OpenGLRenderer.cpp revision 3a1bffa835f279628e50385af3c85789bc737f64
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Functions 111/////////////////////////////////////////////////////////////////////////////// 112 113template<typename T> 114static inline T min(T a, T b) { 115 return a < b ? a : b; 116} 117 118/////////////////////////////////////////////////////////////////////////////// 119// Constructors/destructor 120/////////////////////////////////////////////////////////////////////////////// 121 122OpenGLRenderer::OpenGLRenderer(): 123 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 124 // *set* draw modifiers to be 0 125 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 126 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 127 128 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 129 130 mFirstSnapshot = new Snapshot; 131 mFrameStarted = false; 132 mCountOverdraw = false; 133 134 mScissorOptimizationDisabled = false; 135} 136 137OpenGLRenderer::~OpenGLRenderer() { 138 // The context has already been destroyed at this point, do not call 139 // GL APIs. All GL state should be kept in Caches.h 140} 141 142void OpenGLRenderer::initProperties() { 143 char property[PROPERTY_VALUE_MAX]; 144 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 145 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Scissor optimization %s", 147 mScissorOptimizationDisabled ? "disabled" : "enabled"); 148 } else { 149 INIT_LOGD(" Scissor optimization enabled"); 150 } 151} 152 153/////////////////////////////////////////////////////////////////////////////// 154// Setup 155/////////////////////////////////////////////////////////////////////////////// 156 157void OpenGLRenderer::setName(const char* name) { 158 if (name) { 159 mName.setTo(name); 160 } else { 161 mName.clear(); 162 } 163} 164 165const char* OpenGLRenderer::getName() const { 166 return mName.string(); 167} 168 169bool OpenGLRenderer::isDeferred() { 170 return false; 171} 172 173void OpenGLRenderer::setViewport(int width, int height) { 174 initViewport(width, height); 175 176 glDisable(GL_DITHER); 177 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 178 179 glEnableVertexAttribArray(Program::kBindingPosition); 180} 181 182void OpenGLRenderer::initViewport(int width, int height) { 183 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 184 185 mWidth = width; 186 mHeight = height; 187 188 mFirstSnapshot->height = height; 189 mFirstSnapshot->viewport.set(0, 0, width, height); 190} 191 192void OpenGLRenderer::setupFrameState(float left, float top, 193 float right, float bottom, bool opaque) { 194 mCaches.clearGarbage(); 195 196 mOpaque = opaque; 197 mSnapshot = new Snapshot(mFirstSnapshot, 198 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 199 mSnapshot->fbo = getTargetFbo(); 200 mSaveCount = 1; 201 202 mSnapshot->setClip(left, top, right, bottom); 203 mTilingClip.set(left, top, right, bottom); 204} 205 206status_t OpenGLRenderer::startFrame() { 207 if (mFrameStarted) return DrawGlInfo::kStatusDone; 208 mFrameStarted = true; 209 210 mDirtyClip = true; 211 212 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 213 214 glViewport(0, 0, mWidth, mHeight); 215 216 // Functors break the tiling extension in pretty spectacular ways 217 // This ensures we don't use tiling when a functor is going to be 218 // invoked during the frame 219 mSuppressTiling = mCaches.hasRegisteredFunctors(); 220 221 startTiling(mSnapshot, true); 222 223 debugOverdraw(true, true); 224 225 return clear(mTilingClip.left, mTilingClip.top, 226 mTilingClip.right, mTilingClip.bottom, mOpaque); 227} 228 229status_t OpenGLRenderer::prepare(bool opaque) { 230 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 231} 232 233status_t OpenGLRenderer::prepareDirty(float left, float top, 234 float right, float bottom, bool opaque) { 235 236 setupFrameState(left, top, right, bottom, opaque); 237 238 // Layer renderers will start the frame immediately 239 // The framebuffer renderer will first defer the display list 240 // for each layer and wait until the first drawing command 241 // to start the frame 242 if (mSnapshot->fbo == 0) { 243 syncState(); 244 updateLayers(); 245 } else { 246 return startFrame(); 247 } 248 249 return DrawGlInfo::kStatusDone; 250} 251 252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 253 // If we know that we are going to redraw the entire framebuffer, 254 // perform a discard to let the driver know we don't need to preserve 255 // the back buffer for this frame. 256 if (mExtensions.hasDiscardFramebuffer() && 257 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 258 const bool isFbo = getTargetFbo() == 0; 259 const GLenum attachments[] = { 260 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 261 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 262 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 263 } 264} 265 266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 267 if (!opaque || mCountOverdraw) { 268 mCaches.enableScissor(); 269 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 270 glClear(GL_COLOR_BUFFER_BIT); 271 return DrawGlInfo::kStatusDrew; 272 } 273 274 mCaches.resetScissor(); 275 return DrawGlInfo::kStatusDone; 276} 277 278void OpenGLRenderer::syncState() { 279 if (mCaches.blend) { 280 glEnable(GL_BLEND); 281 } else { 282 glDisable(GL_BLEND); 283 } 284} 285 286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 287 if (!mSuppressTiling) { 288 Rect* clip = &mTilingClip; 289 if (s->flags & Snapshot::kFlagFboTarget) { 290 clip = &(s->layer->clipRect); 291 } 292 293 startTiling(*clip, s->height, opaque); 294 } 295} 296 297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 298 if (!mSuppressTiling) { 299 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 300 clip.right - clip.left, clip.bottom - clip.top, opaque); 301 } 302} 303 304void OpenGLRenderer::endTiling() { 305 if (!mSuppressTiling) mCaches.endTiling(); 306} 307 308void OpenGLRenderer::finish() { 309 renderOverdraw(); 310 endTiling(); 311 312 // When finish() is invoked on FBO 0 we've reached the end 313 // of the current frame 314 if (getTargetFbo() == 0) { 315 mCaches.pathCache.trim(); 316 } 317 318 if (!suppressErrorChecks()) { 319#if DEBUG_OPENGL 320 GLenum status = GL_NO_ERROR; 321 while ((status = glGetError()) != GL_NO_ERROR) { 322 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 323 switch (status) { 324 case GL_INVALID_ENUM: 325 ALOGE(" GL_INVALID_ENUM"); 326 break; 327 case GL_INVALID_VALUE: 328 ALOGE(" GL_INVALID_VALUE"); 329 break; 330 case GL_INVALID_OPERATION: 331 ALOGE(" GL_INVALID_OPERATION"); 332 break; 333 case GL_OUT_OF_MEMORY: 334 ALOGE(" Out of memory!"); 335 break; 336 } 337 } 338#endif 339 340#if DEBUG_MEMORY_USAGE 341 mCaches.dumpMemoryUsage(); 342#else 343 if (mCaches.getDebugLevel() & kDebugMemory) { 344 mCaches.dumpMemoryUsage(); 345 } 346#endif 347 } 348 349 if (mCountOverdraw) { 350 countOverdraw(); 351 } 352 353 mFrameStarted = false; 354} 355 356void OpenGLRenderer::interrupt() { 357 if (mCaches.currentProgram) { 358 if (mCaches.currentProgram->isInUse()) { 359 mCaches.currentProgram->remove(); 360 mCaches.currentProgram = NULL; 361 } 362 } 363 mCaches.resetActiveTexture(); 364 mCaches.unbindMeshBuffer(); 365 mCaches.unbindIndicesBuffer(); 366 mCaches.resetVertexPointers(); 367 mCaches.disableTexCoordsVertexArray(); 368 debugOverdraw(false, false); 369} 370 371void OpenGLRenderer::resume() { 372 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 373 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 374 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 375 debugOverdraw(true, false); 376 377 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 378 379 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 380 mCaches.enableScissor(); 381 mCaches.resetScissor(); 382 dirtyClip(); 383 384 mCaches.activeTexture(0); 385 mCaches.resetBoundTextures(); 386 387 mCaches.blend = true; 388 glEnable(GL_BLEND); 389 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 390 glBlendEquation(GL_FUNC_ADD); 391} 392 393void OpenGLRenderer::resumeAfterLayer() { 394 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 395 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 396 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 397 debugOverdraw(true, false); 398 399 mCaches.resetScissor(); 400 dirtyClip(); 401} 402 403void OpenGLRenderer::detachFunctor(Functor* functor) { 404 mFunctors.remove(functor); 405} 406 407void OpenGLRenderer::attachFunctor(Functor* functor) { 408 mFunctors.add(functor); 409} 410 411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 412 status_t result = DrawGlInfo::kStatusDone; 413 size_t count = mFunctors.size(); 414 415 if (count > 0) { 416 interrupt(); 417 SortedVector<Functor*> functors(mFunctors); 418 mFunctors.clear(); 419 420 DrawGlInfo info; 421 info.clipLeft = 0; 422 info.clipTop = 0; 423 info.clipRight = 0; 424 info.clipBottom = 0; 425 info.isLayer = false; 426 info.width = 0; 427 info.height = 0; 428 memset(info.transform, 0, sizeof(float) * 16); 429 430 for (size_t i = 0; i < count; i++) { 431 Functor* f = functors.itemAt(i); 432 result |= (*f)(DrawGlInfo::kModeProcess, &info); 433 434 if (result & DrawGlInfo::kStatusDraw) { 435 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 436 dirty.unionWith(localDirty); 437 } 438 439 if (result & DrawGlInfo::kStatusInvoke) { 440 mFunctors.add(f); 441 } 442 } 443 resume(); 444 } 445 446 return result; 447} 448 449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 450 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 451 452 detachFunctor(functor); 453 454 455 Rect clip(*mSnapshot->clipRect); 456 clip.snapToPixelBoundaries(); 457 458 // Since we don't know what the functor will draw, let's dirty 459 // tne entire clip region 460 if (hasLayer()) { 461 dirtyLayerUnchecked(clip, getRegion()); 462 } 463 464 DrawGlInfo info; 465 info.clipLeft = clip.left; 466 info.clipTop = clip.top; 467 info.clipRight = clip.right; 468 info.clipBottom = clip.bottom; 469 info.isLayer = hasLayer(); 470 info.width = getSnapshot()->viewport.getWidth(); 471 info.height = getSnapshot()->height; 472 getSnapshot()->transform->copyTo(&info.transform[0]); 473 474 bool dirtyClip = mDirtyClip; 475 // setup GL state for functor 476 if (mDirtyClip) { 477 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 478 } 479 if (mCaches.enableScissor() || dirtyClip) { 480 setScissorFromClip(); 481 } 482 interrupt(); 483 484 // call functor immediately after GL state setup 485 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 486 487 if (result != DrawGlInfo::kStatusDone) { 488 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 489 dirty.unionWith(localDirty); 490 491 if (result & DrawGlInfo::kStatusInvoke) { 492 mFunctors.add(functor); 493 } 494 } 495 496 resume(); 497 return result | DrawGlInfo::kStatusDrew; 498} 499 500/////////////////////////////////////////////////////////////////////////////// 501// Debug 502/////////////////////////////////////////////////////////////////////////////// 503 504void OpenGLRenderer::eventMark(const char* name) const { 505 mCaches.eventMark(0, name); 506} 507 508void OpenGLRenderer::startMark(const char* name) const { 509 mCaches.startMark(0, name); 510} 511 512void OpenGLRenderer::endMark() const { 513 mCaches.endMark(); 514} 515 516void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 517 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 518 if (clear) { 519 mCaches.disableScissor(); 520 mCaches.stencil.clear(); 521 } 522 if (enable) { 523 mCaches.stencil.enableDebugWrite(); 524 } else { 525 mCaches.stencil.disable(); 526 } 527 } 528} 529 530void OpenGLRenderer::renderOverdraw() { 531 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 532 const Rect* clip = &mTilingClip; 533 534 mCaches.enableScissor(); 535 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 536 clip->right - clip->left, clip->bottom - clip->top); 537 538 // 1x overdraw 539 mCaches.stencil.enableDebugTest(2); 540 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 541 542 // 2x overdraw 543 mCaches.stencil.enableDebugTest(3); 544 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 545 546 // 3x overdraw 547 mCaches.stencil.enableDebugTest(4); 548 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 549 550 // 4x overdraw and higher 551 mCaches.stencil.enableDebugTest(4, true); 552 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 553 554 mCaches.stencil.disable(); 555 } 556} 557 558void OpenGLRenderer::countOverdraw() { 559 size_t count = mWidth * mHeight; 560 uint32_t* buffer = new uint32_t[count]; 561 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 562 563 size_t total = 0; 564 for (size_t i = 0; i < count; i++) { 565 total += buffer[i] & 0xff; 566 } 567 568 mOverdraw = total / float(count); 569 570 delete[] buffer; 571} 572 573/////////////////////////////////////////////////////////////////////////////// 574// Layers 575/////////////////////////////////////////////////////////////////////////////// 576 577bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 578 if (layer->deferredUpdateScheduled && layer->renderer && 579 layer->displayList && layer->displayList->isRenderable()) { 580 ATRACE_CALL(); 581 582 Rect& dirty = layer->dirtyRect; 583 584 if (inFrame) { 585 endTiling(); 586 debugOverdraw(false, false); 587 } 588 589 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 590 layer->render(); 591 } else { 592 layer->defer(); 593 } 594 595 if (inFrame) { 596 resumeAfterLayer(); 597 startTiling(mSnapshot); 598 } 599 600 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 601 layer->hasDrawnSinceUpdate = false; 602 603 return true; 604 } 605 606 return false; 607} 608 609void OpenGLRenderer::updateLayers() { 610 // If draw deferring is enabled this method will simply defer 611 // the display list of each individual layer. The layers remain 612 // in the layer updates list which will be cleared by flushLayers(). 