boundary 2051 if (isAA) { 2052 vec2 abVector = (b - a); 2053 length = abVector.length(); 2054 abVector.normalize(); 2055 2056 if (scaled) { 2057 abVector.x *= inverseScaleX; 2058 abVector.y *= inverseScaleY; 2059 float abLength = abVector.length(); 2060 boundaryLengthProportion = .5 - abLength / (length + abLength); 2061 } else { 2062 boundaryLengthProportion = .5 - .5 / (length + 1); 2063 } 2064 2065 abVector /= 2; 2066 a -= abVector; 2067 b += abVector; 2068 } 2069 2070 // Four corners of the rectangle defining a thick line 2071 vec2 p1 = a - n; 2072 vec2 p2 = a + n; 2073 vec2 p3 = b + n; 2074 vec2 p4 = b - n; 2075 2076 2077 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2078 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2079 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2080 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2081 2082 if (!quickRejectNoScissor(left, top, right, bottom)) { 2083 if (!isAA) { 2084 if (prevVertex != NULL) { 2085 // Issue two repeat vertices to create degenerate triangles to bridge 2086 // between the previous line and the new one. This is necessary because 2087 // we are creating a single triangle_strip which will contain 2088 // potentially discontinuous line segments. 2089 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2090 Vertex::set(vertices++, p1.x, p1.y); 2091 generatedVerticesCount += 2; 2092 } 2093 2094 Vertex::set(vertices++, p1.x, p1.y); 2095 Vertex::set(vertices++, p2.x, p2.y); 2096 Vertex::set(vertices++, p4.x, p4.y); 2097 Vertex::set(vertices++, p3.x, p3.y); 2098 2099 prevVertex = vertices - 1; 2100 generatedVerticesCount += 4; 2101 } else { 2102 if (!isHairLine && scaled) { 2103 // Must set width proportions per-segment for scaled non-hairlines to use the 2104 // correct AA boundary dimensions 2105 if (boundaryWidthSlot < 0) { 2106 boundaryWidthSlot = 2107 mCaches.currentProgram->getUniform("boundaryWidth"); 2108 } 2109 2110 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2111 } 2112 2113 if (boundaryLengthSlot < 0) { 2114 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2115 } 2116 2117 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2118 2119 if (prevAAVertex != NULL) { 2120 // Issue two repeat vertices to create degenerate triangles to bridge 2121 // between the previous line and the new one. This is necessary because 2122 // we are creating a single triangle_strip which will contain 2123 // potentially discontinuous line segments. 2124 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2125 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2126 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2127 generatedVerticesCount += 2; 2128 } 2129 2130 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2131 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2132 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2133 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2134 2135 prevAAVertex = aaVertices - 1; 2136 generatedVerticesCount += 4; 2137 } 2138 2139 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2140 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2141 *mSnapshot->transform); 2142 } 2143 } 2144 2145 if (generatedVerticesCount > 0) { 2146 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2147 } 2148 2149 if (isAA) { 2150 finishDrawAALine(widthSlot, lengthSlot); 2151 } 2152 2153 return DrawGlInfo::kStatusDrew; 2154} 2155 2156status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2157 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2158 2159 // TODO: The paint's cap style defines whether the points are square or circular 2160 // TODO: Handle AA for round points 2161 2162 // A stroke width of 0 has a special meaning in Skia: 2163 // it draws an unscaled 1px point 2164 float strokeWidth = paint->getStrokeWidth(); 2165 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2166 if (isHairLine) { 2167 // Now that we know it's hairline, we can set the effective width, to be used later 2168 strokeWidth = 1.0f; 2169 } 2170 const float halfWidth = strokeWidth / 2; 2171 int alpha; 2172 SkXfermode::Mode mode; 2173 getAlphaAndMode(paint, &alpha, &mode); 2174 2175 int verticesCount = count >> 1; 2176 int generatedVerticesCount = 0; 2177 2178 TextureVertex pointsData[verticesCount]; 2179 TextureVertex* vertex = &pointsData[0]; 2180 2181 // TODO: We should optimize this method to