OpenGLRenderer.cpp revision 39d252a6632d057d5077f7eaf1b8ed7a142f3397
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 "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 51 52/////////////////////////////////////////////////////////////////////////////// 53// Globals 54/////////////////////////////////////////////////////////////////////////////// 55 56/** 57 * Structure mapping Skia xfermodes to OpenGL blending factors. 58 */ 59struct Blender { 60 SkXfermode::Mode mode; 61 GLenum src; 62 GLenum dst; 63}; // struct Blender 64 65// In this array, the index of each Blender equals the value of the first 66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 67static const Blender gBlends[] = { 68 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 70 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 71 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 73 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 75 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 79 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 81 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 82 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 83}; 84 85// This array contains the swapped version of each SkXfermode. For instance 86// this array's SrcOver blending mode is actually DstOver. You can refer to 87// createLayer() for more information on the purpose of this array. 88static const Blender gBlendsSwap[] = { 89 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 91 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 92 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 93 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 95 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 99 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 102 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 103 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 104}; 105 106static const GLenum gTextureUnits[] = { 107 GL_TEXTURE0, 108 GL_TEXTURE1, 109 GL_TEXTURE2 110}; 111 112/////////////////////////////////////////////////////////////////////////////// 113// Constructors/destructor 114/////////////////////////////////////////////////////////////////////////////// 115 116OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 117 mShader = NULL; 118 mColorFilter = NULL; 119 mHasShadow = false; 120 121 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 122 123 mFirstSnapshot = new Snapshot; 124} 125 126OpenGLRenderer::~OpenGLRenderer() { 127 // The context has already been destroyed at this point, do not call 128 // GL APIs. All GL state should be kept in Caches.h 129} 130 131/////////////////////////////////////////////////////////////////////////////// 132// Setup 133/////////////////////////////////////////////////////////////////////////////// 134 135void OpenGLRenderer::setViewport(int width, int height) { 136 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 137 138 mWidth = width; 139 mHeight = height; 140 141 mFirstSnapshot->height = height; 142 mFirstSnapshot->viewport.set(0, 0, width, height); 143 144 glDisable(GL_DITHER); 145 glEnable(GL_SCISSOR_TEST); 146 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 147 glEnableVertexAttribArray(Program::kBindingPosition); 148} 149 150void OpenGLRenderer::prepare(bool opaque) { 151 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 152} 153 154void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 155 mCaches.clearGarbage(); 156 157 mSnapshot = new Snapshot(mFirstSnapshot, 158 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 159 mSnapshot->fbo = getTargetFbo(); 160 mSaveCount = 1; 161 162 glViewport(0, 0, mWidth, mHeight); 163 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 164 165 mSnapshot->setClip(left, top, right, bottom); 166 mDirtyClip = false; 167 168 if (!opaque) { 169 glClear(GL_COLOR_BUFFER_BIT); 170 } 171} 172 173void OpenGLRenderer::finish() { 174#if DEBUG_OPENGL 175 GLenum status = GL_NO_ERROR; 176 while ((status = glGetError()) != GL_NO_ERROR) { 177 LOGD("GL error from OpenGLRenderer: 0x%x", status); 178 switch (status) { 179 case GL_OUT_OF_MEMORY: 180 LOGE(" OpenGLRenderer is out of memory!"); 181 break; 182 } 183 } 184#endif 185#if DEBUG_MEMORY_USAGE 186 mCaches.dumpMemoryUsage(); 187#else 188 if (mCaches.getDebugLevel() & kDebugMemory) { 189 mCaches.dumpMemoryUsage(); 190 } 191#endif 192} 193 194void OpenGLRenderer::interrupt() { 195 if (mCaches.currentProgram) { 196 if (mCaches.currentProgram->isInUse()) { 197 mCaches.currentProgram->remove(); 198 mCaches.currentProgram = NULL; 199 } 200 } 201 mCaches.unbindMeshBuffer(); 202} 203 204void OpenGLRenderer::resume() { 205 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 206 207 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 208 209 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 210 211 glEnable(GL_SCISSOR_TEST); 212 dirtyClip(); 213 214 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 215 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 216 217 mCaches.blend = true; 218 glEnable(GL_BLEND); 219 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 220 glBlendEquation(GL_FUNC_ADD); 221} 222 223bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 224 interrupt(); 225 if (mDirtyClip) { 226 setScissorFromClip(); 227 } 228 229 Rect clip(*mSnapshot->clipRect); 230 clip.snapToPixelBoundaries(); 231 232#if RENDER_LAYERS_AS_REGIONS 233 // Since we don't know what the functor will draw, let's dirty 234 // tne entire clip region 235 if (hasLayer()) { 236 dirtyLayerUnchecked(clip, getRegion()); 237 } 238#endif 239 240 DrawGlInfo info; 241 info.clipLeft = clip.left; 242 info.clipTop = clip.top; 243 info.clipRight = clip.right; 244 info.clipBottom = clip.bottom; 245 info.isLayer = hasLayer(); 246 getSnapshot()->transform->copyTo(&info.transform[0]); 247 248 status_t result = (*functor)(0, &info); 249 250 if (result != 0) { 251 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 252 dirty.unionWith(localDirty); 253 } 254 255 resume(); 256 return result != 0; 257} 258 259/////////////////////////////////////////////////////////////////////////////// 260// State management 261/////////////////////////////////////////////////////////////////////////////// 262 263int OpenGLRenderer::getSaveCount() const { 264 return mSaveCount; 265} 266 267int OpenGLRenderer::save(int flags) { 268 return saveSnapshot(flags); 269} 270 271void OpenGLRenderer::restore() { 272 if (mSaveCount > 1) { 273 restoreSnapshot(); 274 } 275} 276 277void OpenGLRenderer::restoreToCount(int saveCount) { 278 if (saveCount < 1) saveCount = 1; 279 280 while (mSaveCount > saveCount) { 281 restoreSnapshot(); 282 } 283} 284 285int OpenGLRenderer::saveSnapshot(int flags) { 286 mSnapshot = new Snapshot(mSnapshot, flags); 287 return mSaveCount++; 288} 289 290bool OpenGLRenderer::restoreSnapshot() { 291 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 292 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 293 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 294 295 sp<Snapshot> current = mSnapshot; 296 sp<Snapshot> previous = mSnapshot->previous; 297 298 if (restoreOrtho) { 299 Rect& r = previous->viewport; 300 glViewport(r.left, r.top, r.right, r.bottom); 301 mOrthoMatrix.load(current->orthoMatrix); 302 } 303 304 mSaveCount--; 305 mSnapshot = previous; 306 307 if (restoreClip) { 308 dirtyClip(); 309 } 310 311 if (restoreLayer) { 312 composeLayer(current, previous); 313 } 314 315 return restoreClip; 316} 317 318/////////////////////////////////////////////////////////////////////////////// 319// Layers 320/////////////////////////////////////////////////////////////////////////////// 321 322int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 323 SkPaint* p, int flags) { 324 const GLuint previousFbo = mSnapshot->fbo; 325 const int count = saveSnapshot(flags); 326 327 if (!mSnapshot->isIgnored()) { 328 int alpha = 255; 329 SkXfermode::Mode mode; 330 331 if (p) { 332 alpha = p->getAlpha(); 333 if (!mCaches.extensions.hasFramebufferFetch()) { 334 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 335 if (!isMode) { 336 // Assume SRC_OVER 337 mode = SkXfermode::kSrcOver_Mode; 338 } 339 } else { 340 mode = getXfermode(p->getXfermode()); 341 } 342 } else { 343 mode = SkXfermode::kSrcOver_Mode; 344 } 345 346 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 347 } 348 349 return count; 350} 351 352int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 353 int alpha, int flags) { 354 if (alpha >= 255 - ALPHA_THRESHOLD) { 355 return saveLayer(left, top, right, bottom, NULL, flags); 356 } else { 357 SkPaint paint; 358 paint.setAlpha(alpha); 359 return saveLayer(left, top, right, bottom, &paint, flags); 360 } 361} 362 363/** 364 * Layers are viewed by Skia are slightly different than layers in image editing 365 * programs (for instance.) When a layer is created, previously created layers 366 * and the frame buffer still receive every drawing command. For instance, if a 367 * layer is created and a shape intersecting the bounds of the layers and the 368 * framebuffer is draw, the shape will be drawn on both (unless the layer was 369 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 370 * 371 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 372 * texture. Unfortunately, this is inefficient as it requires every primitive to 373 * be drawn n + 1 times, where n is the number of active layers. In practice this 374 * means, for every primitive: 375 * - Switch active frame buffer 376 * - Change viewport, clip and projection matrix 377 * - Issue the drawing 378 * 379 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 380 * To avoid this, layers are implemented in a different way here, at least in the 381 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 382 * is set. When this flag is set we can redirect all drawing operations into a 383 * single FBO. 384 * 385 * This implementation relies on the frame buffer being at least RGBA 8888. When 386 * a layer is created, only a texture is created, not an FBO. The content of the 387 * frame buffer contained within the layer's bounds is copied into this texture 388 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 389 * buffer and drawing continues as normal. This technique therefore treats the 390 * frame buffer as a scratch buffer for the layers. 