OpenGLRenderer.cpp revision 39a908c1df89e1073627b0dcbce922d826b67055
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 // *set* draw modifiers to be 0 116 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 117 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 118 119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 120 121 mFirstSnapshot = new Snapshot; 122 mFrameStarted = false; 123 mCountOverdraw = false; 124 125 mScissorOptimizationDisabled = false; 126} 127 128OpenGLRenderer::~OpenGLRenderer() { 129 // The context has already been destroyed at this point, do not call 130 // GL APIs. All GL state should be kept in Caches.h 131} 132 133void OpenGLRenderer::initProperties() { 134 char property[PROPERTY_VALUE_MAX]; 135 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 136 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 137 INIT_LOGD(" Scissor optimization %s", 138 mScissorOptimizationDisabled ? "disabled" : "enabled"); 139 } else { 140 INIT_LOGD(" Scissor optimization enabled"); 141 } 142} 143 144/////////////////////////////////////////////////////////////////////////////// 145// Setup 146/////////////////////////////////////////////////////////////////////////////// 147 148void OpenGLRenderer::setName(const char* name) { 149 if (name) { 150 mName.setTo(name); 151 } else { 152 mName.clear(); 153 } 154} 155 156const char* OpenGLRenderer::getName() const { 157 return mName.string(); 158} 159 160bool OpenGLRenderer::isDeferred() { 161 return false; 162} 163 164void OpenGLRenderer::setViewport(int width, int height) { 165 initViewport(width, height); 166 167 glDisable(GL_DITHER); 168 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 169 170 glEnableVertexAttribArray(Program::kBindingPosition); 171} 172 173void OpenGLRenderer::initViewport(int width, int height) { 174 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 175 176 mWidth = width; 177 mHeight = height; 178 179 mFirstSnapshot->height = height; 180 mFirstSnapshot->viewport.set(0, 0, width, height); 181} 182 183void OpenGLRenderer::setupFrameState(float left, float top, 184 float right, float bottom, bool opaque) { 185 mCaches.clearGarbage(); 186 187 mOpaque = opaque; 188 mSnapshot = new Snapshot(mFirstSnapshot, 189 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 190 mSnapshot->fbo = getTargetFbo(); 191 mSaveCount = 1; 192 193 mSnapshot->setClip(left, top, right, bottom); 194 mTilingClip.set(left, top, right, bottom); 195} 196 197status_t OpenGLRenderer::startFrame() { 198 if (mFrameStarted) return DrawGlInfo::kStatusDone; 199 mFrameStarted = true; 200 201 mDirtyClip = true; 202 203 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 204 205 glViewport(0, 0, mWidth, mHeight); 206 207 // Functors break the tiling extension in pretty spectacular ways 208 // This ensures we don't use tiling when a functor is going to be 209 // invoked during the frame 210 mSuppressTiling = mCaches.hasRegisteredFunctors(); 211 212 startTiling(mSnapshot, true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepare(bool opaque) { 221 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 222} 223 224status_t OpenGLRenderer::prepareDirty(float left, float top, 225 float right, float bottom, bool opaque) { 226 227 setupFrameState(left, top, right, bottom, opaque); 228 229 // Layer renderers will start the frame immediately 230 // The framebuffer renderer will first defer the display list 231 // for each layer and wait until the first drawing command 232 // to start the frame 233 if (mSnapshot->fbo == 0) { 234 syncState(); 235 updateLayers(); 236 } else { 237 return startFrame(); 238 } 239 240 return DrawGlInfo::kStatusDone; 241} 242 243void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 244 // If we know that we are going to redraw the entire framebuffer, 245 // perform a discard to let the driver know we don't need to preserve 246 // the back buffer for this frame. 247 if (mExtensions.hasDiscardFramebuffer() && 248 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 249 const bool isFbo = getTargetFbo() == 0; 250 const GLenum attachments[] = { 251 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 252 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 253 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 254 } 255} 256 257status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 258 if (!opaque || mCountOverdraw) { 259 mCaches.enableScissor(); 260 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 261 glClear(GL_COLOR_BUFFER_BIT); 262 return DrawGlInfo::kStatusDrew; 263 } 264 265 mCaches.resetScissor(); 266 return DrawGlInfo::kStatusDone; 267} 268 269void OpenGLRenderer::syncState() { 270 if (mCaches.blend) { 271 glEnable(GL_BLEND); 272 } else { 273 glDisable(GL_BLEND); 274 } 275} 276 277void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 278 if (!mSuppressTiling) { 279 Rect* clip = &mTilingClip; 280 if (s->flags & Snapshot::kFlagFboTarget) { 281 clip = &(s->layer->clipRect); 282 } 283 284 startTiling(*clip, s->height, opaque); 285 } 286} 287 288void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 289 if (!mSuppressTiling) { 290 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 291 clip.right - clip.left, clip.bottom - clip.top, opaque); 292 } 293} 294 295void OpenGLRenderer::endTiling() { 296 if (!mSuppressTiling) mCaches.endTiling(); 297} 298 299void OpenGLRenderer::finish() { 300 renderOverdraw(); 301 endTiling(); 302 303 // When finish() is invoked on FBO 0 we've reached the end 304 // of the current frame 305 if (getTargetFbo() == 0) { 306 mCaches.pathCache.trim(); 307 } 308 309 if (!suppressErrorChecks()) { 310#if DEBUG_OPENGL 311 GLenum status = GL_NO_ERROR; 312 while ((status = glGetError()) != GL_NO_ERROR) { 313 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 314 switch (status) { 315 case GL_INVALID_ENUM: 316 ALOGE(" GL_INVALID_ENUM"); 317 break; 318 case GL_INVALID_VALUE: 319 ALOGE(" GL_INVALID_VALUE"); 320 break; 321 case GL_INVALID_OPERATION: 322 ALOGE(" GL_INVALID_OPERATION"); 323 break; 324 case GL_OUT_OF_MEMORY: 325 ALOGE(" Out of memory!"); 326 break; 327 } 328 } 329#endif 330 331#if DEBUG_MEMORY_USAGE 332 mCaches.dumpMemoryUsage(); 333#else 334 if (mCaches.getDebugLevel() & kDebugMemory) { 335 mCaches.dumpMemoryUsage(); 336 } 337#endif 338 } 339 340 if (mCountOverdraw) { 341 countOverdraw(); 342 } 343 344 mFrameStarted = false; 345} 346 347void OpenGLRenderer::interrupt() { 348 if (mCaches.currentProgram) { 349 if (mCaches.currentProgram->isInUse()) { 350 mCaches.currentProgram->remove(); 351 mCaches.currentProgram = NULL; 352 } 353 } 354 mCaches.unbindMeshBuffer(); 355 mCaches.unbindIndicesBuffer(); 356 mCaches.resetVertexPointers(); 357 mCaches.disableTexCoordsVertexArray(); 358 debugOverdraw(false, false); 359} 360 361void OpenGLRenderer::resume() { 362 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 363 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 364 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 365 debugOverdraw(true, false); 366 367 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 368 369 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 370 mCaches.enableScissor(); 371 mCaches.resetScissor(); 372 dirtyClip(); 373 374 mCaches.activeTexture(0); 375 mCaches.resetBoundTextures(); 376 377 mCaches.blend = true; 378 glEnable(GL_BLEND); 379 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 380 glBlendEquation(GL_FUNC_ADD); 381} 382 383void OpenGLRenderer::resumeAfterLayer() { 384 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 385 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 386 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 387 debugOverdraw(true, false); 388 389 mCaches.resetScissor(); 390 dirtyClip(); 391} 392 393void OpenGLRenderer::detachFunctor(Functor* functor) { 394 mFunctors.remove(functor); 395} 396 397void OpenGLRenderer::attachFunctor(Functor* functor) { 398 mFunctors.add(functor); 399} 400 401status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 402 status_t result = DrawGlInfo::kStatusDone; 403 size_t count = mFunctors.size(); 404 405 if (count > 0) { 406 interrupt(); 407 SortedVector<Functor*> functors(mFunctors); 408 mFunctors.clear(); 409 410 DrawGlInfo info; 411 info.clipLeft = 0; 412 info.clipTop = 0; 413 info.clipRight = 0; 414 info.clipBottom = 0; 415 info.isLayer = false; 416 info.width = 0; 417 info.height = 0; 418 memset(info.transform, 0, sizeof(float) * 16); 419 420 for (size_t i = 0; i < count; i++) { 421 Functor* f = functors.itemAt(i); 422 result |= (*f)(DrawGlInfo::kModeProcess, &info); 423 424 if (result & DrawGlInfo::kStatusDraw) { 425 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 426 dirty.unionWith(localDirty); 427 } 428 429 if (result & DrawGlInfo::kStatusInvoke) { 430 mFunctors.add(f); 431 } 432 } 433 resume(); 434 } 435 436 return result; 437} 438 439status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 440 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 441 442 interrupt(); 443 detachFunctor(functor); 444 445 mCaches.enableScissor(); 446 if (mDirtyClip) { 447 setScissorFromClip(); 448 } 449 450 Rect clip(*mSnapshot->clipRect); 451 clip.snapToPixelBoundaries(); 452 453 // Since we don't know what the functor will draw, let's dirty 454 // tne entire clip region 455 if (hasLayer()) { 456 dirtyLayerUnchecked(clip, getRegion()); 457 } 458 459 DrawGlInfo info; 460 info.clipLeft = clip.left; 461 info.clipTop = clip.top; 462 info.clipRight = clip.right; 463 info.clipBottom = clip.bottom; 464 info.isLayer = hasLayer(); 465 info.width = getSnapshot()->viewport.getWidth(); 466 info.height = getSnapshot()->height; 467 getSnapshot()->transform->copyTo(&info.transform[0]); 468 469 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 470 471 if (result != DrawGlInfo::kStatusDone) { 472 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 473 dirty.unionWith(localDirty); 474 475 if (result & DrawGlInfo::kStatusInvoke) { 476 mFunctors.add(functor); 477 } 478 } 479 480 resume(); 481 return result | DrawGlInfo::kStatusDrew; 482} 483 484/////////////////////////////////////////////////////////////////////////////// 485// Debug 486/////////////////////////////////////////////////////////////////////////////// 487 488void OpenGLRenderer::eventMark(const char* name) const { 489 mCaches.eventMark(0, name); 490} 491 492void OpenGLRenderer::startMark(const char* name) const { 493 mCaches.startMark(0, name); 494} 495 496void OpenGLRenderer::endMark() const { 497 mCaches.endMark(); 498} 499 500void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 501 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 502 if (clear) { 503 mCaches.disableScissor(); 504 mCaches.stencil.clear(); 505 } 506 if (enable) { 507 mCaches.stencil.enableDebugWrite(); 508 } else { 509 mCaches.stencil.disable(); 510 } 511 } 512} 513 514void OpenGLRenderer::renderOverdraw() { 515 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 516 const Rect* clip = &mTilingClip; 517 518 mCaches.enableScissor(); 519 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 520 clip->right - clip->left, clip->bottom - clip->top); 521 522 mCaches.stencil.enableDebugTest(2); 523 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 524 mCaches.stencil.enableDebugTest(3); 525 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 526 mCaches.stencil.enableDebugTest(4); 527 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 528 mCaches.stencil.enableDebugTest(4, true); 529 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 530 mCaches.stencil.disable(); 531 } 532} 533 534void OpenGLRenderer::countOverdraw() { 535 size_t count = mWidth * mHeight; 536 uint32_t* buffer = new uint32_t[count]; 537 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 538 539 size_t total = 0; 540 for (size_t i = 0; i < count; i++) { 541 total += buffer[i] & 0xff; 542 } 543 544 mOverdraw = total / float(count); 545 546 delete[] buffer; 547} 548 549/////////////////////////////////////////////////////////////////////////////// 550// Layers 551/////////////////////////////////////////////////////////////////////////////// 552 553bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 554 if (layer->deferredUpdateScheduled && layer->renderer && 555 layer->displayList && layer->displayList->isRenderable()) { 556 ATRACE_CALL(); 557 558 Rect& dirty = layer->dirtyRect; 559 560 if (inFrame) { 561 endTiling(); 562 debugOverdraw(false, false); 563 } 564 565 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 566 layer->render(); 567 } else { 568 layer->defer(); 569 } 570 571 if (inFrame) { 572 resumeAfterLayer(); 573 startTiling(mSnapshot); 574 } 575 576 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 577 layer->hasDrawnSinceUpdate = false; 578 579 return true; 580 } 581 582 return false; 583} 584 585void OpenGLRenderer::updateLayers() { 586 // If draw deferring is enabled this method will simply defer 587 // the display list of each individual layer. The layers remain 588 // in the layer updates list which will be cleared by flushLayers(). 589 int count = mLayerUpdates.size(); 590 if (count > 0) { 591 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 592 startMark("Layer Updates"); 593 } else { 594 startMark("Defer Layer Updates"); 595 } 596 597 // Note: it is very important to update the layers in order 598 for (int i = 0; i < count; i++) { 599 Layer* layer = mLayerUpdates.itemAt(i); 600 updateLayer(layer, false); 601 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 602 mCaches.resourceCache.decrementRefcount(layer); 603 } 604 } 605 606 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 607 mLayerUpdates.clear(); 608 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 609 } 610 endMark(); 611 } 612} 613 614void OpenGLRenderer::flushLayers() { 615 int count = mLayerUpdates.size(); 616 if (count > 0) { 617 startMark("Apply Layer Updates"); 618 char layerName[12]; 619 620 // Note: it is very important to update the layers in order 621 for (int i = 0; i < count; i++) { 622 sprintf(layerName, "Layer #%d", i); 623 startMark(layerName); 624 625 ATRACE_BEGIN("flushLayer"); 626 Layer* layer = mLayerUpdates.itemAt(i); 627 layer->flush(); 628 ATRACE_END(); 629 630 mCaches.resourceCache.decrementRefcount(layer); 631 632 endMark(); 633 } 634 635 mLayerUpdates.clear(); 636 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 637 638 endMark(); 639 } 640} 641 642void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 643 if (layer) { 644 // Make sure we don't introduce duplicates. 