OpenGLRenderer.cpp revision 386aa031793bb037ec43b6cdbd8908c343cc86cb
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "GammaFontRenderer.h" 21#include "Glop.h" 22#include "GlopBuilder.h" 23#include "Patch.h" 24#include "PathTessellator.h" 25#include "Properties.h" 26#include "RenderNode.h" 27#include "renderstate/MeshState.h" 28#include "renderstate/RenderState.h" 29#include "ShadowTessellator.h" 30#include "SkiaShader.h" 31#include "Vector.h" 32#include "VertexBuffer.h" 33#include "utils/GLUtils.h" 34#include "utils/PaintUtils.h" 35#include "utils/TraceUtils.h" 36 37#include <stdlib.h> 38#include <stdint.h> 39#include <sys/types.h> 40 41#include <SkCanvas.h> 42#include <SkColor.h> 43#include <SkPaintDefaults.h> 44#include <SkPathOps.h> 45#include <SkShader.h> 46#include <SkTypeface.h> 47 48#include <utils/Log.h> 49#include <utils/StopWatch.h> 50 51#include <private/hwui/DrawGlInfo.h> 52 53#include <ui/Rect.h> 54 55#if DEBUG_DETAILED_EVENTS 56 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 57#else 58 #define EVENT_LOGD(...) 59#endif 60 61namespace android { 62namespace uirenderer { 63 64/////////////////////////////////////////////////////////////////////////////// 65// Constructors/destructor 66/////////////////////////////////////////////////////////////////////////////// 67 68OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 69 : mState(*this) 70 , mCaches(Caches::getInstance()) 71 , mRenderState(renderState) 72 , mFrameStarted(false) 73 , mScissorOptimizationDisabled(false) 74 , mDirty(false) 75 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 76 , mLightRadius(FLT_MIN) 77 , mAmbientShadowAlpha(0) 78 , mSpotShadowAlpha(0) { 79} 80 81OpenGLRenderer::~OpenGLRenderer() { 82 // The context has already been destroyed at this point, do not call 83 // GL APIs. All GL state should be kept in Caches.h 84} 85 86void OpenGLRenderer::initProperties() { 87 char property[PROPERTY_VALUE_MAX]; 88 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 89 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 90 INIT_LOGD(" Scissor optimization %s", 91 mScissorOptimizationDisabled ? "disabled" : "enabled"); 92 } else { 93 INIT_LOGD(" Scissor optimization enabled"); 94 } 95} 96 97void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha, 98 uint8_t spotShadowAlpha) { 99 mLightRadius = lightRadius; 100 mAmbientShadowAlpha = ambientShadowAlpha; 101 mSpotShadowAlpha = spotShadowAlpha; 102} 103 104void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) { 105 mLightCenter = lightCenter; 106} 107 108/////////////////////////////////////////////////////////////////////////////// 109// Setup 110/////////////////////////////////////////////////////////////////////////////// 111 112void OpenGLRenderer::onViewportInitialized() { 113 glDisable(GL_DITHER); 114 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 115} 116 117void OpenGLRenderer::setupFrameState(int viewportWidth, int viewportHeight, 118 float left, float top, float right, float bottom, bool opaque) { 119 mCaches.clearGarbage(); 120 mState.initializeSaveStack(viewportWidth, viewportHeight, 121 left, top, right, bottom, mLightCenter); 122 mOpaque = opaque; 123 mTilingClip.set(left, top, right, bottom); 124} 125 126void OpenGLRenderer::startFrame() { 127 if (mFrameStarted) return; 128 mFrameStarted = true; 129 130 mState.setDirtyClip(true); 131 132 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 133 134 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 135 136 debugOverdraw(true, true); 137 138 clear(mTilingClip.left, mTilingClip.top, 139 mTilingClip.right, mTilingClip.bottom, mOpaque); 140} 141 142void OpenGLRenderer::prepareDirty(int viewportWidth, int viewportHeight, 143 float left, float top, float right, float bottom, bool opaque) { 144 145 setupFrameState(viewportWidth, viewportHeight, left, top, right, bottom, opaque); 146 147 // Layer renderers will start the frame immediately 148 // The framebuffer renderer will first defer the display list 149 // for each layer and wait until the first drawing command 150 // to start the frame 151 if (currentSnapshot()->fbo == 0) { 152 mRenderState.blend().syncEnabled(); 153 updateLayers(); 154 } else { 155 startFrame(); 156 } 157} 158 159void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 160 // If we know that we are going to redraw the entire framebuffer, 161 // perform a discard to let the driver know we don't need to preserve 162 // the back buffer for this frame. 163 if (mCaches.extensions().hasDiscardFramebuffer() && 164 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 165 const bool isFbo = getTargetFbo() == 0; 166 const GLenum attachments[] = { 167 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 168 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 169 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 170 } 171} 172 173void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 174 if (!opaque) { 175 mRenderState.scissor().setEnabled(true); 176 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 177 glClear(GL_COLOR_BUFFER_BIT); 178 mDirty = true; 179 return; 180 } 181 182 mRenderState.scissor().reset(); 183} 184 185bool OpenGLRenderer::finish() { 186 renderOverdraw(); 187 mTempPaths.clear(); 188 189 // When finish() is invoked on FBO 0 we've reached the end 190 // of the current frame 191 if (getTargetFbo() == 0) { 192 mCaches.pathCache.trim(); 193 mCaches.tessellationCache.trim(); 194 } 195 196 if (!suppressErrorChecks()) { 197#if DEBUG_OPENGL 198 GLUtils::dumpGLErrors(); 199#endif 200 201#if DEBUG_MEMORY_USAGE 202 mCaches.dumpMemoryUsage(); 203#else 204 if (Properties::debugLevel & kDebugMemory) { 205 mCaches.dumpMemoryUsage(); 206 } 207#endif 208 } 209 210 mFrameStarted = false; 211 212 return reportAndClearDirty(); 213} 214 215void OpenGLRenderer::resumeAfterLayer() { 216 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 217 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 218 debugOverdraw(true, false); 219 220 mRenderState.scissor().reset(); 221 dirtyClip(); 222} 223 224void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 225 if (mState.currentlyIgnored()) return; 226 227 Rect clip(mState.currentRenderTargetClip()); 228 clip.snapToPixelBoundaries(); 229 230 // Since we don't know what the functor will draw, let's dirty 231 // the entire clip region 232 if (hasLayer()) { 233 dirtyLayerUnchecked(clip, getRegion()); 234 } 235 236 DrawGlInfo info; 237 info.clipLeft = clip.left; 238 info.clipTop = clip.top; 239 info.clipRight = clip.right; 240 info.clipBottom = clip.bottom; 241 info.isLayer = hasLayer(); 242 info.width = getViewportWidth(); 243 info.height = getViewportHeight(); 244 currentTransform()->copyTo(&info.transform[0]); 245 246 bool prevDirtyClip = mState.getDirtyClip(); 247 // setup GL state for functor 248 if (mState.getDirtyClip()) { 249 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 250 } 251 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 252 setScissorFromClip(); 253 } 254 255 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 256 // Scissor may have been modified, reset dirty clip 257 dirtyClip(); 258 259 mDirty = true; 260} 261 262/////////////////////////////////////////////////////////////////////////////// 263// Debug 264/////////////////////////////////////////////////////////////////////////////// 265 266void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 267#if DEBUG_DETAILED_EVENTS 268 const int BUFFER_SIZE = 256; 269 va_list ap; 270 char buf[BUFFER_SIZE]; 271 272 va_start(ap, fmt); 273 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 274 va_end(ap); 275 276 eventMark(buf); 277#endif 278} 279 280 281void OpenGLRenderer::eventMark(const char* name) const { 282 mCaches.eventMark(0, name); 283} 284 285void OpenGLRenderer::startMark(const char* name) const { 286 mCaches.startMark(0, name); 287} 288 289void OpenGLRenderer::endMark() const { 290 mCaches.endMark(); 291} 292 293void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 294 mRenderState.debugOverdraw(enable, clear); 295} 296 297void OpenGLRenderer::renderOverdraw() { 298 if (Properties::debugOverdraw && getTargetFbo() == 0) { 299 const Rect* clip = &mTilingClip; 300 301 mRenderState.scissor().setEnabled(true); 302 mRenderState.scissor().set(clip->left, 303 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 304 clip->right - clip->left, 305 clip->bottom - clip->top); 306 307 // 1x overdraw 308 mRenderState.stencil().enableDebugTest(2); 309 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 310 311 // 2x overdraw 312 mRenderState.stencil().enableDebugTest(3); 313 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 314 315 // 3x overdraw 316 mRenderState.stencil().enableDebugTest(4); 317 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 318 319 // 4x overdraw and higher 320 mRenderState.stencil().enableDebugTest(4, true); 321 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 322 323 mRenderState.stencil().disable(); 324 } 325} 326 327/////////////////////////////////////////////////////////////////////////////// 328// Layers 329/////////////////////////////////////////////////////////////////////////////// 330 331bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 332 if (layer->deferredUpdateScheduled && layer->renderer 333 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 334 335 if (inFrame) { 336 debugOverdraw(false, false); 337 } 338 339 if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) { 340 layer->render(*this); 341 } else { 342 layer->defer(*this); 343 } 344 345 if (inFrame) { 346 resumeAfterLayer(); 347 } 348 349 layer->debugDrawUpdate = Properties::debugLayersUpdates; 350 layer->hasDrawnSinceUpdate = false; 351 352 return true; 353 } 354 355 return false; 356} 357 358void OpenGLRenderer::updateLayers() { 359 // If draw deferring is enabled this method will simply defer 360 // the display list of each individual layer. The layers remain 361 // in the layer updates list which will be cleared by flushLayers(). 