391 * 392 * To compose the layers back onto the frame buffer, each layer texture 393 * (containing the original frame buffer data) is drawn as a simple quad over 394 * the frame buffer. The trick is that the quad is set as the composition 395 * destination in the blending equation, and the frame buffer becomes the source 396 * of the composition. 397 * 398 * Drawing layers with an alpha value requires an extra step before composition. 399 * An empty quad is drawn over the layer's region in the frame buffer. This quad 400 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 401 * quad is used to multiply the colors in the frame buffer. This is achieved by 402 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 403 * GL_ZERO, GL_SRC_ALPHA. 404 * 405 * Because glCopyTexImage2D() can be slow, an alternative implementation might 406 * be use to draw a single clipped layer. The implementation described above 407 * is correct in every case. 408 * 409 * (1) The frame buffer is actually not cleared right away. To allow the GPU 410 * to potentially optimize series of calls to glCopyTexImage2D, the frame 411 * buffer is left untouched until the first drawing operation. Only when 412 * something actually gets drawn are the layers regions cleared. 413 */ 414bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 415 float right, float bottom, int alpha, SkXfermode::Mode mode, 416 int flags, GLuint previousFbo) { 417 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 418 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 419 420 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 421 422 // Window coordinates of the layer 423 Rect bounds(left, top, right, bottom); 424 if (!fboLayer) { 425 mSnapshot->transform->mapRect(bounds); 426 427 // Layers only make sense if they are in the framebuffer's bounds 428 if (bounds.intersect(*snapshot->clipRect)) { 429 // We cannot work with sub-pixels in this case 430 bounds.snapToPixelBoundaries(); 431 432 // When the layer is not an FBO, we may use glCopyTexImage so we 433 // need to make sure the layer does not extend outside the bounds 434 // of the framebuffer 435 if (!bounds.intersect(snapshot->previous->viewport)) { 436 bounds.setEmpty(); 437 } 438 } else { 439 bounds.setEmpty(); 440 } 441 } 442 443 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 444 bounds.getHeight() > mCaches.maxTextureSize) { 445 snapshot->empty = fboLayer; 446 } else { 447 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 448 } 449 450 // Bail out if we won't draw in this snapshot 451 if (snapshot->invisible || snapshot->empty) { 452 return false; 453 } 454 455 glActiveTexture(gTextureUnits[0]); 456 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 457 if (!layer) { 458 return false; 459 } 460 461 layer->setAlpha(alpha, mode); 462 layer->layer.set(bounds); 463 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 464 bounds.getWidth() / float(layer->getWidth()), 0.0f); 465 layer->setColorFilter(mColorFilter); 466 467 // Save the layer in the snapshot 468 snapshot->flags |= Snapshot::kFlagIsLayer; 469 snapshot->layer = layer; 470 471 if (fboLayer) { 472 return createFboLayer(layer, bounds, snapshot, previousFbo); 473 } else { 474 // Copy the framebuffer into the layer 475 layer->bindTexture(); 476 if (!bounds.isEmpty()) { 477 if (layer->isEmpty()) { 478 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 479 bounds.left, snapshot->height - bounds.bottom, 480 layer->getWidth(), layer->getHeight(), 0); 481 layer->setEmpty(false); 482 } else { 483 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 484 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 485 } 486 487 // Enqueue the buffer coordinates to clear the corresponding region later 488 mLayers.push(new Rect(bounds)); 489 } 490 } 491 492 return true; 493} 494 495bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 496 GLuint previousFbo) { 497 layer->setFbo(mCaches.fboCache.get()); 498 499#if RENDER_LAYERS_AS_REGIONS 500 snapshot->region = &snapshot->layer->region; 501 snapshot->flags |= Snapshot::kFlagFboTarget; 502#endif 503 504 Rect clip(bounds); 505 snapshot->transform->mapRect(clip); 506 clip.intersect(*snapshot->clipRect); 507 clip.snapToPixelBoundaries(); 508 clip.intersect(snapshot->previous->viewport); 509 510 mat4 inverse; 511 inverse.loadInverse(*mSnapshot->transform); 512 513 inverse.mapRect(clip); 514 clip.snapToPixelBoundaries(); 515 clip.intersect(bounds); 516 clip.translate(-bounds.left, -bounds.top); 517 518 snapshot->flags |= Snapshot::kFlagIsFboLayer; 519 snapshot->fbo = layer->getFbo(); 520 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 521 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 522 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 523 snapshot->height = bounds.getHeight(); 524 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 525 snapshot->orthoMatrix.load(mOrthoMatrix); 526 527 // Bind texture to FBO 528 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 529 layer->bindTexture(); 530 531 // Initialize the texture if needed 532 if (layer->isEmpty()) { 533 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 534 layer->setEmpty(false); 535 } 536 537 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 538 layer->getTexture(), 0); 539 540#if DEBUG_LAYERS_AS_REGIONS 541 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 542 if (status != GL_FRAMEBUFFER_COMPLETE) { 543 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 544 545 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 546 layer->deleteTexture(); 547 mCaches.fboCache.put(layer->getFbo()); 548 549 delete layer; 550 551 return false; 552 } 553#endif 554 555 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 556 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 557 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 558 glClear(GL_COLOR_BUFFER_BIT); 559 560 dirtyClip(); 561 562 // Change the ortho projection 563 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 564 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 565 566 return true; 567} 568 569/** 570 * Read the documentation of createLayer() before doing anything in this method. 571 */ 572void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 573 if (!current->layer) { 574 LOGE("Attempting to compose a layer that does not exist"); 575 return; 576 } 577 578 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 579 580 if (fboLayer) { 581 // Unbind current FBO and restore previous one 582 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 583 } 584 585 Layer* layer = current->layer; 586 const Rect& rect = layer->layer; 587 588 if (!fboLayer && layer->getAlpha() < 255) { 589 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 590 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 591 // Required below, composeLayerRect() will divide by 255 592 layer->setAlpha(255); 593 } 594 595 mCaches.unbindMeshBuffer(); 596 597 glActiveTexture(gTextureUnits[0]); 598 599 // When the layer is stored in an FBO, we can save a bit of fillrate by 600 // drawing only the dirty region 601 if (fboLayer) { 602 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 603 if (layer->getColorFilter()) { 604 setupColorFilter(layer->getColorFilter()); 605 } 606 composeLayerRegion(layer, rect); 607 if (layer->getColorFilter()) { 608 resetColorFilter(); 609 } 610 } else if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 615 if (fboLayer) { 616 // Note: No need to use glDiscardFramebufferEXT() since we never 617 // create/compose layers that are not on screen with this 618 // code path 619 // See LayerRenderer::destroyLayer(Layer*) 620 621 // Detach the texture from the FBO 622 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 623 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 624 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 625 626 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 627 mCaches.fboCache.put(current->fbo); 628 } 629 630 dirtyClip(); 631 632 // Failing to add the layer to the cache should happen only if the layer is too large 633 if (!mCaches.layerCache.put(layer)) { 634 LAYER_LOGD("Deleting layer"); 635 layer->deleteTexture(); 636 delete layer; 637 } 638} 639 640void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 641 float alpha = layer->getAlpha() / 255.0f; 642 643 mat4& transform = layer->getTransform(); 644 if (!transform.isIdentity()) { 645 save(0); 646 mSnapshot->transform->multiply(transform); 647 } 648 649 setupDraw(); 650 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 651 setupDrawWithTexture(); 652 } else { 653 setupDrawWithExternalTexture(); 654 } 655 setupDrawTextureTransform(); 656 setupDrawColor(alpha, alpha, alpha, alpha); 657 setupDrawColorFilter(); 658 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 659 setupDrawProgram(); 660 setupDrawPureColorUniforms(); 661 setupDrawColorFilterUniforms(); 662 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 663 setupDrawTexture(layer->getTexture()); 664 } else { 665 setupDrawExternalTexture(layer->getTexture()); 666 } 667 if (mSnapshot->transform->isPureTranslate() && 668 layer->getWidth() == (uint32_t) rect.getWidth() && 669 layer->getHeight() == (uint32_t) rect.getHeight()) { 670 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 671 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 672 673 layer->setFilter(GL_NEAREST); 674 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 675 } else { 676 layer->setFilter(GL_LINEAR); 677 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 678 } 679 setupDrawTextureTransformUniforms(layer->getTexTransform()); 680 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 681 682 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 683 684 finishDrawTexture(); 685 686 if (!transform.isIdentity()) { 687 restore(); 688 } 689} 690 691void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 692 if (!layer->isTextureLayer()) { 693 const Rect& texCoords = layer->texCoords; 694 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 695 texCoords.right, texCoords.bottom); 696 697 float x = rect.left; 698 float y = rect.top; 699 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 700 layer->getWidth() == (uint32_t) rect.getWidth() && 701 layer->getHeight() == (uint32_t) rect.getHeight(); 702 703 if (simpleTransform) { 704 // When we're swapping, the layer is already in screen coordinates 705 if (!swap) { 706 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 707 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 708 } 709 710 layer->setFilter(GL_NEAREST, true); 711 } else { 712 layer->setFilter(GL_LINEAR, true); 713 } 714 715 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 716 layer->getTexture(), layer->getAlpha() / 255.0f, 717 layer->getMode(), layer->isBlend(), 718 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 719 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 720 721 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 722 } else { 723 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 724 drawTextureLayer(layer, rect); 725 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 726 } 727} 728 729void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 730#if RENDER_LAYERS_AS_REGIONS 731 if (layer->region.isRect()) { 732 layer->setRegionAsRect(); 733 734 composeLayerRect(layer, layer->regionRect); 735 736 layer->region.clear(); 737 return; 738 } 739 740 // TODO: See LayerRenderer.cpp::generateMesh() for important 741 // information about this implementation 742 if (!layer->region.isEmpty()) { 743 size_t count; 744 const android::Rect* rects = layer->region.getArray(&count); 745 746 const float alpha = layer->getAlpha() / 255.0f; 747 const float texX = 1.0f / float(layer->getWidth()); 748 const float texY = 1.0f / float(layer->getHeight()); 749 const float height = rect.getHeight(); 750 751 TextureVertex* mesh = mCaches.getRegionMesh(); 752 GLsizei numQuads = 0; 753 754 setupDraw(); 755 setupDrawWithTexture(); 756 setupDrawColor(alpha, alpha, alpha, alpha); 757 setupDrawColorFilter(); 758 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 759 setupDrawProgram(); 760 setupDrawDirtyRegionsDisabled(); 761 setupDrawPureColorUniforms(); 762 setupDrawColorFilterUniforms(); 763 setupDrawTexture(layer->getTexture()); 764 if (mSnapshot->transform->isPureTranslate()) { 765 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 766 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 767 768 layer->setFilter(GL_NEAREST); 769 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 770 } else { 771 layer->setFilter(GL_LINEAR); 772 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 773 } 774 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 775 776 for (size_t i = 0; i < count; i++) { 777 const android::Rect* r = &rects[i]; 778 779 const float u1 = r->left * texX; 780 const float v1 = (height - r->top) * texY; 781 const float u2 = r->right * texX; 782 const float v2 = (height - r->bottom) * texY; 783 784 // TODO: Reject quads outside of the clip 785 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 786 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 787 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 788 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 789 790 numQuads++; 791 792 if (numQuads >= REGION_MESH_QUAD_COUNT) { 793 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 794 numQuads = 0; 795 mesh = mCaches.getRegionMesh(); 796 } 797 } 798 799 if (numQuads > 0) { 800 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 801 } 802 803 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 804 finishDrawTexture(); 805 806#if DEBUG_LAYERS_AS_REGIONS 807 drawRegionRects(layer->region); 808#endif 809 810 layer->region.clear(); 811 } 812#else 813 composeLayerRect(layer, rect); 814#endif 815} 816 817void OpenGLRenderer::drawRegionRects(const Region& region) { 818#if DEBUG_LAYERS_AS_REGIONS 819 size_t count; 820 const android::Rect* rects = region.getArray(&count); 821 822 uint32_t colors[] = { 823 0x7fff0000, 0x7f00ff00, 824 0x7f0000ff, 0x7fff00ff, 825 }; 826 827 int offset = 0; 828 int32_t top = rects[0].top; 829 830 for (size_t i = 0; i < count; i++) { 831 if (top != rects[i].top) { 832 offset ^= 0x2; 833 top = rects[i].top; 834 } 835 836 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 837 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 838 SkXfermode::kSrcOver_Mode); 839 } 840#endif 841} 842 843void OpenGLRenderer::dirtyLayer(const float left, const float top, 844 const float right, const float bottom, const mat4 transform) { 845#if RENDER_LAYERS_AS_REGIONS 846 if (hasLayer()) { 847 Rect bounds(left, top, right, bottom); 848 transform.mapRect(bounds); 849 dirtyLayerUnchecked(bounds, getRegion()); 850 } 851#endif 852} 853 854void OpenGLRenderer::dirtyLayer(const float left, const float top, 855 const float right, const float bottom) { 856#if RENDER_LAYERS_AS_REGIONS 857 if (hasLayer()) { 858 Rect bounds(left, top, right, bottom); 859 dirtyLayerUnchecked(bounds, getRegion()); 860 } 861#endif 862} 863 864void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 865#if RENDER_LAYERS_AS_REGIONS 866 if (bounds.intersect(*mSnapshot->clipRect)) { 867 bounds.snapToPixelBoundaries(); 868 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 869 if (!dirty.isEmpty()) { 870 region->orSelf(dirty); 871 } 872 } 873#endif 874} 875 876void OpenGLRenderer::clearLayerRegions() { 877 const size_t count = mLayers.size(); 878 if (count == 0) return; 879 880 if (!mSnapshot->isIgnored()) { 881 // Doing several glScissor/glClear here can negatively impact 882 // GPUs with a tiler architecture, instead we draw quads with 883 // the Clear blending mode 884 885 // The list contains bounds that have already been clipped 886 // against their initial clip rect, and the current clip 887 // is likely different so we need to disable clipping here 888 glDisable(GL_SCISSOR_TEST); 889 890 Vertex mesh[count * 6]; 891 Vertex* vertex = mesh; 892 893 for (uint32_t i = 0; i < count; i++) { 894 Rect* bounds = mLayers.itemAt(i); 895 896 Vertex::set(vertex++, bounds->left, bounds->bottom); 897 Vertex::set(vertex++, bounds->left, bounds->top); 898 Vertex::set(vertex++, bounds->right, bounds->top); 899 Vertex::set(vertex++, bounds->left, bounds->bottom); 900 Vertex::set(vertex++, bounds->right, bounds->top); 901 Vertex::set(vertex++, bounds->right, bounds->bottom); 902 903 delete bounds; 904 } 905 906 setupDraw(false); 907 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 908 setupDrawBlending(true, SkXfermode::kClear_Mode); 909 setupDrawProgram(); 910 setupDrawPureColorUniforms(); 911 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 912 setupDrawVertices(&mesh[0].position[0]); 913 914 glDrawArrays(GL_TRIANGLES, 0, count * 6); 915 916 glEnable(GL_SCISSOR_TEST); 917 } else { 918 for (uint32_t i = 0; i < count; i++) { 919 delete mLayers.itemAt(i); 920 } 921 } 922 923 mLayers.clear(); 924} 925 926/////////////////////////////////////////////////////////////////////////////// 927// Transforms 928/////////////////////////////////////////////////////////////////////////////// 929 930void OpenGLRenderer::translate(float dx, float dy) { 931 mSnapshot->transform->translate(dx, dy, 0.0f); 932} 933 934void OpenGLRenderer::rotate(float degrees) { 935 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 936} 937 938void OpenGLRenderer::scale(float sx, float sy) { 939 mSnapshot->transform->scale(sx, sy, 1.0f); 940} 941 942void OpenGLRenderer::skew(float sx, float sy) { 943 mSnapshot->transform->skew(sx, sy); 944} 945 946void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 947 if (matrix) { 948 mSnapshot->transform->load(*matrix); 949 } else { 950 mSnapshot->transform->loadIdentity(); 951 } 952} 953 954void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 955 mSnapshot->transform->copyTo(*matrix); 956} 957 958void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 959 SkMatrix transform; 960 mSnapshot->transform->copyTo(transform); 961 transform.preConcat(*matrix); 962 mSnapshot->transform->load(transform); 963} 964 965/////////////////////////////////////////////////////////////////////////////// 966// Clipping 967/////////////////////////////////////////////////////////////////////////////// 968 969void OpenGLRenderer::setScissorFromClip() { 970 Rect clip(*mSnapshot->clipRect); 971 clip.snapToPixelBoundaries(); 972 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 973 mDirtyClip = false; 974} 975 976const Rect& OpenGLRenderer::getClipBounds() { 977 return mSnapshot->getLocalClip(); 978} 979 980bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 981 if (mSnapshot->isIgnored()) { 982 return true; 983 } 984 985 Rect r(left, top, right, bottom); 986 mSnapshot->transform->mapRect(r); 987 r.snapToPixelBoundaries(); 988 989 Rect clipRect(*mSnapshot->clipRect); 990 clipRect.snapToPixelBoundaries(); 991 992 return !clipRect.intersects(r); 993} 994 995bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 996 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 997 if (clipped) { 998 dirtyClip(); 999 } 1000 return !mSnapshot->clipRect->isEmpty(); 1001} 1002 1003/////////////////////////////////////////////////////////////////////////////// 1004// Drawing commands 1005/////////////////////////////////////////////////////////////////////////////// 1006 1007void OpenGLRenderer::setupDraw(bool clear) { 1008 if (clear) clearLayerRegions(); 1009 if (mDirtyClip) { 1010 setScissorFromClip(); 1011 } 1012 mDescription.reset(); 1013 mSetShaderColor = false; 1014 mColorSet = false; 1015 mColorA = mColorR = mColorG = mColorB = 0.0f; 1016 mTextureUnit = 0; 1017 mTrackDirtyRegions = true; 1018 mTexCoordsSlot = -1; 1019} 1020 1021void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1022 mDescription.hasTexture = true; 1023 mDescription.hasAlpha8Texture = isAlpha8; 1024} 1025 1026void OpenGLRenderer::setupDrawWithExternalTexture() { 1027 mDescription.hasExternalTexture = true; 1028} 1029 1030void OpenGLRenderer::setupDrawAALine() { 1031 mDescription.isAA = true; 1032} 1033 1034void OpenGLRenderer::setupDrawPoint(float pointSize) { 1035 mDescription.isPoint = true; 1036 mDescription.pointSize = pointSize; 1037} 1038 1039void OpenGLRenderer::setupDrawColor(int color) { 1040 setupDrawColor(color, (color >> 24) & 0xFF); 1041} 1042 1043void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1044 mColorA = alpha / 255.0f; 1045 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1046 // the rgb values by a instead of also dividing by 255 1047 const float a = mColorA / 255.0f; 1048 mColorR = a * ((color >> 16) & 