645 // SortedVector would do this automatically but we need to respect 646 // the insertion order. The linear search is not an issue since 647 // this list is usually very short (typically one item, at most a few) 648 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 649 if (mLayerUpdates.itemAt(i) == layer) { 650 return; 651 } 652 } 653 mLayerUpdates.push_back(layer); 654 mCaches.resourceCache.incrementRefcount(layer); 655 } 656} 657 658void OpenGLRenderer::clearLayerUpdates() { 659 size_t count = mLayerUpdates.size(); 660 if (count > 0) { 661 mCaches.resourceCache.lock(); 662 for (size_t i = 0; i < count; i++) { 663 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 664 } 665 mCaches.resourceCache.unlock(); 666 mLayerUpdates.clear(); 667 } 668} 669 670void OpenGLRenderer::flushLayerUpdates() { 671 syncState(); 672 updateLayers(); 673 flushLayers(); 674 // Wait for all the layer updates to be executed 675 AutoFence fence; 676} 677 678/////////////////////////////////////////////////////////////////////////////// 679// State management 680/////////////////////////////////////////////////////////////////////////////// 681 682int OpenGLRenderer::getSaveCount() const { 683 return mSaveCount; 684} 685 686int OpenGLRenderer::save(int flags) { 687 return saveSnapshot(flags); 688} 689 690void OpenGLRenderer::restore() { 691 if (mSaveCount > 1) { 692 restoreSnapshot(); 693 } 694} 695 696void OpenGLRenderer::restoreToCount(int saveCount) { 697 if (saveCount < 1) saveCount = 1; 698 699 while (mSaveCount > saveCount) { 700 restoreSnapshot(); 701 } 702} 703 704int OpenGLRenderer::saveSnapshot(int flags) { 705 mSnapshot = new Snapshot(mSnapshot, flags); 706 return mSaveCount++; 707} 708 709bool OpenGLRenderer::restoreSnapshot() { 710 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 711 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 712 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 713 714 sp<Snapshot> current = mSnapshot; 715 sp<Snapshot> previous = mSnapshot->previous; 716 717 if (restoreOrtho) { 718 Rect& r = previous->viewport; 719 glViewport(r.left, r.top, r.right, r.bottom); 720 mOrthoMatrix.load(current->orthoMatrix); 721 } 722 723 mSaveCount--; 724 mSnapshot = previous; 725 726 if (restoreClip) { 727 dirtyClip(); 728 } 729 730 if (restoreLayer) { 731 endMark(); // Savelayer 732 startMark("ComposeLayer"); 733 composeLayer(current, previous); 734 endMark(); 735 } 736 737 return restoreClip; 738} 739 740/////////////////////////////////////////////////////////////////////////////// 741// Layers 742/////////////////////////////////////////////////////////////////////////////// 743 744int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 745 int alpha, SkXfermode::Mode mode, int flags) { 746 const GLuint previousFbo = mSnapshot->fbo; 747 const int count = saveSnapshot(flags); 748 749 if (!mSnapshot->isIgnored()) { 750 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 751 } 752 753 return count; 754} 755 756void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 757 const Rect untransformedBounds(bounds); 758 759 currentTransform().mapRect(bounds); 760 761 // Layers only make sense if they are in the framebuffer's bounds 762 if (bounds.intersect(*mSnapshot->clipRect)) { 763 // We cannot work with sub-pixels in this case 764 bounds.snapToPixelBoundaries(); 765 766 // When the layer is not an FBO, we may use glCopyTexImage so we 767 // need to make sure the layer does not extend outside the bounds 768 // of the framebuffer 769 if (!bounds.intersect(mSnapshot->previous->viewport)) { 770 bounds.setEmpty(); 771 } else if (fboLayer) { 772 clip.set(bounds); 773 mat4 inverse; 774 inverse.loadInverse(currentTransform()); 775 inverse.mapRect(clip); 776 clip.snapToPixelBoundaries(); 777 if (clip.intersect(untransformedBounds)) { 778 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 779 bounds.set(untransformedBounds); 780 } else { 781 clip.setEmpty(); 782 } 783 } 784 } else { 785 bounds.setEmpty(); 786 } 787} 788 789void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 790 bool fboLayer, int alpha) { 791 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 792 bounds.getHeight() > mCaches.maxTextureSize || 793 (fboLayer && clip.isEmpty())) { 794 mSnapshot->empty = fboLayer; 795 } else { 796 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 797 } 798} 799 800int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 801 int alpha, SkXfermode::Mode mode, int flags) { 802 const GLuint previousFbo = mSnapshot->fbo; 803 const int count = saveSnapshot(flags); 804 805 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 806 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 807 // operations will be able to store and restore the current clip and transform info, and 808 // quick rejection will be correct (for display lists) 809 810 Rect bounds(left, top, right, bottom); 811 Rect clip; 812 calculateLayerBoundsAndClip(bounds, clip, true); 813 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 814 815 if (!mSnapshot->isIgnored()) { 816 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 817 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 818 } 819 } 820 821 return count; 822} 823 824 825/** 826 * Layers are viewed by Skia are slightly different than layers in image editing 827 * programs (for instance.) When a layer is created, previously created layers 828 * and the frame buffer still receive every drawing command. For instance, if a 829 * layer is created and a shape intersecting the bounds of the layers and the 830 * framebuffer is draw, the shape will be drawn on both (unless the layer was 831 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 832 * 833 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 834 * texture. Unfortunately, this is inefficient as it requires every primitive to 835 * be drawn n + 1 times, where n is the number of active layers. In practice this 836 * means, for every primitive: 837 * - Switch active frame buffer 838 * - Change viewport, clip and projection matrix 839 * - Issue the drawing 840 * 841 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 842 * To avoid this, layers are implemented in a different way here, at least in the 843 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 844 * is set. When this flag is set we can redirect all drawing operations into a 845 * single FBO. 846 * 847 * This implementation relies on the frame buffer being at least RGBA 8888. When 848 * a layer is created, only a texture is created, not an FBO. The content of the 849 * frame buffer contained within the layer's bounds is copied into this texture 850 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 851 * buffer and drawing continues as normal. This technique therefore treats the 852 * frame buffer as a scratch buffer for the layers. 853 * 854 * To compose the layers back onto the frame buffer, each layer texture 855 * (containing the original frame buffer data) is drawn as a simple quad over 856 * the frame buffer. The trick is that the quad is set as the composition 857 * destination in the blending equation, and the frame buffer becomes the source 858 * of the composition. 859 * 860 * Drawing layers with an alpha value requires an extra step before composition. 861 * An empty quad is drawn over the layer's region in the frame buffer. This quad 862 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 863 * quad is used to multiply the colors in the frame buffer. This is achieved by 864 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 865 * GL_ZERO, GL_SRC_ALPHA. 866 * 867 * Because glCopyTexImage2D() can be slow, an alternative implementation might 868 * be use to draw a single clipped layer. The implementation described above 869 * is correct in every case. 870 * 871 * (1) The frame buffer is actually not cleared right away. To allow the GPU 872 * to potentially optimize series of calls to glCopyTexImage2D, the frame 873 * buffer is left untouched until the first drawing operation. Only when 874 * something actually gets drawn are the layers regions cleared. 875 */ 876bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 877 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 878 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 879 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 880 881 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 882 883 // Window coordinates of the layer 884 Rect clip; 885 Rect bounds(left, top, right, bottom); 886 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 887 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 888 889 // Bail out if we won't draw in this snapshot 890 if (mSnapshot->isIgnored()) { 891 return false; 892 } 893 894 mCaches.activeTexture(0); 895 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 896 if (!layer) { 897 return false; 898 } 899 900 layer->setAlpha(alpha, mode); 901 layer->layer.set(bounds); 902 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 903 bounds.getWidth() / float(layer->getWidth()), 0.0f); 904 layer->setColorFilter(mDrawModifiers.mColorFilter); 905 layer->setBlend(true); 906 layer->setDirty(false); 907 908 // Save the layer in the snapshot 909 mSnapshot->flags |= Snapshot::kFlagIsLayer; 910 mSnapshot->layer = layer; 911 912 startMark("SaveLayer"); 913 if (fboLayer) { 914 return createFboLayer(layer, bounds, clip, previousFbo); 915 } else { 916 // Copy the framebuffer into the layer 917 layer->bindTexture(); 918 if (!bounds.isEmpty()) { 919 if (layer->isEmpty()) { 920 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 921 bounds.left, mSnapshot->height - bounds.bottom, 922 layer->getWidth(), layer->getHeight(), 0); 923 layer->setEmpty(false); 924 } else { 925 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 926 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 927 } 928 929 // Enqueue the buffer coordinates to clear the corresponding region later 930 mLayers.push(new Rect(bounds)); 931 } 932 } 933 934 return true; 935} 936 937bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 938 layer->clipRect.set(clip); 939 layer->setFbo(mCaches.fboCache.get()); 940 941 mSnapshot->region = &mSnapshot->layer->region; 942 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 943 Snapshot::kFlagDirtyOrtho; 944 mSnapshot->fbo = layer->getFbo(); 945 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 946 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 947 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 948 mSnapshot->height = bounds.getHeight(); 949 mSnapshot->orthoMatrix.load(mOrthoMatrix); 950 951 endTiling(); 952 debugOverdraw(false, false); 953 // Bind texture to FBO 954 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 955 layer->bindTexture(); 956 957 // Initialize the texture if needed 958 if (layer->isEmpty()) { 959 layer->allocateTexture(); 960 layer->setEmpty(false); 961 } 962 963 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 964 layer->getTexture(), 0); 965 966 startTiling(mSnapshot, true); 967 968 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 969 mCaches.enableScissor(); 970 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 971 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 972 glClear(GL_COLOR_BUFFER_BIT); 973 974 dirtyClip(); 975 976 // Change the ortho projection 977 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 978 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 979 980 return true; 981} 982 983/** 984 * Read the documentation of createLayer() before doing anything in this method. 