613 int count = mLayerUpdates.size(); 614 if (count > 0) { 615 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 616 startMark("Layer Updates"); 617 } else { 618 startMark("Defer Layer Updates"); 619 } 620 621 // Note: it is very important to update the layers in order 622 for (int i = 0; i < count; i++) { 623 Layer* layer = mLayerUpdates.itemAt(i); 624 updateLayer(layer, false); 625 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 626 mCaches.resourceCache.decrementRefcount(layer); 627 } 628 } 629 630 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 631 mLayerUpdates.clear(); 632 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 633 } 634 endMark(); 635 } 636} 637 638void OpenGLRenderer::flushLayers() { 639 int count = mLayerUpdates.size(); 640 if (count > 0) { 641 startMark("Apply Layer Updates"); 642 char layerName[12]; 643 644 // Note: it is very important to update the layers in order 645 for (int i = 0; i < count; i++) { 646 sprintf(layerName, "Layer #%d", i); 647 startMark(layerName); 648 649 ATRACE_BEGIN("flushLayer"); 650 Layer* layer = mLayerUpdates.itemAt(i); 651 layer->flush(); 652 ATRACE_END(); 653 654 mCaches.resourceCache.decrementRefcount(layer); 655 656 endMark(); 657 } 658 659 mLayerUpdates.clear(); 660 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 661 662 endMark(); 663 } 664} 665 666void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 667 if (layer) { 668 // Make sure we don't introduce duplicates. 669 // SortedVector would do this automatically but we need to respect 670 // the insertion order. The linear search is not an issue since 671 // this list is usually very short (typically one item, at most a few) 672 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 673 if (mLayerUpdates.itemAt(i) == layer) { 674 return; 675 } 676 } 677 mLayerUpdates.push_back(layer); 678 mCaches.resourceCache.incrementRefcount(layer); 679 } 680} 681 682void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 683 if (layer) { 684 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 685 if (mLayerUpdates.itemAt(i) == layer) { 686 mLayerUpdates.removeAt(i); 687 mCaches.resourceCache.decrementRefcount(layer); 688 break; 689 } 690 } 691 } 692} 693 694void OpenGLRenderer::clearLayerUpdates() { 695 size_t count = mLayerUpdates.size(); 696 if (count > 0) { 697 mCaches.resourceCache.lock(); 698 for (size_t i = 0; i < count; i++) { 699 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 700 } 701 mCaches.resourceCache.unlock(); 702 mLayerUpdates.clear(); 703 } 704} 705 706void OpenGLRenderer::flushLayerUpdates() { 707 syncState(); 708 updateLayers(); 709 flushLayers(); 710 // Wait for all the layer updates to be executed 711 AutoFence fence; 712} 713 714/////////////////////////////////////////////////////////////////////////////// 715// State management 716/////////////////////////////////////////////////////////////////////////////// 717 718int OpenGLRenderer::getSaveCount() const { 719 return mSaveCount; 720} 721 722int OpenGLRenderer::save(int flags) { 723 return saveSnapshot(flags); 724} 725 726void OpenGLRenderer::restore() { 727 if (mSaveCount > 1) { 728 restoreSnapshot(); 729 } 730} 731 732void OpenGLRenderer::restoreToCount(int saveCount) { 733 if (saveCount < 1) saveCount = 1; 734 735 while (mSaveCount > saveCount) { 736 restoreSnapshot(); 737 } 738} 739 740int OpenGLRenderer::saveSnapshot(int flags) { 741 mSnapshot = new Snapshot(mSnapshot, flags); 742 return mSaveCount++; 743} 744 745bool OpenGLRenderer::restoreSnapshot() { 746 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 747 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 748 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 749 750 sp<Snapshot> current = mSnapshot; 751 sp<Snapshot> previous = mSnapshot->previous; 752 753 if (restoreOrtho) { 754 Rect& r = previous->viewport; 755 glViewport(r.left, r.top, r.right, r.bottom); 756 mOrthoMatrix.load(current->orthoMatrix); 757 } 758 759 mSaveCount--; 760 mSnapshot = previous; 761 762 if (restoreClip) { 763 dirtyClip(); 764 } 765 766 if (restoreLayer) { 767 endMark(); // Savelayer 768 startMark("ComposeLayer"); 769 composeLayer(current, previous); 770 endMark(); 771 } 772 773 return restoreClip; 774} 775 776/////////////////////////////////////////////////////////////////////////////// 777// Layers 778/////////////////////////////////////////////////////////////////////////////// 779 780int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 781 int alpha, SkXfermode::Mode mode, int flags) { 782 const GLuint previousFbo = mSnapshot->fbo; 783 const int count = saveSnapshot(flags); 784 785 if (!mSnapshot->isIgnored()) { 786 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 787 } 788 789 return count; 790} 791 792void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 793 const Rect untransformedBounds(bounds); 794 795 currentTransform().mapRect(bounds); 796 797 // Layers only make sense if they are in the framebuffer's bounds 798 if (bounds.intersect(*mSnapshot->clipRect)) { 799 // We cannot work with sub-pixels in this case 800 bounds.snapToPixelBoundaries(); 801 802 // When the layer is not an FBO, we may use glCopyTexImage so we 803 // need to make sure the layer does not extend outside the bounds 804 // of the framebuffer 805 if (!bounds.intersect(mSnapshot->previous->viewport)) { 806 bounds.setEmpty(); 807 } else if (fboLayer) { 808 clip.set(bounds); 809 mat4 inverse; 810 inverse.loadInverse(currentTransform()); 811 inverse.mapRect(clip); 812 clip.snapToPixelBoundaries(); 813 if (clip.intersect(untransformedBounds)) { 814 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 815 bounds.set(untransformedBounds); 816 } else { 817 clip.setEmpty(); 818 } 819 } 820 } else { 821 bounds.setEmpty(); 822 } 823} 824 825void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 826 bool fboLayer, int alpha) { 827 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 828 bounds.getHeight() > mCaches.maxTextureSize || 829 (fboLayer && clip.isEmpty())) { 830 mSnapshot->empty = fboLayer; 831 } else { 832 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 833 } 834} 835 836int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 837 int alpha, SkXfermode::Mode mode, int flags) { 838 const GLuint previousFbo = mSnapshot->fbo; 839 const int count = saveSnapshot(flags); 840 841 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 842 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 843 // operations will be able to store and restore the current clip and transform info, and 844 // quick rejection will be correct (for display lists) 845 846 Rect bounds(left, top, right, bottom); 847 Rect clip; 848 calculateLayerBoundsAndClip(bounds, clip, true); 849 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 850 851 if (!mSnapshot->isIgnored()) { 852 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 853 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 854 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 855 } 856 } 857 858 return count; 859} 860 861 862/** 863 * Layers are viewed by Skia are slightly different than layers in image editing 864 * programs (for instance.) When a layer is created, previously created layers 865 * and the frame buffer still receive every drawing command. For instance, if a 866 * layer is created and a shape intersecting the bounds of the layers and the 867 * framebuffer is draw, the shape will be drawn on both (unless the layer was 868 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 869 * 870 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 871 * texture. Unfortunately, this is inefficient as it requires every primitive to 872 * be drawn n + 1 times, where n is the number of active layers. In practice this 873 * means, for every primitive: 874 * - Switch active frame buffer 875 * - Change viewport, clip and projection matrix 876 * - Issue the drawing 877 * 878 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 879 * To avoid this, layers are implemented in a different way here, at least in the 880 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 881 * is set. When this flag is set we can redirect all drawing operations into a 882 * single FBO. 883 * 884 * This implementation relies on the frame buffer being at least RGBA 8888. When 885 * a layer is created, only a texture is created, not an FBO. The content of the 886 * frame buffer contained within the layer's bounds is copied into this texture 887 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 888 * buffer and drawing continues as normal. This technique therefore treats the 889 * frame buffer as a scratch buffer for the layers. 890 * 891 * To compose the layers back onto the frame buffer, each layer texture 892 * (containing the original frame buffer data) is drawn as a simple quad over 893 * the frame buffer. The trick is that the quad is set as the composition 894 * destination in the blending equation, and the frame buffer becomes the source 895 * of the composition. 896 * 897 * Drawing layers with an alpha value requires an extra step before composition. 898 * An empty quad is drawn over the layer's region in the frame buffer. This quad 899 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 900 * quad is used to multiply the colors in the frame buffer. This is achieved by 901 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 902 * GL_ZERO, GL_SRC_ALPHA. 903 * 904 * Because glCopyTexImage2D() can be slow, an alternative implementation might 905 * be use to draw a single clipped layer. The implementation described above 906 * is correct in every case. 907 * 908 * (1) The frame buffer is actually not cleared right away. To allow the GPU 909 * to potentially optimize series of calls to glCopyTexImage2D, the frame 910 * buffer is left untouched until the first drawing operation. Only when 911 * something actually gets drawn are the layers regions cleared. 912 */ 913bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 914 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 915 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 916 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 917 918 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 919 920 // Window coordinates of the layer 921 Rect clip; 922 Rect bounds(left, top, right, bottom); 923 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 924 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 925 926 // Bail out if we won't draw in this snapshot 927 if (mSnapshot->isIgnored()) { 928 return false; 929 } 930 931 mCaches.activeTexture(0); 932 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 933 if (!layer) { 934 return false; 935 } 936 937 layer->setAlpha(alpha, mode); 938 layer->layer.set(bounds); 939 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 940 bounds.getWidth() / float(layer->getWidth()), 0.0f); 941 layer->setColorFilter(mDrawModifiers.mColorFilter); 942 layer->setBlend(true); 943 layer->setDirty(false); 944 945 // Save the layer in the snapshot 946 mSnapshot->flags |= Snapshot::kFlagIsLayer; 947 mSnapshot->layer = layer; 948 949 startMark("SaveLayer"); 950 if (fboLayer) { 951 return createFboLayer(layer, bounds, clip, previousFbo); 952 } else { 953 // Copy the framebuffer into the layer 954 layer->bindTexture(); 955 if (!bounds.isEmpty()) { 956 if (layer->isEmpty()) { 957 // Workaround for some GL drivers. When reading pixels lying outside 958 // of the window we should get undefined values for those pixels. 959 // Unfortunately some drivers will turn the entire target texture black 960 // when reading outside of the window. 961 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 962 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 963 layer->setEmpty(false); 964 } 965 966 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 967 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 968 969 // Enqueue the buffer coordinates to clear the corresponding region later 970 mLayers.push(new Rect(bounds)); 971 } 972 } 973 974 return true; 975} 976 977bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 978 layer->clipRect.set(clip); 979 layer->setFbo(mCaches.fboCache.get()); 980 981 mSnapshot->region = &mSnapshot->layer->region; 982 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 983 Snapshot::kFlagDirtyOrtho; 984 mSnapshot->fbo = layer->getFbo(); 985 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 986 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 987 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 988 mSnapshot->height = bounds.getHeight(); 989 mSnapshot->orthoMatrix.load(mOrthoMatrix); 990 991 endTiling(); 992 debugOverdraw(false, false); 993 // Bind texture to FBO 994 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 995 layer->bindTexture(); 996 997 // Initialize the texture if needed 998 if (layer->isEmpty()) { 999 layer->allocateTexture(); 1000 layer->setEmpty(false); 1001 } 1002 1003 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 1004 layer->getTexture(), 0); 1005 1006 startTiling(mSnapshot, true); 1007 1008 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 1009 mCaches.enableScissor(); 1010 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 1011 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 1012 glClear(GL_COLOR_BUFFER_BIT); 1013 1014 dirtyClip(); 1015 1016 // Change the ortho projection 1017 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1018 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1019 1020 return true; 1021} 1022 1023/** 1024 * Read the documentation of createLayer() before doing anything in this method. 