0xFF); 1049 mColorG = a * ((color >> 8) & 0xFF); 1050 mColorB = a * ((color ) & 0xFF); 1051 mColorSet = true; 1052 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1053} 1054 1055void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1056 mColorA = alpha / 255.0f; 1057 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1058 // the rgb values by a instead of also dividing by 255 1059 const float a = mColorA / 255.0f; 1060 mColorR = a * ((color >> 16) & 0xFF); 1061 mColorG = a * ((color >> 8) & 0xFF); 1062 mColorB = a * ((color ) & 0xFF); 1063 mColorSet = true; 1064 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1065} 1066 1067void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1068 mColorA = a; 1069 mColorR = r; 1070 mColorG = g; 1071 mColorB = b; 1072 mColorSet = true; 1073 mSetShaderColor = mDescription.setColor(r, g, b, a); 1074} 1075 1076void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1077 mColorA = a; 1078 mColorR = r; 1079 mColorG = g; 1080 mColorB = b; 1081 mColorSet = true; 1082 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1083} 1084 1085void OpenGLRenderer::setupDrawShader() { 1086 if (mShader) { 1087 mShader->describe(mDescription, mCaches.extensions); 1088 } 1089} 1090 1091void OpenGLRenderer::setupDrawColorFilter() { 1092 if (mColorFilter) { 1093 mColorFilter->describe(mDescription, mCaches.extensions); 1094 } 1095} 1096 1097void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1098 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1099 mColorA = 1.0f; 1100 mColorR = mColorG = mColorB = 0.0f; 1101 mSetShaderColor = mDescription.modulate = true; 1102 } 1103} 1104 1105void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1106 // When the blending mode is kClear_Mode, we need to use a modulate color 1107 // argb=1,0,0,0 1108 accountForClear(mode); 1109 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1110 mDescription, swapSrcDst); 1111} 1112 1113void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1114 // When the blending mode is kClear_Mode, we need to use a modulate color 1115 // argb=1,0,0,0 1116 accountForClear(mode); 1117 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1118 mDescription, swapSrcDst); 1119} 1120 1121void OpenGLRenderer::setupDrawProgram() { 1122 useProgram(mCaches.programCache.get(mDescription)); 1123} 1124 1125void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1126 mTrackDirtyRegions = false; 1127} 1128 1129void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1130 bool ignoreTransform) { 1131 mModelView.loadTranslate(left, top, 0.0f); 1132 if (!ignoreTransform) { 1133 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1134 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1135 } else { 1136 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1137 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1138 } 1139} 1140 1141void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1142 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1143} 1144 1145void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1146 bool ignoreTransform, bool ignoreModelView) { 1147 if (!ignoreModelView) { 1148 mModelView.loadTranslate(left, top, 0.0f); 1149 mModelView.scale(right - left, bottom - top, 1.0f); 1150 } else { 1151 mModelView.loadIdentity(); 1152 } 1153 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1154 if (!ignoreTransform) { 1155 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1156 if (mTrackDirtyRegions && dirty) { 1157 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1158 } 1159 } else { 1160 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1161 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1162 } 1163} 1164 1165void OpenGLRenderer::setupDrawPointUniforms() { 1166 int slot = mCaches.currentProgram->getUniform("pointSize"); 1167 glUniform1f(slot, mDescription.pointSize); 1168} 1169 1170void OpenGLRenderer::setupDrawColorUniforms() { 1171 if (mColorSet || (mShader && mSetShaderColor)) { 1172 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1173 } 1174} 1175 1176void OpenGLRenderer::setupDrawPureColorUniforms() { 1177 if (mSetShaderColor) { 1178 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1179 } 1180} 1181 1182void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1183 if (mShader) { 1184 if (ignoreTransform) { 1185 mModelView.loadInverse(*mSnapshot->transform); 1186 } 1187 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1188 } 1189} 1190 1191void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1192 if (mShader) { 1193 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1194 } 1195} 1196 1197void OpenGLRenderer::setupDrawColorFilterUniforms() { 1198 if (mColorFilter) { 1199 mColorFilter->setupProgram(mCaches.currentProgram); 1200 } 1201} 1202 1203void OpenGLRenderer::setupDrawSimpleMesh() { 1204 mCaches.bindMeshBuffer(); 1205 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1206 gMeshStride, 0); 1207} 1208 1209void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1210 bindTexture(texture); 1211 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1212 1213 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1214 glEnableVertexAttribArray(mTexCoordsSlot); 1215} 1216 1217void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1218 bindExternalTexture(texture); 1219 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1220 1221 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1222 glEnableVertexAttribArray(mTexCoordsSlot); 1223} 1224 1225void OpenGLRenderer::setupDrawTextureTransform() { 1226 mDescription.hasTextureTransform = true; 1227} 1228 1229void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1230 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1231 GL_FALSE, &transform.data[0]); 1232} 1233 1234void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1235 if (!vertices) { 1236 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1237 } else { 1238 mCaches.unbindMeshBuffer(); 1239 } 1240 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1241 gMeshStride, vertices); 1242 if (mTexCoordsSlot >= 0) { 1243 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1244 } 1245} 1246 1247void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1248 mCaches.unbindMeshBuffer(); 1249 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1250 gVertexStride, vertices); 1251} 1252 1253/** 1254 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1255 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1256 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1257 * attributes (one per vertex) are values from zero to one that tells the fragment 1258 * shader where the fragment is in relation to the line width/length overall; these values are 1259 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1260 * region of the line. 1261 * Note that we only pass down the width values in this setup function. The length coordinates 1262 * are set up for each individual segment. 1263 */ 1264void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1265 GLvoid* lengthCoords, float boundaryWidthProportion) { 1266 mCaches.unbindMeshBuffer(); 1267 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1268 gAAVertexStride, vertices); 1269 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1270 glEnableVertexAttribArray(widthSlot); 1271 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1272 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1273 glEnableVertexAttribArray(lengthSlot); 1274 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1275 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1276 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1277 // Setting the inverse value saves computations per-fragment in the shader 1278 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1279 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1280} 1281 1282void OpenGLRenderer::finishDrawTexture() { 1283 glDisableVertexAttribArray(mTexCoordsSlot); 1284} 1285 1286/////////////////////////////////////////////////////////////////////////////// 1287// Drawing 1288/////////////////////////////////////////////////////////////////////////////// 1289 1290bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1291 Rect& dirty, uint32_t level) { 1292 if (quickReject(0.0f, 0.0f, width, height)) { 1293 return false; 1294 } 1295 1296 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1297 // will be performed by the display list itself 1298 if (displayList && displayList->isRenderable()) { 1299 return displayList->replay(*this, dirty, level); 1300 } 1301 1302 return false; 1303} 1304 1305void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1306 if (displayList) { 1307 displayList->output(*this, level); 1308 } 1309} 1310 1311void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1312 int alpha; 1313 SkXfermode::Mode mode; 1314 getAlphaAndMode(paint, &alpha, &mode); 1315 1316 float x = left; 1317 float y = top; 1318 1319 GLenum filter = GL_LINEAR; 1320 bool ignoreTransform = false; 1321 if (mSnapshot->transform->isPureTranslate()) { 1322 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1323 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1324 ignoreTransform = true; 1325 filter = GL_NEAREST; 1326 } else { 1327 filter = FILTER(paint); 1328 } 1329 1330 setupDraw(); 1331 setupDrawWithTexture(true); 1332 if (paint) { 1333 setupDrawAlpha8Color(paint->getColor(), alpha); 1334 } 1335 setupDrawColorFilter(); 1336 setupDrawShader(); 1337 setupDrawBlending(true, mode); 1338 setupDrawProgram(); 1339 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1340 1341 setupDrawTexture(texture->id); 1342 texture->setWrap(GL_CLAMP_TO_EDGE); 1343 texture->setFilter(filter); 1344 1345 setupDrawPureColorUniforms(); 1346 setupDrawColorFilterUniforms(); 1347 setupDrawShaderUniforms(); 1348 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1349 1350 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1351 1352 finishDrawTexture(); 1353} 1354 1355void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1356 const float right = left + bitmap->width(); 1357 const float bottom = top + bitmap->height(); 1358 1359 if (quickReject(left, top, right, bottom)) { 1360 return; 1361 } 1362 1363 glActiveTexture(gTextureUnits[0]); 1364 Texture* texture = mCaches.textureCache.get(bitmap); 1365 if (!texture) return; 1366 const AutoTexture autoCleanup(texture); 1367 1368 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1369 drawAlphaBitmap(texture, left, top, paint); 1370 } else { 1371 drawTextureRect(left, top, right, bottom, texture, paint); 1372 } 1373} 1374 1375void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1376 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1377 const mat4 transform(*matrix); 1378 transform.mapRect(r); 1379 1380 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1381 return; 1382 } 1383 1384 glActiveTexture(gTextureUnits[0]); 1385 Texture* texture = mCaches.textureCache.get(bitmap); 1386 if (!texture) return; 1387 const AutoTexture autoCleanup(texture); 1388 1389 // This could be done in a cheaper way, all we need is pass the matrix 1390 // to the vertex shader. The save/restore is a bit overkill. 