985 */ 986void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 987 if (!current->layer) { 988 ALOGE("Attempting to compose a layer that does not exist"); 989 return; 990 } 991 992 Layer* layer = current->layer; 993 const Rect& rect = layer->layer; 994 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 995 996 bool clipRequired = false; 997 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 998 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 999 1000 if (fboLayer) { 1001 endTiling(); 1002 1003 // Detach the texture from the FBO 1004 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1005 1006 layer->removeFbo(false); 1007 1008 // Unbind current FBO and restore previous one 1009 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1010 debugOverdraw(true, false); 1011 1012 startTiling(previous); 1013 } 1014 1015 if (!fboLayer && layer->getAlpha() < 255) { 1016 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1017 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1018 // Required below, composeLayerRect() will divide by 255 1019 layer->setAlpha(255); 1020 } 1021 1022 mCaches.unbindMeshBuffer(); 1023 1024 mCaches.activeTexture(0); 1025 1026 // When the layer is stored in an FBO, we can save a bit of fillrate by 1027 // drawing only the dirty region 1028 if (fboLayer) { 1029 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1030 if (layer->getColorFilter()) { 1031 setupColorFilter(layer->getColorFilter()); 1032 } 1033 composeLayerRegion(layer, rect); 1034 if (layer->getColorFilter()) { 1035 resetColorFilter(); 1036 } 1037 } else if (!rect.isEmpty()) { 1038 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1039 composeLayerRect(layer, rect, true); 1040 } 1041 1042 dirtyClip(); 1043 1044 // Failing to add the layer to the cache should happen only if the layer is too large 1045 if (!mCaches.layerCache.put(layer)) { 1046 LAYER_LOGD("Deleting layer"); 1047 Caches::getInstance().resourceCache.decrementRefcount(layer); 1048 } 1049} 1050 1051void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1052 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1053 1054 setupDraw(); 1055 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1056 setupDrawWithTexture(); 1057 } else { 1058 setupDrawWithExternalTexture(); 1059 } 1060 setupDrawTextureTransform(); 1061 setupDrawColor(alpha, alpha, alpha, alpha); 1062 setupDrawColorFilter(); 1063 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1064 setupDrawProgram(); 1065 setupDrawPureColorUniforms(); 1066 setupDrawColorFilterUniforms(); 1067 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1068 setupDrawTexture(layer->getTexture()); 1069 } else { 1070 setupDrawExternalTexture(layer->getTexture()); 1071 } 1072 if (currentTransform().isPureTranslate() && 1073 layer->getWidth() == (uint32_t) rect.getWidth() && 1074 layer->getHeight() == (uint32_t) rect.getHeight()) { 1075 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1076 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1077 1078 layer->setFilter(GL_NEAREST); 1079 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1080 } else { 1081 layer->setFilter(GL_LINEAR); 1082 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1083 } 1084 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1085 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1086 1087 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1088 1089 finishDrawTexture(); 1090} 1091 1092void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1093 if (!layer->isTextureLayer()) { 1094 const Rect& texCoords = layer->texCoords; 1095 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1096 texCoords.right, texCoords.bottom); 1097 1098 float x = rect.left; 1099 float y = rect.top; 1100 bool simpleTransform = currentTransform().isPureTranslate() && 1101 layer->getWidth() == (uint32_t) rect.getWidth() && 1102 layer->getHeight() == (uint32_t) rect.getHeight(); 1103 1104 if (simpleTransform) { 1105 // When we're swapping, the layer is already in screen coordinates 1106 if (!swap) { 1107 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1108 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1109 } 1110 1111 layer->setFilter(GL_NEAREST, true); 1112 } else { 1113 layer->setFilter(GL_LINEAR, true); 1114 } 1115 1116 float alpha = getLayerAlpha(layer); 1117 bool blend = layer->isBlend() || alpha < 1.0f; 1118 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1119 layer->getTexture(), alpha, layer->getMode(), blend, 1120 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1121 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1122 1123 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1124 } else { 1125 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1126 drawTextureLayer(layer, rect); 1127 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1128 } 1129} 1130 1131/** 1132 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1133 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1134 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1135 * by saveLayer's restore 1136 */ 1137#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1138 DRAW_COMMAND; \ 1139 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1140 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1141 DRAW_COMMAND; \ 1142 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1143 } \ 1144 } 1145 1146#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1147 1148void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1149 if (layer->region.isRect()) { 1150 layer->setRegionAsRect(); 1151 1152 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1153 1154 layer->region.clear(); 1155 return; 1156 } 1157 1158 // TODO: See LayerRenderer.cpp::generateMesh() for important 1159 // information about this implementation 1160 if (CC_LIKELY(!layer->region.isEmpty())) { 1161 size_t count; 1162 const android::Rect* rects; 1163 Region safeRegion; 1164 if (CC_LIKELY(hasRectToRectTransform())) { 1165 rects = layer->region.getArray(&count); 1166 } else { 1167 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1168 rects = safeRegion.getArray(&count); 1169 } 1170 1171 const float alpha = getLayerAlpha(layer); 1172 const float texX = 1.0f / float(layer->getWidth()); 1173 const float texY = 1.0f / float(layer->getHeight()); 1174 const float height = rect.getHeight(); 1175 1176 setupDraw(); 1177 1178 // We must get (and therefore bind) the region mesh buffer 1179 // after we setup drawing in case we need to mess with the 1180 // stencil buffer in setupDraw() 1181 TextureVertex* mesh = mCaches.getRegionMesh(); 1182 GLsizei numQuads = 0; 1183 1184 setupDrawWithTexture(); 1185 setupDrawColor(alpha, alpha, alpha, alpha); 1186 setupDrawColorFilter(); 1187 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1188 setupDrawProgram(); 1189 setupDrawDirtyRegionsDisabled(); 1190 setupDrawPureColorUniforms(); 1191 setupDrawColorFilterUniforms(); 1192 setupDrawTexture(layer->getTexture()); 1193 if (currentTransform().isPureTranslate()) { 1194 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1195 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1196 1197 layer->setFilter(GL_NEAREST); 1198 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1199 } else { 1200 layer->setFilter(GL_LINEAR); 1201 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1202 } 1203 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1204 1205 for (size_t i = 0; i < count; i++) { 1206 const android::Rect* r = &rects[i]; 1207 1208 const float u1 = r->left * texX; 1209 const float v1 = (height - r->top) * texY; 1210 const float u2 = r->right * texX; 1211 const float v2 = (height - r->bottom) * texY; 1212 1213 // TODO: Reject quads outside of the clip 1214 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1215 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1216 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1217 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1218 1219 numQuads++; 1220 1221 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1222 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1223 GL_UNSIGNED_SHORT, NULL)); 1224 numQuads = 0; 1225 mesh = mCaches.getRegionMesh(); 1226 } 1227 } 1228 1229 if (numQuads > 0) { 1230 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1231 GL_UNSIGNED_SHORT, NULL)); 1232 } 1233 1234 finishDrawTexture(); 1235 1236#if DEBUG_LAYERS_AS_REGIONS 1237 drawRegionRects(layer->region); 1238#endif 1239 1240 layer->region.clear(); 1241 } 1242} 1243 1244void OpenGLRenderer::drawRegionRects(const Region& region) { 1245#if DEBUG_LAYERS_AS_REGIONS 1246 size_t count; 1247 const android::Rect* rects = region.getArray(&count); 1248 1249 uint32_t colors[] = { 1250 0x7fff0000, 0x7f00ff00, 1251 0x7f0000ff, 0x7fff00ff, 1252 }; 1253 1254 int offset = 0; 1255 int32_t top = rects[0].top; 1256 1257 for (size_t i = 0; i < count; i++) { 1258 if (top != rects[i].top) { 1259 offset ^= 0x2; 1260 top = rects[i].top; 1261 } 1262 1263 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1264 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1265 SkXfermode::kSrcOver_Mode); 1266 } 1267#endif 1268} 1269 1270void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1271 SkXfermode::Mode mode, bool dirty) { 1272 int count = 0; 1273 Vector<float> rects; 1274 1275 SkRegion::Iterator it(region); 1276 while (!it.done()) { 1277 const SkIRect& r = it.rect(); 1278 rects.push(r.fLeft); 1279 rects.push(r.fTop); 1280 rects.push(r.fRight); 1281 rects.push(r.fBottom); 1282 count += 4; 1283 it.next(); 1284 } 1285 1286 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1287} 1288 1289void OpenGLRenderer::dirtyLayer(const float left, const float top, 1290 const float right, const float bottom, const mat4 transform) { 1291 if (hasLayer()) { 1292 Rect bounds(left, top, right, bottom); 1293 transform.mapRect(bounds); 1294 dirtyLayerUnchecked(bounds, getRegion()); 1295 } 1296} 1297 1298void OpenGLRenderer::dirtyLayer(const float left, const float top, 1299 const float right, const float bottom) { 1300 if (hasLayer()) { 1301 Rect bounds(left, top, right, bottom); 1302 dirtyLayerUnchecked(bounds, getRegion()); 1303 } 1304} 1305 1306void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1307 if (bounds.intersect(*mSnapshot->clipRect)) { 1308 bounds.snapToPixelBoundaries(); 1309 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1310 if (!dirty.isEmpty()) { 1311 region->orSelf(dirty); 1312 } 1313 } 1314} 1315 1316void OpenGLRenderer::clearLayerRegions() { 1317 const size_t count = mLayers.size(); 1318 if (count == 0) return; 1319 1320 if (!mSnapshot->isIgnored()) { 1321 // Doing several glScissor/glClear here can negatively impact 1322 // GPUs with a tiler architecture, instead we draw quads with 1323 // the Clear blending mode 1324 1325 // The list contains bounds that have already been clipped 1326 // against their initial clip rect, and the current clip 1327 // is likely different so we need to disable clipping here 1328 bool scissorChanged = mCaches.disableScissor(); 1329 1330 Vertex mesh[count * 6]; 1331 Vertex* vertex = mesh; 1332 1333 for (uint32_t i = 0; i < count; i++) { 1334 Rect* bounds = mLayers.itemAt(i); 1335 1336 Vertex::set(vertex++, bounds->left, bounds->bottom); 1337 Vertex::set(vertex++, bounds->left, bounds->top); 1338 Vertex::set(vertex++, bounds->right, bounds->top); 1339 Vertex::set(vertex++, bounds->left, bounds->bottom); 1340 Vertex::set(vertex++, bounds->right, bounds->top); 1341 Vertex::set(vertex++, bounds->right, bounds->bottom); 1342 1343 delete bounds; 1344 } 1345 // We must clear the list of dirty rects before we 1346 // call setupDraw() to prevent stencil setup to do 1347 // the same thing again 1348 mLayers.clear(); 1349 1350 setupDraw(false); 1351 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1352 setupDrawBlending(true, SkXfermode::kClear_Mode); 1353 setupDrawProgram(); 1354 setupDrawPureColorUniforms(); 1355 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1356 setupDrawVertices(&mesh[0].position[0]); 1357 1358 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1359 1360 if (scissorChanged) mCaches.enableScissor(); 1361 } else { 1362 for (uint32_t i = 0; i < count; i++) { 1363 delete mLayers.itemAt(i); 1364 } 1365 mLayers.clear(); 1366 } 1367} 1368 1369/////////////////////////////////////////////////////////////////////////////// 1370// State Deferral 1371/////////////////////////////////////////////////////////////////////////////// 1372 1373bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1374 const Rect& currentClip = *(mSnapshot->clipRect); 1375 const mat4& currentMatrix = *(mSnapshot->transform); 1376 1377 if (stateDeferFlags & kStateDeferFlag_Draw) { 1378 // state has bounds initialized in local coordinates 1379 if (!state.mBounds.isEmpty()) { 1380 currentMatrix.mapRect(state.mBounds); 1381 Rect clippedBounds(state.mBounds); 1382 if(!clippedBounds.intersect(currentClip)) { 1383 // quick rejected 1384 return true; 1385 } 1386 1387 state.mClipSideFlags = kClipSide_Unclipped; 1388 if (!currentClip.contains(state.mBounds)) { 1389 int& flags = state.mClipSideFlags; 1390 // op partially clipped, so record which sides are clipped for clip-aware merging 1391 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1392 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1393 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1394 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1395 } 1396 state.mBounds.set(clippedBounds); 1397 } else { 1398 // If we don't have bounds, let's assume we're clipped 1399 // to prevent merging 1400 state.mClipSideFlags = kClipSide_Full; 1401 state.mBounds.set(currentClip); 1402 } 1403 } 1404 1405 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1406 if (state.mClipValid) { 1407 state.mClip.set(currentClip); 1408 } 1409 1410 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1411 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1412 state.mMatrix.load(currentMatrix); 1413 state.mDrawModifiers = mDrawModifiers; 1414 state.mAlpha = mSnapshot->alpha; 1415 return false; 1416} 1417 1418void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1419 currentTransform().load(state.mMatrix); 1420 mDrawModifiers = state.mDrawModifiers; 1421 mSnapshot->alpha = state.mAlpha; 1422 1423 if (state.mClipValid && !skipClipRestore) { 1424 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1425 state.mClip.right, state.mClip.bottom); 1426 dirtyClip(); 1427 } 1428} 1429 1430/** 1431 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1432 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1433 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1434 * 1435 * This method should be called when restoreDisplayState() won't be restoring the clip 1436 */ 1437void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1438 if (clipRect != NULL) { 1439 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1440 } else { 1441 mSnapshot->setClip(0, 0, mWidth, mHeight); 1442 } 1443 dirtyClip(); 1444 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1445} 1446 1447/////////////////////////////////////////////////////////////////////////////// 1448// Transforms 1449/////////////////////////////////////////////////////////////////////////////// 1450 1451void OpenGLRenderer::translate(float dx, float dy) { 1452 currentTransform().translate(dx, dy); 1453} 1454 1455void OpenGLRenderer::rotate(float degrees) { 1456 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1457} 1458 1459void OpenGLRenderer::scale(float sx, float sy) { 1460 currentTransform().scale(sx, sy, 1.0f); 1461} 1462 1463void OpenGLRenderer::skew(float sx, float sy) { 1464 currentTransform().skew(sx, sy); 1465} 1466 1467void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1468 if (matrix) { 1469 currentTransform().load(*matrix); 1470 } else { 1471 currentTransform().loadIdentity(); 1472 } 1473} 1474 1475bool OpenGLRenderer::hasRectToRectTransform() { 1476 return CC_LIKELY(currentTransform().rectToRect()); 1477} 1478 1479void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1480 currentTransform().copyTo(*matrix); 1481} 1482 1483void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1484 SkMatrix transform; 1485 currentTransform().copyTo(transform); 1486 transform.preConcat(*matrix); 1487 currentTransform().load(transform); 1488} 1489 1490/////////////////////////////////////////////////////////////////////////////// 1491// Clipping 1492/////////////////////////////////////////////////////////////////////////////// 1493 1494void OpenGLRenderer::setScissorFromClip() { 1495 Rect clip(*mSnapshot->clipRect); 1496 clip.snapToPixelBoundaries(); 1497 1498 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1499 clip.getWidth(), clip.getHeight())) { 1500 mDirtyClip = false; 1501 } 1502} 1503 1504void OpenGLRenderer::ensureStencilBuffer() { 1505 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1506 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1507 // just hope we have one when hasLayer() returns false. 