1025 */ 1026void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1027 if (!current->layer) { 1028 ALOGE("Attempting to compose a layer that does not exist"); 1029 return; 1030 } 1031 1032 Layer* layer = current->layer; 1033 const Rect& rect = layer->layer; 1034 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1035 1036 bool clipRequired = false; 1037 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1038 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1039 1040 if (fboLayer) { 1041 endTiling(); 1042 1043 // Detach the texture from the FBO 1044 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1045 1046 layer->removeFbo(false); 1047 1048 // Unbind current FBO and restore previous one 1049 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1050 debugOverdraw(true, false); 1051 1052 startTiling(previous); 1053 } 1054 1055 if (!fboLayer && layer->getAlpha() < 255) { 1056 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1057 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1058 // Required below, composeLayerRect() will divide by 255 1059 layer->setAlpha(255); 1060 } 1061 1062 mCaches.unbindMeshBuffer(); 1063 1064 mCaches.activeTexture(0); 1065 1066 // When the layer is stored in an FBO, we can save a bit of fillrate by 1067 // drawing only the dirty region 1068 if (fboLayer) { 1069 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1070 if (layer->getColorFilter()) { 1071 setupColorFilter(layer->getColorFilter()); 1072 } 1073 composeLayerRegion(layer, rect); 1074 if (layer->getColorFilter()) { 1075 resetColorFilter(); 1076 } 1077 } else if (!rect.isEmpty()) { 1078 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1079 1080 save(0); 1081 // the layer contains screen buffer content that shouldn't be alpha modulated 1082 // (and any necessary alpha modulation was handled drawing into the layer) 1083 mSnapshot->alpha = 1.0f; 1084 composeLayerRect(layer, rect, true); 1085 restore(); 1086 } 1087 1088 dirtyClip(); 1089 1090 // Failing to add the layer to the cache should happen only if the layer is too large 1091 if (!mCaches.layerCache.put(layer)) { 1092 LAYER_LOGD("Deleting layer"); 1093 Caches::getInstance().resourceCache.decrementRefcount(layer); 1094 } 1095} 1096 1097void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1098 float alpha = getLayerAlpha(layer); 1099 1100 setupDraw(); 1101 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1102 setupDrawWithTexture(); 1103 } else { 1104 setupDrawWithExternalTexture(); 1105 } 1106 setupDrawTextureTransform(); 1107 setupDrawColor(alpha, alpha, alpha, alpha); 1108 setupDrawColorFilter(); 1109 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1110 setupDrawProgram(); 1111 setupDrawPureColorUniforms(); 1112 setupDrawColorFilterUniforms(); 1113 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1114 setupDrawTexture(layer->getTexture()); 1115 } else { 1116 setupDrawExternalTexture(layer->getTexture()); 1117 } 1118 if (currentTransform().isPureTranslate() && 1119 layer->getWidth() == (uint32_t) rect.getWidth() && 1120 layer->getHeight() == (uint32_t) rect.getHeight()) { 1121 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1122 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1123 1124 layer->setFilter(GL_NEAREST); 1125 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1126 } else { 1127 layer->setFilter(GL_LINEAR); 1128 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1129 } 1130 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1131 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1132 1133 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1134} 1135 1136void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1137 if (!layer->isTextureLayer()) { 1138 const Rect& texCoords = layer->texCoords; 1139 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1140 texCoords.right, texCoords.bottom); 1141 1142 float x = rect.left; 1143 float y = rect.top; 1144 bool simpleTransform = currentTransform().isPureTranslate() && 1145 layer->getWidth() == (uint32_t) rect.getWidth() && 1146 layer->getHeight() == (uint32_t) rect.getHeight(); 1147 1148 if (simpleTransform) { 1149 // When we're swapping, the layer is already in screen coordinates 1150 if (!swap) { 1151 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1152 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1153 } 1154 1155 layer->setFilter(GL_NEAREST, true); 1156 } else { 1157 layer->setFilter(GL_LINEAR, true); 1158 } 1159 1160 float alpha = getLayerAlpha(layer); 1161 bool blend = layer->isBlend() || alpha < 1.0f; 1162 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1163 layer->getTexture(), alpha, layer->getMode(), blend, 1164 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1165 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1166 1167 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1168 } else { 1169 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1170 drawTextureLayer(layer, rect); 1171 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1172 } 1173} 1174 1175/** 1176 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1177 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1178 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1179 * by saveLayer's restore 1180 */ 1181#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1182 DRAW_COMMAND; \ 1183 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1184 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1185 DRAW_COMMAND; \ 1186 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1187 } \ 1188 } 1189 1190#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1191 1192void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1193 if (layer->region.isRect()) { 1194 layer->setRegionAsRect(); 1195 1196 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1197 1198 layer->region.clear(); 1199 return; 1200 } 1201 1202 if (CC_LIKELY(!layer->region.isEmpty())) { 1203 size_t count; 1204 const android::Rect* rects; 1205 Region safeRegion; 1206 if (CC_LIKELY(hasRectToRectTransform())) { 1207 rects = layer->region.getArray(&count); 1208 } else { 1209 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1210 rects = safeRegion.getArray(&count); 1211 } 1212 1213 const float alpha = getLayerAlpha(layer); 1214 const float texX = 1.0f / float(layer->getWidth()); 1215 const float texY = 1.0f / float(layer->getHeight()); 1216 const float height = rect.getHeight(); 1217 1218 setupDraw(); 1219 1220 // We must get (and therefore bind) the region mesh buffer 1221 // after we setup drawing in case we need to mess with the 1222 // stencil buffer in setupDraw() 1223 TextureVertex* mesh = mCaches.getRegionMesh(); 1224 uint32_t numQuads = 0; 1225 1226 setupDrawWithTexture(); 1227 setupDrawColor(alpha, alpha, alpha, alpha); 1228 setupDrawColorFilter(); 1229 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1230 setupDrawProgram(); 1231 setupDrawDirtyRegionsDisabled(); 1232 setupDrawPureColorUniforms(); 1233 setupDrawColorFilterUniforms(); 1234 setupDrawTexture(layer->getTexture()); 1235 if (currentTransform().isPureTranslate()) { 1236 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1237 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1238 1239 layer->setFilter(GL_NEAREST); 1240 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1241 } else { 1242 layer->setFilter(GL_LINEAR); 1243 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1244 } 1245 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1246 1247 for (size_t i = 0; i < count; i++) { 1248 const android::Rect* r = &rects[i]; 1249 1250 const float u1 = r->left * texX; 1251 const float v1 = (height - r->top) * texY; 1252 const float u2 = r->right * texX; 1253 const float v2 = (height - r->bottom) * texY; 1254 1255 // TODO: Reject quads outside of the clip 1256 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1257 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1258 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1259 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1260 1261 numQuads++; 1262 1263 if (numQuads >= gMaxNumberOfQuads) { 1264 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1265 GL_UNSIGNED_SHORT, NULL)); 1266 numQuads = 0; 1267 mesh = mCaches.getRegionMesh(); 1268 } 1269 } 1270 1271 if (numQuads > 0) { 1272 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1273 GL_UNSIGNED_SHORT, NULL)); 1274 } 1275 1276#if DEBUG_LAYERS_AS_REGIONS 1277 drawRegionRects(layer->region); 1278#endif 1279 1280 layer->region.clear(); 1281 } 1282} 1283 1284void OpenGLRenderer::drawRegionRects(const Region& region) { 1285#if DEBUG_LAYERS_AS_REGIONS 1286 size_t count; 1287 const android::Rect* rects = region.getArray(&count); 1288 1289 uint32_t colors[] = { 1290 0x7fff0000, 0x7f00ff00, 1291 0x7f0000ff, 0x7fff00ff, 1292 }; 1293 1294 int offset = 0; 1295 int32_t top = rects[0].top; 1296 1297 for (size_t i = 0; i < count; i++) { 1298 if (top != rects[i].top) { 1299 offset ^= 0x2; 1300 top = rects[i].top; 1301 } 1302 1303 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1304 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1305 SkXfermode::kSrcOver_Mode); 1306 } 1307#endif 1308} 1309 1310void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1311 SkXfermode::Mode mode, bool dirty) { 1312 Vector<float> rects; 1313 1314 SkRegion::Iterator it(region); 1315 while (!it.done()) { 1316 const SkIRect& r = it.rect(); 1317 rects.push(r.fLeft); 1318 rects.push(r.fTop); 1319 rects.push(r.fRight); 1320 rects.push(r.fBottom); 1321 it.next(); 1322 } 1323 1324 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1325} 1326 1327void OpenGLRenderer::dirtyLayer(const float left, const float top, 1328 const float right, const float bottom, const mat4 transform) { 1329 if (hasLayer()) { 1330 Rect bounds(left, top, right, bottom); 1331 transform.mapRect(bounds); 1332 dirtyLayerUnchecked(bounds, getRegion()); 1333 } 1334} 1335 1336void OpenGLRenderer::dirtyLayer(const float left, const float top, 1337 const float right, const float bottom) { 1338 if (hasLayer()) { 1339 Rect bounds(left, top, right, bottom); 1340 dirtyLayerUnchecked(bounds, getRegion()); 1341 } 1342} 1343 1344void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1345 if (bounds.intersect(*mSnapshot->clipRect)) { 1346 bounds.snapToPixelBoundaries(); 1347 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1348 if (!dirty.isEmpty()) { 1349 region->orSelf(dirty); 1350 } 1351 } 1352} 1353 1354void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { 1355 GLsizei elementsCount = quadsCount * 6; 1356 while (elementsCount > 0) { 1357 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1358 1359 setupDrawIndexedVertices(&mesh[0].position[0]); 1360 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1361 1362 elementsCount -= drawCount; 1363 // Though there are 4 vertices in a quad, we use 6 indices per 1364 // quad to draw with GL_TRIANGLES 1365 mesh += (drawCount / 6) * 4; 1366 } 1367} 1368 1369void OpenGLRenderer::clearLayerRegions() { 1370 const size_t count = mLayers.size(); 1371 if (count == 0) return; 1372 1373 if (!mSnapshot->isIgnored()) { 1374 // Doing several glScissor/glClear here can negatively impact 1375 // GPUs with a tiler architecture, instead we draw quads with 1376 // the Clear blending mode 1377 1378 // The list contains bounds that have already been clipped 1379 // against their initial clip rect, and the current clip 1380 // is likely different so we need to disable clipping here 1381 bool scissorChanged = mCaches.disableScissor(); 1382 1383 Vertex mesh[count * 4]; 1384 Vertex* vertex = mesh; 1385 1386 for (uint32_t i = 0; i < count; i++) { 1387 Rect* bounds = mLayers.itemAt(i); 1388 1389 Vertex::set(vertex++, bounds->left, bounds->top); 1390 Vertex::set(vertex++, bounds->right, bounds->top); 1391 Vertex::set(vertex++, bounds->left, bounds->bottom); 1392 Vertex::set(vertex++, bounds->right, bounds->bottom); 1393 1394 delete bounds; 1395 } 1396 // We must clear the list of dirty rects before we 1397 // call setupDraw() to prevent stencil setup to do 1398 // the same thing again 1399 mLayers.clear(); 1400 1401 setupDraw(false); 1402 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1403 setupDrawBlending(true, SkXfermode::kClear_Mode); 1404 setupDrawProgram(); 1405 setupDrawPureColorUniforms(); 1406 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1407 1408 drawIndexedQuads(&mesh[0], count); 1409 1410 if (scissorChanged) mCaches.enableScissor(); 1411 } else { 1412 for (uint32_t i = 0; i < count; i++) { 1413 delete mLayers.itemAt(i); 1414 } 1415 mLayers.clear(); 1416 } 1417} 1418 1419/////////////////////////////////////////////////////////////////////////////// 1420// State Deferral 1421/////////////////////////////////////////////////////////////////////////////// 1422 1423bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1424 const Rect& currentClip = *(mSnapshot->clipRect); 1425 const mat4& currentMatrix = *(mSnapshot->transform); 1426 1427 if (stateDeferFlags & kStateDeferFlag_Draw) { 1428 // state has bounds initialized in local coordinates 1429 if (!state.mBounds.isEmpty()) { 1430 currentMatrix.mapRect(state.mBounds); 1431 Rect clippedBounds(state.mBounds); 1432 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1433 // is used, it should more closely duplicate the quickReject logic (in how it uses 1434 // snapToPixelBoundaries) 1435 1436 if(!clippedBounds.intersect(currentClip)) { 1437 // quick rejected 1438 return true; 1439 } 1440 1441 state.mClipSideFlags = kClipSide_None; 1442 if (!currentClip.contains(state.mBounds)) { 1443 int& flags = state.mClipSideFlags; 1444 // op partially clipped, so record which sides are clipped for clip-aware merging 1445 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1446 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1447 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1448 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1449 } 1450 state.mBounds.set(clippedBounds); 1451 } else { 1452 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1453 // overdraw avoidance (since we don't know what it overlaps) 1454 state.mClipSideFlags = kClipSide_ConservativeFull; 1455 state.mBounds.set(currentClip); 1456 } 1457 } 1458 1459 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1460 if (state.mClipValid) { 1461 state.mClip.set(currentClip); 1462 } 1463 1464 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1465 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1466 state.mMatrix.load(currentMatrix); 1467 state.mDrawModifiers = mDrawModifiers; 1468 state.mAlpha = mSnapshot->alpha; 1469 return false; 1470} 1471 1472void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1473 currentTransform().load(state.mMatrix); 1474 mDrawModifiers = state.mDrawModifiers; 1475 mSnapshot->alpha = state.mAlpha; 1476 1477 if (state.mClipValid && !skipClipRestore) { 1478 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1479 state.mClip.right, state.mClip.bottom); 1480 dirtyClip(); 1481 } 1482} 