1391 save(SkCanvas::kMatrix_SaveFlag); 1392 concatMatrix(matrix); 1393 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1394 restore(); 1395} 1396 1397void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1398 float* vertices, int* colors, SkPaint* paint) { 1399 // TODO: Do a quickReject 1400 if (!vertices || mSnapshot->isIgnored()) { 1401 return; 1402 } 1403 1404 glActiveTexture(gTextureUnits[0]); 1405 Texture* texture = mCaches.textureCache.get(bitmap); 1406 if (!texture) return; 1407 const AutoTexture autoCleanup(texture); 1408 1409 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1410 texture->setFilter(FILTER(paint), true); 1411 1412 int alpha; 1413 SkXfermode::Mode mode; 1414 getAlphaAndMode(paint, &alpha, &mode); 1415 1416 const uint32_t count = meshWidth * meshHeight * 6; 1417 1418 float left = FLT_MAX; 1419 float top = FLT_MAX; 1420 float right = FLT_MIN; 1421 float bottom = FLT_MIN; 1422 1423#if RENDER_LAYERS_AS_REGIONS 1424 bool hasActiveLayer = hasLayer(); 1425#else 1426 bool hasActiveLayer = false; 1427#endif 1428 1429 // TODO: Support the colors array 1430 TextureVertex mesh[count]; 1431 TextureVertex* vertex = mesh; 1432 for (int32_t y = 0; y < meshHeight; y++) { 1433 for (int32_t x = 0; x < meshWidth; x++) { 1434 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1435 1436 float u1 = float(x) / meshWidth; 1437 float u2 = float(x + 1) / meshWidth; 1438 float v1 = float(y) / meshHeight; 1439 float v2 = float(y + 1) / meshHeight; 1440 1441 int ax = i + (meshWidth + 1) * 2; 1442 int ay = ax + 1; 1443 int bx = i; 1444 int by = bx + 1; 1445 int cx = i + 2; 1446 int cy = cx + 1; 1447 int dx = i + (meshWidth + 1) * 2 + 2; 1448 int dy = dx + 1; 1449 1450 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1451 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1452 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1453 1454 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1455 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1456 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1457 1458#if RENDER_LAYERS_AS_REGIONS 1459 if (hasActiveLayer) { 1460 // TODO: This could be optimized to avoid unnecessary ops 1461 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1462 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1463 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1464 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1465 } 1466#endif 1467 } 1468 } 1469 1470#if RENDER_LAYERS_AS_REGIONS 1471 if (hasActiveLayer) { 1472 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1473 } 1474#endif 1475 1476 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1477 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1478 GL_TRIANGLES, count, false, false, 0, false, false); 1479} 1480 1481void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1482 float srcLeft, float srcTop, float srcRight, float srcBottom, 1483 float dstLeft, float dstTop, float dstRight, float dstBottom, 1484 SkPaint* paint) { 1485 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1486 return; 1487 } 1488 1489 glActiveTexture(gTextureUnits[0]); 1490 Texture* texture = mCaches.textureCache.get(bitmap); 1491 if (!texture) return; 1492 const AutoTexture autoCleanup(texture); 1493 1494 const float width = texture->width; 1495 const float height = texture->height; 1496 1497 const float u1 = fmax(0.0f, srcLeft / width); 1498 const float v1 = fmax(0.0f, srcTop / height); 1499 const float u2 = fmin(1.0f, srcRight / width); 1500 const float v2 = fmin(1.0f, srcBottom / height); 1501 1502 mCaches.unbindMeshBuffer(); 1503 resetDrawTextureTexCoords(u1, v1, u2, v2); 1504 1505 int alpha; 1506 SkXfermode::Mode mode; 1507 getAlphaAndMode(paint, &alpha, &mode); 1508 1509 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1510 1511 if (mSnapshot->transform->isPureTranslate()) { 1512 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1513 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1514 1515 GLenum filter = GL_NEAREST; 1516 // Enable linear filtering if the source rectangle is scaled 1517 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1518 filter = FILTER(paint); 1519 } 1520 1521 texture->setFilter(filter, true); 1522 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1523 texture->id, alpha / 255.0f, mode, texture->blend, 1524 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1525 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1526 } else { 1527 texture->setFilter(FILTER(paint), true); 1528 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1529 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1530 GL_TRIANGLE_STRIP, gMeshCount); 1531 } 1532 1533 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1534} 1535 1536void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1537 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1538 float left, float top, float right, float bottom, SkPaint* paint) { 1539 if (quickReject(left, top, right, bottom)) { 1540 return; 1541 } 1542 1543 glActiveTexture(gTextureUnits[0]); 1544 Texture* texture = mCaches.textureCache.get(bitmap); 1545 if (!texture) return; 1546 const AutoTexture autoCleanup(texture); 1547 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1548 texture->setFilter(GL_LINEAR, true); 1549 1550 int alpha; 1551 SkXfermode::Mode mode; 1552 getAlphaAndMode(paint, &alpha, &mode); 1553 1554 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1555 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1556 1557 if (mesh && mesh->verticesCount > 0) { 1558 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1559#if RENDER_LAYERS_AS_REGIONS 1560 // Mark the current layer dirty where we are going to draw the patch 1561 if (hasLayer() && mesh->hasEmptyQuads) { 1562 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1563 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1564 const size_t count = mesh->quads.size(); 1565 for (size_t i = 0; i < count; i++) { 1566 const Rect& bounds = mesh->quads.itemAt(i); 1567 if (pureTranslate) { 1568 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1569 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1570 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1571 } else { 1572 dirtyLayer(left + bounds.left, top + bounds.top, 1573 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1574 } 1575 } 1576 } 1577#endif 1578 1579 if (pureTranslate) { 1580 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1581 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1582 1583 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1584 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1585 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1586 true, !mesh->hasEmptyQuads); 1587 } else { 1588 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1589 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1590 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1591 true, !mesh->hasEmptyQuads); 1592 } 1593 } 1594} 1595 1596/** 1597 * This function uses a similar approach to that of AA lines in the drawLines() function. 1598 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1599 * shader to compute the translucency of the color, determined by whether a given pixel is 1600 * within that boundary region and how far into the region it is. 1601 */ 1602void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1603 int color, SkXfermode::Mode mode) { 1604 float inverseScaleX = 1.0f; 1605 float inverseScaleY = 1.0f; 1606 // The quad that we use needs to account for scaling. 1607 if (!mSnapshot->transform->isPureTranslate()) { 1608 Matrix4 *mat = mSnapshot->transform; 1609 float m00 = mat->data[Matrix4::kScaleX]; 1610 float m01 = mat->data[Matrix4::kSkewY]; 1611 float m02 = mat->data[2]; 1612 float m10 = mat->data[Matrix4::kSkewX]; 1613 float m11 = mat->data[Matrix4::kScaleX]; 1614 float m12 = mat->data[6]; 1615 float scaleX = sqrt(m00 * m00 + m01 * m01); 1616 float scaleY = sqrt(m10 * m10 + m11 * m11); 1617 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1618 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1619 } 1620 1621 setupDraw(); 1622 setupDrawAALine(); 1623 setupDrawColor(color); 1624 setupDrawColorFilter(); 1625 setupDrawShader(); 1626 setupDrawBlending(true, mode); 1627 setupDrawProgram(); 1628 setupDrawModelViewIdentity(true); 1629 setupDrawColorUniforms(); 1630 setupDrawColorFilterUniforms(); 1631 setupDrawShaderIdentityUniforms(); 1632 1633 AAVertex rects[4]; 1634 AAVertex* aaVertices = &rects[0]; 1635 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1636 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1637 1638 float boundarySizeX = .5 * inverseScaleX; 1639 float boundarySizeY = .5 * inverseScaleY; 1640 1641 // Adjust the rect by the AA boundary padding 1642 left -= boundarySizeX; 1643 right += boundarySizeX; 1644 top -= boundarySizeY; 1645 bottom += boundarySizeY; 1646 1647 float width = right - left; 1648 float height = bottom - top; 1649 1650 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1651 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1652 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1653 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1654 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1655 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1656 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1657 1658 if (!quickReject(left, top, right, bottom)) { 1659 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1660 AAVertex::set(aaVertices++, left, top, 1, 0); 1661 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1662 AAVertex::set(aaVertices++, right, top, 0, 0); 1663 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1664 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1665 } 1666} 1667 1668/** 1669 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1670 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1671 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1672 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1673 * of the line. Hairlines are more involved because we need to account for transform scaling 1674 * to end up with a one-pixel-wide line in screen space.. 