not generate vertices for points 2182 // that lie outside of the clip. 2183 mCaches.enableScissor(); 2184 2185 setupDraw(); 2186 setupDrawNoTexture(); 2187 setupDrawPoint(strokeWidth); 2188 setupDrawColor(paint->getColor(), alpha); 2189 setupDrawColorFilter(); 2190 setupDrawShader(); 2191 setupDrawBlending(mode); 2192 setupDrawProgram(); 2193 setupDrawModelViewIdentity(true); 2194 setupDrawColorUniforms(); 2195 setupDrawColorFilterUniforms(); 2196 setupDrawPointUniforms(); 2197 setupDrawShaderIdentityUniforms(); 2198 setupDrawMesh(vertex); 2199 2200 for (int i = 0; i < count; i += 2) { 2201 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2202 generatedVerticesCount++; 2203 2204 float left = points[i] - halfWidth; 2205 float right = points[i] + halfWidth; 2206 float top = points[i + 1] - halfWidth; 2207 float bottom = points [i + 1] + halfWidth; 2208 2209 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2210 } 2211 2212 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2213 2214 return DrawGlInfo::kStatusDrew; 2215} 2216 2217status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2218 // No need to check against the clip, we fill the clip region 2219 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2220 2221 Rect& clip(*mSnapshot->clipRect); 2222 clip.snapToPixelBoundaries(); 2223 2224 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2225 2226 return DrawGlInfo::kStatusDrew; 2227} 2228 2229status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2230 SkPaint* paint) { 2231 if (!texture) return DrawGlInfo::kStatusDone; 2232 const AutoTexture autoCleanup(texture); 2233 2234 const float x = left + texture->left - texture->offset; 2235 const float y = top + texture->top - texture->offset; 2236 2237 drawPathTexture(texture, x, y, paint); 2238 2239 return DrawGlInfo::kStatusDrew; 2240} 2241 2242status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2243 float rx, float ry, SkPaint* paint) { 2244 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2245 2246 mCaches.activeTexture(0); 2247 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2248 right - left, bottom - top, rx, ry, paint); 2249 return drawShape(left, top, texture, paint); 2250} 2251 2252status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2253 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2254 2255 mCaches.activeTexture(0); 2256 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2257 return drawShape(x - radius, y - radius, texture, paint); 2258} 2259 2260status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2261 SkPaint* paint) { 2262 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2263 2264 mCaches.activeTexture(0); 2265 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2266 return drawShape(left, top, texture, paint); 2267} 2268 2269status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2270 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2271 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2272 2273 if (fabs(sweepAngle) >= 360.0f) { 2274 return drawOval(left, top, right, bottom, paint); 2275 } 2276 2277 mCaches.activeTexture(0); 2278 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2279 startAngle, sweepAngle, useCenter, paint); 2280 return drawShape(left, top, texture, paint); 2281} 2282 2283status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2284 SkPaint* paint) { 2285 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2286 2287 mCaches.activeTexture(0); 2288 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2289 return drawShape(left, top, texture, paint); 2290} 2291 2292status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2293 if (p->getStyle() != SkPaint::kFill_Style) { 2294 return drawRectAsShape(left, top, right, bottom, p); 2295 } 2296 2297 if (quickReject(left, top, right, bottom)) { 2298 return DrawGlInfo::kStatusDone; 2299 } 2300 2301 SkXfermode::Mode mode; 2302 if (!mCaches.extensions.hasFramebufferFetch()) { 2303 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2304 if (!isMode) { 2305 // Assume SRC_OVER 2306 mode = SkXfermode::kSrcOver_Mode; 2307 } 2308 } else { 2309 mode = getXfermode(p->getXfermode()); 2310 } 2311 2312 int color = p->getColor(); 2313 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2314 drawAARect(left, top, right, bottom, color, mode); 2315 } else { 2316 drawColorRect(left, top, right, bottom, color, mode); 