1483 1484/** 1485 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1486 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1487 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1488 * 1489 * This method should be called when restoreDisplayState() won't be restoring the clip 1490 */ 1491void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1492 if (clipRect != NULL) { 1493 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1494 } else { 1495 mSnapshot->setClip(0, 0, mWidth, mHeight); 1496 } 1497 dirtyClip(); 1498 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1499} 1500 1501/////////////////////////////////////////////////////////////////////////////// 1502// Transforms 1503/////////////////////////////////////////////////////////////////////////////// 1504 1505void OpenGLRenderer::translate(float dx, float dy) { 1506 currentTransform().translate(dx, dy); 1507} 1508 1509void OpenGLRenderer::rotate(float degrees) { 1510 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1511} 1512 1513void OpenGLRenderer::scale(float sx, float sy) { 1514 currentTransform().scale(sx, sy, 1.0f); 1515} 1516 1517void OpenGLRenderer::skew(float sx, float sy) { 1518 currentTransform().skew(sx, sy); 1519} 1520 1521void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1522 if (matrix) { 1523 currentTransform().load(*matrix); 1524 } else { 1525 currentTransform().loadIdentity(); 1526 } 1527} 1528 1529bool OpenGLRenderer::hasRectToRectTransform() { 1530 return CC_LIKELY(currentTransform().rectToRect()); 1531} 1532 1533void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1534 currentTransform().copyTo(*matrix); 1535} 1536 1537void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1538 SkMatrix transform; 1539 currentTransform().copyTo(transform); 1540 transform.preConcat(*matrix); 1541 currentTransform().load(transform); 1542} 1543 1544/////////////////////////////////////////////////////////////////////////////// 1545// Clipping 1546/////////////////////////////////////////////////////////////////////////////// 1547 1548void OpenGLRenderer::setScissorFromClip() { 1549 Rect clip(*mSnapshot->clipRect); 1550 clip.snapToPixelBoundaries(); 1551 1552 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1553 clip.getWidth(), clip.getHeight())) { 1554 mDirtyClip = false; 1555 } 1556} 1557 1558void OpenGLRenderer::ensureStencilBuffer() { 1559 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1560 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1561 // just hope we have one when hasLayer() returns false. 1562 if (hasLayer()) { 1563 attachStencilBufferToLayer(mSnapshot->layer); 1564 } 1565} 1566 1567void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1568 // The layer's FBO is already bound when we reach this stage 1569 if (!layer->getStencilRenderBuffer()) { 1570 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1571 // is attached after we initiated tiling. We must turn it off, 1572 // attach the new render buffer then turn tiling back on 1573 endTiling(); 1574 1575 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1576 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1577 layer->setStencilRenderBuffer(buffer); 1578 1579 startTiling(layer->clipRect, layer->layer.getHeight()); 1580 } 1581} 1582 1583void OpenGLRenderer::setStencilFromClip() { 1584 if (!mCaches.debugOverdraw) { 1585 if (!mSnapshot->clipRegion->isEmpty()) { 1586 // NOTE: The order here is important, we must set dirtyClip to false 1587 // before any draw call to avoid calling back into this method 1588 mDirtyClip = false; 1589 1590 ensureStencilBuffer(); 1591 1592 mCaches.stencil.enableWrite(); 1593 1594 // Clear the stencil but first make sure we restrict drawing 1595 // to the region's bounds 1596 bool resetScissor = mCaches.enableScissor(); 1597 if (resetScissor) { 1598 // The scissor was not set so we now need to update it 1599 setScissorFromClip(); 1600 } 1601 mCaches.stencil.clear(); 1602 if (resetScissor) mCaches.disableScissor(); 1603 1604 // NOTE: We could use the region contour path to generate a smaller mesh 1605 // Since we are using the stencil we could use the red book path 1606 // drawing technique. It might increase bandwidth usage though. 1607 1608 // The last parameter is important: we are not drawing in the color buffer 1609 // so we don't want to dirty the current layer, if any 1610 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1611 1612 mCaches.stencil.enableTest(); 1613 1614 // Draw the region used to generate the stencil if the appropriate debug 1615 // mode is enabled 1616 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1617 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1618 } 1619 } else { 1620 mCaches.stencil.disable(); 1621 } 1622 } 1623} 1624 1625const Rect& OpenGLRenderer::getClipBounds() { 1626 return mSnapshot->getLocalClip(); 1627} 1628 1629bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1630 bool snapOut, bool* clipRequired) { 1631 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1632 return true; 1633 } 1634 1635 Rect r(left, top, right, bottom); 1636 currentTransform().mapRect(r); 1637 r.snapGeometryToPixelBoundaries(snapOut); 1638 1639 Rect clipRect(*mSnapshot->clipRect); 1640 clipRect.snapToPixelBoundaries(); 1641 1642 if (!clipRect.intersects(r)) return true; 1643 1644 if (clipRequired) *clipRequired = !clipRect.contains(r); 1645 return false; 1646} 1647 1648bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1649 SkPaint* paint) { 1650 // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out 1651 // the final mapped rect to ensure correct clipping behavior for the ramp. 1652 bool snapOut = paint->isAntiAlias(); 1653 1654 if (paint->getStyle() != SkPaint::kFill_Style) { 1655 float outset = paint->getStrokeWidth() * 0.5f; 1656 return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut); 1657 } else { 1658 return quickReject(left, top, right, bottom, snapOut); 1659 } 1660} 1661 1662bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) { 1663 bool clipRequired = false; 1664 if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) { 1665 return true; 1666 } 1667 1668 if (!isDeferred()) { 1669 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1670 } 1671 return false; 1672} 1673 1674void OpenGLRenderer::debugClip() { 1675#if DEBUG_CLIP_REGIONS 1676 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1677 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1678 } 1679#endif 1680} 1681 1682bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1683 if (CC_LIKELY(currentTransform().rectToRect())) { 1684 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1685 if (clipped) { 1686 dirtyClip(); 1687 } 1688 return !mSnapshot->clipRect->isEmpty(); 1689 } 1690 1691 SkPath path; 1692 path.addRect(left, top, right, bottom); 1693 1694 return OpenGLRenderer::clipPath(&path, op); 1695} 1696 1697bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1698 SkMatrix transform; 1699 currentTransform().copyTo(transform); 1700 1701 SkPath transformed; 1702 path->transform(transform, &transformed); 1703 1704 SkRegion clip; 1705 if (!mSnapshot->previous->clipRegion->isEmpty()) { 1706 clip.setRegion(*mSnapshot->previous->clipRegion); 1707 } else { 1708 if (mSnapshot->previous == mFirstSnapshot) { 1709 clip.setRect(0, 0, mWidth, mHeight); 1710 } else { 1711 Rect* bounds = mSnapshot->previous->clipRect; 1712 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1713 } 1714 } 1715 1716 SkRegion region; 1717 region.setPath(transformed, clip); 1718 1719 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1720 if (clipped) { 1721 dirtyClip(); 1722 } 1723 return !mSnapshot->clipRect->isEmpty(); 1724} 1725 1726bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1727 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1728 if (clipped) { 1729 dirtyClip(); 1730 } 1731 return !mSnapshot->clipRect->isEmpty(); 1732} 1733 1734Rect* OpenGLRenderer::getClipRect() { 1735 return mSnapshot->clipRect; 1736} 1737 1738/////////////////////////////////////////////////////////////////////////////// 1739// Drawing commands 1740/////////////////////////////////////////////////////////////////////////////// 1741 1742void OpenGLRenderer::setupDraw(bool clear) { 1743 // TODO: It would be best if we could do this before quickReject() 1744 // changes the scissor test state 1745 if (clear) clearLayerRegions(); 1746 // Make sure setScissor & setStencil happen at the beginning of 1747 // this method 1748 if (mDirtyClip) { 1749 if (mCaches.scissorEnabled) { 1750 setScissorFromClip(); 1751 } 1752 setStencilFromClip(); 1753 } 1754 1755 mDescription.reset(); 1756 1757 mSetShaderColor = false; 1758 mColorSet = false; 1759 mColorA = mColorR = mColorG = mColorB = 0.0f; 1760 mTextureUnit = 0; 1761 mTrackDirtyRegions = true; 1762 1763 // Enable debug highlight when what we're about to draw is tested against 1764 // the stencil buffer and if stencil highlight debugging is on 1765 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1766 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1767 mCaches.stencil.isTestEnabled(); 1768 1769 mDescription.emulateStencil = mCountOverdraw; 1770} 1771 1772void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1773 mDescription.hasTexture = true; 1774 mDescription.hasAlpha8Texture = isAlpha8; 1775} 1776 1777void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1778 mDescription.hasTexture = true; 1779 mDescription.hasColors = true; 1780 mDescription.hasAlpha8Texture = isAlpha8; 1781} 1782 1783void OpenGLRenderer::setupDrawWithExternalTexture() { 1784 mDescription.hasExternalTexture = true; 1785} 1786 1787void OpenGLRenderer::setupDrawNoTexture() { 1788 mCaches.disableTexCoordsVertexArray(); 1789} 1790 1791void OpenGLRenderer::setupDrawAA() { 1792 mDescription.isAA = true; 1793} 1794 1795void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1796 mColorA = alpha / 255.0f; 1797 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1798 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1799 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1800 mColorSet = true; 1801 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1802} 1803 1804void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1805 mColorA = alpha / 255.0f; 1806 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1807 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1808 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1809 mColorSet = true; 1810 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1811} 1812 1813void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1814 mCaches.fontRenderer->describe(mDescription, paint); 1815} 1816 1817void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1818 mColorA = a; 1819 mColorR = r; 1820 mColorG = g; 1821 mColorB = b; 1822 mColorSet = true; 1823 mSetShaderColor = mDescription.setColor(r, g, b, a); 1824} 1825 1826void OpenGLRenderer::setupDrawShader() { 1827 if (mDrawModifiers.mShader) { 1828 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1829 } 1830} 1831 1832void OpenGLRenderer::setupDrawColorFilter() { 1833 if (mDrawModifiers.mColorFilter) { 1834 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1835 } 1836} 1837 1838void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1839 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1840 mColorA = 1.0f; 1841 mColorR = mColorG = mColorB = 0.0f; 1842 mSetShaderColor = mDescription.modulate = true; 1843 } 1844} 1845 1846void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1847 // When the blending mode is kClear_Mode, we need to use a modulate color 1848 // argb=1,0,0,0 1849 accountForClear(mode); 1850 bool blend = (mColorSet && mColorA < 1.0f) || 1851 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1852 chooseBlending(blend, mode, mDescription, swapSrcDst); 1853} 1854 1855void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1856 // When the blending mode is kClear_Mode, we need to use a modulate color 1857 // argb=1,0,0,0 1858 accountForClear(mode); 1859 blend |= (mColorSet && mColorA < 1.0f) || 1860 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1861 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1862 chooseBlending(blend, mode, mDescription, swapSrcDst); 1863} 1864 1865void OpenGLRenderer::setupDrawProgram() { 1866 useProgram(mCaches.programCache.get(mDescription)); 1867} 1868 1869void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1870 mTrackDirtyRegions = false; 1871} 1872 1873void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1874 bool ignoreTransform) { 1875 mModelView.loadTranslate(left, top, 0.0f); 1876 if (!ignoreTransform) { 1877 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1878 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1879 } else { 1880 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1881 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1882 } 1883} 1884 1885void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1886 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1887} 1888 1889void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1890 bool ignoreTransform, bool ignoreModelView) { 1891 if (!ignoreModelView) { 1892 mModelView.loadTranslate(left, top, 0.0f); 1893 mModelView.scale(right - left, bottom - top, 1.0f); 1894 } else { 1895 mModelView.loadIdentity(); 1896 } 1897 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1898 if (!ignoreTransform) { 1899 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1900 if (mTrackDirtyRegions && dirty) { 1901 dirtyLayer(left, top, right, bottom, currentTransform()); 1902 } 1903 } else { 1904 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1905 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1906 } 1907} 1908 1909void OpenGLRenderer::setupDrawColorUniforms() { 1910 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1911 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1912 } 1913} 1914 1915void OpenGLRenderer::setupDrawPureColorUniforms() { 1916 if (mSetShaderColor) { 1917 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1918 } 1919} 1920 1921void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1922 if (mDrawModifiers.mShader) { 1923 if (ignoreTransform) { 