1508 if (hasLayer()) { 1509 attachStencilBufferToLayer(mSnapshot->layer); 1510 } 1511} 1512 1513void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1514 // The layer's FBO is already bound when we reach this stage 1515 if (!layer->getStencilRenderBuffer()) { 1516 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1517 // is attached after we initiated tiling. We must turn it off, 1518 // attach the new render buffer then turn tiling back on 1519 endTiling(); 1520 1521 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1522 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1523 layer->setStencilRenderBuffer(buffer); 1524 1525 startTiling(layer->clipRect, layer->layer.getHeight()); 1526 } 1527} 1528 1529void OpenGLRenderer::setStencilFromClip() { 1530 if (!mCaches.debugOverdraw) { 1531 if (!mSnapshot->clipRegion->isEmpty()) { 1532 // NOTE: The order here is important, we must set dirtyClip to false 1533 // before any draw call to avoid calling back into this method 1534 mDirtyClip = false; 1535 1536 ensureStencilBuffer(); 1537 1538 mCaches.stencil.enableWrite(); 1539 1540 // Clear the stencil but first make sure we restrict drawing 1541 // to the region's bounds 1542 bool resetScissor = mCaches.enableScissor(); 1543 if (resetScissor) { 1544 // The scissor was not set so we now need to update it 1545 setScissorFromClip(); 1546 } 1547 mCaches.stencil.clear(); 1548 if (resetScissor) mCaches.disableScissor(); 1549 1550 // NOTE: We could use the region contour path to generate a smaller mesh 1551 // Since we are using the stencil we could use the red book path 1552 // drawing technique. It might increase bandwidth usage though. 1553 1554 // The last parameter is important: we are not drawing in the color buffer 1555 // so we don't want to dirty the current layer, if any 1556 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1557 1558 mCaches.stencil.enableTest(); 1559 1560 // Draw the region used to generate the stencil if the appropriate debug 1561 // mode is enabled 1562 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1563 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1564 } 1565 } else { 1566 mCaches.stencil.disable(); 1567 } 1568 } 1569} 1570 1571const Rect& OpenGLRenderer::getClipBounds() { 1572 return mSnapshot->getLocalClip(); 1573} 1574 1575bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1576 bool* clipRequired) { 1577 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1578 return true; 1579 } 1580 1581 Rect r(left, top, right, bottom); 1582 currentTransform().mapRect(r); 1583 r.snapToPixelBoundaries(); 1584 1585 Rect clipRect(*mSnapshot->clipRect); 1586 clipRect.snapToPixelBoundaries(); 1587 1588 if (!clipRect.intersects(r)) return true; 1589 1590 if (clipRequired) *clipRequired = !clipRect.contains(r); 1591 return false; 1592} 1593 1594bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1595 SkPaint* paint) { 1596 if (paint->getStyle() != SkPaint::kFill_Style) { 1597 float outset = paint->getStrokeWidth() * 0.5f; 1598 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1599 } else { 1600 return quickReject(left, top, right, bottom); 1601 } 1602} 1603 1604bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1605 bool clipRequired = false; 1606 if (quickRejectNoScissor(left, top, right, bottom, &clipRequired)) { 1607 return true; 1608 } 1609 1610 if (!isDeferred()) { 1611 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1612 } 1613 return false; 1614} 1615 1616void OpenGLRenderer::debugClip() { 1617#if DEBUG_CLIP_REGIONS 1618 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1619 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1620 } 1621#endif 1622} 1623 1624bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1625 if (CC_LIKELY(currentTransform().rectToRect())) { 1626 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1627 if (clipped) { 1628 dirtyClip(); 1629 } 1630 return !mSnapshot->clipRect->isEmpty(); 1631 } 1632 1633 SkPath path; 1634 path.addRect(left, top, right, bottom); 1635 1636 return clipPath(&path, op); 1637} 1638 1639bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1640 SkMatrix transform; 1641 currentTransform().copyTo(transform); 1642 1643 SkPath transformed; 1644 path->transform(transform, &transformed); 1645 1646 SkRegion clip; 1647 if (!mSnapshot->clipRegion->isEmpty()) { 1648 clip.setRegion(*mSnapshot->clipRegion); 1649 } else { 1650 Rect* bounds = mSnapshot->clipRect; 1651 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1652 } 1653 1654 SkRegion region; 1655 region.setPath(transformed, clip); 1656 1657 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1658 if (clipped) { 1659 dirtyClip(); 1660 } 1661 return !mSnapshot->clipRect->isEmpty(); 1662} 1663 1664bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1665 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1666 if (clipped) { 1667 dirtyClip(); 1668 } 1669 return !mSnapshot->clipRect->isEmpty(); 1670} 1671 1672Rect* OpenGLRenderer::getClipRect() { 1673 return mSnapshot->clipRect; 1674} 1675 1676/////////////////////////////////////////////////////////////////////////////// 1677// Drawing commands 1678/////////////////////////////////////////////////////////////////////////////// 1679 1680void OpenGLRenderer::setupDraw(bool clear) { 1681 // TODO: It would be best if we could do this before quickReject() 1682 // changes the scissor test state 1683 if (clear) clearLayerRegions(); 1684 // Make sure setScissor & setStencil happen at the beginning of 1685 // this method 1686 if (mDirtyClip) { 1687 if (mCaches.scissorEnabled) { 1688 setScissorFromClip(); 1689 } 1690 setStencilFromClip(); 1691 } 1692 1693 mDescription.reset(); 1694 1695 mSetShaderColor = false; 1696 mColorSet = false; 1697 mColorA = mColorR = mColorG = mColorB = 0.0f; 1698 mTextureUnit = 0; 1699 mTrackDirtyRegions = true; 1700 1701 // Enable debug highlight when what we're about to draw is tested against 1702 // the stencil buffer and if stencil highlight debugging is on 1703 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1704 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1705 mCaches.stencil.isTestEnabled(); 1706 1707 mDescription.emulateStencil = mCountOverdraw; 1708} 1709 1710void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1711 mDescription.hasTexture = true; 1712 mDescription.hasAlpha8Texture = isAlpha8; 1713} 1714 1715void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1716 mDescription.hasTexture = true; 1717 mDescription.hasColors = true; 1718 mDescription.hasAlpha8Texture = isAlpha8; 1719} 1720 1721void OpenGLRenderer::setupDrawWithExternalTexture() { 1722 mDescription.hasExternalTexture = true; 1723} 1724 1725void OpenGLRenderer::setupDrawNoTexture() { 1726 mCaches.disableTexCoordsVertexArray(); 1727} 1728 1729void OpenGLRenderer::setupDrawAA() { 1730 mDescription.isAA = true; 1731} 1732 1733void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1734 mColorA = alpha / 255.0f; 1735 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1736 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1737 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1738 mColorSet = true; 1739 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1740} 1741 1742void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1743 mColorA = alpha / 255.0f; 1744 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1745 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1746 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1747 mColorSet = true; 1748 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1749} 1750 1751void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1752 mCaches.fontRenderer->describe(mDescription, paint); 1753} 1754 1755void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1756 mColorA = a; 1757 mColorR = r; 1758 mColorG = g; 1759 mColorB = b; 1760 mColorSet = true; 1761 mSetShaderColor = mDescription.setColor(r, g, b, a); 1762} 1763 1764void OpenGLRenderer::setupDrawShader() { 1765 if (mDrawModifiers.mShader) { 1766 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1767 } 1768} 1769 1770void OpenGLRenderer::setupDrawColorFilter() { 1771 if (mDrawModifiers.mColorFilter) { 1772 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1773 } 1774} 1775 1776void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1777 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1778 mColorA = 1.0f; 1779 mColorR = mColorG = mColorB = 0.0f; 1780 mSetShaderColor = mDescription.modulate = true; 1781 } 1782} 1783 1784void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1785 // When the blending mode is kClear_Mode, we need to use a modulate color 1786 // argb=1,0,0,0 1787 accountForClear(mode); 1788 bool blend = (mColorSet && mColorA < 1.0f) || 1789 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1790 chooseBlending(blend, mode, mDescription, swapSrcDst); 1791} 1792 1793void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1794 // When the blending mode is kClear_Mode, we need to use a modulate color 1795 // argb=1,0,0,0 1796 accountForClear(mode); 1797 blend |= (mColorSet && mColorA < 1.0f) || 1798 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1799 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1800 chooseBlending(blend, mode, mDescription, swapSrcDst); 1801} 1802 1803void OpenGLRenderer::setupDrawProgram() { 1804 useProgram(mCaches.programCache.get(mDescription)); 1805} 1806 1807void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1808 mTrackDirtyRegions = false; 1809} 1810 1811void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1812 bool ignoreTransform) { 1813 mModelView.loadTranslate(left, top, 0.0f); 1814 if (!ignoreTransform) { 1815 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1816 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1817 } else { 1818 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1819 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1820 } 1821} 1822 1823void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1824 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1825} 1826 1827void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1828 bool ignoreTransform, bool ignoreModelView) { 1829 if (!ignoreModelView) { 1830 mModelView.loadTranslate(left, top, 0.0f); 1831 mModelView.scale(right - left, bottom - top, 1.0f); 1832 } else { 1833 mModelView.loadIdentity(); 1834 } 1835 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1836 if (!ignoreTransform) { 1837 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1838 if (mTrackDirtyRegions && dirty) { 1839 dirtyLayer(left, top, right, bottom, currentTransform()); 1840 } 1841 } else { 1842 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1843 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1844 } 1845} 1846 1847void OpenGLRenderer::setupDrawColorUniforms() { 1848 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1849 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1850 } 1851} 1852 1853void OpenGLRenderer::setupDrawPureColorUniforms() { 1854 if (mSetShaderColor) { 1855 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1856 } 1857} 1858 1859void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1860 if (mDrawModifiers.mShader) { 1861 if (ignoreTransform) { 1862 mModelView.loadInverse(currentTransform()); 1863 } 1864 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1865 mModelView, *mSnapshot, &mTextureUnit); 1866 } 1867} 1868 1869void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1870 if (mDrawModifiers.mShader) { 1871 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1872 mat4::identity(), *mSnapshot, &mTextureUnit); 1873 } 1874} 1875 1876void OpenGLRenderer::setupDrawColorFilterUniforms() { 1877 if (mDrawModifiers.mColorFilter) { 1878 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1879 } 1880} 1881 1882void OpenGLRenderer::setupDrawTextGammaUniforms() { 1883 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1884} 1885 1886void OpenGLRenderer::setupDrawSimpleMesh() { 1887 bool force = mCaches.bindMeshBuffer(); 1888 mCaches.bindPositionVertexPointer(force, 0); 1889 mCaches.unbindIndicesBuffer(); 1890} 1891 1892void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1893 if (texture) bindTexture(texture); 1894 mTextureUnit++; 1895 mCaches.enableTexCoordsVertexArray(); 1896} 1897 1898void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1899 bindExternalTexture(texture); 1900 mTextureUnit++; 1901 mCaches.enableTexCoordsVertexArray(); 1902} 1903 1904void OpenGLRenderer::setupDrawTextureTransform() { 1905 mDescription.hasTextureTransform = true; 1906} 1907 1908void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1909 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1910 GL_FALSE, &transform.data[0]); 1911} 1912 1913void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1914 bool force = false; 1915 if (!vertices || vbo) { 1916 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1917 } else { 1918 force = mCaches.unbindMeshBuffer(); 1919 } 1920 1921 mCaches.bindPositionVertexPointer(force, vertices); 1922 if (mCaches.currentProgram->texCoords >= 0) { 1923 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1924 } 1925 1926 mCaches.unbindIndicesBuffer(); 1927} 1928 1929void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1930 bool force = mCaches.unbindMeshBuffer(); 1931 GLsizei stride = sizeof(ColorTextureVertex); 1932 1933 mCaches.bindPositionVertexPointer(force, vertices, stride); 1934 if (mCaches.currentProgram->texCoords >= 0) { 1935 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1936 } 1937 int slot = mCaches.currentProgram->getAttrib("colors"); 1938 if (slot >= 0) { 1939 glEnableVertexAttribArray(slot); 1940 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1941 } 1942 1943 mCaches.unbindIndicesBuffer(); 1944} 1945 1946void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1947 bool force = false; 1948 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1949 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1950 // use the default VBO found in Caches 1951 if (!vertices || vbo) { 1952 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1953 } else { 1954 force = mCaches.unbindMeshBuffer(); 1955 } 1956 mCaches.bindIndicesBuffer(); 1957 1958 mCaches.bindPositionVertexPointer(force, vertices); 1959 if (mCaches.currentProgram->texCoords >= 0) { 1960 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1961 } 1962} 1963 1964void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1965 bool force = mCaches.unbindMeshBuffer(); 1966 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1967 mCaches.unbindIndicesBuffer(); 1968} 1969 1970void OpenGLRenderer::finishDrawTexture() { 1971} 1972 1973/////////////////////////////////////////////////////////////////////////////// 1974// Drawing 1975/////////////////////////////////////////////////////////////////////////////// 1976 1977status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1978 int32_t replayFlags) { 1979 status_t status; 1980 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1981 // will be performed by the display list itself 1982 if (displayList && displayList->isRenderable()) { 1983 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1984 status = startFrame(); 1985 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1986 displayList->replay(replayStruct, 0); 1987 return status | replayStruct.mDrawGlStatus; 1988 } 1989 1990 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1991 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 1992 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1993 displayList->defer(deferStruct, 0); 1994 1995 flushLayers(); 1996 status = startFrame(); 1997 1998 return status | deferredList.flush(*this, dirty); 1999 } 2000 2001 return DrawGlInfo::kStatusDone; 2002} 2003 2004void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2005 if (displayList) { 2006 displayList->output(1); 2007 } 2008} 2009 2010void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2011 int alpha; 2012 SkXfermode::Mode mode; 2013 getAlphaAndMode(paint, &alpha, &mode); 2014 2015 int color = paint != NULL ? paint->getColor() : 0; 2016 2017 float x = left; 2018 float y = top; 2019 2020 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2021 2022 bool ignoreTransform = false; 2023 if (currentTransform().isPureTranslate()) { 2024 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2025 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2026 ignoreTransform = true; 2027 2028 texture->setFilter(GL_NEAREST, true); 2029 } else { 2030 texture->setFilter(FILTER(paint), true); 2031 } 2032 2033 // No need to check for a UV mapper on the texture object, only ARGB_8888 2034 // bitmaps get packed in the atlas 2035 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2036 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2037 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2038} 2039 2040status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices, 2041 bool transformed, const Rect& bounds, SkPaint* paint) { 2042 mCaches.activeTexture(0); 2043 Texture* texture = getTexture(bitmap); 2044 if (!texture) return DrawGlInfo::kStatusDone; 2045 2046 const AutoTexture autoCleanup(texture); 2047 2048 int alpha; 2049 SkXfermode::Mode mode; 2050 getAlphaAndMode(paint, &alpha, &mode); 2051 2052 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2053 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2054 2055 const float x = (int) floorf(bounds.left + 0.5f); 2056 const float y = (int) floorf(bounds.top + 0.5f); 2057 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2058 int color = paint != NULL ? paint->getColor() : 0; 2059 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2060 texture->id, paint != NULL, color, alpha, mode, 2061 &vertices[0].position[0], &vertices[0].texture[0], 2062 GL_TRIANGLES, bitmapCount * 6, true, true); 2063 } else { 2064 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2065 texture->id, alpha / 255.0f, mode, texture->blend, 2066 &vertices[0].position[0], &vertices[0].texture[0], 2067 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true); 2068 } 2069 2070 return DrawGlInfo::kStatusDrew; 2071} 2072 2073status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2074 const float right = left + bitmap->width(); 2075 const float bottom = top + bitmap->height(); 2076 2077 if (quickReject(left, top, right, bottom)) { 2078 return DrawGlInfo::kStatusDone; 2079 } 2080 2081 mCaches.activeTexture(0); 2082 Texture* texture = getTexture(bitmap); 2083 if (!texture) return DrawGlInfo::kStatusDone; 2084 const AutoTexture autoCleanup(texture); 2085 2086 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2087 drawAlphaBitmap(texture, left, top, paint); 2088 } else { 2089 drawTextureRect(left, top, right, bottom, texture, paint); 2090 } 2091 2092 return DrawGlInfo::kStatusDrew; 2093} 2094 2095status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2096 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2097 const mat4 transform(*matrix); 2098 transform.mapRect(r); 2099 2100 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2101 return DrawGlInfo::kStatusDone; 2102 } 2103 2104 mCaches.activeTexture(0); 2105 Texture* texture = getTexture(bitmap); 2106 if (!texture) return DrawGlInfo::kStatusDone; 2107 const AutoTexture autoCleanup(texture); 2108 2109 // This could be done in a cheaper way, all we need is pass the matrix 2110 // to the vertex shader. The save/restore is a bit overkill. 2111 save(SkCanvas::kMatrix_SaveFlag); 2112 concatMatrix(matrix); 2113 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2114 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2115 } else { 2116 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2117 } 2118 restore(); 2119 2120 return DrawGlInfo::kStatusDrew; 2121} 2122 2123status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2124 const float right = left + bitmap->width(); 2125 const float bottom = top + bitmap->height(); 2126 2127 if (quickReject(left, top, right, bottom)) { 2128 return DrawGlInfo::kStatusDone; 2129 } 2130 2131 mCaches.activeTexture(0); 2132 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2133 const AutoTexture autoCleanup(texture); 2134 2135 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2136 drawAlphaBitmap(texture, left, top, paint); 2137 } else { 2138 drawTextureRect(left, top, right, bottom, texture, paint); 2139 } 2140 2141 return DrawGlInfo::kStatusDrew; 2142} 2143 2144status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2145 float* vertices, int* colors, SkPaint* paint) { 2146 if (!vertices || mSnapshot->isIgnored()) { 2147 return DrawGlInfo::kStatusDone; 2148 } 2149 2150 // TODO: use quickReject on bounds from vertices 2151 mCaches.enableScissor(); 2152 2153 float left = FLT_MAX; 2154 float top = FLT_MAX; 2155 float right = FLT_MIN; 2156 float bottom = FLT_MIN; 2157 2158 const uint32_t count = meshWidth * meshHeight * 6; 2159 2160 ColorTextureVertex mesh[count]; 2161 ColorTextureVertex* vertex = mesh; 2162 2163 bool cleanupColors = false; 2164 if (!colors) { 2165 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2166 colors = new int[colorsCount]; 2167 memset(colors, 0xff, colorsCount * sizeof(int)); 2168 cleanupColors = true; 2169 } 2170 2171 mCaches.activeTexture(0); 2172 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2173 const UvMapper& mapper(getMapper(texture)); 2174 2175 for (int32_t y = 0; y < meshHeight; y++) { 2176 for (int32_t x = 0; x < meshWidth; x++) { 2177 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2178 2179 float u1 = float(x) / meshWidth; 2180 float u2 = float(x + 1) / meshWidth; 2181 float v1 = float(y) / meshHeight; 2182 float v2 = float(y + 1) / meshHeight; 2183 2184 mapper.map(u1, v1, u2, v2); 2185 2186 int ax = i + (meshWidth + 1) * 2; 2187 int ay = ax + 1; 2188 int bx = i; 2189 int by = bx + 1; 2190 int cx = i + 2; 2191 int cy = cx + 1; 2192 int dx = i + (meshWidth + 1) * 2 + 2; 2193 int dy = dx + 1; 2194 2195 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2196 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2197 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2198 2199 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2200 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2201 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2202 2203 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2204 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2205 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2206 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2207 } 2208 } 2209 2210 if (quickReject(left, top, right, bottom)) { 2211 if (cleanupColors) delete[] colors; 2212 return DrawGlInfo::kStatusDone; 2213 } 2214 2215 if (!texture) { 2216 texture = mCaches.textureCache.get(bitmap); 2217 if (!texture) { 2218 if (cleanupColors) delete[] colors; 2219 return DrawGlInfo::kStatusDone; 2220 } 2221 } 2222 const AutoTexture autoCleanup(texture); 2223 2224 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2225 texture->setFilter(FILTER(paint), true); 2226 2227 int alpha; 2228 SkXfermode::Mode mode; 2229 getAlphaAndMode(paint, &alpha, &mode); 2230 2231 float a = alpha / 255.0f; 2232 2233 if (hasLayer()) { 2234 dirtyLayer(left, top, right, bottom, currentTransform()); 2235 } 2236 2237 setupDraw(); 2238 setupDrawWithTextureAndColor(); 2239 setupDrawColor(a, a, a, a); 2240 setupDrawColorFilter(); 2241 setupDrawBlending(true, mode, false); 2242 setupDrawProgram(); 2243 setupDrawDirtyRegionsDisabled(); 2244 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2245 setupDrawTexture(texture->id); 2246 setupDrawPureColorUniforms(); 2247 setupDrawColorFilterUniforms(); 2248 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2249 2250 glDrawArrays(GL_TRIANGLES, 0, count); 2251 2252 finishDrawTexture(); 2253 2254 int slot = mCaches.currentProgram->getAttrib("colors"); 2255 if (slot >= 0) { 2256 glDisableVertexAttribArray(slot); 2257 } 2258 2259 if (cleanupColors) delete[] colors; 2260 2261 return DrawGlInfo::kStatusDrew; 2262} 2263 2264status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2265 float srcLeft, float srcTop, float srcRight, float srcBottom, 2266 float dstLeft, float dstTop, float dstRight, float dstBottom, 2267 SkPaint* paint) { 2268 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2269 return DrawGlInfo::kStatusDone; 2270 } 2271 2272 mCaches.activeTexture(0); 2273 Texture* texture = getTexture(bitmap); 2274 if (!texture) return DrawGlInfo::kStatusDone; 2275 const AutoTexture autoCleanup(texture); 2276 2277 const float width = texture->width; 2278 const float height = texture->height; 2279 2280 float u1 = fmax(0.0f, srcLeft / width); 2281 float v1 = fmax(0.0f, srcTop / height); 2282 float u2 = fmin(1.0f, srcRight / width); 2283 float v2 = fmin(1.0f, srcBottom / height); 2284 2285 getMapper(texture).map(u1, v1, u2, v2); 2286 2287 mCaches.unbindMeshBuffer(); 2288 resetDrawTextureTexCoords(u1, v1, u2, v2); 2289 2290 int alpha; 2291 SkXfermode::Mode mode; 2292 getAlphaAndMode(paint, &alpha, &mode); 2293 2294 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2295 2296 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2297 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2298 2299 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2300 // Apply a scale transform on the canvas only when a shader is in use 2301 // Skia handles the ratio between the dst and src rects as a scale factor 2302 // when a shader is set 2303 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2304 bool ignoreTransform = false; 2305 2306 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2307 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2308 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2309 2310 dstRight = x + (dstRight - dstLeft); 2311 dstBottom = y + (dstBottom - dstTop); 2312 2313 dstLeft = x; 2314 dstTop = y; 2315 2316 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2317 ignoreTransform = true; 2318 } else { 2319 texture->setFilter(FILTER(paint), true); 2320 } 2321 2322 if (CC_UNLIKELY(useScaleTransform)) { 2323 save(SkCanvas::kMatrix_SaveFlag); 2324 translate(dstLeft, dstTop); 2325 scale(scaleX, scaleY); 2326 2327 dstLeft = 0.0f; 2328 dstTop = 0.0f; 2329 2330 dstRight = srcRight - srcLeft; 2331 dstBottom = srcBottom - srcTop; 2332 } 2333 2334 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2335 int color = paint ? paint->getColor() : 0; 2336 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2337 texture->id, paint != NULL, color, alpha, mode, 2338 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2339 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2340 } else { 2341 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2342 texture->id, alpha / 255.0f, mode, texture->blend, 2343 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2344 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2345 } 