2317 } 2318 2319 return DrawGlInfo::kStatusDrew; 2320} 2321 2322void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2323 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2324 float x, float y) { 2325 mCaches.activeTexture(0); 2326 2327 // NOTE: The drop shadow will not perform gamma correction 2328 // if shader-based correction is enabled 2329 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2330 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2331 paint, text, bytesCount, count, mShadowRadius, positions); 2332 const AutoTexture autoCleanup(shadow); 2333 2334 const float sx = x - shadow->left + mShadowDx; 2335 const float sy = y - shadow->top + mShadowDy; 2336 2337 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2338 int shadowColor = mShadowColor; 2339 if (mShader) { 2340 shadowColor = 0xffffffff; 2341 } 2342 2343 setupDraw(); 2344 setupDrawWithTexture(true); 2345 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2346 setupDrawColorFilter(); 2347 setupDrawShader(); 2348 setupDrawBlending(true, mode); 2349 setupDrawProgram(); 2350 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2351 setupDrawTexture(shadow->id); 2352 setupDrawPureColorUniforms(); 2353 setupDrawColorFilterUniforms(); 2354 setupDrawShaderUniforms(); 2355 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2356 2357 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2358} 2359 2360status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2361 const float* positions, SkPaint* paint) { 2362 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2363 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2364 return DrawGlInfo::kStatusDone; 2365 } 2366 2367 // NOTE: Skia does not support perspective transform on drawPosText yet 2368 if (!mSnapshot->transform->isSimple()) { 2369 return DrawGlInfo::kStatusDone; 2370 } 2371 2372 float x = 0.0f; 2373 float y = 0.0f; 2374 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2375 if (pureTranslate) { 2376 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2377 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2378 } 2379 2380 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2381 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2382 paint->getTextSize()); 2383 2384 int alpha; 2385 SkXfermode::Mode mode; 2386 getAlphaAndMode(paint, &alpha, &mode); 2387 2388 if (CC_UNLIKELY(mHasShadow)) { 2389 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2390 0.0f, 0.0f); 2391 } 2392 2393 // Pick the appropriate texture filtering 2394 bool linearFilter = mSnapshot->transform->changesBounds(); 2395 if (pureTranslate && !linearFilter) { 2396 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2397 } 2398 2399 mCaches.activeTexture(0); 2400 setupDraw(); 2401 setupDrawTextGamma(paint); 2402 setupDrawDirtyRegionsDisabled(); 2403 setupDrawWithTexture(true); 2404 setupDrawAlpha8Color(paint->getColor(), alpha); 2405 setupDrawColorFilter(); 2406 setupDrawShader(); 2407 setupDrawBlending(true, mode); 2408 setupDrawProgram(); 2409 setupDrawModelView(x, y, x, y, pureTranslate, true); 2410 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2411 setupDrawPureColorUniforms(); 2412 setupDrawColorFilterUniforms(); 2413 setupDrawShaderUniforms(pureTranslate); 2414 setupDrawTextGammaUniforms(); 2415 2416 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2417 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2418 2419 const bool hasActiveLayer = hasLayer(); 2420 2421 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2422 positions, hasActiveLayer ? &bounds : NULL)) { 2423 if (hasActiveLayer) { 2424 if (!pureTranslate) { 2425 mSnapshot->transform->mapRect(bounds); 2426 } 2427 dirtyLayerUnchecked(bounds, getRegion()); 2428 } 2429 } 2430 2431 return DrawGlInfo::kStatusDrew; 2432} 2433 2434status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2435 float x, float y, const float* positions, SkPaint* paint, float length) { 2436 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2437 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2438 return DrawGlInfo::kStatusDone; 2439 } 2440 2441 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2442 switch (paint->getTextAlign()) { 2443 case SkPaint::kCenter_Align: 2444 x -= length / 2.0f; 2445 break; 2446 case SkPaint::kRight_Align: 2447 x -= length; 2448 break; 2449 default: 2450 break; 2451 } 2452 2453 