1924 mModelView.loadInverse(currentTransform()); 1925 } 1926 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1927 mModelView, *mSnapshot, &mTextureUnit); 1928 } 1929} 1930 1931void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1932 if (mDrawModifiers.mShader) { 1933 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1934 mat4::identity(), *mSnapshot, &mTextureUnit); 1935 } 1936} 1937 1938void OpenGLRenderer::setupDrawColorFilterUniforms() { 1939 if (mDrawModifiers.mColorFilter) { 1940 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1941 } 1942} 1943 1944void OpenGLRenderer::setupDrawTextGammaUniforms() { 1945 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1946} 1947 1948void OpenGLRenderer::setupDrawSimpleMesh() { 1949 bool force = mCaches.bindMeshBuffer(); 1950 mCaches.bindPositionVertexPointer(force, 0); 1951 mCaches.unbindIndicesBuffer(); 1952} 1953 1954void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1955 if (texture) bindTexture(texture); 1956 mTextureUnit++; 1957 mCaches.enableTexCoordsVertexArray(); 1958} 1959 1960void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1961 bindExternalTexture(texture); 1962 mTextureUnit++; 1963 mCaches.enableTexCoordsVertexArray(); 1964} 1965 1966void OpenGLRenderer::setupDrawTextureTransform() { 1967 mDescription.hasTextureTransform = true; 1968} 1969 1970void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1971 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1972 GL_FALSE, &transform.data[0]); 1973} 1974 1975void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1976 bool force = false; 1977 if (!vertices || vbo) { 1978 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1979 } else { 1980 force = mCaches.unbindMeshBuffer(); 1981 } 1982 1983 mCaches.bindPositionVertexPointer(force, vertices); 1984 if (mCaches.currentProgram->texCoords >= 0) { 1985 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1986 } 1987 1988 mCaches.unbindIndicesBuffer(); 1989} 1990 1991void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1992 bool force = mCaches.unbindMeshBuffer(); 1993 GLsizei stride = sizeof(ColorTextureVertex); 1994 1995 mCaches.bindPositionVertexPointer(force, vertices, stride); 1996 if (mCaches.currentProgram->texCoords >= 0) { 1997 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1998 } 1999 int slot = mCaches.currentProgram->getAttrib("colors"); 2000 if (slot >= 0) { 2001 glEnableVertexAttribArray(slot); 2002 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 2003 } 2004 2005 mCaches.unbindIndicesBuffer(); 2006} 2007 2008void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 2009 bool force = false; 2010 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 2011 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 2012 // use the default VBO found in Caches 2013 if (!vertices || vbo) { 2014 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 2015 } else { 2016 force = mCaches.unbindMeshBuffer(); 2017 } 2018 mCaches.bindIndicesBuffer(); 2019 2020 mCaches.bindPositionVertexPointer(force, vertices); 2021 if (mCaches.currentProgram->texCoords >= 0) { 2022 mCaches.bindTexCoordsVertexPointer(force, texCoords); 2023 } 2024} 2025 2026void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2027 bool force = mCaches.unbindMeshBuffer(); 2028 mCaches.bindIndicesBuffer(); 2029 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2030} 2031 2032/////////////////////////////////////////////////////////////////////////////// 2033// Drawing 2034/////////////////////////////////////////////////////////////////////////////// 2035 2036status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2037 int32_t replayFlags) { 2038 status_t status; 2039 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2040 // will be performed by the display list itself 2041 if (displayList && displayList->isRenderable()) { 2042 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2043 status = startFrame(); 2044 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2045 displayList->replay(replayStruct, 0); 2046 return status | replayStruct.mDrawGlStatus; 2047 } 2048 2049 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2050 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2051 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2052 displayList->defer(deferStruct, 0); 2053 2054 flushLayers(); 2055 status = startFrame(); 2056 2057 return status | deferredList.flush(*this, dirty); 2058 } 2059 2060 // Even if there is no drawing command(Ex: invisible), 2061 // it still needs startFrame to clear buffer and start tiling. 2062 return startFrame(); 2063} 2064 2065void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2066 if (displayList) { 2067 displayList->output(1); 2068 } 2069} 2070 2071void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2072 int alpha; 2073 SkXfermode::Mode mode; 2074 getAlphaAndMode(paint, &alpha, &mode); 2075 2076 int color = paint != NULL ? paint->getColor() : 0; 2077 2078 float x = left; 2079 float y = top; 2080 2081 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2082 2083 bool ignoreTransform = false; 2084 if (currentTransform().isPureTranslate()) { 2085 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2086 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2087 ignoreTransform = true; 2088 2089 texture->setFilter(GL_NEAREST, true); 2090 } else { 2091 texture->setFilter(FILTER(paint), true); 2092 } 2093 2094 // No need to check for a UV mapper on the texture object, only ARGB_8888 2095 // bitmaps get packed in the atlas 2096 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2097 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2098 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2099} 2100 2101/** 2102 * Important note: this method is intended to draw batches of bitmaps and 2103 * will not set the scissor enable or dirty the current layer, if any. 2104 * The caller is responsible for properly dirtying the current layer. 2105 */ 2106status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2107 TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) { 2108 mCaches.activeTexture(0); 2109 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2110 if (!texture) return DrawGlInfo::kStatusDone; 2111 2112 const AutoTexture autoCleanup(texture); 2113 2114 int alpha; 2115 SkXfermode::Mode mode; 2116 getAlphaAndMode(paint, &alpha, &mode); 2117 2118 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2119 texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true); 2120 2121 const float x = (int) floorf(bounds.left + 0.5f); 2122 const float y = (int) floorf(bounds.top + 0.5f); 2123 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2124 int color = paint != NULL ? paint->getColor() : 0; 2125 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2126 texture->id, paint != NULL, color, alpha, mode, 2127 &vertices[0].position[0], &vertices[0].texture[0], 2128 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2129 } else { 2130 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2131 texture->id, alpha / 255.0f, mode, texture->blend, 2132 &vertices[0].position[0], &vertices[0].texture[0], 2133 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2134 } 2135 2136 return DrawGlInfo::kStatusDrew; 2137} 2138 2139status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2140 const float right = left + bitmap->width(); 2141 const float bottom = top + bitmap->height(); 2142 2143 if (quickReject(left, top, right, bottom)) { 2144 return DrawGlInfo::kStatusDone; 2145 } 2146 2147 mCaches.activeTexture(0); 2148 Texture* texture = getTexture(bitmap); 2149 if (!texture) return DrawGlInfo::kStatusDone; 2150 const AutoTexture autoCleanup(texture); 2151 2152 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2153 drawAlphaBitmap(texture, left, top, paint); 2154 } else { 2155 drawTextureRect(left, top, right, bottom, texture, paint); 2156 } 2157 2158 return DrawGlInfo::kStatusDrew; 2159} 2160 2161status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2162 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2163 const mat4 transform(*matrix); 2164 transform.mapRect(r); 2165 2166 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2167 return DrawGlInfo::kStatusDone; 2168 } 2169 2170 mCaches.activeTexture(0); 2171 Texture* texture = getTexture(bitmap); 2172 if (!texture) return DrawGlInfo::kStatusDone; 2173 const AutoTexture autoCleanup(texture); 2174 2175 // This could be done in a cheaper way, all we need is pass the matrix 2176 // to the vertex shader. The save/restore is a bit overkill. 2177 save(SkCanvas::kMatrix_SaveFlag); 2178 concatMatrix(matrix); 2179 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2180 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2181 } else { 2182 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2183 } 2184 restore(); 2185 2186 return DrawGlInfo::kStatusDrew; 2187} 2188 2189status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2190 const float right = left + bitmap->width(); 2191 const float bottom = top + bitmap->height(); 2192 2193 if (quickReject(left, top, right, bottom)) { 2194 return DrawGlInfo::kStatusDone; 2195 } 2196 2197 mCaches.activeTexture(0); 2198 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2199 const AutoTexture autoCleanup(texture); 2200 2201 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2202 drawAlphaBitmap(texture, left, top, paint); 2203 } else { 2204 drawTextureRect(left, top, right, bottom, texture, paint); 2205 } 2206 2207 return DrawGlInfo::kStatusDrew; 2208} 2209 2210status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2211 float* vertices, int* colors, SkPaint* paint) { 2212 if (!vertices || mSnapshot->isIgnored()) { 2213 return DrawGlInfo::kStatusDone; 2214 } 2215 2216 // TODO: use quickReject on bounds from vertices 2217 mCaches.enableScissor(); 2218 2219 float left = FLT_MAX; 2220 float top = FLT_MAX; 2221 float right = FLT_MIN; 2222 float bottom = FLT_MIN; 2223 2224 const uint32_t count = meshWidth * meshHeight * 6; 2225 2226 ColorTextureVertex mesh[count]; 2227 ColorTextureVertex* vertex = mesh; 2228 2229 bool cleanupColors = false; 2230 if (!colors) { 2231 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2232 colors = new int[colorsCount]; 2233 memset(colors, 0xff, colorsCount * sizeof(int)); 2234 cleanupColors = true; 2235 } 2236 2237 mCaches.activeTexture(0); 2238 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2239 const UvMapper& mapper(getMapper(texture)); 2240 2241 for (int32_t y = 0; y < meshHeight; y++) { 2242 for (int32_t x = 0; x < meshWidth; x++) { 2243 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2244 2245 float u1 = float(x) / meshWidth; 2246 float u2 = float(x + 1) / meshWidth; 2247 float v1 = float(y) / meshHeight; 2248 float v2 = float(y + 1) / meshHeight; 2249 2250 mapper.map(u1, v1, u2, v2); 2251 2252 int ax = i + (meshWidth + 1) * 2; 2253 int ay = ax + 1; 2254 int bx = i; 2255 int by = bx + 1; 2256 int cx = i + 2; 2257 int cy = cx + 1; 2258 int dx = i + (meshWidth + 1) * 2 + 2; 2259 int dy = dx + 1; 2260 2261 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2262 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2263 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2264 2265 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2266 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2267 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2268 2269 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2270 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2271 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2272 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2273 } 2274 } 2275 2276 if (quickReject(left, top, right, bottom)) { 2277 if (cleanupColors) delete[] colors; 2278 return DrawGlInfo::kStatusDone; 2279 } 2280 2281 if (!texture) { 2282 texture = mCaches.textureCache.get(bitmap); 2283 if (!texture) { 2284 if (cleanupColors) delete[] colors; 2285 return DrawGlInfo::kStatusDone; 2286 } 2287 } 2288 const AutoTexture autoCleanup(texture); 2289 2290 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2291 texture->setFilter(FILTER(paint), true); 2292 2293 int alpha; 2294 SkXfermode::Mode mode; 2295 getAlphaAndMode(paint, &alpha, &mode); 2296 2297 float a = alpha / 255.0f; 2298 2299 if (hasLayer()) { 2300 dirtyLayer(left, top, right, bottom, currentTransform()); 2301 } 2302 2303 setupDraw(); 2304 setupDrawWithTextureAndColor(); 2305 setupDrawColor(a, a, a, a); 2306 setupDrawColorFilter(); 2307 setupDrawBlending(true, mode, false); 2308 setupDrawProgram(); 2309 setupDrawDirtyRegionsDisabled(); 2310 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2311 setupDrawTexture(texture->id); 2312 setupDrawPureColorUniforms(); 2313 setupDrawColorFilterUniforms(); 2314 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2315 2316 glDrawArrays(GL_TRIANGLES, 0, count); 2317 2318 int slot = mCaches.currentProgram->getAttrib("colors"); 2319 if (slot >= 0) { 2320 glDisableVertexAttribArray(slot); 2321 } 2322 2323 if (cleanupColors) delete[] colors; 2324 2325 return DrawGlInfo::kStatusDrew; 2326} 2327 2328status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2329 float srcLeft, float srcTop, float srcRight, float srcBottom, 2330 float dstLeft, float dstTop, float dstRight, float dstBottom, 2331 SkPaint* paint) { 2332 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2333 return DrawGlInfo::kStatusDone; 2334 } 2335 2336 mCaches.activeTexture(0); 2337 Texture* texture = getTexture(bitmap); 2338 if (!texture) return DrawGlInfo::kStatusDone; 2339 const AutoTexture autoCleanup(texture); 2340 2341 const float width = texture->width; 2342 const float height = texture->height; 2343 2344 float u1 = fmax(0.0f, srcLeft / width); 2345 float v1 = fmax(0.0f, srcTop / height); 2346 float u2 = fmin(1.0f, srcRight / width); 2347 float v2 = fmin(1.0f, srcBottom / height); 2348 2349 getMapper(texture).map(u1, v1, u2, v2); 2350 2351 mCaches.unbindMeshBuffer(); 2352 resetDrawTextureTexCoords(u1, v1, u2, v2); 2353 2354 int alpha; 2355 SkXfermode::Mode mode; 2356 getAlphaAndMode(paint, &alpha, &mode); 2357 2358 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2359 2360 