2346 2347 if (CC_UNLIKELY(useScaleTransform)) { 2348 restore(); 2349 } 2350 2351 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2352 2353 return DrawGlInfo::kStatusDrew; 2354} 2355 2356status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2357 float left, float top, float right, float bottom, SkPaint* paint) { 2358 int alpha; 2359 SkXfermode::Mode mode; 2360 getAlphaAndMode(paint, &alpha, &mode); 2361 2362 if (quickReject(left, top, right, bottom)) { 2363 return DrawGlInfo::kStatusDone; 2364 } 2365 2366 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2367 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2368 right - left, bottom - top, patch); 2369 2370 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, alpha, mode); 2371} 2372 2373status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, 2374 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2375 int alpha, SkXfermode::Mode mode) { 2376 2377 if (quickReject(left, top, right, bottom)) { 2378 return DrawGlInfo::kStatusDone; 2379 } 2380 2381 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2382 mCaches.activeTexture(0); 2383 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2384 if (!texture) return DrawGlInfo::kStatusDone; 2385 const AutoTexture autoCleanup(texture); 2386 2387 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2388 texture->setFilter(GL_LINEAR, true); 2389 2390 const bool pureTranslate = currentTransform().isPureTranslate(); 2391 // Mark the current layer dirty where we are going to draw the patch 2392 if (hasLayer() && mesh->hasEmptyQuads) { 2393 const float offsetX = left + currentTransform().getTranslateX(); 2394 const float offsetY = top + currentTransform().getTranslateY(); 2395 const size_t count = mesh->quads.size(); 2396 for (size_t i = 0; i < count; i++) { 2397 const Rect& bounds = mesh->quads.itemAt(i); 2398 if (CC_LIKELY(pureTranslate)) { 2399 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2400 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2401 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2402 } else { 2403 dirtyLayer(left + bounds.left, top + bounds.top, 2404 left + bounds.right, top + bounds.bottom, currentTransform()); 2405 } 2406 } 2407 } 2408 2409 alpha *= mSnapshot->alpha; 2410 2411 if (CC_LIKELY(pureTranslate)) { 2412 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2413 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2414 2415 right = x + right - left; 2416 bottom = y + bottom - top; 2417 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2418 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2419 GL_TRIANGLES, mesh->indexCount, false, true, 2420 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2421 } else { 2422 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2423 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2424 GL_TRIANGLES, mesh->indexCount, false, false, 2425 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2426 } 2427 } 2428 2429 return DrawGlInfo::kStatusDrew; 2430} 2431 2432status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2433 bool useOffset) { 2434 if (!vertexBuffer.getVertexCount()) { 2435 // no vertices to draw 2436 return DrawGlInfo::kStatusDone; 2437 } 2438 2439 int color = paint->getColor(); 2440 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2441 bool isAA = paint->isAntiAlias(); 2442 2443 setupDraw(); 2444 setupDrawNoTexture(); 2445 if (isAA) setupDrawAA(); 2446 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2447 setupDrawColorFilter(); 2448 setupDrawShader(); 2449 setupDrawBlending(isAA, mode); 2450 setupDrawProgram(); 2451 setupDrawModelViewIdentity(useOffset); 2452 setupDrawColorUniforms(); 2453 setupDrawColorFilterUniforms(); 2454 setupDrawShaderIdentityUniforms(); 2455 2456 void* vertices = vertexBuffer.getBuffer(); 2457 bool force = mCaches.unbindMeshBuffer(); 2458 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2459 mCaches.resetTexCoordsVertexPointer(); 2460 mCaches.unbindIndicesBuffer(); 2461 2462 int alphaSlot = -1; 2463 if (isAA) { 2464 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2465 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2466 2467 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2468 glEnableVertexAttribArray(alphaSlot); 2469 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2470 } 2471 2472 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2473 2474 if (isAA) { 2475 glDisableVertexAttribArray(alphaSlot); 2476 } 2477 2478 return DrawGlInfo::kStatusDrew; 2479} 2480 2481/** 2482 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2483 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2484 * screen space in all directions. However, instead of using a fragment shader to compute the 2485 * translucency of the color from its position, we simply use a varying parameter to define how far 2486 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2487 * 2488 * Doesn't yet support joins, caps, or path effects. 2489 */ 2490status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2491 VertexBuffer vertexBuffer; 2492 // TODO: try clipping large paths to viewport 2493 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2494 2495 if (hasLayer()) { 2496 SkRect bounds = path.getBounds(); 2497 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2498 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2499 } 2500 2501 return drawVertexBuffer(vertexBuffer, paint); 2502} 2503 2504/** 2505 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2506 * and additional geometry for defining an alpha slope perimeter. 2507 * 2508 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2509 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2510 * in-shader alpha region, but found it to be taxing on some GPUs. 2511 * 2512 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2513 * memory transfer by removing need for degenerate vertices. 2514 */ 2515status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2516 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2517 2518 count &= ~0x3; // round down to nearest four 2519 2520 VertexBuffer buffer; 2521 SkRect bounds; 2522 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2523 2524 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2525 return DrawGlInfo::kStatusDone; 2526 } 2527 2528 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2529 2530 bool useOffset = !paint->isAntiAlias(); 2531 return drawVertexBuffer(buffer, paint, useOffset); 2532} 2533 2534status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2535 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2536 2537 count &= ~0x1; // round down to nearest two 2538 2539 VertexBuffer buffer; 2540 SkRect bounds; 2541 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2542 2543 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2544 return DrawGlInfo::kStatusDone; 2545 } 2546 2547 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2548 2549 bool useOffset = !paint->isAntiAlias(); 2550 return drawVertexBuffer(buffer, paint, useOffset); 2551} 2552 2553status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2554 // No need to check against the clip, we fill the clip region 2555 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2556 2557 Rect& clip(*mSnapshot->clipRect); 2558 clip.snapToPixelBoundaries(); 2559 2560 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2561 2562 return DrawGlInfo::kStatusDrew; 2563} 2564 2565status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2566 SkPaint* paint) { 2567 if (!texture) return DrawGlInfo::kStatusDone; 2568 const AutoTexture autoCleanup(texture); 2569 2570 const float x = left + texture->left - texture->offset; 2571 const float y = top + texture->top - texture->offset; 2572 2573 drawPathTexture(texture, x, y, paint); 2574 2575 return DrawGlInfo::kStatusDrew; 2576} 2577 2578status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2579 float rx, float ry, SkPaint* p) { 2580 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2581 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2582 return DrawGlInfo::kStatusDone; 2583 } 2584 2585 if (p->getPathEffect() != 0) { 2586 mCaches.activeTexture(0); 2587 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2588 right - left, bottom - top, rx, ry, p); 2589 return drawShape(left, top, texture, p); 2590 } 2591 2592 SkPath path; 2593 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2594 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2595 float outset = p->getStrokeWidth() / 2; 2596 rect.outset(outset, outset); 2597 rx += outset; 2598 ry += outset; 2599 } 2600 path.addRoundRect(rect, rx, ry); 2601 return drawConvexPath(path, p); 2602} 2603 2604status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2605 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2606 x + radius, y + radius, p) || 2607 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2608 return DrawGlInfo::kStatusDone; 2609 } 2610 if (p->getPathEffect() != 0) { 2611 mCaches.activeTexture(0); 2612 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2613 return drawShape(x - radius, y - radius, texture, p); 2614 } 2615 2616 SkPath path; 2617 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2618 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2619 } else { 2620 path.addCircle(x, y, radius); 2621 } 2622 return drawConvexPath(path, p); 2623} 2624 2625status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2626 SkPaint* p) { 2627 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2628 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2629 return DrawGlInfo::kStatusDone; 2630 } 2631 2632 if (p->getPathEffect() != 0) { 2633 mCaches.activeTexture(0); 2634 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2635 return drawShape(left, top, texture, p); 2636 } 2637 2638 SkPath path; 2639 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2640 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2641 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2642 } 2643 path.addOval(rect); 2644 return drawConvexPath(path, p); 2645} 2646 2647status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2648 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2649 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2650 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2651 return DrawGlInfo::kStatusDone; 2652 } 2653 2654 if (fabs(sweepAngle) >= 360.0f) { 2655 return drawOval(left, top, right, bottom, p); 2656 } 2657 2658 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2659 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2660 mCaches.activeTexture(0); 2661 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2662 startAngle, sweepAngle, useCenter, p); 2663 return drawShape(left, top, texture, p); 2664 } 2665 2666 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2667 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2668 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2669 } 2670 2671 SkPath path; 2672 if (useCenter) { 2673 path.moveTo(rect.centerX(), rect.centerY()); 2674 } 2675 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2676 if (useCenter) { 2677 path.close(); 2678 } 2679 return drawConvexPath(path, p); 2680} 2681 2682// See SkPaintDefaults.h 2683#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2684 2685status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2686 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2687 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2688 return DrawGlInfo::kStatusDone; 2689 } 2690 2691 if (p->getStyle() != SkPaint::kFill_Style) { 2692 // only fill style is supported by drawConvexPath, since others have to handle joins 2693 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2694 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2695 mCaches.activeTexture(0); 2696 const PathTexture* texture = 2697 mCaches.pathCache.getRect(right - left, bottom - top, p); 2698 return drawShape(left, top, texture, p); 2699 } 2700 2701 SkPath path; 2702 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2703 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2704 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2705 } 2706 path.addRect(rect); 2707 return drawConvexPath(path, p); 2708 } 2709 2710 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2711 SkPath path; 2712 path.addRect(left, top, right, bottom); 2713 return drawConvexPath(path, p); 2714 } else { 2715 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2716 return DrawGlInfo::kStatusDrew; 2717 } 2718} 2719 2720void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2721 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2722 float x, float y) { 2723 mCaches.activeTexture(0); 2724 2725 // NOTE: The drop shadow will not perform gamma correction 2726 // if shader-based correction is enabled 2727 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2728 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2729 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2730 // If the drop shadow exceeds the max texture size or couldn't be 2731 // allocated, skip drawing 2732 if (!shadow) return; 2733 const AutoTexture autoCleanup(shadow); 2734 2735 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2736 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2737 2738 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2739 int shadowColor = mDrawModifiers.mShadowColor; 2740 if (mDrawModifiers.mShader) { 2741 shadowColor = 0xffffffff; 2742 } 2743 2744 setupDraw(); 2745 setupDrawWithTexture(true); 2746 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2747 setupDrawColorFilter(); 2748 setupDrawShader(); 2749 setupDrawBlending(true, mode); 2750 setupDrawProgram(); 2751 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2752 setupDrawTexture(shadow->id); 2753 setupDrawPureColorUniforms(); 2754 setupDrawColorFilterUniforms(); 2755 setupDrawShaderUniforms(); 2756 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2757 2758 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2759} 