SkPaint::FontMetrics metrics; 2454 paint->getFontMetrics(&metrics, 0.0f); 2455 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2456 return DrawGlInfo::kStatusDone; 2457 } 2458 2459 const float oldX = x; 2460 const float oldY = y; 2461 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2462 if (CC_LIKELY(pureTranslate)) { 2463 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2464 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2465 } 2466 2467#if DEBUG_GLYPHS 2468 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2469 SkTypeface::UniqueID(paint->getTypeface())); 2470#endif 2471 2472 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2473 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2474 paint->getTextSize()); 2475 2476 int alpha; 2477 SkXfermode::Mode mode; 2478 getAlphaAndMode(paint, &alpha, &mode); 2479 2480 if (CC_UNLIKELY(mHasShadow)) { 2481 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2482 oldX, oldY); 2483 } 2484 2485 // Pick the appropriate texture filtering 2486 bool linearFilter = mSnapshot->transform->changesBounds(); 2487 if (pureTranslate && !linearFilter) { 2488 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2489 } 2490 2491 // The font renderer will always use texture unit 0 2492 mCaches.activeTexture(0); 2493 setupDraw(); 2494 setupDrawTextGamma(paint); 2495 setupDrawDirtyRegionsDisabled(); 2496 setupDrawWithTexture(true); 2497 setupDrawAlpha8Color(paint->getColor(), alpha); 2498 setupDrawColorFilter(); 2499 setupDrawShader(); 2500 setupDrawBlending(true, mode); 2501 setupDrawProgram(); 2502 setupDrawModelView(x, y, x, y, pureTranslate, true); 2503 // See comment above; the font renderer must use texture unit 0 2504 // assert(mTextureUnit == 0) 2505 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2506 setupDrawPureColorUniforms(); 2507 setupDrawColorFilterUniforms(); 2508 setupDrawShaderUniforms(pureTranslate); 2509 setupDrawTextGammaUniforms(); 2510 2511 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2512 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2513 2514 const bool hasActiveLayer = hasLayer(); 2515 2516 bool status; 2517 if (paint->getTextAlign() != SkPaint::kLeft_Align) { 2518 SkPaint paintCopy(*paint); 2519 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2520 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2521 positions, hasActiveLayer ? &bounds : NULL); 2522 } else { 2523 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2524 positions, hasActiveLayer ? &bounds : NULL); 2525 } 2526 2527 if (status && hasActiveLayer) { 2528 if (!pureTranslate) { 2529 mSnapshot->transform->mapRect(bounds); 2530 } 2531 dirtyLayerUnchecked(bounds, getRegion()); 2532 } 2533 2534 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2535 2536 return DrawGlInfo::kStatusDrew; 2537} 2538 2539status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2540 float hOffset, float vOffset, SkPaint* paint) { 2541 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2542 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2543 return DrawGlInfo::kStatusDone; 2544 } 2545 2546 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2547 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2548 paint->getTextSize()); 2549 2550 int alpha; 2551 SkXfermode::Mode mode; 2552 getAlphaAndMode(paint, &alpha, &mode); 2553 2554 mCaches.activeTexture(0); 2555 setupDraw(); 2556 setupDrawTextGamma(paint); 2557 setupDrawDirtyRegionsDisabled(); 2558 setupDrawWithTexture(true); 2559 setupDrawAlpha8Color(paint->getColor(), alpha); 2560 setupDrawColorFilter(); 2561 setupDrawShader(); 2562 setupDrawBlending(true, mode); 2563 setupDrawProgram(); 2564 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2565 setupDrawTexture(fontRenderer.getTexture(true)); 2566 setupDrawPureColorUniforms(); 2567 setupDrawColorFilterUniforms(); 2568 setupDrawShaderUniforms(false); 2569 setupDrawTextGammaUniforms(); 2570 2571 const Rect* clip = &mSnapshot->getLocalClip(); 2572 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2573 2574 const bool hasActiveLayer = hasLayer(); 2575 2576 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2577 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2578 if (hasActiveLayer) { 2579 mSnapshot->transform->mapRect(bounds); 2580 dirtyLayerUnchecked(bounds, getRegion()); 2581 } 2582 } 2583 2584 return DrawGlInfo::kStatusDrew; 2585} 2586 