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2361 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2362 2363 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2364 // Apply a scale transform on the canvas only when a shader is in use 2365 // Skia handles the ratio between the dst and src rects as a scale factor 2366 // when a shader is set 2367 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2368 bool ignoreTransform = false; 2369 2370 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2371 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2372 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2373 2374 dstRight = x + (dstRight - dstLeft); 2375 dstBottom = y + (dstBottom - dstTop); 2376 2377 dstLeft = x; 2378 dstTop = y; 2379 2380 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2381 ignoreTransform = true; 2382 } else { 2383 texture->setFilter(FILTER(paint), true); 2384 } 2385 2386 if (CC_UNLIKELY(useScaleTransform)) { 2387 save(SkCanvas::kMatrix_SaveFlag); 2388 translate(dstLeft, dstTop); 2389 scale(scaleX, scaleY); 2390 2391 dstLeft = 0.0f; 2392 dstTop = 0.0f; 2393 2394 dstRight = srcRight - srcLeft; 2395 dstBottom = srcBottom - srcTop; 2396 } 2397 2398 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2399 int color = paint ? paint->getColor() : 0; 2400 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2401 texture->id, paint != NULL, color, alpha, mode, 2402 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2403 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2404 } else { 2405 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2406 texture->id, alpha / 255.0f, mode, texture->blend, 2407 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2408 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2409 } 2410 2411 if (CC_UNLIKELY(useScaleTransform)) { 2412 restore(); 2413 } 2414 2415 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2416 2417 return DrawGlInfo::kStatusDrew; 2418} 2419 2420status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2421 float left, float top, float right, float bottom, SkPaint* paint) { 2422 if (quickReject(left, top, right, bottom)) { 2423 return DrawGlInfo::kStatusDone; 2424 } 2425 2426 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2427 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2428 right - left, bottom - top, patch); 2429 2430 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2431} 2432 2433status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2434 float left, float top, float right, float bottom, SkPaint* paint) { 2435 if (quickReject(left, top, right, bottom)) { 2436 return DrawGlInfo::kStatusDone; 2437 } 2438 2439 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2440 mCaches.activeTexture(0); 2441 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2442 if (!texture) return DrawGlInfo::kStatusDone; 2443 const AutoTexture autoCleanup(texture); 2444 2445 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2446 texture->setFilter(GL_LINEAR, true); 2447 2448 int alpha; 2449 SkXfermode::Mode mode; 2450 getAlphaAndMode(paint, &alpha, &mode); 2451 2452 const bool pureTranslate = currentTransform().isPureTranslate(); 2453 // Mark the current layer dirty where we are going to draw the patch 2454 if (hasLayer() && mesh->hasEmptyQuads) { 2455 const float offsetX = left + currentTransform().getTranslateX(); 2456 const float offsetY = top + currentTransform().getTranslateY(); 2457 const size_t count = mesh->quads.size(); 2458 for (size_t i = 0; i < count; i++) { 2459 const Rect& bounds = mesh->quads.itemAt(i); 2460 if (CC_LIKELY(pureTranslate)) { 2461 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2462 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2463 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2464 } else { 2465 dirtyLayer(left + bounds.left, top + bounds.top, 2466 left + bounds.right, top + bounds.bottom, currentTransform()); 2467 } 2468 } 2469 } 2470 2471 if (CC_LIKELY(pureTranslate)) { 2472 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2473 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2474 2475 right = x + right - left; 2476 bottom = y + bottom - top; 2477 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2478 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2479 GL_TRIANGLES, mesh->indexCount, false, true, 2480 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2481 } else { 2482 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2483 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2484 GL_TRIANGLES, mesh->indexCount, false, false, 2485 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2486 } 2487 } 2488 2489 return DrawGlInfo::kStatusDrew; 2490} 2491 2492/** 2493 * Important note: this method is intended to draw batches of 9-patch objects and 2494 * will not set the scissor enable or dirty the current layer, if any. 2495 * The caller is responsible for properly dirtying the current layer. 2496 */ 2497status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2498 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2499 mCaches.activeTexture(0); 2500 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2501 if (!texture) return DrawGlInfo::kStatusDone; 2502 const AutoTexture autoCleanup(texture); 2503 2504 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2505 texture->setFilter(GL_LINEAR, true); 2506 2507 int alpha; 2508 SkXfermode::Mode mode; 2509 getAlphaAndMode(paint, &alpha, &mode); 2510 2511 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2512 mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], 2513 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2514 2515 return DrawGlInfo::kStatusDrew; 2516} 2517 2518status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2519 bool useOffset) { 2520 if (!vertexBuffer.getVertexCount()) { 2521 // no vertices to draw 2522 return DrawGlInfo::kStatusDone; 2523 } 2524 2525 int color = paint->getColor(); 2526 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2527 bool isAA = paint->isAntiAlias(); 2528 2529 setupDraw(); 2530 setupDrawNoTexture(); 2531 if (isAA) setupDrawAA(); 2532 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2533 setupDrawColorFilter(); 2534 setupDrawShader(); 2535 setupDrawBlending(isAA, mode); 2536 setupDrawProgram(); 2537 setupDrawModelViewIdentity(useOffset); 2538 setupDrawColorUniforms(); 2539 setupDrawColorFilterUniforms(); 2540 setupDrawShaderIdentityUniforms(); 2541 2542 void* vertices = vertexBuffer.getBuffer(); 2543 bool force = mCaches.unbindMeshBuffer(); 2544 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2545 mCaches.resetTexCoordsVertexPointer(); 2546 mCaches.unbindIndicesBuffer(); 2547 2548 int alphaSlot = -1; 2549 if (isAA) { 2550 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2551 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2552 2553 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2554 glEnableVertexAttribArray(alphaSlot); 2555 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2556 } 2557 2558 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2559 2560 if (isAA) { 2561 glDisableVertexAttribArray(alphaSlot); 2562 } 2563 2564 return DrawGlInfo::kStatusDrew; 2565} 2566 2567/** 2568 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2569 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2570 * screen space in all directions. However, instead of using a fragment shader to compute the 2571 * translucency of the color from its position, we simply use a varying parameter to define how far 2572 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2573 * 2574 * Doesn't yet support joins, caps, or path effects. 2575 */ 2576status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2577 VertexBuffer vertexBuffer; 2578 // TODO: try clipping large paths to viewport 2579 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2580 2581 if (hasLayer()) { 2582 SkRect bounds = path.getBounds(); 2583 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2584 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2585 } 2586 2587 return drawVertexBuffer(vertexBuffer, paint); 2588} 2589 2590/** 2591 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2592 * and additional geometry for defining an alpha slope perimeter. 2593 * 2594 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2595 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2596 * in-shader alpha region, but found it to be taxing on some GPUs. 2597 * 2598 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2599 * memory transfer by removing need for degenerate vertices. 2600 */ 2601status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2602 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2603 2604 count &= ~0x3; // round down to nearest four 2605 2606 VertexBuffer buffer; 2607 SkRect bounds; 2608 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2609 2610 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2611 return DrawGlInfo::kStatusDone; 2612 } 2613 2614 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2615 2616 bool useOffset = !paint->isAntiAlias(); 2617 return drawVertexBuffer(buffer, paint, useOffset); 2618} 2619 2620status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2621 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2622 2623 count &= ~0x1; // round down to nearest two 2624 2625 VertexBuffer buffer; 2626 SkRect bounds; 2627 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2628 2629 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2630 return DrawGlInfo::kStatusDone; 2631 } 2632 2633 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2634 2635 bool useOffset = !paint->isAntiAlias(); 2636 return drawVertexBuffer(buffer, paint, useOffset); 2637} 2638 2639status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2640 // No need to check against the clip, we fill the clip region 2641 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2642 2643 Rect& clip(*mSnapshot->clipRect); 2644 clip.snapToPixelBoundaries(); 2645 2646 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2647 2648 return DrawGlInfo::kStatusDrew; 2649} 2650 2651status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2652 SkPaint* paint) { 2653 if (!texture) return DrawGlInfo::kStatusDone; 2654 const AutoTexture autoCleanup(texture); 2655 2656 const float x = left + texture->left - texture->offset; 2657 const float y = top + texture->top - texture->offset; 2658 2659 drawPathTexture(texture, x, y, paint); 2660 2661 return DrawGlInfo::kStatusDrew; 2662} 2663 2664status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2665 float rx, float ry, SkPaint* p) { 2666 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2667 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2668 return DrawGlInfo::kStatusDone; 2669 } 2670 2671 if (p->getPathEffect() != 0) { 2672 mCaches.activeTexture(0); 2673 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2674 right - left, bottom - top, rx, ry, p); 2675 return drawShape(left, top, texture, p); 2676 } 2677 2678 SkPath path; 2679 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2680 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2681 float outset = p->getStrokeWidth() / 2; 2682 rect.outset(outset, outset); 2683 rx += outset; 2684 ry += outset; 2685 } 2686 path.addRoundRect(rect, rx, ry); 2687 return drawConvexPath(path, p); 2688} 2689 2690status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2691 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2692 x + radius, y + radius, p) || 2693 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2694 return DrawGlInfo::kStatusDone; 2695 } 2696 if (p->getPathEffect() != 0) { 2697 mCaches.activeTexture(0); 2698 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2699 return drawShape(x - radius, y - radius, texture, p); 2700 } 2701 2702 SkPath path; 2703 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2704 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2705 } else { 2706 path.addCircle(x, y, radius); 2707 } 2708 return drawConvexPath(path, p); 2709} 2710 2711status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2712 SkPaint* p) { 2713 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2714 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2715 return DrawGlInfo::kStatusDone; 2716 } 2717 2718 if (p->getPathEffect() != 0) { 2719 mCaches.activeTexture(0); 2720 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2721 return drawShape(left, top, texture, p); 2722 } 2723 2724 SkPath path; 2725 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2726 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2727 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2728 } 2729 path.addOval(rect); 2730 return drawConvexPath(path, p); 2731} 2732 2733status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2734 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2735 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2736 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2737 return DrawGlInfo::kStatusDone; 2738 } 2739 2740 if (fabs(sweepAngle) >= 360.0f) { 2741 return drawOval(left, top, right, bottom, p); 2742 } 2743 2744 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2745 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2746 mCaches.activeTexture(0); 2747 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2748 startAngle, sweepAngle, useCenter, p); 2749 return drawShape(left, top, texture, p); 2750 } 2751 2752 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2753 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2754 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2755 } 2756 2757 SkPath path; 2758 if (useCenter) { 2759 path.moveTo(rect.centerX(), rect.centerY()); 2760 } 2761 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2762 if (useCenter) { 2763 path.close(); 2764 } 2765 return drawConvexPath(path, p); 2766} 2767 2768// See SkPaintDefaults.h 2769#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2770 2771status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2772 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2773 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2774 return DrawGlInfo::kStatusDone; 2775 } 2776 2777 if (p->getStyle() != SkPaint::kFill_Style) { 2778 // only fill style is supported by drawConvexPath, since others have to handle joins 2779 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2780 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2781 mCaches.activeTexture(0); 2782 const PathTexture* texture = 2783 mCaches.pathCache.getRect(right - left, bottom - top, p); 2784 return drawShape(left, top, texture, p); 2785 } 2786 2787 SkPath path; 2788 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2789 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2790 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2791 } 2792 path.addRect(rect); 2793 return drawConvexPath(path, p); 2794 } 2795 2796 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2797 SkPath path; 2798 path.addRect(left, top, right, bottom); 2799 return drawConvexPath(path, p); 2800 } else { 2801 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2802 return DrawGlInfo::kStatusDrew; 2803 } 2804} 2805 2806void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2807 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2808 float x, float y) { 2809 mCaches.activeTexture(0); 2810 2811 // NOTE: The drop shadow will not perform gamma correction 2812 // if shader-based correction is enabled 2813 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2814 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2815 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2816 // If the drop shadow exceeds the max texture size or couldn't be 2817 // allocated, skip drawing 2818 if (!shadow) return; 2819 const AutoTexture autoCleanup(shadow); 2820 2821 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2822 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2823 2824 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2825 int shadowColor = mDrawModifiers.mShadowColor; 2826 if (mDrawModifiers.mShader) { 2827 shadowColor = 0xffffffff; 2828 } 2829 2830 setupDraw(); 2831 setupDrawWithTexture(true); 2832 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2833 setupDrawColorFilter(); 2834 setupDrawShader(); 2835 setupDrawBlending(true, mode); 2836 setupDrawProgram(); 2837 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2838 setupDrawTexture(shadow->id); 2839 setupDrawPureColorUniforms(); 2840 setupDrawColorFilterUniforms(); 2841 setupDrawShaderUniforms(); 2842 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2843 2844 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2845} 2846 2847bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2848 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2849 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2850} 2851 2852status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2853 const float* positions, SkPaint* paint) { 2854 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2855 return DrawGlInfo::kStatusDone; 2856 } 2857 2858 // NOTE: Skia does not support perspective transform on drawPosText yet 2859 if (!currentTransform().isSimple()) { 2860 return DrawGlInfo::kStatusDone; 2861 } 2862 2863 mCaches.enableScissor(); 2864 2865 float x = 0.0f; 2866 float y = 0.0f; 2867 const bool pureTranslate = currentTransform().isPureTranslate(); 2868 if (pureTranslate) { 2869 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2870 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2871 } 2872 2873 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2874 fontRenderer.setFont(paint, mat4::identity()); 2875 2876 int alpha; 2877 SkXfermode::Mode mode; 2878 getAlphaAndMode(paint, &alpha, &mode); 2879 2880 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2881 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2882 alpha, mode, 0.0f, 0.0f); 2883 } 2884 2885 // Pick the appropriate texture filtering 2886 bool linearFilter = currentTransform().changesBounds(); 2887 if (pureTranslate && !linearFilter) { 2888 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2889 } 2890 fontRenderer.setTextureFiltering(linearFilter); 2891 2892 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2893 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2894 2895 const bool hasActiveLayer = hasLayer(); 2896 2897 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2898 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2899 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2900 if (hasActiveLayer) { 2901 if (!pureTranslate) { 2902 currentTransform().mapRect(bounds); 2903 } 2904 dirtyLayerUnchecked(bounds, getRegion()); 2905 } 2906 } 2907 2908 return DrawGlInfo::kStatusDrew; 2909} 2910 2911mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2912 mat4 fontTransform; 2913 if (CC_LIKELY(transform.isPureTranslate())) { 2914 fontTransform = mat4::identity(); 2915 } else { 2916 if (CC_UNLIKELY(transform.isPerspective())) { 2917 fontTransform = mat4::identity(); 2918 } else { 2919 float sx, sy; 2920 currentTransform().decomposeScale(sx, sy); 2921 fontTransform.loadScale(sx, sy, 1.0f); 2922 } 2923 } 2924 return fontTransform; 2925} 2926 2927status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2928 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2929 DrawOpMode drawOpMode) { 2930 2931 if (drawOpMode == kDrawOpMode_Immediate) { 2932 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2933 // drawing as ops from DeferredDisplayList are already filtered for these 2934 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2935 quickReject(bounds)) { 2936 return DrawGlInfo::kStatusDone; 2937 } 2938 } 2939 2940 const float oldX = x; 2941 const float oldY = y; 2942 2943 const mat4& transform = currentTransform(); 2944 const bool pureTranslate = transform.isPureTranslate(); 2945 2946 if (CC_LIKELY(pureTranslate)) { 2947 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2948 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2949 } 2950 2951 int alpha; 2952 SkXfermode::Mode mode; 2953 getAlphaAndMode(paint, &alpha, &mode); 2954 2955 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2956 2957 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2958 fontRenderer.setFont(paint, mat4::identity()); 2959 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2960 alpha, mode, oldX, oldY); 2961 } 2962 2963 const bool hasActiveLayer = hasLayer(); 2964 2965 // We only pass a partial transform to the font renderer. That partial 2966 // matrix defines how glyphs are rasterized. Typically we want glyphs 2967 // to be rasterized at their final size on screen, which means the partial 2968 // matrix needs to take the scale factor into account. 2969 // When a partial matrix is used to transform glyphs during rasterization, 2970 // the mesh is generated with the inverse transform (in the case of scale, 2971 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2972 // apply the full transform matrix at draw time in the vertex shader. 2973 // Applying the full matrix in the shader is the easiest way to handle 2974 // rotation and perspective and allows us to always generated quads in the 2975 // font renderer which greatly simplifies the code, clipping in particular. 2976 mat4 fontTransform = findBestFontTransform(transform); 2977 fontRenderer.setFont(paint, fontTransform); 2978 2979 // Pick the appropriate texture filtering 2980 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2981 fontRenderer.setTextureFiltering(linearFilter); 2982 2983 // TODO: Implement better clipping for scaled/rotated text 2984 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2985 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2986 2987 bool status; 2988 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2989 2990 // don't call issuedrawcommand, do it at end of batch 2991 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2992 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2993 SkPaint paintCopy(*paint); 2994 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2995 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2996 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2997 } else { 2998 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2999 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 3000 } 3001 3002 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 3003 if (!pureTranslate) { 3004 transform.mapRect(layerBounds); 3005 } 3006 dirtyLayerUnchecked(layerBounds, getRegion()); 3007 } 3008 3009 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 3010 3011 return DrawGlInfo::kStatusDrew; 3012} 3013 3014status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3015 float hOffset, float vOffset, SkPaint* paint) { 3016 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3017 return DrawGlInfo::kStatusDone; 3018 } 3019 3020 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3021 mCaches.enableScissor(); 3022 3023 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3024 fontRenderer.setFont(paint, mat4::identity()); 3025 fontRenderer.setTextureFiltering(true); 3026 3027 int alpha; 3028 SkXfermode::Mode mode; 3029 getAlphaAndMode(paint, &alpha, &mode); 3030 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3031 3032 const Rect* clip = &mSnapshot->getLocalClip(); 3033 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3034 3035 const bool hasActiveLayer = hasLayer(); 3036 3037 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3038 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 3039 if (hasActiveLayer) { 3040 currentTransform().mapRect(bounds); 3041 dirtyLayerUnchecked(bounds, getRegion()); 3042 } 3043 } 3044 3045 return DrawGlInfo::kStatusDrew; 3046} 3047 3048status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3049 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3050 3051 mCaches.activeTexture(0); 3052 3053 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3054 if (!texture) return DrawGlInfo::kStatusDone; 3055 const AutoTexture autoCleanup(texture); 3056 3057 const float x = texture->left - texture->offset; 3058 const float y = texture->top - texture->offset; 3059 3060 drawPathTexture(texture, x, y, paint); 3061 3062 return DrawGlInfo::kStatusDrew; 3063} 3064 3065status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3066 if (!layer) { 3067 return DrawGlInfo::kStatusDone; 3068 } 3069 3070 mat4* transform = NULL; 3071 if (layer->isTextureLayer()) { 3072 transform = &layer->getTransform(); 3073 if (!transform->isIdentity()) { 3074 save(0); 3075 currentTransform().multiply(*transform); 3076 } 3077 } 3078 3079 bool clipRequired = false; 3080 const bool rejected = quickRejectNoScissor(x, y, 3081 x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired); 3082 3083 if (rejected) { 3084 if (transform && !transform->isIdentity()) { 3085 restore(); 3086 } 3087 return DrawGlInfo::kStatusDone; 3088 } 3089 3090 updateLayer(layer, true); 3091 3092 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3093 mCaches.activeTexture(0); 3094 3095 if (CC_LIKELY(!layer->region.isEmpty())) { 3096 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3097 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3098 3099 if (layer->region.isRect()) { 3100 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3101 composeLayerRect(layer, layer->regionRect)); 3102 } else if (layer->mesh) { 3103 const float a = getLayerAlpha(layer); 3104 setupDraw(); 3105 setupDrawWithTexture(); 3106 setupDrawColor(a, a, a, a); 3107 setupDrawColorFilter(); 3108 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3109 setupDrawProgram(); 3110 setupDrawPureColorUniforms(); 3111 setupDrawColorFilterUniforms(); 3112 setupDrawTexture(layer->getTexture()); 3113 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3114 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3115 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3116 3117 layer->setFilter(GL_NEAREST); 3118 setupDrawModelViewTranslate(tx, ty, 3119 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3120 } else { 3121 layer->setFilter(GL_LINEAR); 3122 setupDrawModelViewTranslate(x, y, 3123 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3124 } 3125 3126 TextureVertex* mesh = &layer->mesh[0]; 3127 GLsizei elementsCount = layer->meshElementCount; 3128 3129 while (elementsCount > 0) { 3130 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3131 3132 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 3133 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3134 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3135 3136 elementsCount -= drawCount; 3137 // Though there are 4 vertices in a quad, we use 6 indices per 3138 // quad to draw with GL_TRIANGLES 3139 mesh += (drawCount / 6) * 4; 3140 } 3141 3142#if DEBUG_LAYERS_AS_REGIONS 3143 drawRegionRects(layer->region); 3144#endif 3145 } 3146 3147 mDrawModifiers.mColorFilter = oldFilter; 3148 3149 if (layer->debugDrawUpdate) { 3150 layer->debugDrawUpdate = false; 3151 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3152 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3153 } 3154 } 3155 layer->hasDrawnSinceUpdate = true; 3156 3157 if (transform && !transform->isIdentity()) { 3158 restore(); 3159 } 3160 3161 return DrawGlInfo::kStatusDrew; 3162} 3163 3164/////////////////////////////////////////////////////////////////////////////// 3165// Shaders 3166/////////////////////////////////////////////////////////////////////////////// 3167 3168void OpenGLRenderer::resetShader() { 3169 mDrawModifiers.mShader = NULL; 3170} 3171 3172void OpenGLRenderer::setupShader(SkiaShader* shader) { 3173 mDrawModifiers.mShader = shader; 3174 if (mDrawModifiers.mShader) { 3175 mDrawModifiers.mShader->setCaches(mCaches); 3176 } 3177} 3178 3179/////////////////////////////////////////////////////////////////////////////// 3180// Color filters 3181/////////////////////////////////////////////////////////////////////////////// 3182 3183void OpenGLRenderer::resetColorFilter() { 3184 mDrawModifiers.mColorFilter = NULL; 3185} 3186 3187void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3188 mDrawModifiers.mColorFilter = filter; 3189} 3190 3191/////////////////////////////////////////////////////////////////////////////// 3192// Drop shadow 3193/////////////////////////////////////////////////////////////////////////////// 