362 int count = mLayerUpdates.size(); 363 if (count > 0) { 364 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 365 startMark("Layer Updates"); 366 } else { 367 startMark("Defer Layer Updates"); 368 } 369 370 // Note: it is very important to update the layers in order 371 for (int i = 0; i < count; i++) { 372 Layer* layer = mLayerUpdates[i].get(); 373 updateLayer(layer, false); 374 } 375 376 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 377 mLayerUpdates.clear(); 378 mRenderState.bindFramebuffer(getTargetFbo()); 379 } 380 endMark(); 381 } 382} 383 384void OpenGLRenderer::flushLayers() { 385 int count = mLayerUpdates.size(); 386 if (count > 0) { 387 startMark("Apply Layer Updates"); 388 389 // Note: it is very important to update the layers in order 390 for (int i = 0; i < count; i++) { 391 mLayerUpdates[i]->flush(); 392 } 393 394 mLayerUpdates.clear(); 395 mRenderState.bindFramebuffer(getTargetFbo()); 396 397 endMark(); 398 } 399} 400 401void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 402 if (layer) { 403 // Make sure we don't introduce duplicates. 404 // SortedVector would do this automatically but we need to respect 405 // the insertion order. The linear search is not an issue since 406 // this list is usually very short (typically one item, at most a few) 407 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 408 if (mLayerUpdates[i] == layer) { 409 return; 410 } 411 } 412 mLayerUpdates.push_back(layer); 413 } 414} 415 416void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 417 if (layer) { 418 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 419 if (mLayerUpdates[i] == layer) { 420 mLayerUpdates.erase(mLayerUpdates.begin() + i); 421 break; 422 } 423 } 424 } 425} 426 427void OpenGLRenderer::flushLayerUpdates() { 428 ATRACE_NAME("Update HW Layers"); 429 mRenderState.blend().syncEnabled(); 430 updateLayers(); 431 flushLayers(); 432 // Wait for all the layer updates to be executed 433 glFinish(); 434} 435 436void OpenGLRenderer::markLayersAsBuildLayers() { 437 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 438 mLayerUpdates[i]->wasBuildLayered = true; 439 } 440} 441 442/////////////////////////////////////////////////////////////////////////////// 443// State management 444/////////////////////////////////////////////////////////////////////////////// 445 446void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 447 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 448 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 449 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 450 451 if (restoreViewport) { 452 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 453 } 454 455 if (restoreClip) { 456 dirtyClip(); 457 } 458 459 if (restoreLayer) { 460 endMark(); // Savelayer 461 ATRACE_END(); // SaveLayer 462 startMark("ComposeLayer"); 463 composeLayer(removed, restored); 464 endMark(); 465 } 466} 467 468/////////////////////////////////////////////////////////////////////////////// 469// Layers 470/////////////////////////////////////////////////////////////////////////////// 471 472int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 473 const SkPaint* paint, int flags, const SkPath* convexMask) { 474 // force matrix/clip isolation for layer 475 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 476 477 const int count = mState.saveSnapshot(flags); 478 479 if (!mState.currentlyIgnored()) { 480 createLayer(left, top, right, bottom, paint, flags, convexMask); 481 } 482 483 return count; 484} 485 486void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 487 const Rect untransformedBounds(bounds); 488 489 currentTransform()->mapRect(bounds); 490 491 // Layers only make sense if they are in the framebuffer's bounds 492 bounds.doIntersect(mState.currentRenderTargetClip()); 493 if (!bounds.isEmpty()) { 494 // We cannot work with sub-pixels in this case 495 bounds.snapToPixelBoundaries(); 496 497 // When the layer is not an FBO, we may use glCopyTexImage so we 498 // need to make sure the layer does not extend outside the bounds 499 // of the framebuffer 500 const Snapshot& previous = *(currentSnapshot()->previous); 501 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 502 503 bounds.doIntersect(previousViewport); 504 if (!bounds.isEmpty() && fboLayer) { 505 clip.set(bounds); 506 mat4 inverse; 507 inverse.loadInverse(*currentTransform()); 508 inverse.mapRect(clip); 509 clip.snapToPixelBoundaries(); 510 clip.doIntersect(untransformedBounds); 511 if (!clip.isEmpty()) { 512 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 513 bounds.set(untransformedBounds); 514 } 515 } 516 } 517} 518 519void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 520 bool fboLayer, int alpha) { 521 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 522 bounds.getHeight() > mCaches.maxTextureSize || 523 (fboLayer && clip.isEmpty())) { 524 writableSnapshot()->empty = fboLayer; 525 } else { 526 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 527 } 528} 529 530int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 531 const SkPaint* paint, int flags) { 532 const int count = mState.saveSnapshot(flags); 533 534 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 535 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 536 // operations will be able to store and restore the current clip and transform info, and 537 // quick rejection will be correct (for display lists) 538 539 Rect bounds(left, top, right, bottom); 540 Rect clip; 541 calculateLayerBoundsAndClip(bounds, clip, true); 542 updateSnapshotIgnoreForLayer(bounds, clip, true, PaintUtils::getAlphaDirect(paint)); 543 544 if (!mState.currentlyIgnored()) { 545 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 546 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 547 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 548 writableSnapshot()->roundRectClipState = nullptr; 549 } 550 } 551 552 return count; 553} 554 555/** 556 * Layers are viewed by Skia are slightly different than layers in image editing 557 * programs (for instance.) When a layer is created, previously created layers 558 * and the frame buffer still receive every drawing command. For instance, if a 559 * layer is created and a shape intersecting the bounds of the layers and the 560 * framebuffer is draw, the shape will be drawn on both (unless the layer was 561 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 562 * 563 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 564 * texture. Unfortunately, this is inefficient as it requires every primitive to 565 * be drawn n + 1 times, where n is the number of active layers. In practice this 566 * means, for every primitive: 567 * - Switch active frame buffer 568 * - Change viewport, clip and projection matrix 569 * - Issue the drawing 570 * 571 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 572 * To avoid this, layers are implemented in a different way here, at least in the 573 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 574 * is set. When this flag is set we can redirect all drawing operations into a 575 * single FBO. 576 * 577 * This implementation relies on the frame buffer being at least RGBA 8888. When 578 * a layer is created, only a texture is created, not an FBO. The content of the 579 * frame buffer contained within the layer's bounds is copied into this texture 580 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 581 * buffer and drawing continues as normal. This technique therefore treats the 582 * frame buffer as a scratch buffer for the layers. 583 * 584 * To compose the layers back onto the frame buffer, each layer texture 585 * (containing the original frame buffer data) is drawn as a simple quad over 586 * the frame buffer. The trick is that the quad is set as the composition 587 * destination in the blending equation, and the frame buffer becomes the source 588 * of the composition. 589 * 590 * Drawing layers with an alpha value requires an extra step before composition. 591 * An empty quad is drawn over the layer's region in the frame buffer. This quad 592 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 593 * quad is used to multiply the colors in the frame buffer. This is achieved by 594 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 595 * GL_ZERO, GL_SRC_ALPHA. 596 * 597 * Because glCopyTexImage2D() can be slow, an alternative implementation might 598 * be use to draw a single clipped layer. The implementation described above 599 * is correct in every case. 600 * 601 * (1) The frame buffer is actually not cleared right away. To allow the GPU 602 * to potentially optimize series of calls to glCopyTexImage2D, the frame 603 * buffer is left untouched until the first drawing operation. Only when 604 * something actually gets drawn are the layers regions cleared. 605 */ 606bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 607 const SkPaint* paint, int flags, const SkPath* convexMask) { 608 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 609 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 610 611 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 612 613 // Window coordinates of the layer 614 Rect clip; 615 Rect bounds(left, top, right, bottom); 616 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 617 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, PaintUtils::getAlphaDirect(paint)); 618 619 // Bail out if we won't draw in this snapshot 620 if (mState.currentlyIgnored()) { 621 return false; 622 } 623 624 mCaches.textureState().activateTexture(0); 625 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 626 if (!layer) { 627 return false; 628 } 629 630 layer->setPaint(paint); 631 layer->layer.set(bounds); 632 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 633 bounds.getWidth() / float(layer->getWidth()), 0.0f); 634 635 layer->setBlend(true); 636 layer->setDirty(false); 637 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 638 639 // Save the layer in the snapshot 640 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 641 writableSnapshot()->layer = layer; 642 643 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 644 fboLayer ? "" : "unclipped ", 645 layer->getWidth(), layer->getHeight()); 646 startMark("SaveLayer"); 647 if (fboLayer) { 648 return createFboLayer(layer, bounds, clip); 649 } else { 650 // Copy the framebuffer into the layer 651 layer->bindTexture(); 652 if (!bounds.isEmpty()) { 653 if (layer->isEmpty()) { 654 // Workaround for some GL drivers. When reading pixels lying outside 655 // of the window we should get undefined values for those pixels. 