1675 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1676 * in combination with values that we calculate and pass down in this method. The basic approach 1677 * is that the quad we create contains both the core line area plus a bounding area in which 1678 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1679 * proportion of the width and the length of a given segment is represented by the boundary 1680 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1681 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1682 * on the inside). This ends up giving the result we want, with pixels that are completely 1683 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1684 * how far into the boundary region they are, which is determined by shader interpolation. 1685 */ 1686void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1687 if (mSnapshot->isIgnored()) return; 1688 1689 const bool isAA = paint->isAntiAlias(); 1690 // We use half the stroke width here because we're going to position the quad 1691 // corner vertices half of the width away from the line endpoints 1692 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1693 // A stroke width of 0 has a special meaning in Skia: 1694 // it draws a line 1 px wide regardless of current transform 1695 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1696 float inverseScaleX = 1.0f; 1697 float inverseScaleY = 1.0f; 1698 bool scaled = false; 1699 int alpha; 1700 SkXfermode::Mode mode; 1701 int generatedVerticesCount = 0; 1702 int verticesCount = count; 1703 if (count > 4) { 1704 // Polyline: account for extra vertices needed for continuous tri-strip 1705 verticesCount += (count - 4); 1706 } 1707 1708 if (isHairLine || isAA) { 1709 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1710 // the line on the screen should always be one pixel wide regardless of scale. For 1711 // AA lines, we only want one pixel of translucent boundary around the quad. 1712 if (!mSnapshot->transform->isPureTranslate()) { 1713 Matrix4 *mat = mSnapshot->transform; 1714 float m00 = mat->data[Matrix4::kScaleX]; 1715 float m01 = mat->data[Matrix4::kSkewY]; 1716 float m02 = mat->data[2]; 1717 float m10 = mat->data[Matrix4::kSkewX]; 1718 float m11 = mat->data[Matrix4::kScaleX]; 1719 float m12 = mat->data[6]; 1720 float scaleX = sqrt(m00*m00 + m01*m01); 1721 float scaleY = sqrt(m10*m10 + m11*m11); 1722 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1723 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1724 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1725 scaled = true; 1726 } 1727 } 1728 } 1729 1730 getAlphaAndMode(paint, &alpha, &mode); 1731 setupDraw(); 1732 if (isAA) { 1733 setupDrawAALine(); 1734 } 1735 setupDrawColor(paint->getColor(), alpha); 1736 setupDrawColorFilter(); 1737 setupDrawShader(); 1738 if (isAA) { 1739 setupDrawBlending(true, mode); 1740 } else { 1741 setupDrawBlending(mode); 1742 } 1743 setupDrawProgram(); 1744 setupDrawModelViewIdentity(true); 1745 setupDrawColorUniforms(); 1746 setupDrawColorFilterUniforms(); 1747 setupDrawShaderIdentityUniforms(); 1748 1749 if (isHairLine) { 1750 // Set a real stroke width to be used in quad construction 1751 halfStrokeWidth = isAA? 1 : .5; 1752 } else if (isAA && !scaled) { 1753 // Expand boundary to enable AA calculations on the quad border 1754 halfStrokeWidth += .5f; 1755 } 1756 Vertex lines[verticesCount]; 1757 Vertex* vertices = &lines[0]; 1758 AAVertex wLines[verticesCount]; 1759 AAVertex* aaVertices = &wLines[0]; 1760 if (!isAA) { 1761 setupDrawVertices(vertices); 1762 } else { 1763 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1764 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1765 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1766 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1767 // This value is used in the fragment shader to determine how to fill fragments. 1768 // We will need to calculate the actual width proportion on each segment for 1769 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1770 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1771 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1772 } 1773 1774 AAVertex* prevAAVertex = NULL; 1775 Vertex* prevVertex = NULL; 1776 1777 int boundaryLengthSlot = -1; 1778 int inverseBoundaryLengthSlot = -1; 1779 int boundaryWidthSlot = -1; 1780 int inverseBoundaryWidthSlot = -1; 1781 for (int i = 0; i < count; i += 4) { 1782 // a = start point, b = end point 1783 vec2 a(points[i], points[i + 1]); 1784 vec2 b(points[i + 2], points[i + 3]); 1785 float length = 0; 1786 float boundaryLengthProportion = 0; 1787 float boundaryWidthProportion = 0; 1788 1789 // Find the normal to the line 1790 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1791 if (isHairLine) { 1792 if (isAA) { 1793 float wideningFactor; 1794 if (fabs(n.x) >= fabs(n.y)) { 1795 wideningFactor = fabs(1.0f / n.x); 1796 } else { 1797 wideningFactor = fabs(1.0f / n.y); 1798 } 1799 n *= wideningFactor; 1800 } 1801 if (scaled) { 1802 n.x *= inverseScaleX; 1803 n.y *= inverseScaleY; 1804 } 1805 } else if (scaled) { 1806 // Extend n by .5 pixel on each side, post-transform 1807 vec2 extendedN = n.copyNormalized(); 1808 extendedN /= 2; 1809 extendedN.x *= inverseScaleX; 1810 extendedN.y *= inverseScaleY; 1811 float extendedNLength = extendedN.length(); 1812 // We need to set this value on the shader prior to drawing 1813 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1814 n += extendedN; 1815 } 1816 float x = n.x; 1817 n.x = -n.y; 1818 n.y = x; 1819 1820 // aa lines expand the endpoint vertices to encompass the AA boundary 1821 if (isAA) { 1822 vec2 abVector = (b - a); 1823 length = abVector.length(); 1824 abVector.normalize(); 1825 if (scaled) { 1826 abVector.x *= inverseScaleX; 1827 abVector.y *= inverseScaleY; 1828 float abLength = abVector.length(); 1829 boundaryLengthProportion = abLength / (length + abLength); 1830 } else { 1831 boundaryLengthProportion = .5 / (length + 1); 1832 } 1833 abVector /= 2; 1834 a -= abVector; 1835 b += abVector; 1836 } 1837 1838 // Four corners of the rectangle defining a thick line 1839 vec2 p1 = a - n; 1840 vec2 p2 = a + n; 1841 vec2 p3 = b + n; 1842 vec2 p4 = b - n; 1843 1844 1845 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1846 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1847 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1848 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1849 1850 if (!quickReject(left, top, right, bottom)) { 1851 if (!isAA) { 1852 if (prevVertex != NULL) { 1853 // Issue two repeat vertices to create degenerate triangles to bridge 1854 // between the previous line and the new one. This is necessary because 1855 // we are creating a single triangle_strip which will contain 1856 // potentially discontinuous line segments. 1857 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1858 Vertex::set(vertices++, p1.x, p1.y); 1859 generatedVerticesCount += 2; 1860 } 1861 Vertex::set(vertices++, p1.x, p1.y); 1862 Vertex::set(vertices++, p2.x, p2.y); 1863 Vertex::set(vertices++, p4.x, p4.y); 1864 Vertex::set(vertices++, p3.x, p3.y); 1865 prevVertex = vertices - 1; 1866 generatedVerticesCount += 4; 1867 } else { 1868 if (!isHairLine && scaled) { 1869 // Must set width proportions per-segment for scaled non-hairlines to use the 1870 // correct AA boundary dimensions 1871 if (boundaryWidthSlot < 0) { 1872 boundaryWidthSlot = 1873 mCaches.currentProgram->getUniform("boundaryWidth"); 1874 inverseBoundaryWidthSlot = 1875 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1876 } 1877 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1878 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1879 } 1880 if (boundaryLengthSlot < 0) { 1881 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1882 inverseBoundaryLengthSlot = 1883 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1884 } 1885 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1886 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1887 1888 if (prevAAVertex != NULL) { 1889 // Issue two repeat vertices to create degenerate triangles to bridge 1890 // between the previous line and the new one. This is necessary because 1891 // we are creating a single triangle_strip which will contain 1892 // potentially discontinuous line segments. 