2587status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2588 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2589 2590 mCaches.activeTexture(0); 2591 2592 // TODO: Perform early clip test before we rasterize the path 2593 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2594 if (!texture) return DrawGlInfo::kStatusDone; 2595 const AutoTexture autoCleanup(texture); 2596 2597 const float x = texture->left - texture->offset; 2598 const float y = texture->top - texture->offset; 2599 2600 drawPathTexture(texture, x, y, paint); 2601 2602 return DrawGlInfo::kStatusDrew; 2603} 2604 2605status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2606 if (!layer) { 2607 return DrawGlInfo::kStatusDone; 2608 } 2609 2610 Rect transformed; 2611 Rect clip; 2612 const bool rejected = quickRejectNoScissor(x, y, 2613 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2614 2615 if (rejected) { 2616 return DrawGlInfo::kStatusDone; 2617 } 2618 2619 bool debugLayerUpdate = false; 2620 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2621 OpenGLRenderer* renderer = layer->renderer; 2622 Rect& dirty = layer->dirtyRect; 2623 2624 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2625 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2626 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 2627 renderer->finish(); 2628 2629 resumeAfterLayer(); 2630 2631 dirty.setEmpty(); 2632 layer->deferredUpdateScheduled = false; 2633 layer->renderer = NULL; 2634 layer->displayList = NULL; 2635 2636 debugLayerUpdate = mCaches.debugLayersUpdates; 2637 } 2638 2639 mCaches.setScissorEnabled(!clip.contains(transformed)); 2640 mCaches.activeTexture(0); 2641 2642 if (CC_LIKELY(!layer->region.isEmpty())) { 2643 if (layer->region.isRect()) { 2644 composeLayerRect(layer, layer->regionRect); 2645 } else if (layer->mesh) { 2646 const float a = layer->getAlpha() / 255.0f; 2647 SkiaColorFilter *oldFilter = mColorFilter; 2648 mColorFilter = layer->getColorFilter(); 2649 2650 setupDraw(); 2651 setupDrawWithTexture(); 2652 setupDrawColor(a, a, a, a); 2653 setupDrawColorFilter(); 2654 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2655 setupDrawProgram(); 2656 setupDrawPureColorUniforms(); 2657 setupDrawColorFilterUniforms(); 2658 setupDrawTexture(layer->getTexture()); 2659 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2660 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2661 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2662 2663 layer->setFilter(GL_NEAREST); 2664 setupDrawModelViewTranslate(tx, ty, 2665 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2666 } else { 2667 layer->setFilter(GL_LINEAR); 2668 setupDrawModelViewTranslate(x, y, 2669 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2670 } 2671 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2672 2673 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2674 GL_UNSIGNED_SHORT, layer->meshIndices); 2675 2676 finishDrawTexture(); 2677 2678 mColorFilter = oldFilter; 2679 2680#if DEBUG_LAYERS_AS_REGIONS 2681 drawRegionRects(layer->region); 2682#endif 2683 } 2684 2685 if (debugLayerUpdate) { 2686 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2687 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2688 } 2689 } 2690 2691 return DrawGlInfo::kStatusDrew; 2692} 2693 2694/////////////////////////////////////////////////////////////////////////////// 2695// Shaders 2696/////////////////////////////////////////////////////////////////////////////// 2697 2698void OpenGLRenderer::resetShader() { 2699 mShader = NULL; 2700} 2701 2702void OpenGLRenderer::setupShader(SkiaShader* shader) { 2703 mShader = shader; 2704 if (mShader) { 2705 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2706 } 2707} 2708 2709/////////////////////////////////////////////////////////////////////////////// 2710// Color filters 2711/////////////////////////////////////////////////////////////////////////////// 2712 2713void OpenGLRenderer::resetColorFilter() { 2714 mColorFilter = NULL; 2715} 2716 2717void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2718 mColorFilter = filter; 2719} 2720 2721/////////////////////////////////////////////////////////////////////////////// 2722// Drop shadow 2723/////////////////////////////////////////////////////////////////////////////// 2724 2725void OpenGLRenderer::resetShadow() { 2726 mHasShadow = false; 2727} 