656 // Unfortunately some drivers will turn the entire target texture black 657 // when reading outside of the window. 658 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 659 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 660 layer->setEmpty(false); 661 } 662 663 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 664 bounds.left, getViewportHeight() - bounds.bottom, 665 bounds.getWidth(), bounds.getHeight()); 666 667 // Enqueue the buffer coordinates to clear the corresponding region later 668 mLayers.push_back(Rect(bounds)); 669 } 670 } 671 672 return true; 673} 674 675bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 676 layer->clipRect.set(clip); 677 layer->setFbo(mRenderState.genFramebuffer()); 678 679 writableSnapshot()->region = &writableSnapshot()->layer->region; 680 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 681 writableSnapshot()->fbo = layer->getFbo(); 682 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 683 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 684 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 685 writableSnapshot()->roundRectClipState = nullptr; 686 687 debugOverdraw(false, false); 688 // Bind texture to FBO 689 mRenderState.bindFramebuffer(layer->getFbo()); 690 layer->bindTexture(); 691 692 // Initialize the texture if needed 693 if (layer->isEmpty()) { 694 layer->allocateTexture(); 695 layer->setEmpty(false); 696 } 697 698 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 699 layer->getTextureId(), 0); 700 701 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 702 mRenderState.scissor().setEnabled(true); 703 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 704 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 705 glClear(GL_COLOR_BUFFER_BIT); 706 707 dirtyClip(); 708 709 // Change the ortho projection 710 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 711 return true; 712} 713 714/** 715 * Read the documentation of createLayer() before doing anything in this method. 716 */ 717void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 718 if (!removed.layer) { 719 ALOGE("Attempting to compose a layer that does not exist"); 720 return; 721 } 722 723 Layer* layer = removed.layer; 724 const Rect& rect = layer->layer; 725 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 726 727 bool clipRequired = false; 728 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 729 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 730 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 731 732 if (fboLayer) { 733 // Detach the texture from the FBO 734 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 735 736 layer->removeFbo(false); 737 738 // Unbind current FBO and restore previous one 739 mRenderState.bindFramebuffer(restored.fbo); 740 debugOverdraw(true, false); 741 } 742 743 if (!fboLayer && layer->getAlpha() < 255) { 744 SkPaint layerPaint; 745 layerPaint.setAlpha(layer->getAlpha()); 746 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 747 layerPaint.setColorFilter(layer->getColorFilter()); 748 749 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 750 // Required below, composeLayerRect() will divide by 255 751 layer->setAlpha(255); 752 } 753 754 mRenderState.meshState().unbindMeshBuffer(); 755 756 mCaches.textureState().activateTexture(0); 757 758 // When the layer is stored in an FBO, we can save a bit of fillrate by 759 // drawing only the dirty region 760 if (fboLayer) { 761 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 762 composeLayerRegion(layer, rect); 763 } else if (!rect.isEmpty()) { 764 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 765 766 save(0); 767 // the layer contains screen buffer content that shouldn't be alpha modulated 768 // (and any necessary alpha modulation was handled drawing into the layer) 769 writableSnapshot()->alpha = 1.0f; 770 composeLayerRectSwapped(layer, rect); 771 restore(); 772 } 773 774 dirtyClip(); 775 776 // Failing to add the layer to the cache should happen only if the layer is too large 777 layer->setConvexMask(nullptr); 778 if (!mCaches.layerCache.put(layer)) { 779 LAYER_LOGD("Deleting layer"); 780 layer->decStrong(nullptr); 781 } 782} 783 784void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 785 const bool tryToSnap = !layer->getForceFilter() 786 && layer->getWidth() == (uint32_t) rect.getWidth() 787 && layer->getHeight() == (uint32_t) rect.getHeight(); 788 Glop glop; 789 GlopBuilder(mRenderState, mCaches, &glop) 790 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 791 .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 792 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 793 .setTransform(*currentSnapshot(), TransformFlags::None) 794 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 795 .build(); 796 renderGlop(glop); 797} 798 799void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) { 800 Glop glop; 801 GlopBuilder(mRenderState, mCaches, &glop) 802 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 803 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 804 .setFillLayer(layer->getTexture(), layer->getColorFilter(), 805 getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap) 806 .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform) 807 .setModelViewMapUnitToRect(rect) 808 .build(); 809 renderGlop(glop); 810} 811 812void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) { 813 if (layer->isTextureLayer()) { 814 EVENT_LOGD("composeTextureLayerRect"); 815 drawTextureLayer(layer, rect); 816 } else { 817 EVENT_LOGD("composeHardwareLayerRect"); 818 819 const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth()) 820 && layer->getHeight() == static_cast<uint32_t>(rect.getHeight()); 821 Glop glop; 822 GlopBuilder(mRenderState, mCaches, &glop) 823 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 824 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 825 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 826 .setTransform(*currentSnapshot(), TransformFlags::None) 827 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 828 .build(); 829 renderGlop(glop); 830 } 831} 832 833/** 834 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 835 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 836 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 837 * by saveLayer's restore 838 */ 839#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 840 DRAW_COMMAND; \ 841 if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \ 842 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 843 DRAW_COMMAND; \ 844 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 845 } \ 846 } 847 848#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 849 850// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 851// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 852class LayerShader : public SkShader { 853public: 854 LayerShader(Layer* layer, const SkMatrix* localMatrix) 855 : INHERITED(localMatrix) 856 , mLayer(layer) { 857 } 858 859 virtual bool asACustomShader(void** data) const override { 860 if (data) { 861 *data = static_cast<void*>(mLayer); 862 } 863 return true; 864 } 865 866 virtual bool isOpaque() const override { 867 return !mLayer->isBlend(); 868 } 869 870protected: 871 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 872 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 873 } 874 875 virtual void flatten(SkWriteBuffer&) const override { 876 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 877 } 878 879 virtual Factory getFactory() const override { 880 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 881 return nullptr; 882 } 883private: 884 // Unowned. 885 Layer* mLayer; 886 typedef SkShader INHERITED; 887}; 888 889void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 890 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 891 892 if (layer->getConvexMask()) { 893 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 894 895 // clip to the area of the layer the mask can be larger 896 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 897 898 SkPaint paint; 899 paint.setAntiAlias(true); 900 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 901 902 // create LayerShader to map SaveLayer content into subsequent draw 903 SkMatrix shaderMatrix; 904 shaderMatrix.setTranslate(rect.left, rect.bottom); 905 shaderMatrix.preScale(1, -1); 906 LayerShader layerShader(layer, &shaderMatrix); 907 paint.setShader(&layerShader); 908 909 // Since the drawing primitive is defined in local drawing space, 910 // we don't need to modify the draw matrix 911 const SkPath* maskPath = layer->getConvexMask(); 912 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 913 914 paint.setShader(nullptr); 915 restore(); 916 917 return; 918 } 919 920 if (layer->region.isRect()) { 921 layer->setRegionAsRect(); 922 923 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 924 925 layer->region.clear(); 926 return; 927 } 928 929 EVENT_LOGD("composeLayerRegion"); 930 // standard Region based draw 931 size_t count; 932 const android::Rect* rects; 933 Region safeRegion; 934 if (CC_LIKELY(hasRectToRectTransform())) { 935 rects = layer->region.getArray(&count); 936 } else { 937 safeRegion = Region::createTJunctionFreeRegion(layer->region); 938 rects = safeRegion.getArray(&count); 939 } 940 941 const float texX = 1.0f / float(layer->getWidth()); 942 const float texY = 1.0f / float(layer->getHeight()); 943 const float height = rect.getHeight(); 944 945 TextureVertex quadVertices[count * 4]; 946 TextureVertex* mesh = &quadVertices[0]; 947 for (size_t i = 0; i < count; i++) { 948 const android::Rect* r = &rects[i]; 949 950 const float u1 = r->left * texX; 951 const float v1 = (height - r->top) * texY; 952 const float u2 = r->right * texX; 953 const float v2 = (height - r->bottom) * texY; 954 955 // TODO: Reject quads outside of the clip 956 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 957 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 958 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 959 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 960 } 961 Rect modelRect = Rect(rect.getWidth(), rect.getHeight()); 962 Glop glop; 963 GlopBuilder(mRenderState, mCaches, &glop) 964 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 965 .