1893 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1894 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1895 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1896 generatedVerticesCount += 2; 1897 } 1898 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1899 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1900 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1901 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1902 prevAAVertex = aaVertices - 1; 1903 generatedVerticesCount += 4; 1904 } 1905 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1906 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1907 *mSnapshot->transform); 1908 } 1909 } 1910 if (generatedVerticesCount > 0) { 1911 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1912 } 1913} 1914 1915void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1916 if (mSnapshot->isIgnored()) return; 1917 1918 // TODO: The paint's cap style defines whether the points are square or circular 1919 // TODO: Handle AA for round points 1920 1921 // A stroke width of 0 has a special meaning in Skia: 1922 // it draws an unscaled 1px point 1923 float strokeWidth = paint->getStrokeWidth(); 1924 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1925 if (isHairLine) { 1926 // Now that we know it's hairline, we can set the effective width, to be used later 1927 strokeWidth = 1.0f; 1928 } 1929 const float halfWidth = strokeWidth / 2; 1930 int alpha; 1931 SkXfermode::Mode mode; 1932 getAlphaAndMode(paint, &alpha, &mode); 1933 1934 int verticesCount = count >> 1; 1935 int generatedVerticesCount = 0; 1936 1937 TextureVertex pointsData[verticesCount]; 1938 TextureVertex* vertex = &pointsData[0]; 1939 1940 setupDraw(); 1941 setupDrawPoint(strokeWidth); 1942 setupDrawColor(paint->getColor(), alpha); 1943 setupDrawColorFilter(); 1944 setupDrawShader(); 1945 setupDrawBlending(mode); 1946 setupDrawProgram(); 1947 setupDrawModelViewIdentity(true); 1948 setupDrawColorUniforms(); 1949 setupDrawColorFilterUniforms(); 1950 setupDrawPointUniforms(); 1951 setupDrawShaderIdentityUniforms(); 1952 setupDrawMesh(vertex); 1953 1954 for (int i = 0; i < count; i += 2) { 1955 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1956 generatedVerticesCount++; 1957 float left = points[i] - halfWidth; 1958 float right = points[i] + halfWidth; 1959 float top = points[i + 1] - halfWidth; 1960 float bottom = points [i + 1] + halfWidth; 1961 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1962 } 1963 1964 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1965} 1966 1967void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1968 // No need to check against the clip, we fill the clip region 1969 if (mSnapshot->isIgnored()) return; 1970 1971 Rect& clip(*mSnapshot->clipRect); 1972 clip.snapToPixelBoundaries(); 1973 1974 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1975} 1976 1977void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1978 if (!texture) return; 1979 const AutoTexture autoCleanup(texture); 1980 1981 const float x = left + texture->left - texture->offset; 1982 const float y = top + texture->top - texture->offset; 1983 1984 drawPathTexture(texture, x, y, paint); 1985} 1986 1987void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1988 float rx, float ry, SkPaint* paint) { 1989 if (mSnapshot->isIgnored()) return; 1990 1991 glActiveTexture(gTextureUnits[0]); 1992 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1993 right - left, bottom - top, rx, ry, paint); 1994 drawShape(left, top, texture, paint); 1995} 1996 1997void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1998 if (mSnapshot->isIgnored()) return; 1999 2000 glActiveTexture(gTextureUnits[0]); 2001 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2002 drawShape(x - radius, y - radius, texture, paint); 2003} 2004 2005void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2006 if (mSnapshot->isIgnored()) return; 2007 2008 glActiveTexture(gTextureUnits[0]); 2009 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2010 drawShape(left, top, texture, paint); 2011} 2012 2013void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2014 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2015 if (mSnapshot->isIgnored()) return; 2016 2017 if (fabs(sweepAngle) >= 360.0f) { 2018 drawOval(left, top, right, bottom, paint); 2019 return; 2020 } 2021 2022 glActiveTexture(gTextureUnits[0]); 2023 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2024 startAngle, sweepAngle, useCenter, paint); 2025 drawShape(left, top, texture, paint); 2026} 2027 2028void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2029 SkPaint* paint) { 2030 if (mSnapshot->isIgnored()) return; 2031 2032 glActiveTexture(gTextureUnits[0]); 2033 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2034 drawShape(left, top, texture, paint); 2035} 2036 2037void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2038 if (p->getStyle() != SkPaint::kFill_Style) { 2039 drawRectAsShape(left, top, right, bottom, p); 2040 return; 2041 } 2042 2043 if (quickReject(left, top, right, bottom)) { 2044 return; 2045 } 2046 2047 SkXfermode::Mode mode; 2048 if (!mCaches.extensions.hasFramebufferFetch()) { 2049 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2050 if (!isMode) { 2051 // Assume SRC_OVER 2052 mode = SkXfermode::kSrcOver_Mode; 2053 } 2054 } else { 2055 mode = getXfermode(p->getXfermode()); 2056 } 2057 2058 int color = p->getColor(); 2059 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2060 drawAARect(left, top, right, bottom, color, mode); 2061 } else { 2062 drawColorRect(left, top, right, bottom, color, mode); 2063 } 2064} 2065 2066void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2067 float x, float y, SkPaint* paint, float length) { 2068 if (text == NULL || count == 0) { 2069 return; 2070 } 2071 if (mSnapshot->isIgnored()) return; 2072 2073 // NOTE: AA and glyph id encoding are set in DisplayListRenderer.cpp 2074 2075 switch (paint->getTextAlign()) { 2076 case SkPaint::kCenter_Align: 2077 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2078 x -= length / 2.0f; 2079 break; 2080 case SkPaint::kRight_Align: 2081 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2082 x -= length; 2083 break; 2084 default: 2085 break; 2086 } 2087 2088 SkPaint::FontMetrics metrics; 2089 paint->getFontMetrics(&metrics, 0.0f); 2090 // If no length was specified, just perform the hit test on the Y axis 2091 if (quickReject(x, y + metrics.fTop, 2092 x + (length >= 0.0f ? length : INT_MAX / 2), y + metrics.fBottom)) { 2093 return; 2094 } 2095 2096 const float oldX = x; 2097 const float oldY = y; 2098 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2099 if (pureTranslate) { 2100 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2101 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2102 } 2103 2104 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2105#if DEBUG_GLYPHS 2106 LOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2107#endif 2108 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2109 paint->getTextSize()); 2110 2111 int alpha; 2112 SkXfermode::Mode mode; 2113 getAlphaAndMode(paint, &alpha, &mode); 2114 2115 if (mHasShadow) { 2116 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2117 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2118 paint, text, bytesCount, count, mShadowRadius); 2119 const AutoTexture autoCleanup(shadow); 2120 2121 const float sx = oldX - shadow->left + mShadowDx; 2122 const float sy = oldY - shadow->top + mShadowDy; 2123 2124 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2125 int shadowColor = mShadowColor; 2126 if (mShader) { 2127 shadowColor = 0xffffffff; 2128 } 2129 2130 glActiveTexture(gTextureUnits[0]); 2131 setupDraw(); 2132 setupDrawWithTexture(true); 2133 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2134 setupDrawColorFilter(); 2135 setupDrawShader(); 2136 setupDrawBlending(true, mode); 2137 setupDrawProgram(); 2138 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2139 setupDrawTexture(shadow->id); 2140 setupDrawPureColorUniforms(); 2141 setupDrawColorFilterUniforms(); 2142 setupDrawShaderUniforms(); 2143 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2144 2145 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2146 2147 finishDrawTexture(); 2148 } 2149 2150 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2151 return; 2152 } 2153 2154 // Pick the appropriate texture filtering 2155 bool linearFilter = mSnapshot->transform->changesBounds(); 2156 if (pureTranslate && !linearFilter) { 2157 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2158 } 2159 2160 glActiveTexture(gTextureUnits[0]); 2161 setupDraw(); 2162 setupDrawDirtyRegionsDisabled(); 2163 setupDrawWithTexture(true); 2164 setupDrawAlpha8Color(paint->getColor(), alpha); 2165 setupDrawColorFilter(); 2166 setupDrawShader(); 2167 setupDrawBlending(true, mode); 2168 setupDrawProgram(); 2169 setupDrawModelView(x, y, x, y, pureTranslate, true); 2170 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2171 setupDrawPureColorUniforms(); 2172 setupDrawColorFilterUniforms(); 2173 setupDrawShaderUniforms(pureTranslate); 2174 2175 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2176 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2177 2178#if RENDER_LAYERS_AS_REGIONS 2179 bool hasActiveLayer = hasLayer(); 2180#else 2181 bool hasActiveLayer = false; 2182#endif 2183 mCaches.unbindMeshBuffer(); 2184 2185 // Tell font renderer the locations of position and texture coord 2186 // attributes so it can bind its data properly 2187 int positionSlot = mCaches.currentProgram->position; 2188 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2189 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2190 hasActiveLayer ? &bounds : NULL)) { 2191#if RENDER_LAYERS_AS_REGIONS 2192 if (hasActiveLayer) { 2193 if (!pureTranslate) { 2194 mSnapshot->transform->mapRect(bounds); 2195 } 2196 dirtyLayerUnchecked(bounds, getRegion()); 2197 } 2198#endif 2199 } 2200 2201 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2202 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2203 2204 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2205} 2206 2207void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2208 if (mSnapshot->isIgnored()) return; 2209 2210 glActiveTexture(gTextureUnits[0]); 2211 2212 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2213 if (!texture) return; 2214 const AutoTexture autoCleanup(texture); 2215 2216 const float x = texture->left - texture->offset; 2217 const float y = texture->top - texture->offset; 2218 2219 drawPathTexture(texture, x, y, paint); 2220} 2221 2222void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2223 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2224 return; 2225 } 2226 2227 glActiveTexture(gTextureUnits[0]); 2228 2229 int alpha; 2230 SkXfermode::Mode mode; 2231 getAlphaAndMode(paint, &alpha, &mode); 2232 2233 layer->setAlpha(alpha, mode); 2234 2235#if RENDER_LAYERS_AS_REGIONS 2236 if (!layer->region.isEmpty()) { 2237 if (layer->region.isRect()) { 2238 composeLayerRect(layer, layer->regionRect); 2239 } else if (layer->mesh) { 2240 const float a = alpha / 255.0f; 2241 const Rect& rect = layer->layer; 2242 2243 setupDraw(); 2244 setupDrawWithTexture(); 2245 setupDrawColor(a, a, a, a); 2246 setupDrawColorFilter(); 2247 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2248 setupDrawProgram(); 2249 setupDrawPureColorUniforms(); 2250 setupDrawColorFilterUniforms(); 2251 setupDrawTexture(layer->getTexture()); 2252 if (mSnapshot->transform->isPureTranslate()) { 2253 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2254 