3194 3195void OpenGLRenderer::resetShadow() { 3196 mDrawModifiers.mHasShadow = false; 3197} 3198 3199void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3200 mDrawModifiers.mHasShadow = true; 3201 mDrawModifiers.mShadowRadius = radius; 3202 mDrawModifiers.mShadowDx = dx; 3203 mDrawModifiers.mShadowDy = dy; 3204 mDrawModifiers.mShadowColor = color; 3205} 3206 3207/////////////////////////////////////////////////////////////////////////////// 3208// Draw filters 3209/////////////////////////////////////////////////////////////////////////////// 3210 3211void OpenGLRenderer::resetPaintFilter() { 3212 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3213 // comparison, see MergingDrawBatch::canMergeWith 3214 mDrawModifiers.mHasDrawFilter = false; 3215 mDrawModifiers.mPaintFilterClearBits = 0; 3216 mDrawModifiers.mPaintFilterSetBits = 0; 3217} 3218 3219void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3220 mDrawModifiers.mHasDrawFilter = true; 3221 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3222 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3223} 3224 3225SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3226 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3227 return paint; 3228 } 3229 3230 uint32_t flags = paint->getFlags(); 3231 3232 mFilteredPaint = *paint; 3233 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3234 mDrawModifiers.mPaintFilterSetBits); 3235 3236 return &mFilteredPaint; 3237} 3238 3239/////////////////////////////////////////////////////////////////////////////// 3240// Drawing implementation 3241/////////////////////////////////////////////////////////////////////////////// 3242 3243Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3244 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3245 if (!texture) { 3246 return mCaches.textureCache.get(bitmap); 3247 } 3248 return texture; 3249} 3250 3251void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3252 float x, float y, SkPaint* paint) { 3253 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3254 return; 3255 } 3256 3257 int alpha; 3258 SkXfermode::Mode mode; 3259 getAlphaAndMode(paint, &alpha, &mode); 3260 3261 setupDraw(); 3262 setupDrawWithTexture(true); 3263 setupDrawAlpha8Color(paint->getColor(), alpha); 3264 setupDrawColorFilter(); 3265 setupDrawShader(); 3266 setupDrawBlending(true, mode); 3267 setupDrawProgram(); 3268 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3269 setupDrawTexture(texture->id); 3270 setupDrawPureColorUniforms(); 3271 setupDrawColorFilterUniforms(); 3272 setupDrawShaderUniforms(); 3273 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3274 3275 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3276} 3277 3278// Same values used by Skia 3279#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3280#define kStdUnderline_Offset (1.0f / 9.0f) 3281#define kStdUnderline_Thickness (1.0f / 18.0f) 3282 3283void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3284 float x, float y, SkPaint* paint) { 3285 // Handle underline and strike-through 3286 uint32_t flags = paint->getFlags(); 3287 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3288 SkPaint paintCopy(*paint); 3289 3290 if (CC_LIKELY(underlineWidth > 0.0f)) { 3291 const float textSize = paintCopy.getTextSize(); 3292 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3293 3294 const float left = x; 3295 float top = 0.0f; 3296 3297 int linesCount = 0; 3298 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3299 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3300 3301 const int pointsCount = 4 * linesCount; 3302 float points[pointsCount]; 3303 int currentPoint = 0; 3304 3305 if (flags & SkPaint::kUnderlineText_Flag) { 3306 top = y + textSize * kStdUnderline_Offset; 3307 points[currentPoint++] = left; 3308 points[currentPoint++] = top; 3309 points[currentPoint++] = left + underlineWidth; 3310 points[currentPoint++] = top; 3311 } 3312 3313 if (flags & SkPaint::kStrikeThruText_Flag) { 3314 top = y + textSize * kStdStrikeThru_Offset; 3315 points[currentPoint++] = left; 3316 points[currentPoint++] = top; 3317 points[currentPoint++] = left + underlineWidth; 3318 points[currentPoint++] = top; 3319 } 3320 3321 paintCopy.setStrokeWidth(strokeWidth); 3322 3323 drawLines(&points[0], pointsCount, &paintCopy); 3324 } 3325 } 3326} 3327 3328status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3329 if (mSnapshot->isIgnored()) { 3330 return DrawGlInfo::kStatusDone; 3331 } 3332 3333 int color = paint->getColor(); 3334 // If a shader is set, preserve only the alpha 3335 if (mDrawModifiers.mShader) { 3336 color |= 0x00ffffff; 3337 } 3338 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3339 3340 return drawColorRects(rects, count, color, mode); 3341} 3342 3343status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3344 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3345 if (count == 0) { 3346 return DrawGlInfo::kStatusDone; 3347 } 3348 3349 float left = FLT_MAX; 3350 float top = FLT_MAX; 3351 float right = FLT_MIN; 3352 float bottom = FLT_MIN; 3353 3354 Vertex mesh[count]; 3355 Vertex* vertex = mesh; 3356 3357 for (int index = 0; index < count; index += 4) { 3358 float l = rects[index + 0]; 3359 float t = rects[index + 1]; 3360 float r = rects[index + 2]; 3361 float b = rects[index + 3]; 3362 3363 Vertex::set(vertex++, l, t); 3364 Vertex::set(vertex++, r, t); 3365 Vertex::set(vertex++, l, b); 3366 Vertex::set(vertex++, r, b); 3367 3368 left = fminf(left, l); 3369 top = fminf(top, t); 3370 right = fmaxf(right, r); 3371 bottom = fmaxf(bottom, b); 3372 } 3373 3374 if (clip && quickReject(left, top, right, bottom)) { 3375 return DrawGlInfo::kStatusDone; 3376 } 3377 3378 setupDraw(); 3379 setupDrawNoTexture(); 3380 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3381 setupDrawShader(); 3382 setupDrawColorFilter(); 3383 setupDrawBlending(mode); 3384 setupDrawProgram(); 3385 setupDrawDirtyRegionsDisabled(); 3386 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3387 setupDrawColorUniforms(); 3388 setupDrawShaderUniforms(); 3389 setupDrawColorFilterUniforms(); 3390 3391 if (dirty && hasLayer()) { 3392 dirtyLayer(left, top, right, bottom, currentTransform()); 3393 } 3394 3395 drawIndexedQuads(&mesh[0], count / 4); 3396 3397 return DrawGlInfo::kStatusDrew; 3398} 3399 3400void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3401 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3402 // If a shader is set, preserve only the alpha 3403 if (mDrawModifiers.mShader) { 3404 color |= 0x00ffffff; 3405 } 3406 3407 setupDraw(); 3408 setupDrawNoTexture(); 3409 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3410 setupDrawShader(); 3411 setupDrawColorFilter(); 3412 setupDrawBlending(mode); 3413 setupDrawProgram(); 3414 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3415 setupDrawColorUniforms(); 3416 setupDrawShaderUniforms(ignoreTransform); 3417 setupDrawColorFilterUniforms(); 3418 setupDrawSimpleMesh(); 3419 3420 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3421} 3422 3423void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3424 Texture* texture, SkPaint* paint) { 3425 int alpha; 3426 SkXfermode::Mode mode; 3427 getAlphaAndMode(paint, &alpha, &mode); 3428 3429 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3430 3431 GLvoid* vertices = (GLvoid*) NULL; 3432 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3433 3434 if (texture->uvMapper) { 3435 vertices = &mMeshVertices[0].position[0]; 3436 texCoords = &mMeshVertices[0].texture[0]; 3437 3438 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3439 texture->uvMapper->map(uvs); 3440 3441 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3442 } 3443 3444 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3445 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3446 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3447 3448 texture->setFilter(GL_NEAREST, true); 3449 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3450 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3451 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3452 } else { 3453 texture->setFilter(FILTER(paint), true); 3454 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3455 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3456 } 3457 3458 if (texture->uvMapper) { 3459 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3460 } 3461} 3462 3463void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3464 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3465 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3466 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3467} 3468 3469void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3470 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3471 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3472 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3473 3474 setupDraw(); 3475 setupDrawWithTexture(); 3476 setupDrawColor(alpha, alpha, alpha, alpha); 3477 setupDrawColorFilter(); 3478 setupDrawBlending(blend, mode, swapSrcDst); 3479 setupDrawProgram(); 3480 if (!dirty) setupDrawDirtyRegionsDisabled(); 3481 if (!ignoreScale) { 3482 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3483 } else { 3484 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3485 } 3486 setupDrawTexture(texture); 3487 setupDrawPureColorUniforms(); 3488 setupDrawColorFilterUniforms(); 3489 setupDrawMesh(vertices, texCoords, vbo); 3490 3491 glDrawArrays(drawMode, 0, elementsCount); 3492} 3493 3494void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3495 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3496 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3497 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3498 3499 setupDraw(); 3500 setupDrawWithTexture(); 3501 setupDrawColor(alpha, alpha, alpha, alpha); 3502 setupDrawColorFilter(); 3503 setupDrawBlending(blend, mode, swapSrcDst); 3504 setupDrawProgram(); 3505 if (!dirty) setupDrawDirtyRegionsDisabled(); 3506 if (!ignoreScale) { 3507 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3508 } else { 3509 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3510 } 3511 setupDrawTexture(texture); 3512 setupDrawPureColorUniforms(); 3513 setupDrawColorFilterUniforms(); 3514 setupDrawMeshIndices(vertices, texCoords, vbo); 3515 3516 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3517} 3518 3519void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3520 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3521 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3522 bool ignoreTransform, bool ignoreScale, bool dirty) { 3523 3524 setupDraw(); 3525 setupDrawWithTexture(true); 3526 if (hasColor) { 3527 setupDrawAlpha8Color(color, alpha); 3528 } 3529 setupDrawColorFilter(); 3530 setupDrawShader(); 3531 setupDrawBlending(true, mode); 3532 setupDrawProgram(); 3533 if (!dirty) setupDrawDirtyRegionsDisabled(); 3534 if (!ignoreScale) { 3535 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3536 } else { 3537 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3538 } 3539 setupDrawTexture(texture); 3540 setupDrawPureColorUniforms(); 3541 setupDrawColorFilterUniforms(); 3542 setupDrawShaderUniforms(); 3543 setupDrawMesh(vertices, texCoords); 3544 3545 glDrawArrays(drawMode, 0, elementsCount); 3546} 3547 3548void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3549 ProgramDescription& description, bool swapSrcDst) { 3550 if (mCountOverdraw) { 3551 if (!mCaches.blend) glEnable(GL_BLEND); 3552 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3553 glBlendFunc(GL_ONE, GL_ONE); 3554 } 3555 3556 mCaches.blend = true; 3557 mCaches.lastSrcMode = GL_ONE; 3558 mCaches.lastDstMode = GL_ONE; 3559 3560 return; 3561 } 3562 3563 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3564 3565 if (blend) { 3566 // These blend modes are not supported by OpenGL directly and have 3567 // to be implemented using shaders. Since the shader will perform 3568 // the blending, turn blending off here 3569 // If the blend mode cannot be implemented using shaders, fall 3570 // back to the default SrcOver blend mode instead 3571 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3572 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3573 description.framebufferMode = mode; 3574 description.swapSrcDst = swapSrcDst; 3575 3576 if (mCaches.blend) { 3577 glDisable(GL_BLEND); 3578 mCaches.blend = false; 3579 } 3580 3581 return; 3582 } else { 3583 mode = SkXfermode::kSrcOver_Mode; 3584 } 3585 } 3586 3587 if (!mCaches.blend) { 3588 glEnable(GL_BLEND); 3589 } 3590 3591 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3592 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3593 3594 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3595 glBlendFunc(sourceMode, destMode); 3596 mCaches.lastSrcMode = sourceMode; 3597 mCaches.lastDstMode = destMode; 3598 } 3599 } else if (mCaches.blend) { 3600 glDisable(GL_BLEND); 3601 } 3602 mCaches.blend = blend; 3603} 3604 3605bool OpenGLRenderer::useProgram(Program* program) { 3606 if (!program->isInUse()) { 3607 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3608 program->use(); 3609 mCaches.currentProgram = program; 3610 return false; 3611 } 3612 return true; 3613} 3614 3615void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3616 TextureVertex* v = &mMeshVertices[0]; 3617 TextureVertex::setUV(v++, u1, v1); 3618 TextureVertex::setUV(v++, u2, v1); 3619 TextureVertex::setUV(v++, u1, v2); 3620 TextureVertex::setUV(v++, u2, v2); 3621} 3622 3623void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3624 getAlphaAndModeDirect(paint, alpha, mode); 3625 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3626 // if drawing a layer, ignore the paint's alpha 3627 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3628 } 3629 *alpha *= mSnapshot->alpha; 3630} 3631 3632float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3633 float alpha; 3634 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3635 alpha = mDrawModifiers.mOverrideLayerAlpha; 3636 } else { 3637 alpha = layer->getAlpha() / 255.0f; 3638 } 3639 return alpha * mSnapshot->alpha; 3640} 3641 3642}; // namespace uirenderer 3643}; // namespace android 3644