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6) 966 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 967 .setTransform(*currentSnapshot(), TransformFlags::None) 968 .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect) 969 .build(); 970 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 971 972#if DEBUG_LAYERS_AS_REGIONS 973 drawRegionRectsDebug(layer->region); 974#endif 975 976 layer->region.clear(); 977} 978 979#if DEBUG_LAYERS_AS_REGIONS 980void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 981 size_t count; 982 const android::Rect* rects = region.getArray(&count); 983 984 uint32_t colors[] = { 985 0x7fff0000, 0x7f00ff00, 986 0x7f0000ff, 0x7fff00ff, 987 }; 988 989 int offset = 0; 990 int32_t top = rects[0].top; 991 992 for (size_t i = 0; i < count; i++) { 993 if (top != rects[i].top) { 994 offset ^= 0x2; 995 top = rects[i].top; 996 } 997 998 SkPaint paint; 999 paint.setColor(colors[offset + (i & 0x1)]); 1000 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1001 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1002 } 1003} 1004#endif 1005 1006void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1007 Vector<float> rects; 1008 1009 SkRegion::Iterator it(region); 1010 while (!it.done()) { 1011 const SkIRect& r = it.rect(); 1012 rects.push(r.fLeft); 1013 rects.push(r.fTop); 1014 rects.push(r.fRight); 1015 rects.push(r.fBottom); 1016 it.next(); 1017 } 1018 1019 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1020} 1021 1022void OpenGLRenderer::dirtyLayer(const float left, const float top, 1023 const float right, const float bottom, const Matrix4& transform) { 1024 if (hasLayer()) { 1025 Rect bounds(left, top, right, bottom); 1026 transform.mapRect(bounds); 1027 dirtyLayerUnchecked(bounds, getRegion()); 1028 } 1029} 1030 1031void OpenGLRenderer::dirtyLayer(const float left, const float top, 1032 const float right, const float bottom) { 1033 if (hasLayer()) { 1034 Rect bounds(left, top, right, bottom); 1035 dirtyLayerUnchecked(bounds, getRegion()); 1036 } 1037} 1038 1039void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1040 bounds.doIntersect(mState.currentRenderTargetClip()); 1041 if (!bounds.isEmpty()) { 1042 bounds.snapToPixelBoundaries(); 1043 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1044 if (!dirty.isEmpty()) { 1045 region->orSelf(dirty); 1046 } 1047 } 1048} 1049 1050void OpenGLRenderer::clearLayerRegions() { 1051 const size_t quadCount = mLayers.size(); 1052 if (quadCount == 0) return; 1053 1054 if (!mState.currentlyIgnored()) { 1055 EVENT_LOGD("clearLayerRegions"); 1056 // Doing several glScissor/glClear here can negatively impact 1057 // GPUs with a tiler architecture, instead we draw quads with 1058 // the Clear blending mode 1059 1060 // The list contains bounds that have already been clipped 1061 // against their initial clip rect, and the current clip 1062 // is likely different so we need to disable clipping here 1063 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1064 1065 Vertex mesh[quadCount * 4]; 1066 Vertex* vertex = mesh; 1067 1068 for (uint32_t i = 0; i < quadCount; i++) { 1069 const Rect& bounds = mLayers[i]; 1070 1071 Vertex::set(vertex++, bounds.left, bounds.top); 1072 Vertex::set(vertex++, bounds.right, bounds.top); 1073 Vertex::set(vertex++, bounds.left, bounds.bottom); 1074 Vertex::set(vertex++, bounds.right, bounds.bottom); 1075 } 1076 // We must clear the list of dirty rects before we 1077 // call clearLayerRegions() in renderGlop to prevent 1078 // stencil setup from doing the same thing again 1079 mLayers.clear(); 1080 1081 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1082 Glop glop; 1083 GlopBuilder(mRenderState, mCaches, &glop) 1084 .setRoundRectClipState(nullptr) // clear ignores clip state 1085 .setMeshIndexedQuads(&mesh[0], quadCount) 1086 .setFillClear() 1087 .setTransform(*currentSnapshot(), transformFlags) 1088 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getRenderTargetClip())) 1089 .build(); 1090 renderGlop(glop, GlopRenderType::LayerClear); 1091 1092 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1093 } else { 1094 mLayers.clear(); 1095 } 1096} 1097 1098/////////////////////////////////////////////////////////////////////////////// 1099// State Deferral 1100/////////////////////////////////////////////////////////////////////////////// 1101 1102bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1103 const Rect& currentClip = mState.currentRenderTargetClip(); 1104 const mat4* currentMatrix = currentTransform(); 1105 1106 if (stateDeferFlags & kStateDeferFlag_Draw) { 1107 // state has bounds initialized in local coordinates 1108 if (!state.mBounds.isEmpty()) { 1109 currentMatrix->mapRect(state.mBounds); 1110 Rect clippedBounds(state.mBounds); 1111 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1112 // is used, it should more closely duplicate the quickReject logic (in how it uses 1113 // snapToPixelBoundaries) 1114 1115 clippedBounds.doIntersect(currentClip); 1116 if (clippedBounds.isEmpty()) { 1117 // quick rejected 1118 return true; 1119 } 1120 1121 state.mClipSideFlags = kClipSide_None; 1122 if (!currentClip.contains(state.mBounds)) { 1123 int& flags = state.mClipSideFlags; 1124 // op partially clipped, so record which sides are clipped for clip-aware merging 1125 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1126 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1127 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1128 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1129 } 1130 state.mBounds.set(clippedBounds); 1131 } else { 1132 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1133 // overdraw avoidance (since we don't know what it overlaps) 1134 state.mClipSideFlags = kClipSide_ConservativeFull; 1135 state.mBounds.set(currentClip); 1136 } 1137 } 1138 1139 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1140 if (state.mClipValid) { 1141 state.mClip.set(currentClip); 1142 } 1143 1144 // Transform and alpha always deferred, since they are used by state operations 1145 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1146 state.mMatrix = *currentMatrix; 1147 state.mAlpha = currentSnapshot()->alpha; 1148 1149 // always store/restore, since these are just pointers 1150 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1151 state.mProjectionPathMask = currentSnapshot()->projectionPathMask; 1152 return false; 1153} 1154 1155void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1156 setGlobalMatrix(state.mMatrix); 1157 writableSnapshot()->alpha = state.mAlpha; 1158 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1159 writableSnapshot()->projectionPathMask = state.mProjectionPathMask; 1160 1161 if (state.mClipValid && !skipClipRestore) { 1162 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1163 state.mClip.right, state.mClip.bottom); 1164 dirtyClip(); 1165 } 1166} 1167 1168/** 1169 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1170 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1171 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1172 * 1173 * This method should be called when restoreDisplayState() won't be restoring the clip 1174 */ 1175void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1176 if (clipRect != nullptr) { 1177 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1178 } else { 1179 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1180 } 1181 dirtyClip(); 1182 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1183 mRenderState.scissor().setEnabled(enableScissor); 1184} 1185 1186/////////////////////////////////////////////////////////////////////////////// 1187// Clipping 1188/////////////////////////////////////////////////////////////////////////////// 1189 1190void OpenGLRenderer::setScissorFromClip() { 1191 Rect clip(mState.currentRenderTargetClip()); 1192 clip.snapToPixelBoundaries(); 1193 1194 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1195 clip.getWidth(), clip.getHeight())) { 1196 mState.setDirtyClip(false); 1197 } 1198} 1199 1200void OpenGLRenderer::ensureStencilBuffer() { 1201 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1202 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1203 // just hope we have one when hasLayer() returns false. 1204 if (hasLayer()) { 1205 attachStencilBufferToLayer(currentSnapshot()->layer); 1206 } 1207} 1208 1209void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1210 // The layer's FBO is already bound when we reach this stage 1211 if (!layer->getStencilRenderBuffer()) { 1212 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1213 Stencil::getLayerStencilFormat(), 1214 layer->getWidth(), layer->getHeight()); 1215 layer->setStencilRenderBuffer(buffer); 1216 } 1217} 1218 1219static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1220 float x, float y) { 1221 Vertex v; 1222 v.x = x; 1223 v.y = y; 1224 transform.mapPoint(v.x, v.y); 1225 rectangleVertices.push_back(v); 1226} 1227 1228static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1229 Vertex v; 1230 v.x = x; 1231 v.y = y; 1232 rectangleVertices.push_back(v); 1233} 1234 1235void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1236 int quadCount = rectangleList.getTransformedRectanglesCount(); 1237 std::vector<Vertex> rectangleVertices(quadCount * 4); 1238 Rect scissorBox = rectangleList.calculateBounds(); 1239 scissorBox.snapToPixelBoundaries(); 1240 for (int i = 0; i < quadCount; ++i) { 1241 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1242 const Matrix4& transform = tr.getTransform(); 1243 Rect bounds = tr.getBounds(); 1244 if (transform.rectToRect()) { 1245 transform.mapRect(bounds); 1246 bounds.doIntersect(scissorBox); 1247 if (!bounds.isEmpty()) { 1248 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1249 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1250 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1251 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1252 } 1253 } else { 1254 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1255 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1256 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1257 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1258 } 1259 } 1260 1261 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1262 scissorBox.getWidth(), scissorBox.getHeight()); 1263 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1264 Glop glop; 1265 Vertex* vertices = &rectangleVertices[0]; 1266 GlopBuilder(mRenderState, mCaches, &glop) 1267 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1268 .