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2255 2256 layer->setFilter(GL_NEAREST); 2257 setupDrawModelViewTranslate(x, y, 2258 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2259 } else { 2260 layer->setFilter(GL_LINEAR); 2261 setupDrawModelViewTranslate(x, y, 2262 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2263 } 2264 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2265 2266 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2267 GL_UNSIGNED_SHORT, layer->meshIndices); 2268 2269 finishDrawTexture(); 2270 2271#if DEBUG_LAYERS_AS_REGIONS 2272 drawRegionRects(layer->region); 2273#endif 2274 } 2275 } 2276#else 2277 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2278 composeLayerRect(layer, r); 2279#endif 2280} 2281 2282/////////////////////////////////////////////////////////////////////////////// 2283// Shaders 2284/////////////////////////////////////////////////////////////////////////////// 2285 2286void OpenGLRenderer::resetShader() { 2287 mShader = NULL; 2288} 2289 2290void OpenGLRenderer::setupShader(SkiaShader* shader) { 2291 mShader = shader; 2292 if (mShader) { 2293 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2294 } 2295} 2296 2297/////////////////////////////////////////////////////////////////////////////// 2298// Color filters 2299/////////////////////////////////////////////////////////////////////////////// 2300 2301void OpenGLRenderer::resetColorFilter() { 2302 mColorFilter = NULL; 2303} 2304 2305void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2306 mColorFilter = filter; 2307} 2308 2309/////////////////////////////////////////////////////////////////////////////// 2310// Drop shadow 2311/////////////////////////////////////////////////////////////////////////////// 2312 2313void OpenGLRenderer::resetShadow() { 2314 mHasShadow = false; 2315} 2316 2317void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2318 mHasShadow = true; 2319 mShadowRadius = radius; 2320 mShadowDx = dx; 2321 mShadowDy = dy; 2322 mShadowColor = color; 2323} 2324 2325/////////////////////////////////////////////////////////////////////////////// 2326// Drawing implementation 2327/////////////////////////////////////////////////////////////////////////////// 2328 2329void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2330 float x, float y, SkPaint* paint) { 2331 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2332 return; 2333 } 2334 2335 int alpha; 2336 SkXfermode::Mode mode; 2337 getAlphaAndMode(paint, &alpha, &mode); 2338 2339 setupDraw(); 2340 setupDrawWithTexture(true); 2341 setupDrawAlpha8Color(paint->getColor(), alpha); 2342 setupDrawColorFilter(); 2343 setupDrawShader(); 2344 setupDrawBlending(true, mode); 2345 setupDrawProgram(); 2346 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2347 setupDrawTexture(texture->id); 2348 setupDrawPureColorUniforms(); 2349 setupDrawColorFilterUniforms(); 2350 setupDrawShaderUniforms(); 2351 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2352 2353 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2354 2355 finishDrawTexture(); 2356} 2357 2358// Same values used by Skia 2359#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2360#define kStdUnderline_Offset (1.0f / 9.0f) 2361#define kStdUnderline_Thickness (1.0f / 18.0f) 2362 2363void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2364 float x, float y, SkPaint* paint) { 2365 // Handle underline and strike-through 2366 uint32_t flags = paint->getFlags(); 2367 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2368 SkPaint paintCopy(*paint); 2369 float underlineWidth = length; 2370 // If length is > 0.0f, we already measured the text for the text alignment 2371 if (length <= 0.0f) { 2372 underlineWidth = paintCopy.measureText(text, bytesCount); 2373 } 2374 2375 float offsetX = 0; 2376 switch (paintCopy.getTextAlign()) { 2377 case SkPaint::kCenter_Align: 2378 offsetX = underlineWidth * 0.5f; 2379 break; 2380 case SkPaint::kRight_Align: 2381 offsetX = underlineWidth; 2382 break; 2383 default: 2384 break; 2385 } 2386 2387 if (underlineWidth > 0.0f) { 2388 const float textSize = paintCopy.getTextSize(); 2389 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2390 2391 const float left = x - offsetX; 2392 float top = 0.0f; 2393 2394 int linesCount = 0; 2395 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2396 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2397 2398 const int pointsCount = 4 * linesCount; 2399 float points[pointsCount]; 2400 int currentPoint = 0; 2401 2402 if (flags & SkPaint::kUnderlineText_Flag) { 2403 top = y + textSize * kStdUnderline_Offset; 2404 points[currentPoint++] = left; 2405 points[currentPoint++] = top; 2406 points[currentPoint++] = left + underlineWidth; 2407 points[currentPoint++] = top; 2408 } 2409 2410 if (flags & SkPaint::kStrikeThruText_Flag) { 2411 top = y + textSize * kStdStrikeThru_Offset; 2412 points[currentPoint++] = left; 2413 points[currentPoint++] = top; 2414 points[currentPoint++] = left + underlineWidth; 2415 points[currentPoint++] = top; 2416 } 2417 2418 paintCopy.setStrokeWidth(strokeWidth); 2419 2420 drawLines(&points[0], pointsCount, &paintCopy); 2421 } 2422 } 2423} 2424 2425void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2426 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2427 // If a shader is set, preserve only the alpha 2428 if (mShader) { 2429 color |= 0x00ffffff; 2430 } 2431 2432 setupDraw(); 2433 setupDrawColor(color); 2434 setupDrawShader(); 2435 setupDrawColorFilter(); 2436 setupDrawBlending(mode); 2437 setupDrawProgram(); 2438 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2439 setupDrawColorUniforms(); 2440 setupDrawShaderUniforms(ignoreTransform); 2441 setupDrawColorFilterUniforms(); 2442 setupDrawSimpleMesh(); 2443 2444 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2445} 2446 2447void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2448 Texture* texture, SkPaint* paint) { 2449 int alpha; 2450 SkXfermode::Mode mode; 2451 getAlphaAndMode(paint, &alpha, &mode); 2452 2453 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2454 2455 if (mSnapshot->transform->isPureTranslate()) { 2456 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2457 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2458 2459 texture->setFilter(GL_NEAREST, true); 2460 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2461 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2462 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2463 } else { 2464 texture->setFilter(FILTER(paint), true); 2465 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2466 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2467 GL_TRIANGLE_STRIP, gMeshCount); 2468 } 2469} 2470 2471void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2472 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2473 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2474 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2475} 2476 2477void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2478 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2479 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2480 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2481 2482 setupDraw(); 2483 setupDrawWithTexture(); 2484 setupDrawColor(alpha, alpha, alpha, alpha); 2485 setupDrawColorFilter(); 2486 setupDrawBlending(blend, mode, swapSrcDst); 2487 setupDrawProgram(); 2488 if (!dirty) { 2489 setupDrawDirtyRegionsDisabled(); 2490 } 2491 if (!ignoreScale) { 2492 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2493 } else { 2494 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2495 } 2496 setupDrawPureColorUniforms(); 2497 setupDrawColorFilterUniforms(); 2498 setupDrawTexture(texture); 2499 setupDrawMesh(vertices, texCoords, vbo); 2500 2501 glDrawArrays(drawMode, 0, elementsCount); 2502 2503 finishDrawTexture(); 2504} 2505 2506void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2507 ProgramDescription& description, bool swapSrcDst) { 2508 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2509 if (blend) { 2510 if (mode <= SkXfermode::kScreen_Mode) { 2511 if (!mCaches.blend) { 2512 glEnable(GL_BLEND); 2513 } 2514 2515 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2516 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2517 2518 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2519 glBlendFunc(sourceMode, destMode); 2520 mCaches.lastSrcMode = sourceMode; 2521 mCaches.lastDstMode = destMode; 2522 } 2523 } else { 2524 // These blend modes are not supported by OpenGL directly and have 2525 // to be implemented using shaders. Since the shader will perform 2526 // the blending, turn blending off here 2527 if (mCaches.extensions.hasFramebufferFetch()) { 2528 description.framebufferMode = mode; 2529 description.swapSrcDst = swapSrcDst; 2530 } 2531 2532 if (mCaches.blend) { 2533 glDisable(GL_BLEND); 2534 } 2535 blend = false; 2536 } 2537 } else if (mCaches.blend) { 2538 glDisable(GL_BLEND); 2539 } 2540 mCaches.blend = blend; 2541} 2542 2543bool OpenGLRenderer::useProgram(Program* program) { 2544 if (!program->isInUse()) { 2545 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2546 program->use(); 2547 mCaches.currentProgram = program; 2548 return false; 2549 } 2550 return true; 2551} 2552 2553void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2554 TextureVertex* v = &mMeshVertices[0]; 2555 TextureVertex::setUV(v++, u1, v1); 2556 TextureVertex::setUV(v++, u2, v1); 2557 TextureVertex::setUV(v++, u1, v2); 2558 TextureVertex::setUV(v++, u2, v2); 2559} 2560 2561void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2562 if (paint) { 2563 *mode = getXfermode(paint->getXfermode()); 2564 2565 // Skia draws using the color's alpha channel if < 255 2566 // Otherwise, it uses the paint's alpha 2567 int color = paint->getColor(); 2568 *alpha = (color >> 24) & 0xFF; 2569 if (*alpha == 255) { 2570 *alpha = paint->getAlpha(); 2571 } 2572 } else { 2573 *mode = SkXfermode::kSrcOver_Mode; 2574 *alpha = 255; 2575 } 2576} 2577 2578SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2579 SkXfermode::Mode resultMode; 2580 if (!SkXfermode::AsMode(mode, &resultMode)) { 2581 resultMode = SkXfermode::kSrcOver_Mode; 2582 } 2583 return resultMode; 2584} 2585 2586}; // namespace uirenderer 2587}; // namespace android 2588