OpenGLRenderer.cpp revision 3aadd60521960be063ee06208562ccb63dc414e3
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "GammaFontRenderer.h" 21#include "Glop.h" 22#include "GlopBuilder.h" 23#include "Patch.h" 24#include "PathTessellator.h" 25#include "Properties.h" 26#include "RenderNode.h" 27#include "renderstate/MeshState.h" 28#include "renderstate/RenderState.h" 29#include "ShadowTessellator.h" 30#include "SkiaShader.h" 31#include "Vector.h" 32#include "VertexBuffer.h" 33#include "utils/GLUtils.h" 34#include "utils/PaintUtils.h" 35#include "utils/TraceUtils.h" 36 37#include <stdlib.h> 38#include <stdint.h> 39#include <sys/types.h> 40 41#include <SkCanvas.h> 42#include <SkColor.h> 43#include <SkPathOps.h> 44#include <SkShader.h> 45#include <SkTypeface.h> 46 47#include <utils/Log.h> 48#include <utils/StopWatch.h> 49 50#include <private/hwui/DrawGlInfo.h> 51 52#include <ui/Rect.h> 53 54#if DEBUG_DETAILED_EVENTS 55 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 56#else 57 #define EVENT_LOGD(...) 58#endif 59 60namespace android { 61namespace uirenderer { 62 63/////////////////////////////////////////////////////////////////////////////// 64// Constructors/destructor 65/////////////////////////////////////////////////////////////////////////////// 66 67OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 68 : mState(*this) 69 , mCaches(Caches::getInstance()) 70 , mRenderState(renderState) 71 , mFrameStarted(false) 72 , mScissorOptimizationDisabled(false) 73 , mDirty(false) 74 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 75 , mLightRadius(FLT_MIN) 76 , mAmbientShadowAlpha(0) 77 , mSpotShadowAlpha(0) { 78} 79 80OpenGLRenderer::~OpenGLRenderer() { 81 // The context has already been destroyed at this point, do not call 82 // GL APIs. All GL state should be kept in Caches.h 83} 84 85void OpenGLRenderer::initProperties() { 86 char property[PROPERTY_VALUE_MAX]; 87 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 88 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 89 INIT_LOGD(" Scissor optimization %s", 90 mScissorOptimizationDisabled ? "disabled" : "enabled"); 91 } else { 92 INIT_LOGD(" Scissor optimization enabled"); 93 } 94} 95 96void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha, 97 uint8_t spotShadowAlpha) { 98 mLightRadius = lightRadius; 99 mAmbientShadowAlpha = ambientShadowAlpha; 100 mSpotShadowAlpha = spotShadowAlpha; 101} 102 103void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) { 104 mLightCenter = lightCenter; 105} 106 107/////////////////////////////////////////////////////////////////////////////// 108// Setup 109/////////////////////////////////////////////////////////////////////////////// 110 111void OpenGLRenderer::onViewportInitialized() { 112 glDisable(GL_DITHER); 113 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 114} 115 116void OpenGLRenderer::setupFrameState(float left, float top, 117 float right, float bottom, bool opaque) { 118 mCaches.clearGarbage(); 119 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 120 mOpaque = opaque; 121 mTilingClip.set(left, top, right, bottom); 122} 123 124void OpenGLRenderer::startFrame() { 125 if (mFrameStarted) return; 126 mFrameStarted = true; 127 128 mState.setDirtyClip(true); 129 130 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 131 132 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 133 134 debugOverdraw(true, true); 135 136 clear(mTilingClip.left, mTilingClip.top, 137 mTilingClip.right, mTilingClip.bottom, mOpaque); 138} 139 140void OpenGLRenderer::prepareDirty(float left, float top, 141 float right, float bottom, bool opaque) { 142 143 setupFrameState(left, top, right, bottom, opaque); 144 145 // Layer renderers will start the frame immediately 146 // The framebuffer renderer will first defer the display list 147 // for each layer and wait until the first drawing command 148 // to start the frame 149 if (currentSnapshot()->fbo == 0) { 150 mRenderState.blend().syncEnabled(); 151 updateLayers(); 152 } else { 153 startFrame(); 154 } 155} 156 157void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 158 // If we know that we are going to redraw the entire framebuffer, 159 // perform a discard to let the driver know we don't need to preserve 160 // the back buffer for this frame. 161 if (mCaches.extensions().hasDiscardFramebuffer() && 162 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 163 const bool isFbo = getTargetFbo() == 0; 164 const GLenum attachments[] = { 165 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 166 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 167 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 168 } 169} 170 171void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 172 if (!opaque) { 173 mRenderState.scissor().setEnabled(true); 174 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 175 glClear(GL_COLOR_BUFFER_BIT); 176 mDirty = true; 177 return; 178 } 179 180 mRenderState.scissor().reset(); 181} 182 183bool OpenGLRenderer::finish() { 184 renderOverdraw(); 185 mTempPaths.clear(); 186 187 // When finish() is