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4) 1269 .setFillBlack() 1270 .setTransform(*currentSnapshot(), transformFlags) 1271 .setModelViewOffsetRect(0, 0, scissorBox) 1272 .build(); 1273 renderGlop(glop); 1274} 1275 1276void OpenGLRenderer::setStencilFromClip() { 1277 if (!Properties::debugOverdraw) { 1278 if (!currentSnapshot()->clipIsSimple()) { 1279 int incrementThreshold; 1280 EVENT_LOGD("setStencilFromClip - enabling"); 1281 1282 // NOTE: The order here is important, we must set dirtyClip to false 1283 // before any draw call to avoid calling back into this method 1284 mState.setDirtyClip(false); 1285 1286 ensureStencilBuffer(); 1287 1288 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1289 1290 bool isRectangleList = clipArea.isRectangleList(); 1291 if (isRectangleList) { 1292 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1293 } else { 1294 incrementThreshold = 0; 1295 } 1296 1297 mRenderState.stencil().enableWrite(incrementThreshold); 1298 1299 // Clean and update the stencil, but first make sure we restrict drawing 1300 // to the region's bounds 1301 bool resetScissor = mRenderState.scissor().setEnabled(true); 1302 if (resetScissor) { 1303 // The scissor was not set so we now need to update it 1304 setScissorFromClip(); 1305 } 1306 1307 mRenderState.stencil().clear(); 1308 1309 // stash and disable the outline clip state, since stencil doesn't account for outline 1310 bool storedSkipOutlineClip = mSkipOutlineClip; 1311 mSkipOutlineClip = true; 1312 1313 SkPaint paint; 1314 paint.setColor(SK_ColorBLACK); 1315 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1316 1317 if (isRectangleList) { 1318 drawRectangleList(clipArea.getRectangleList()); 1319 } else { 1320 // NOTE: We could use the region contour path to generate a smaller mesh 1321 // Since we are using the stencil we could use the red book path 1322 // drawing technique. It might increase bandwidth usage though. 1323 1324 // The last parameter is important: we are not drawing in the color buffer 1325 // so we don't want to dirty the current layer, if any 1326 drawRegionRects(clipArea.getClipRegion(), paint, false); 1327 } 1328 if (resetScissor) mRenderState.scissor().setEnabled(false); 1329 mSkipOutlineClip = storedSkipOutlineClip; 1330 1331 mRenderState.stencil().enableTest(incrementThreshold); 1332 1333 // Draw the region used to generate the stencil if the appropriate debug 1334 // mode is enabled 1335 // TODO: Implement for rectangle list clip areas 1336 if (Properties::debugStencilClip == StencilClipDebug::ShowRegion 1337 && !clipArea.isRectangleList()) { 1338 paint.setColor(0x7f0000ff); 1339 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1340 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1341 } 1342 } else { 1343 EVENT_LOGD("setStencilFromClip - disabling"); 1344 mRenderState.stencil().disable(); 1345 } 1346 } 1347} 1348 1349/** 1350 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1351 * 1352 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1353 * style, and tessellated AA ramp 1354 */ 1355bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1356 const SkPaint* paint) { 1357 bool snapOut = paint && paint->isAntiAlias(); 1358 1359 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1360 float outset = paint->getStrokeWidth() * 0.5f; 1361 left -= outset; 1362 top -= outset; 1363 right += outset; 1364 bottom += outset; 1365 } 1366 1367 bool clipRequired = false; 1368 bool roundRectClipRequired = false; 1369 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1370 &clipRequired, &roundRectClipRequired, snapOut)) { 1371 return true; 1372 } 1373 1374 // not quick rejected, so enable the scissor if clipRequired 1375 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1376 mSkipOutlineClip = !roundRectClipRequired; 1377 return false; 1378} 1379 1380void OpenGLRenderer::debugClip() { 1381#if DEBUG_CLIP_REGIONS 1382 if (!currentSnapshot()->clipRegion->isEmpty()) { 1383 SkPaint paint; 1384 paint.setColor(0x7f00ff00); 1385 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1386 1387 } 1388#endif 1389} 1390 1391void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) { 1392 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1393 // changes the scissor test state 1394 if (type != GlopRenderType::LayerClear) { 1395 // Regular draws need to clear the dirty area on the layer before they start drawing on top 1396 // of it. If this draw *is* a layer clear, it skips the clear step (since it would 1397 // infinitely recurse) 1398 clearLayerRegions(); 1399 } 1400 1401 if (mState.getDirtyClip()) { 1402 if (mRenderState.scissor().isEnabled()) { 1403 setScissorFromClip(); 1404 } 1405 1406 setStencilFromClip(); 1407 } 1408 mRenderState.render(glop, currentSnapshot()->getOrthoMatrix()); 1409 if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) { 1410 // TODO: specify more clearly when a draw should dirty the layer. 1411 // is writing to the stencil the only time we should ignore this? 1412 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1413 mDirty = true; 1414 } 1415} 1416 1417/////////////////////////////////////////////////////////////////////////////// 1418// Drawing 1419/////////////////////////////////////////////////////////////////////////////// 1420 1421void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1422 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1423 // will be performed by the display list itself 1424 if (renderNode && renderNode->isRenderable()) { 1425 // compute 3d ordering 1426 renderNode->computeOrdering(); 1427 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 1428 startFrame(); 1429 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1430 renderNode->replay(replayStruct, 0); 1431 return; 1432 } 1433 1434 DeferredDisplayList deferredList(mState.currentRenderTargetClip()); 1435 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1436 renderNode->defer(deferStruct, 0); 1437 1438 flushLayers(); 1439 startFrame(); 1440 1441 deferredList.flush(*this, dirty); 1442 } else { 1443 // Even if there is no drawing command(Ex: invisible), 1444 // it still needs startFrame to clear buffer and start tiling. 1445 startFrame(); 1446 } 1447} 1448 1449/** 1450 * Important note: this method is intended to draw batches of bitmaps and 1451 * will not set the scissor enable or dirty the current layer, if any. 1452 * The caller is responsible for properly dirtying the current layer. 1453 */ 1454void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1455 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1456 const Rect& bounds, const SkPaint* paint) { 1457 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1458 if (!texture) return; 1459 1460 const AutoTexture autoCleanup(texture); 1461 1462 // TODO: remove layer dirty in multi-draw callers 1463 // TODO: snap doesn't need to touch transform, only texture filter. 1464 bool snap = pureTranslate; 1465 const float x = floorf(bounds.left + 0.5f); 1466 const float y = floorf(bounds.top + 0.5f); 1467 1468 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1469 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1470 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1471 Glop glop; 1472 GlopBuilder(mRenderState, mCaches, &glop) 1473 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1474 .setMeshTexturedMesh(vertices, bitmapCount * 6) 1475 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1476 .setTransform(*currentSnapshot(), transformFlags) 1477 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight())) 1478 .build(); 1479 renderGlop(glop, GlopRenderType::Multi); 1480} 1481 1482void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1483 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1484 return; 1485 } 1486 1487 mCaches.textureState().activateTexture(0); 1488 Texture* texture = getTexture(bitmap); 1489 if (!texture) return; 1490 const AutoTexture autoCleanup(texture); 1491 1492 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1493 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1494 Glop glop; 1495 GlopBuilder(mRenderState, mCaches, &glop) 1496 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1497 .setMeshTexturedUnitQuad(texture->uvMapper) 1498 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1499 .setTransform(*currentSnapshot(), TransformFlags::None) 1500 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 1501 .build(); 1502 renderGlop(glop); 1503} 1504 1505void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 1506 const float* vertices, const int* colors, const SkPaint* paint) { 1507 if (!vertices || mState.currentlyIgnored()) { 1508 return; 1509 } 1510 1511 float left = FLT_MAX; 1512 float top = FLT_MAX; 1513 float right = FLT_MIN; 1514 float bottom = FLT_MIN; 1515 1516 const uint32_t elementCount = meshWidth * meshHeight * 6; 1517 1518 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 1519 ColorTextureVertex* vertex = &mesh[0]; 1520 1521 std::unique_ptr<int[]> tempColors; 1522 if (!colors) { 1523 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1524 tempColors.reset(new int[colorsCount]); 1525 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 1526 colors = tempColors.get(); 1527 } 1528 1529 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef()); 1530 const UvMapper& mapper(getMapper(texture)); 1531 1532 for (int32_t y = 0; y < meshHeight; y++) { 1533 for (int32_t x = 0; x < meshWidth; x++) { 1534 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1535 1536 float u1 = float(x) / meshWidth; 1537 float u2 = float(x + 1) / meshWidth; 1538 float v1 = float(y) / meshHeight; 1539 float v2 = float(y + 1) / meshHeight; 1540 1541 mapper.map(u1, v1, u2, v2); 1542 1543 int ax = i + (meshWidth + 1) * 2; 1544 int ay = ax + 1; 1545 int bx = i; 1546 int by = bx + 1; 1547 int cx = i + 2; 1548 int cy = cx + 1; 1549 int dx = i + (meshWidth + 1) * 