2728 2729void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2730 mHasShadow = true; 2731 mShadowRadius = radius; 2732 mShadowDx = dx; 2733 mShadowDy = dy; 2734 mShadowColor = color; 2735} 2736 2737/////////////////////////////////////////////////////////////////////////////// 2738// Draw filters 2739/////////////////////////////////////////////////////////////////////////////// 2740 2741void OpenGLRenderer::resetPaintFilter() { 2742 mHasDrawFilter = false; 2743} 2744 2745void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2746 mHasDrawFilter = true; 2747 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2748 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2749} 2750 2751SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2752 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2753 2754 uint32_t flags = paint->getFlags(); 2755 2756 mFilteredPaint = *paint; 2757 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2758 2759 return &mFilteredPaint; 2760} 2761 2762/////////////////////////////////////////////////////////////////////////////// 2763// Drawing implementation 2764/////////////////////////////////////////////////////////////////////////////// 2765 2766void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2767 float x, float y, SkPaint* paint) { 2768 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2769 return; 2770 } 2771 2772 int alpha; 2773 SkXfermode::Mode mode; 2774 getAlphaAndMode(paint, &alpha, &mode); 2775 2776 setupDraw(); 2777 setupDrawWithTexture(true); 2778 setupDrawAlpha8Color(paint->getColor(), alpha); 2779 setupDrawColorFilter(); 2780 setupDrawShader(); 2781 setupDrawBlending(true, mode); 2782 setupDrawProgram(); 2783 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2784 setupDrawTexture(texture->id); 2785 setupDrawPureColorUniforms(); 2786 setupDrawColorFilterUniforms(); 2787 setupDrawShaderUniforms(); 2788 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2789 2790 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2791 2792 finishDrawTexture(); 2793} 2794 2795// Same values used by Skia 2796#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2797#define kStdUnderline_Offset (1.0f / 9.0f) 2798#define kStdUnderline_Thickness (1.0f / 18.0f) 2799 2800void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2801 float x, float y, SkPaint* paint) { 2802 // Handle underline and strike-through 2803 uint32_t flags = paint->getFlags(); 2804 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2805 SkPaint paintCopy(*paint); 2806 float underlineWidth = length; 2807 // If length is > 0.0f, we already measured the text for the text alignment 2808 if (length <= 0.0f) { 2809 underlineWidth = paintCopy.measureText(text, bytesCount); 2810 } 2811 2812 if (CC_LIKELY(underlineWidth > 0.0f)) { 2813 const float textSize = paintCopy.getTextSize(); 2814 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2815 2816 const float left = x; 2817 float top = 0.0f; 2818 2819 int linesCount = 0; 2820 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2821 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2822 2823 const int pointsCount = 4 * linesCount; 2824 float points[pointsCount]; 2825 int currentPoint = 0; 2826 2827 if (flags & SkPaint::kUnderlineText_Flag) { 2828 top = y + textSize * kStdUnderline_Offset; 2829 points[currentPoint++] = left; 2830 points[currentPoint++] = top; 2831 points[currentPoint++] = left + underlineWidth; 2832 points[currentPoint++] = top; 2833 } 2834 2835 if (flags & SkPaint::kStrikeThruText_Flag) { 2836 top = y + textSize * kStdStrikeThru_Offset; 2837 points[currentPoint++] = left; 2838 points[currentPoint++] = top; 2839 points[currentPoint++] = left + underlineWidth; 2840 points[currentPoint++] = top; 2841 } 2842 2843 paintCopy.setStrokeWidth(strokeWidth); 2844 2845 drawLines(&points[0], pointsCount, &paintCopy); 2846 } 2847 } 2848} 2849 2850void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2851 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2852 // If a shader is set, preserve only the alpha 2853 if (mShader) { 2854 color |= 0x00ffffff; 2855 } 2856 2857 setupDraw(); 2858 setupDrawNoTexture(); 2859 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2860 setupDrawShader(); 2861 setupDrawColorFilter(); 2862 setupDrawBlending(mode); 2863 setupDrawProgram(); 2864 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2865 