2760 2761bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2762 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2763 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2764} 2765 2766class TextSetupFunctor: public Functor { 2767public: 2768 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2769 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2770 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2771 alpha(alpha), mode(mode), paint(paint) { 2772 } 2773 ~TextSetupFunctor() { } 2774 2775 status_t operator ()(int what, void* data) { 2776 renderer.setupDraw(); 2777 renderer.setupDrawTextGamma(paint); 2778 renderer.setupDrawDirtyRegionsDisabled(); 2779 renderer.setupDrawWithTexture(true); 2780 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2781 renderer.setupDrawColorFilter(); 2782 renderer.setupDrawShader(); 2783 renderer.setupDrawBlending(true, mode); 2784 renderer.setupDrawProgram(); 2785 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2786 // Calling setupDrawTexture with the name 0 will enable the 2787 // uv attributes and increase the texture unit count 2788 // texture binding will be performed by the font renderer as 2789 // needed 2790 renderer.setupDrawTexture(0); 2791 renderer.setupDrawPureColorUniforms(); 2792 renderer.setupDrawColorFilterUniforms(); 2793 renderer.setupDrawShaderUniforms(pureTranslate); 2794 renderer.setupDrawTextGammaUniforms(); 2795 2796 return NO_ERROR; 2797 } 2798 2799 OpenGLRenderer& renderer; 2800 float x; 2801 float y; 2802 bool pureTranslate; 2803 int alpha; 2804 SkXfermode::Mode mode; 2805 SkPaint* paint; 2806}; 2807 2808status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2809 const float* positions, SkPaint* paint) { 2810 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2811 return DrawGlInfo::kStatusDone; 2812 } 2813 2814 // NOTE: Skia does not support perspective transform on drawPosText yet 2815 if (!currentTransform().isSimple()) { 2816 return DrawGlInfo::kStatusDone; 2817 } 2818 2819 mCaches.enableScissor(); 2820 2821 float x = 0.0f; 2822 float y = 0.0f; 2823 const bool pureTranslate = currentTransform().isPureTranslate(); 2824 if (pureTranslate) { 2825 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2826 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2827 } 2828 2829 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2830 fontRenderer.setFont(paint, mat4::identity()); 2831 2832 int alpha; 2833 SkXfermode::Mode mode; 2834 getAlphaAndMode(paint, &alpha, &mode); 2835 2836 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2837 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2838 alpha, mode, 0.0f, 0.0f); 2839 } 2840 2841 // Pick the appropriate texture filtering 2842 bool linearFilter = currentTransform().changesBounds(); 2843 if (pureTranslate && !linearFilter) { 2844 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2845 } 2846 fontRenderer.setTextureFiltering(linearFilter); 2847 2848 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2849 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2850 2851 const bool hasActiveLayer = hasLayer(); 2852 2853 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2854 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2855 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2856 if (hasActiveLayer) { 2857 if (!pureTranslate) { 2858 currentTransform().mapRect(bounds); 2859 } 2860 dirtyLayerUnchecked(bounds, getRegion()); 2861 } 2862 } 2863 2864 return DrawGlInfo::kStatusDrew; 2865} 2866 2867mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2868 mat4 fontTransform; 2869 if (CC_LIKELY(transform.isPureTranslate())) { 2870 fontTransform = mat4::identity(); 2871 } else { 2872 if (CC_UNLIKELY(transform.isPerspective())) { 2873 fontTransform = mat4::identity(); 2874 } else { 2875 float sx, sy; 2876 currentTransform().decomposeScale(sx, sy); 2877 fontTransform.loadScale(sx, sy, 1.0f); 2878 } 2879 } 2880 return fontTransform; 2881} 2882 2883status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2884 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2885 DrawOpMode drawOpMode) { 2886 2887 if (drawOpMode == kDrawOpMode_Immediate) { 2888 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2889 // drawing as ops from DeferredDisplayList are already filtered for these 2890 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2891 quickReject(bounds)) { 2892 return DrawGlInfo::kStatusDone; 2893 } 2894 } 2895 2896 const float oldX = x; 2897 const float oldY = y; 2898 2899 const mat4& transform = currentTransform(); 2900 const bool pureTranslate = transform.isPureTranslate(); 2901 2902 if (CC_LIKELY(pureTranslate)) { 2903 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2904 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2905 } 2906 2907 int alpha; 2908 SkXfermode::Mode mode; 2909 getAlphaAndMode(paint, &alpha, &mode); 2910 2911 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2912 2913 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2914 fontRenderer.setFont(paint, mat4::identity()); 2915 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2916 alpha, mode, oldX, oldY); 2917 } 2918 2919 const bool hasActiveLayer = hasLayer(); 2920 2921 // We only pass a partial transform to the font renderer. That partial 2922 // matrix defines how glyphs are rasterized. Typically we want glyphs 2923 // to be rasterized at their final size on screen, which means the partial 2924 // matrix needs to take the scale factor into account. 2925 // When a partial matrix is used to transform glyphs during rasterization, 2926 // the mesh is generated with the inverse transform (in the case of scale, 2927 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2928 // apply the full transform matrix at draw time in the vertex shader. 2929 // Applying the full matrix in the shader is the easiest way to handle 2930 // rotation and perspective and allows us to always generated quads in the 2931 // font renderer which greatly simplifies the code, clipping in particular. 2932 mat4 fontTransform = findBestFontTransform(transform); 2933 fontRenderer.setFont(paint, fontTransform); 2934 2935 // Pick the appropriate texture filtering 2936 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2937 fontRenderer.setTextureFiltering(linearFilter); 2938 2939 // TODO: Implement better clipping for scaled/rotated text 2940 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2941 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2942 2943 bool status; 2944 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2945 2946 // don't call issuedrawcommand, do it at end of batch 2947 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2948 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2949 SkPaint paintCopy(*paint); 2950 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2951 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2952 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2953 } else { 2954 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2955 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2956 } 2957 2958 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2959 if (!pureTranslate) { 2960 transform.mapRect(layerBounds); 2961 } 2962 dirtyLayerUnchecked(layerBounds, getRegion()); 2963 } 2964 2965 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 2966 2967 return DrawGlInfo::kStatusDrew; 2968} 2969 2970status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2971 float hOffset, float vOffset, SkPaint* paint) { 2972 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2973 return DrawGlInfo::kStatusDone; 2974 } 2975 2976 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2977 mCaches.enableScissor(); 2978 2979 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2980 fontRenderer.setFont(paint, mat4::identity()); 2981 fontRenderer.setTextureFiltering(true); 2982 2983 int alpha; 2984 SkXfermode::Mode mode; 2985 getAlphaAndMode(paint, &alpha, &mode); 2986 2987 setupDraw(); 2988 setupDrawTextGamma(paint); 2989 setupDrawDirtyRegionsDisabled(); 2990 setupDrawWithTexture(true); 2991 setupDrawAlpha8Color(paint->getColor(), alpha); 2992 setupDrawColorFilter(); 2993 setupDrawShader(); 2994 setupDrawBlending(true, mode); 2995 setupDrawProgram(); 2996 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2997 // Calling setupDrawTexture with the name 0 will enable the 2998 // uv attributes and increase the texture unit count 2999 // texture binding will be performed by the font renderer as 3000 // needed 3001 setupDrawTexture(0); 3002 setupDrawPureColorUniforms(); 3003 setupDrawColorFilterUniforms(); 3004 setupDrawShaderUniforms(false); 3005 setupDrawTextGammaUniforms(); 3006 3007 const Rect* clip = &mSnapshot->getLocalClip(); 3008 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3009 3010 const bool hasActiveLayer = hasLayer(); 3011 3012 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3013 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 3014 if (hasActiveLayer) { 3015 currentTransform().mapRect(bounds); 3016 dirtyLayerUnchecked(bounds, getRegion()); 3017 } 3018 } 3019 3020 return DrawGlInfo::kStatusDrew; 3021} 3022 3023status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3024 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3025 3026 mCaches.activeTexture(0); 3027 3028 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3029 if (!texture) return DrawGlInfo::kStatusDone; 3030 const AutoTexture autoCleanup(texture); 3031 3032 const float x = texture->left - texture->offset; 3033 const float y = texture->top - texture->offset; 3034 3035 drawPathTexture(texture, x, y, paint); 3036 3037 return DrawGlInfo::kStatusDrew; 3038} 3039 3040status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3041 if (!layer) { 3042 return DrawGlInfo::kStatusDone; 3043 } 3044 3045 mat4* transform = NULL; 3046 if (layer->isTextureLayer()) { 3047 transform = &layer->getTransform(); 3048 if (!transform->isIdentity()) { 3049 save(0); 3050 currentTransform().multiply(*transform); 3051 } 3052 } 3053 3054 bool clipRequired = false; 3055 const bool rejected = quickRejectNoScissor(x, y, 3056 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired); 3057 3058 if (rejected) { 3059 if (transform && !transform->isIdentity()) { 3060 restore(); 3061 } 3062 return DrawGlInfo::kStatusDone; 3063 } 3064 3065 updateLayer(layer, true); 3066 3067 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3068 mCaches.activeTexture(0); 3069 3070 if (CC_LIKELY(!layer->region.isEmpty())) { 3071 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3072 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3073 3074 if (layer->region.isRect()) { 3075 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3076 composeLayerRect(layer, layer->regionRect)); 3077 } else if (layer->mesh) { 3078 const float a = getLayerAlpha(layer); 3079 setupDraw(); 3080 setupDrawWithTexture(); 3081 setupDrawColor(a, a, a, a); 3082 setupDrawColorFilter(); 3083 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3084 setupDrawProgram(); 3085 setupDrawPureColorUniforms(); 3086 setupDrawColorFilterUniforms(); 3087 setupDrawTexture(layer->getTexture()); 3088 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3089 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3090 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3091 3092 layer->setFilter(GL_NEAREST); 3093 setupDrawModelViewTranslate(tx, ty, 3094 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3095 } else { 3096 layer->setFilter(GL_LINEAR); 3097 setupDrawModelViewTranslate(x, y, 3098 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3099 } 3100 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3101 3102 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3103 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3104 GL_UNSIGNED_SHORT, layer->meshIndices)); 3105 3106 finishDrawTexture(); 3107 3108#if DEBUG_LAYERS_AS_REGIONS 3109 drawRegionRects(layer->region); 3110#endif 3111 } 3112 3113 mDrawModifiers.mColorFilter = oldFilter; 3114 3115 if (layer->debugDrawUpdate) { 3116 layer->debugDrawUpdate = false; 3117 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3118 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3119 } 3120 } 3121 layer->hasDrawnSinceUpdate = true; 3122 3123 if (transform && !transform->isIdentity()) { 3124 restore(); 3125 } 3126 3127 return DrawGlInfo::kStatusDrew; 3128} 3129 3130/////////////////////////////////////////////////////////////////////////////// 3131// Shaders 3132/////////////////////////////////////////////////////////////////////////////// 3133 3134void OpenGLRenderer::resetShader() { 3135 mDrawModifiers.mShader = NULL; 3136} 3137 3138void OpenGLRenderer::setupShader(SkiaShader* shader) { 3139 mDrawModifiers.mShader = shader; 3140 if (mDrawModifiers.mShader) { 3141 mDrawModifiers.mShader->setCaches(mCaches); 3142 } 3143} 3144 3145/////////////////////////////////////////////////////////////////////////////// 3146// Color filters 3147/////////////////////////////////////////////////////////////////////////////// 3148 3149void OpenGLRenderer::resetColorFilter() { 3150 mDrawModifiers.mColorFilter = NULL; 3151} 3152 3153void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3154 mDrawModifiers.mColorFilter = filter; 3155} 3156 3157/////////////////////////////////////////////////////////////////////////////// 3158// Drop shadow 3159/////////////////////////////////////////////////////////////////////////////// 3160 3161void OpenGLRenderer::resetShadow() { 3162 mDrawModifiers.mHasShadow = false; 3163} 3164 3165void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3166 mDrawModifiers.mHasShadow = true; 3167 mDrawModifiers.mShadowRadius = radius; 3168 mDrawModifiers.mShadowDx = dx; 3169 mDrawModifiers.mShadowDy = dy; 3170 mDrawModifiers.mShadowColor = color; 3171} 3172 3173/////////////////////////////////////////////////////////////////////////////// 3174// Draw filters 3175/////////////////////////////////////////////////////////////////////////////// 