2 + 2; 1550 int dy = dx + 1; 1551 1552 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1553 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1554 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1555 1556 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1557 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1558 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1559 1560 left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx]))); 1561 top = std::min(top, std::min(vertices[ay], std::min(vertices[by], vertices[cy]))); 1562 right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx]))); 1563 bottom = std::max(bottom, std::max(vertices[ay], std::max(vertices[by], vertices[cy]))); 1564 } 1565 } 1566 1567 if (quickRejectSetupScissor(left, top, right, bottom)) { 1568 return; 1569 } 1570 1571 if (!texture) { 1572 texture = mCaches.textureCache.get(bitmap); 1573 if (!texture) { 1574 return; 1575 } 1576 } 1577 const AutoTexture autoCleanup(texture); 1578 1579 /* 1580 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 1581 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 1582 */ 1583 const int textureFillFlags = TextureFillFlags::None; 1584 Glop glop; 1585 GlopBuilder(mRenderState, mCaches, &glop) 1586 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1587 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 1588 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1589 .setTransform(*currentSnapshot(), TransformFlags::None) 1590 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 1591 .build(); 1592 renderGlop(glop); 1593} 1594 1595void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 1596 if (quickRejectSetupScissor(dst)) { 1597 return; 1598 } 1599 1600 Texture* texture = getTexture(bitmap); 1601 if (!texture) return; 1602 const AutoTexture autoCleanup(texture); 1603 1604 Rect uv(std::max(0.0f, src.left / texture->width), 1605 std::max(0.0f, src.top / texture->height), 1606 std::min(1.0f, src.right / texture->width), 1607 std::min(1.0f, src.bottom / texture->height)); 1608 1609 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1610 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1611 const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth()) 1612 && MathUtils::areEqual(src.getHeight(), dst.getHeight()); 1613 Glop glop; 1614 GlopBuilder(mRenderState, mCaches, &glop) 1615 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1616 .setMeshTexturedUvQuad(texture->uvMapper, uv) 1617 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1618 .setTransform(*currentSnapshot(), TransformFlags::None) 1619 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst) 1620 .build(); 1621 renderGlop(glop); 1622} 1623 1624void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 1625 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 1626 const SkPaint* paint) { 1627 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 1628 return; 1629 } 1630 1631 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1632 if (!texture) return; 1633 1634 // 9 patches are built for stretching - always filter 1635 int textureFillFlags = TextureFillFlags::ForceFilter; 1636 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1637 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1638 } 1639 Glop glop; 1640 GlopBuilder(mRenderState, mCaches, &glop) 1641 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1642 .setMeshPatchQuads(*mesh) 1643 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1644 .setTransform(*currentSnapshot(), TransformFlags::None) 1645 .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch 1646 .build(); 1647 renderGlop(glop); 1648} 1649 1650/** 1651 * Important note: this method is intended to draw batches of 9-patch objects and 1652 * will not set the scissor enable or dirty the current layer, if any. 1653 * The caller is responsible for properly dirtying the current layer. 1654 */ 1655void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1656 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 1657 mCaches.textureState().activateTexture(0); 1658 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1659 if (!texture) return; 1660 const AutoTexture autoCleanup(texture); 1661 1662 // TODO: get correct bounds from caller 1663 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1664 // 9 patches are built for stretching - always filter 1665 int textureFillFlags = TextureFillFlags::ForceFilter; 1666 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1667 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1668 } 1669 Glop glop; 1670 GlopBuilder(mRenderState, mCaches, &glop) 1671 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1672 .setMeshTexturedIndexedQuads(vertices, elementCount) 1673 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1674 .setTransform(*currentSnapshot(), transformFlags) 1675 .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0)) 1676 .build(); 1677 renderGlop(glop, GlopRenderType::Multi); 1678} 1679 1680void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 1681 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 1682 // not missing call to quickReject/dirtyLayer, always done at a higher level 1683 if (!vertexBuffer.getVertexCount()) { 1684 // no vertices to draw 1685 return; 1686 } 1687 1688 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 1689 const int transformFlags = TransformFlags::OffsetByFudgeFactor; 1690 Glop glop; 1691 GlopBuilder(mRenderState, mCaches, &glop) 1692 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1693 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 1694 .setFillPaint(*paint, currentSnapshot()->alpha) 1695 .setTransform(*currentSnapshot(), transformFlags) 1696 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 1697 .build(); 1698 renderGlop(glop); 1699} 1700 1701/** 1702 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1703 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1704 * screen space in all directions. However, instead of using a fragment shader to compute the 1705 * translucency of the color from its position, we simply use a varying parameter to define how far 1706 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1707 * 1708 * Doesn't yet support joins, caps, or path effects. 1709 */ 1710void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 1711 VertexBuffer vertexBuffer; 1712 // TODO: try clipping large paths to viewport 1713 1714 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 1715 drawVertexBuffer(vertexBuffer, paint); 1716} 1717 1718/** 1719 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 1720 * and additional geometry for defining an alpha slope perimeter. 1721 * 1722 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 1723 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 1724 * in-shader alpha region, but found it to be taxing on some GPUs. 1725 * 1726 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 1727 * memory transfer by removing need for degenerate vertices. 1728 */ 1729void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 1730 if (mState.currentlyIgnored() || count < 4) return; 1731 1732 count &= ~0x3; // round down to nearest four 1733 1734 VertexBuffer buffer; 1735 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 1736 const Rect& bounds = buffer.getBounds(); 1737 1738 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1739 return; 1740 } 1741 1742 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1743 drawVertexBuffer(buffer, paint, displayFlags); 1744} 1745 1746void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 1747 if (mState.currentlyIgnored() || count < 2) return; 1748 1749 count &= ~0x1; // round down to nearest two 1750 1751 VertexBuffer buffer; 1752 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 1753 1754 const Rect& bounds = buffer.getBounds(); 1755 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1756 return; 1757 } 1758 1759 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1760 drawVertexBuffer(buffer, paint, displayFlags); 1761 1762 mDirty = true; 1763} 1764 1765void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1766 // No need to check against the clip, we fill the clip region 1767 if (mState.currentlyIgnored()) return; 1768 1769 Rect clip(mState.currentRenderTargetClip()); 1770 clip.snapToPixelBoundaries(); 1771 1772 SkPaint paint; 1773 paint.setColor(color); 1774 paint.setXfermodeMode(mode); 1775 1776 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 1777 1778 mDirty = true; 1779} 1780 1781void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 1782 const SkPaint* paint) { 1783 if (!texture) return; 1784 const AutoTexture autoCleanup(texture); 1785 1786 const float x = left + texture->left - texture->offset; 1787 const float y = top + texture->top - texture->offset; 1788 1789 drawPathTexture(texture, x, y, paint); 1790 1791 mDirty = true; 1792} 1793 1794void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1795 float rx, float ry, const SkPaint* p) { 1796 if (mState.currentlyIgnored() 1797 || quickRejectSetupScissor(left, top, right, bottom, p) 1798 || PaintUtils::paintWillNotDraw(*p)) { 1799 return; 1800 } 1801 1802 if (p->getPathEffect() != nullptr) { 1803 mCaches.textureState().activateTexture(0); 1804 PathTexture* texture = mCaches.pathCache.getRoundRect( 1805 right - left, bottom - top, rx, ry, p); 1806 drawShape(left, top, texture, p); 1807 } else { 1808 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 1809 *currentTransform(), *p, right - left, bottom - top, rx, ry); 1810 drawVertexBuffer(left, top, *vertexBuffer, p); 1811 } 1812} 1813 1814void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 1815 if (mState.currentlyIgnored() 1816 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 1817 || PaintUtils::paintWillNotDraw(*p)) { 1818 return; 1819 } 1820 1821 if (p->getPathEffect() != nullptr) { 1822 mCaches.textureState().activateTexture(0); 1823 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 1824 drawShape(x - radius, y - radius, texture, p); 1825 return; 1826 } 1827 1828 SkPath path; 1829 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1830 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 1831 } else { 1832 path.addCircle(x, y, radius); 1833 } 1834 1835 if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) { 1836 // mask ripples with projection mask 1837 SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask); 1838 1839 Matrix4 screenSpaceTransform; 1840 currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform); 1841 1842 Matrix4 totalTransform; 1843 totalTransform.loadInverse(screenSpaceTransform); 1844 totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform); 1845 1846 SkMatrix skTotalTransform; 1847 totalTransform.copyTo(skTotalTransform); 1848 maskPath.transform(skTotalTransform); 1849 1850 // Mask the ripple path by the projection mask, now that it's 1851 // in local space. Note that this can create CCW paths. 