setupDrawColorUniforms(); 2866 setupDrawShaderUniforms(ignoreTransform); 2867 setupDrawColorFilterUniforms(); 2868 setupDrawSimpleMesh(); 2869 2870 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2871} 2872 2873void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2874 Texture* texture, SkPaint* paint) { 2875 int alpha; 2876 SkXfermode::Mode mode; 2877 getAlphaAndMode(paint, &alpha, &mode); 2878 2879 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2880 2881 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2882 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2883 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2884 2885 texture->setFilter(GL_NEAREST, true); 2886 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2887 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2888 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2889 } else { 2890 texture->setFilter(FILTER(paint), true); 2891 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2892 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2893 GL_TRIANGLE_STRIP, gMeshCount); 2894 } 2895} 2896 2897void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2898 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2899 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2900 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2901} 2902 2903void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2904 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2905 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2906 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2907 2908 setupDraw(); 2909 setupDrawWithTexture(); 2910 setupDrawColor(alpha, alpha, alpha, alpha); 2911 setupDrawColorFilter(); 2912 setupDrawBlending(blend, mode, swapSrcDst); 2913 setupDrawProgram(); 2914 if (!dirty) { 2915 setupDrawDirtyRegionsDisabled(); 2916 } 2917 if (!ignoreScale) { 2918 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2919 } else { 2920 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2921 } 2922 setupDrawPureColorUniforms(); 2923 setupDrawColorFilterUniforms(); 2924 setupDrawTexture(texture); 2925 setupDrawMesh(vertices, texCoords, vbo); 2926 2927 glDrawArrays(drawMode, 0, elementsCount); 2928 2929 finishDrawTexture(); 2930} 2931 2932void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2933 ProgramDescription& description, bool swapSrcDst) { 2934 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2935 2936 if (blend) { 2937 // These blend modes are not supported by OpenGL directly and have 2938 // to be implemented using shaders. Since the shader will perform 2939 // the blending, turn blending off here 2940 // If the blend mode cannot be implemented using shaders, fall 2941 // back to the default SrcOver blend mode instead 2942 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 2943 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2944 description.framebufferMode = mode; 2945 description.swapSrcDst = swapSrcDst; 2946 2947 if (mCaches.blend) { 2948 glDisable(GL_BLEND); 2949 mCaches.blend = false; 2950 } 2951 2952 return; 2953 } else { 2954 mode = SkXfermode::kSrcOver_Mode; 2955 } 2956 } 2957 2958 if (!mCaches.blend) { 2959 glEnable(GL_BLEND); 2960 } 2961 2962 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2963 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2964 2965 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2966 glBlendFunc(sourceMode, destMode); 2967 mCaches.lastSrcMode = sourceMode; 2968 mCaches.lastDstMode = destMode; 2969 } 2970 } else if (mCaches.blend) { 2971 glDisable(GL_BLEND); 2972 } 2973 mCaches.blend = blend; 2974} 2975 2976bool OpenGLRenderer::useProgram(Program* program) { 2977 if (!program->isInUse()) { 2978 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2979 program->use(); 2980 mCaches.currentProgram = program; 2981 return false; 2982 } 2983 return true; 2984} 2985 2986void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2987 TextureVertex* v = &mMeshVertices[0]; 2988 TextureVertex::setUV(v++, u1, v1); 2989 TextureVertex::setUV(v++, u2, v1); 2990 TextureVertex::setUV(v++, u1, v2); 2991 TextureVertex::setUV(v++, u2, v2); 2992} 2993 2994void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2995 getAlphaAndModeDirect(paint, alpha, mode); 2996 *alpha *= mSnapshot->alpha; 2997} 2998 2999}; // namespace uirenderer 3000}; // namespace android 3001