3176 3177void OpenGLRenderer::resetPaintFilter() { 3178 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3179 // comparison, see MergingDrawBatch::canMergeWith 3180 mDrawModifiers.mHasDrawFilter = false; 3181 mDrawModifiers.mPaintFilterClearBits = 0; 3182 mDrawModifiers.mPaintFilterSetBits = 0; 3183} 3184 3185void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3186 mDrawModifiers.mHasDrawFilter = true; 3187 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3188 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3189} 3190 3191SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3192 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3193 return paint; 3194 } 3195 3196 uint32_t flags = paint->getFlags(); 3197 3198 mFilteredPaint = *paint; 3199 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3200 mDrawModifiers.mPaintFilterSetBits); 3201 3202 return &mFilteredPaint; 3203} 3204 3205/////////////////////////////////////////////////////////////////////////////// 3206// Drawing implementation 3207/////////////////////////////////////////////////////////////////////////////// 3208 3209Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3210 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3211 if (!texture) { 3212 return mCaches.textureCache.get(bitmap); 3213 } 3214 return texture; 3215} 3216 3217void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3218 float x, float y, SkPaint* paint) { 3219 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3220 return; 3221 } 3222 3223 int alpha; 3224 SkXfermode::Mode mode; 3225 getAlphaAndMode(paint, &alpha, &mode); 3226 3227 setupDraw(); 3228 setupDrawWithTexture(true); 3229 setupDrawAlpha8Color(paint->getColor(), alpha); 3230 setupDrawColorFilter(); 3231 setupDrawShader(); 3232 setupDrawBlending(true, mode); 3233 setupDrawProgram(); 3234 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3235 setupDrawTexture(texture->id); 3236 setupDrawPureColorUniforms(); 3237 setupDrawColorFilterUniforms(); 3238 setupDrawShaderUniforms(); 3239 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3240 3241 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3242 3243 finishDrawTexture(); 3244} 3245 3246// Same values used by Skia 3247#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3248#define kStdUnderline_Offset (1.0f / 9.0f) 3249#define kStdUnderline_Thickness (1.0f / 18.0f) 3250 3251void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3252 float x, float y, SkPaint* paint) { 3253 // Handle underline and strike-through 3254 uint32_t flags = paint->getFlags(); 3255 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3256 SkPaint paintCopy(*paint); 3257 3258 if (CC_LIKELY(underlineWidth > 0.0f)) { 3259 const float textSize = paintCopy.getTextSize(); 3260 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3261 3262 const float left = x; 3263 float top = 0.0f; 3264 3265 int linesCount = 0; 3266 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3267 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3268 3269 const int pointsCount = 4 * linesCount; 3270 float points[pointsCount]; 3271 int currentPoint = 0; 3272 3273 if (flags & SkPaint::kUnderlineText_Flag) { 3274 top = y + textSize * kStdUnderline_Offset; 3275 points[currentPoint++] = left; 3276 points[currentPoint++] = top; 3277 points[currentPoint++] = left + underlineWidth; 3278 points[currentPoint++] = top; 3279 } 3280 3281 if (flags & SkPaint::kStrikeThruText_Flag) { 3282 top = y + textSize * kStdStrikeThru_Offset; 3283 points[currentPoint++] = left; 3284 points[currentPoint++] = top; 3285 points[currentPoint++] = left + underlineWidth; 3286 points[currentPoint++] = top; 3287 } 3288 3289 paintCopy.setStrokeWidth(strokeWidth); 3290 3291 drawLines(&points[0], pointsCount, &paintCopy); 3292 } 3293 } 3294} 3295 3296status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3297 if (mSnapshot->isIgnored()) { 3298 return DrawGlInfo::kStatusDone; 3299 } 3300 3301 int color = paint->getColor(); 3302 // If a shader is set, preserve only the alpha 3303 if (mDrawModifiers.mShader) { 3304 color |= 0x00ffffff; 3305 } 3306 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3307 3308 return drawColorRects(rects, count, color, mode); 3309} 3310 3311status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3312 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3313 if (count == 0) { 3314 return DrawGlInfo::kStatusDone; 3315 } 3316 3317 float left = FLT_MAX; 3318 float top = FLT_MAX; 3319 float right = FLT_MIN; 3320 float bottom = FLT_MIN; 3321 3322 int vertexCount = 0; 3323 Vertex mesh[count * 6]; 3324 Vertex* vertex = mesh; 3325 3326 for (int index = 0; index < count; index += 4) { 3327 float l = rects[index + 0]; 3328 float t = rects[index + 1]; 3329 float r = rects[index + 2]; 3330 float b = rects[index + 3]; 3331 3332 Vertex::set(vertex++, l, b); 3333 Vertex::set(vertex++, l, t); 3334 Vertex::set(vertex++, r, t); 3335 Vertex::set(vertex++, l, b); 3336 Vertex::set(vertex++, r, t); 3337 Vertex::set(vertex++, r, b); 3338 3339 vertexCount += 6; 3340 3341 left = fminf(left, l); 3342 top = fminf(top, t); 3343 right = fmaxf(right, r); 3344 bottom = fmaxf(bottom, b); 3345 } 3346 3347 if (clip && quickReject(left, top, right, bottom)) { 3348 return DrawGlInfo::kStatusDone; 3349 } 3350 3351 setupDraw(); 3352 setupDrawNoTexture(); 3353 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3354 setupDrawShader(); 3355 setupDrawColorFilter(); 3356 setupDrawBlending(mode); 3357 setupDrawProgram(); 3358 setupDrawDirtyRegionsDisabled(); 3359 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3360 setupDrawColorUniforms(); 3361 setupDrawShaderUniforms(); 3362 setupDrawColorFilterUniforms(); 3363 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3364 3365 if (dirty && hasLayer()) { 3366 dirtyLayer(left, top, right, bottom, currentTransform()); 3367 } 3368 3369 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3370 3371 return DrawGlInfo::kStatusDrew; 3372} 3373 3374void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3375 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3376 // If a shader is set, preserve only the alpha 3377 if (mDrawModifiers.mShader) { 3378 color |= 0x00ffffff; 3379 } 3380 3381 setupDraw(); 3382 setupDrawNoTexture(); 3383 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3384 setupDrawShader(); 3385 setupDrawColorFilter(); 3386 setupDrawBlending(mode); 3387 setupDrawProgram(); 3388 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3389 setupDrawColorUniforms(); 3390 setupDrawShaderUniforms(ignoreTransform); 3391 setupDrawColorFilterUniforms(); 3392 setupDrawSimpleMesh(); 3393 3394 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3395} 3396 3397void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3398 Texture* texture, SkPaint* paint) { 3399 int alpha; 3400 SkXfermode::Mode mode; 3401 getAlphaAndMode(paint, &alpha, &mode); 3402 3403 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3404 3405 GLvoid* vertices = (GLvoid*) NULL; 3406 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3407 3408 if (texture->uvMapper) { 3409 vertices = &mMeshVertices[0].position[0]; 3410 texCoords = &mMeshVertices[0].texture[0]; 3411 3412 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3413 texture->uvMapper->map(uvs); 3414 3415 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3416 } 3417 3418 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3419 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3420 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3421 3422 texture->setFilter(GL_NEAREST, true); 3423 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3424 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3425 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3426 } else { 3427 texture->setFilter(FILTER(paint), true); 3428 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3429 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3430 } 3431 3432 if (texture->uvMapper) { 3433 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3434 } 3435} 3436 3437void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3438 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3439 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3440 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3441} 3442 3443void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3444 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3445 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3446 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3447 3448 setupDraw(); 3449 setupDrawWithTexture(); 3450 setupDrawColor(alpha, alpha, alpha, alpha); 3451 setupDrawColorFilter(); 3452 setupDrawBlending(blend, mode, swapSrcDst); 3453 setupDrawProgram(); 3454 if (!dirty) setupDrawDirtyRegionsDisabled(); 3455 if (!ignoreScale) { 3456 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3457 } else { 3458 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3459 } 3460 setupDrawTexture(texture); 3461 setupDrawPureColorUniforms(); 3462 setupDrawColorFilterUniforms(); 3463 setupDrawMesh(vertices, texCoords, vbo); 3464 3465 glDrawArrays(drawMode, 0, elementsCount); 3466 3467 finishDrawTexture(); 3468} 3469 3470void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3471 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3472 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3473 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3474 3475 setupDraw(); 3476 setupDrawWithTexture(); 3477 setupDrawColor(alpha, alpha, alpha, alpha); 3478 setupDrawColorFilter(); 3479 setupDrawBlending(blend, mode, swapSrcDst); 3480 setupDrawProgram(); 3481 if (!dirty) setupDrawDirtyRegionsDisabled(); 3482 if (!ignoreScale) { 3483 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3484 } else { 3485 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3486 } 3487 setupDrawTexture(texture); 3488 setupDrawPureColorUniforms(); 3489 setupDrawColorFilterUniforms(); 3490 setupDrawMeshIndices(vertices, texCoords, vbo); 3491 3492 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3493 3494 finishDrawTexture(); 3495} 3496 3497void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3498 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3499 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3500 bool ignoreTransform, bool ignoreScale, bool dirty) { 3501 3502 setupDraw(); 3503 setupDrawWithTexture(true); 3504 if (hasColor) { 3505 setupDrawAlpha8Color(color, alpha); 3506 } 3507 setupDrawColorFilter(); 3508 setupDrawShader(); 3509 setupDrawBlending(true, mode); 3510 setupDrawProgram(); 3511 if (!dirty) setupDrawDirtyRegionsDisabled(); 3512 if (!ignoreScale) { 3513 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3514 } else { 3515 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3516 } 3517 setupDrawTexture(texture); 3518 setupDrawPureColorUniforms(); 3519 setupDrawColorFilterUniforms(); 3520 setupDrawShaderUniforms(); 3521 setupDrawMesh(vertices, texCoords); 3522 3523 glDrawArrays(drawMode, 0, elementsCount); 3524 3525 finishDrawTexture(); 3526} 3527 3528void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3529 ProgramDescription& description, bool swapSrcDst) { 3530 if (mCountOverdraw) { 3531 if (!mCaches.blend) glEnable(GL_BLEND); 3532 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3533 glBlendFunc(GL_ONE, GL_ONE); 3534 } 3535 3536 mCaches.blend = true; 3537 mCaches.lastSrcMode = GL_ONE; 3538 mCaches.lastDstMode = GL_ONE; 3539 3540 return; 3541 } 3542 3543 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3544 3545 if (blend) { 3546 // These blend modes are not supported by OpenGL directly and have 3547 // to be implemented using shaders. Since the shader will perform 3548 // the blending, turn blending off here 3549 // If the blend mode cannot be implemented using shaders, fall 3550 // back to the default SrcOver blend mode instead 3551 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3552 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3553 description.framebufferMode = mode; 3554 description.swapSrcDst = swapSrcDst; 3555 3556 if (mCaches.blend) { 3557 glDisable(GL_BLEND); 3558 mCaches.blend = false; 3559 } 3560 3561 return; 3562 } else { 3563 mode = SkXfermode::kSrcOver_Mode; 3564 } 3565 } 3566 3567 if (!mCaches.blend) { 3568 glEnable(GL_BLEND); 3569 } 3570 3571 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3572 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3573 3574 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3575 glBlendFunc(sourceMode, destMode); 3576 mCaches.lastSrcMode = sourceMode; 3577 mCaches.lastDstMode = destMode; 3578 } 3579 } else if (mCaches.blend) { 3580 glDisable(GL_BLEND); 3581 } 3582 mCaches.blend = blend; 3583} 3584 3585bool OpenGLRenderer::useProgram(Program* program) { 3586 if (!program->isInUse()) { 3587 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3588 program->use(); 3589 mCaches.currentProgram = program; 3590 return false; 3591 } 3592 return true; 3593} 3594 3595void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3596 TextureVertex* v = &mMeshVertices[0]; 3597 TextureVertex::setUV(v++, u1, v1); 3598 TextureVertex::setUV(v++, u2, v1); 3599 TextureVertex::setUV(v++, u1, v2); 3600 TextureVertex::setUV(v++, u2, v2); 3601} 3602 3603void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3604 getAlphaAndModeDirect(paint, alpha, mode); 3605 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3606 // if drawing a layer, ignore the paint's alpha 3607 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3608 } 3609 *alpha *= mSnapshot->alpha; 3610} 3611 3612float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3613 float alpha; 3614 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3615 alpha = mDrawModifiers.mOverrideLayerAlpha; 3616 } else { 3617 alpha = layer->getAlpha() / 255.0f; 3618 } 3619 return alpha * mSnapshot->alpha; 3620} 3621 3622}; // namespace uirenderer 3623}; // namespace android 3624