1852 Op(path, maskPath, kIntersect_SkPathOp, &path); 1853 } 1854 drawConvexPath(path, p); 1855} 1856 1857void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 1858 const SkPaint* p) { 1859 if (mState.currentlyIgnored() 1860 || quickRejectSetupScissor(left, top, right, bottom, p) 1861 || PaintUtils::paintWillNotDraw(*p)) { 1862 return; 1863 } 1864 1865 if (p->getPathEffect() != nullptr) { 1866 mCaches.textureState().activateTexture(0); 1867 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 1868 drawShape(left, top, texture, p); 1869 } else { 1870 SkPath path; 1871 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1872 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1873 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1874 } 1875 path.addOval(rect); 1876 drawConvexPath(path, p); 1877 } 1878} 1879 1880void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1881 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 1882 if (mState.currentlyIgnored() 1883 || quickRejectSetupScissor(left, top, right, bottom, p) 1884 || PaintUtils::paintWillNotDraw(*p)) { 1885 return; 1886 } 1887 1888 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 1889 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 1890 mCaches.textureState().activateTexture(0); 1891 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 1892 startAngle, sweepAngle, useCenter, p); 1893 drawShape(left, top, texture, p); 1894 return; 1895 } 1896 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1897 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1898 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1899 } 1900 1901 SkPath path; 1902 if (useCenter) { 1903 path.moveTo(rect.centerX(), rect.centerY()); 1904 } 1905 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 1906 if (useCenter) { 1907 path.close(); 1908 } 1909 drawConvexPath(path, p); 1910} 1911 1912void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 1913 const SkPaint* p) { 1914 if (mState.currentlyIgnored() 1915 || quickRejectSetupScissor(left, top, right, bottom, p) 1916 || PaintUtils::paintWillNotDraw(*p)) { 1917 return; 1918 } 1919 1920 if (p->getStyle() != SkPaint::kFill_Style) { 1921 // only fill style is supported by drawConvexPath, since others have to handle joins 1922 static_assert(SkPaintDefaults_MiterLimit == 4.0f, "Miter limit has changed"); 1923 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 1924 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 1925 mCaches.textureState().activateTexture(0); 1926 PathTexture* texture = 1927 mCaches.pathCache.getRect(right - left, bottom - top, p); 1928 drawShape(left, top, texture, p); 1929 } else { 1930 SkPath path; 1931 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1932 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1933 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1934 } 1935 path.addRect(rect); 1936 drawConvexPath(path, p); 1937 } 1938 } else { 1939 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 1940 SkPath path; 1941 path.addRect(left, top, right, bottom); 1942 drawConvexPath(path, p); 1943 } else { 1944 drawColorRect(left, top, right, bottom, p); 1945 1946 mDirty = true; 1947 } 1948 } 1949} 1950 1951void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 1952 int count, const float* positions, 1953 FontRenderer& fontRenderer, int alpha, float x, float y) { 1954 mCaches.textureState().activateTexture(0); 1955 1956 PaintUtils::TextShadow textShadow; 1957 if (!PaintUtils::getTextShadow(paint, &textShadow)) { 1958 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 1959 } 1960 1961 // NOTE: The drop shadow will not perform gamma correction 1962 // if shader-based correction is enabled 1963 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1964 ShadowTexture* texture = mCaches.dropShadowCache.get( 1965 paint, text, count, textShadow.radius, positions); 1966 // If the drop shadow exceeds the max texture size or couldn't be 1967 // allocated, skip drawing 1968 if (!texture) return; 1969 const AutoTexture autoCleanup(texture); 1970 1971 const float sx = x - texture->left + textShadow.dx; 1972 const float sy = y - texture->top + textShadow.dy; 1973 1974 Glop glop; 1975 GlopBuilder(mRenderState, mCaches, &glop) 1976 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1977 .setMeshTexturedUnitQuad(nullptr) 1978 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 1979 .setTransform(*currentSnapshot(), TransformFlags::None) 1980 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 1981 .build(); 1982 renderGlop(glop); 1983} 1984 1985// TODO: remove this, once mState.currentlyIgnored captures snapshot alpha 1986bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 1987 float alpha = (PaintUtils::hasTextShadow(paint) 1988 ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 1989 return MathUtils::isZero(alpha) 1990 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 1991} 1992 1993bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 1994 if (CC_LIKELY(transform.isPureTranslate())) { 1995 outMatrix->setIdentity(); 1996 return false; 1997 } else if (CC_UNLIKELY(transform.isPerspective())) { 1998 outMatrix->setIdentity(); 1999 return true; 2000 } 2001 2002 /** 2003 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2004 * with values rounded to the nearest int. 2005 */ 2006 float sx, sy; 2007 transform.decomposeScale(sx, sy); 2008 outMatrix->setScale( 2009 roundf(std::max(1.0f, sx)), 2010 roundf(std::max(1.0f, sy))); 2011 return true; 2012} 2013 2014int OpenGLRenderer::getSaveCount() const { 2015 return mState.getSaveCount(); 2016} 2017 2018int OpenGLRenderer::save(int flags) { 2019 return mState.save(flags); 2020} 2021 2022void OpenGLRenderer::restore() { 2023 mState.restore(); 2024} 2025 2026void OpenGLRenderer::restoreToCount(int saveCount) { 2027 mState.restoreToCount(saveCount); 2028} 2029 2030 2031void OpenGLRenderer::translate(float dx, float dy, float dz) { 2032 mState.translate(dx, dy, dz); 2033} 2034 2035void OpenGLRenderer::rotate(float degrees) { 2036 mState.rotate(degrees); 2037} 2038 2039void OpenGLRenderer::scale(float sx, float sy) { 2040 mState.scale(sx, sy); 2041} 2042 2043void OpenGLRenderer::skew(float sx, float sy) { 2044 mState.skew(sx, sy); 2045} 2046 2047void OpenGLRenderer::setLocalMatrix(const Matrix4& matrix) { 2048 mState.setMatrix(mBaseTransform); 2049 mState.concatMatrix(matrix); 2050} 2051 2052void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) { 2053 mState.setMatrix(mBaseTransform); 2054 mState.concatMatrix(matrix); 2055} 2056 2057void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2058 mState.concatMatrix(matrix); 2059} 2060 2061bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2062 return mState.clipRect(left, top, right, bottom, op); 2063} 2064 2065bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2066 return mState.clipPath(path, op); 2067} 2068 2069bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2070 return mState.clipRegion(region, op); 2071} 2072 2073void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2074 mState.setClippingOutline(allocator, outline); 2075} 2076 2077void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2078 const Rect& rect, float radius, bool highPriority) { 2079 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2080} 2081 2082void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) { 2083 mState.setProjectionPathMask(allocator, path); 2084} 2085 2086void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2087 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2088 DrawOpMode drawOpMode) { 2089 2090 if (drawOpMode == DrawOpMode::kImmediate) { 2091 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2092 // drawing as ops from DeferredDisplayList are already filtered for these 2093 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2094 quickRejectSetupScissor(bounds)) { 2095 return; 2096 } 2097 } 2098 2099 const float oldX = x; 2100 const float oldY = y; 2101 2102 const mat4& transform = *currentTransform(); 2103 const bool pureTranslate = transform.isPureTranslate(); 2104 2105 if (CC_LIKELY(pureTranslate)) { 2106 x = floorf(x + transform.getTranslateX() + 0.5f); 2107 y = floorf(y + transform.getTranslateY() + 0.5f); 2108 } 2109 2110 int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha; 2111 SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint); 2112 2113 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(); 2114 2115 if (CC_UNLIKELY(PaintUtils::hasTextShadow(paint))) { 2116 fontRenderer.setFont(paint, SkMatrix::I()); 2117 drawTextShadow(paint, text, count, positions, fontRenderer, 2118 alpha, oldX, oldY); 2119 } 2120 2121 const bool hasActiveLayer = hasLayer(); 2122 2123 // We only pass a partial transform to the font renderer. That partial 2124 // matrix defines how glyphs are rasterized. Typically we want glyphs 2125 // to be rasterized at their final size on screen, which means the partial 2126 // matrix needs to take the scale factor into account. 2127 // When a partial matrix is used to transform glyphs during rasterization, 2128 // the mesh is generated with the inverse transform (in the case of scale, 2129 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2130 // apply the full transform matrix at draw time in the vertex shader. 2131 // Applying the full matrix in the shader is the easiest way to handle 2132 // rotation and perspective and allows us to always generated quads in the 2133 // font renderer which greatly simplifies the code, clipping in particular. 2134 SkMatrix fontTransform; 2135 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2136 || fabs(y - (int) y) > 0.0f 2137 || fabs(x - (int) x) > 0.0f; 2138 fontRenderer.setFont(paint, fontTransform); 2139 fontRenderer.setTextureFiltering(linearFilter); 2140 2141 // TODO: Implement better clipping for scaled/rotated text 2142 const Rect* clip = !pureTranslate ? nullptr : &mState.currentRenderTargetClip(); 2143 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2144 2145 bool status; 2146#if HWUI_NEW_OPS 2147 LOG_ALWAYS_FATAL("unsupported"); 2148 TextDrawFunctor functor(nullptr, nullptr, nullptr, x, y, pureTranslate, alpha, mode, paint); 2149#else 2150 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2151#endif 2152 2153 // don't call issuedrawcommand, do it at end of batch 2154 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 2155 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2156 SkPaint paintCopy(*paint); 2157 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2158 status = fontRenderer.renderPosText(&paintCopy, clip, text, count, x, y, 2159 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2160 } else { 2161 status = fontRenderer.renderPosText(paint, clip, text, count, x, y, 2162 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2163 } 2164 2165 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 2166 if (!pureTranslate) { 2167 transform.mapRect(layerBounds); 2168 } 2169 dirtyLayerUnchecked(layerBounds, getRegion()); 2170 } 2171 2172 mDirty = true; 2173} 2174 2175void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2176 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2177 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2178 return; 2179 } 2180 2181 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2182 mRenderState.scissor().setEnabled(true); 2183 2184 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(); 2185 fontRenderer.setFont(paint, SkMatrix::I()); 2186 fontRenderer.setTextureFiltering(true); 2187 2188 int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha; 2189 SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint); 2190#if HWUI_NEW_OPS 2191 LOG_ALWAYS_FATAL("unsupported"); 2192 TextDrawFunctor functor(nullptr, nullptr, nullptr, 0.0f, 0.0f, false, alpha, mode, paint); 2193#else 2194 TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2195#endif 2196 2197 const Rect* clip = &writableSnapshot()->getLocalClip(); 2198 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2199 2200 if (fontRenderer.renderTextOnPath(paint, clip, text, count, path, 2201 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 2202 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2203 mDirty = true; 2204 } 2205} 2206 2207void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2208 if (mState.currentlyIgnored()) return; 2209 2210 mCaches.textureState().activateTexture(0); 2211 2212 PathTexture* texture = mCaches.pathCache.get(path, paint); 2213 if (!texture) return; 2214 2215 const float x = texture->left - texture->offset; 2216 const float y = texture->top - texture->offset; 2217 2218 drawPathTexture(texture, x, y, paint); 2219 2220 if (texture->cleanup) { 2221 mCaches.pathCache.remove(path, paint); 2222 } 2223 mDirty = true; 2224} 2225 2226void OpenGLRenderer::drawLayer(Layer* layer) { 2227 if (!layer) { 2228 return; 2229 } 2230 2231 mat4* transform = nullptr; 2232 if (layer->isTextureLayer()) { 2233 transform = &layer->getTransform(); 2234 if (!transform->isIdentity()) { 2235 save(SkCanvas::kMatrix_SaveFlag); 2236 concatMatrix(*transform); 2237 } 2238 } 2239 2240 bool clipRequired = false; 2241 const bool rejected = mState.calculateQuickRejectForScissor( 2242 0, 0, layer->layer.getWidth(), layer->layer.getHeight(), 2243 &clipRequired, nullptr, false); 2244 2245 if (rejected) { 2246 if (transform && !transform->isIdentity()) { 2247 restore(); 2248 } 2249 return; 2250 } 2251 2252 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2253 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2254 2255 updateLayer(layer, true); 2256 2257 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2258 mCaches.textureState().activateTexture(0); 2259 2260 if (CC_LIKELY(!layer->region.isEmpty())) { 2261 if (layer->region.isRect()) { 2262 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2263 composeLayerRect(layer, layer->regionRect)); 2264 } else if (layer->mesh) { 2265 Glop glop; 2266 GlopBuilder(mRenderState, mCaches, &glop) 2267 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2268 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 2269 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 2270 .setTransform(*currentSnapshot(), TransformFlags::None) 2271 .setModelViewOffsetRectSnap(0, 0, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 2272 .build(); 2273 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 2274#if DEBUG_LAYERS_AS_REGIONS 2275 drawRegionRectsDebug(layer->region); 2276#endif 2277 } 2278 2279 if (layer->debugDrawUpdate) { 2280 layer->debugDrawUpdate = false; 2281 2282 SkPaint paint; 2283 paint.setColor(0x7f00ff00); 2284 drawColorRect(0, 0, layer->layer.getWidth(), layer->layer.getHeight(), &paint); 2285 } 2286 } 2287 layer->hasDrawnSinceUpdate = true; 2288 2289 if (transform && !transform->isIdentity()) { 2290 restore(); 2291 } 2292 2293 mDirty = true; 2294} 2295 2296/////////////////////////////////////////////////////////////////////////////// 2297// Draw filters 2298/////////////////////////////////////////////////////////////////////////////// 2299void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 2300 // We should never get here since we apply the draw filter when stashing 2301 // the paints in the DisplayList. 2302 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 2303} 2304 2305/////////////////////////////////////////////////////////////////////////////// 2306// Drawing implementation 2307/////////////////////////////////////////////////////////////////////////////// 2308 2309Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 2310 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef()); 2311 if (!texture) { 2312 return mCaches.textureCache.get(bitmap); 2313 } 2314 return texture; 2315} 2316 2317void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 2318 const SkPaint* paint) { 2319 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 2320 return; 2321 } 2322 2323 Glop glop; 2324 GlopBuilder(mRenderState, mCaches, &glop) 2325 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2326 .setMeshTexturedUnitQuad(nullptr) 2327 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 2328 .setTransform(*currentSnapshot(), TransformFlags::None) 2329 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 2330 .build(); 2331 renderGlop(glop); 2332} 2333 2334void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 2335 if (mState.currentlyIgnored()) { 2336 return; 2337 } 2338 2339 drawColorRects(rects, count, paint, false, true, true); 2340} 2341 2342void OpenGLRenderer::drawShadow(float casterAlpha, 2343 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 2344 if (mState.currentlyIgnored()) return; 2345 2346 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 2347 mRenderState.scissor().setEnabled(true); 2348 2349 SkPaint paint; 2350 paint.setAntiAlias(true); // want to use AlphaVertex 2351 2352 // The caller has made sure casterAlpha > 0. 2353 float ambientShadowAlpha = mAmbientShadowAlpha; 2354 if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) { 2355 ambientShadowAlpha = Properties::overrideAmbientShadowStrength; 2356 } 2357 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 2358 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 2359 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2360 } 2361 2362 float spotShadowAlpha = mSpotShadowAlpha; 2363 if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) { 2364 spotShadowAlpha = Properties::overrideSpotShadowStrength; 2365 } 2366 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 2367 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 2368 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2369 } 2370 2371 mDirty=true; 2372} 2373 2374void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 2375 bool ignoreTransform, bool dirty, bool clip) { 2376 if (count == 0) { 2377 return; 2378 } 2379 2380 float left = FLT_MAX; 2381 float top = FLT_MAX; 2382 float right = FLT_MIN; 2383 float bottom = FLT_MIN; 2384 2385 Vertex mesh[count]; 2386 Vertex* vertex = mesh; 2387 2388 for (int index = 0; index < count; index += 4) { 2389 float l = rects[index + 0]; 2390 float t = rects[index + 1]; 2391 float r = rects[index + 2]; 2392 float b = rects[index + 3]; 2393 2394 Vertex::set(vertex++, l, t); 2395 Vertex::set(vertex++, r, t); 2396 Vertex::set(vertex++, l, b); 2397 Vertex::set(vertex++, r, b); 2398 2399 left = std::min(left, l); 2400 top = std::min(top, t); 2401 right = std::max(right, r); 2402 bottom = std::max(bottom, b); 2403 } 2404 2405 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 2406 return; 2407 } 2408 2409 const int transformFlags = ignoreTransform 2410 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2411 Glop glop; 2412 GlopBuilder(mRenderState, mCaches, &glop) 2413 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2414 .setMeshIndexedQuads(&mesh[0], count / 4) 2415 .setFillPaint(*paint, currentSnapshot()->alpha) 2416 .setTransform(*currentSnapshot(), transformFlags) 2417 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2418 .build(); 2419 renderGlop(glop); 2420} 2421 2422void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2423 const SkPaint* paint, bool ignoreTransform) { 2424 const int transformFlags = ignoreTransform 2425 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2426 Glop glop; 2427 GlopBuilder(mRenderState, mCaches, &glop) 2428 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2429 .setMeshUnitQuad() 2430 .setFillPaint(*paint, currentSnapshot()->alpha) 2431 .setTransform(*currentSnapshot(), transformFlags) 2432 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 2433 .build(); 2434 renderGlop(glop); 2435} 2436 2437float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 2438 return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha; 2439} 2440 2441}; // namespace uirenderer 2442}; // namespace android 2443