invoked on FBO 0 we've reached the end 188 // of the current frame 189 if (getTargetFbo() == 0) { 190 mCaches.pathCache.trim(); 191 mCaches.tessellationCache.trim(); 192 } 193 194 if (!suppressErrorChecks()) { 195#if DEBUG_OPENGL 196 GLUtils::dumpGLErrors(); 197#endif 198 199#if DEBUG_MEMORY_USAGE 200 mCaches.dumpMemoryUsage(); 201#else 202 if (Properties::debugLevel & kDebugMemory) { 203 mCaches.dumpMemoryUsage(); 204 } 205#endif 206 } 207 208 mFrameStarted = false; 209 210 return reportAndClearDirty(); 211} 212 213void OpenGLRenderer::resumeAfterLayer() { 214 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 215 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 216 debugOverdraw(true, false); 217 218 mRenderState.scissor().reset(); 219 dirtyClip(); 220} 221 222void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 223 if (mState.currentlyIgnored()) return; 224 225 Rect clip(mState.currentClipRect()); 226 clip.snapToPixelBoundaries(); 227 228 // Since we don't know what the functor will draw, let's dirty 229 // the entire clip region 230 if (hasLayer()) { 231 dirtyLayerUnchecked(clip, getRegion()); 232 } 233 234 DrawGlInfo info; 235 info.clipLeft = clip.left; 236 info.clipTop = clip.top; 237 info.clipRight = clip.right; 238 info.clipBottom = clip.bottom; 239 info.isLayer = hasLayer(); 240 info.width = getViewportWidth(); 241 info.height = getViewportHeight(); 242 currentTransform()->copyTo(&info.transform[0]); 243 244 bool prevDirtyClip = mState.getDirtyClip(); 245 // setup GL state for functor 246 if (mState.getDirtyClip()) { 247 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 248 } 249 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 250 setScissorFromClip(); 251 } 252 253 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 254 // Scissor may have been modified, reset dirty clip 255 dirtyClip(); 256 257 mDirty = true; 258} 259 260/////////////////////////////////////////////////////////////////////////////// 261// Debug 262/////////////////////////////////////////////////////////////////////////////// 263 264void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 265#if DEBUG_DETAILED_EVENTS 266 const int BUFFER_SIZE = 256; 267 va_list ap; 268 char buf[BUFFER_SIZE]; 269 270 va_start(ap, fmt); 271 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 272 va_end(ap); 273 274 eventMark(buf); 275#endif 276} 277 278 279void OpenGLRenderer::eventMark(const char* name) const { 280 mCaches.eventMark(0, name); 281} 282 283void OpenGLRenderer::startMark(const char* name) const { 284 mCaches.startMark(0, name); 285} 286 287void OpenGLRenderer::endMark() const { 288 mCaches.endMark(); 289} 290 291void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 292 mRenderState.debugOverdraw(enable, clear); 293} 294 295void OpenGLRenderer::renderOverdraw() { 296 if (Properties::debugOverdraw && getTargetFbo() == 0) { 297 const Rect* clip = &mTilingClip; 298 299 mRenderState.scissor().setEnabled(true); 300 mRenderState.scissor().set(clip->left, 301 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 302 clip->right - clip->left, 303 clip->bottom - clip->top); 304 305 // 1x overdraw 306 mRenderState.stencil().enableDebugTest(2); 307 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 308 309 // 2x overdraw 310 mRenderState.stencil().enableDebugTest(3); 311 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 312 313 // 3x overdraw 314 mRenderState.stencil().enableDebugTest(4); 315 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 316 317 // 4x overdraw and higher 318 mRenderState.stencil().enableDebugTest(4, true); 319 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 320 321 mRenderState.stencil().disable(); 322 } 323} 324 325/////////////////////////////////////////////////////////////////////////////// 326// Layers 327/////////////////////////////////////////////////////////////////////////////// 328 329bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 330 if (layer->deferredUpdateScheduled && layer->renderer 331 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 332 333 if (inFrame) { 334 debugOverdraw(false, false); 335 } 336 337 if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) { 338 layer->render(*this); 339 } else { 340 layer->defer(*this); 341 } 342 343 if (inFrame) { 344 resumeAfterLayer(); 345 } 346 347 layer->debugDrawUpdate = Properties::debugLayersUpdates; 348 layer->hasDrawnSinceUpdate = false; 349 350 return true; 351 } 352 353 return false; 354} 355 356void OpenGLRenderer::updateLayers() { 357 // If draw deferring is enabled this method will simply defer 358 // the display list of each individual layer. The layers remain 359 // in the layer updates list which will be cleared by flushLayers(). 360 int count = mLayerUpdates.size(); 361 if (count > 0) { 362 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 363 startMark("Layer Updates"); 364 } else { 365 startMark("Defer Layer Updates"); 366 } 367 368 // Note: it is very important to update the layers in order 369 for (int i = 0; i < count; i++) { 370 Layer* layer = mLayerUpdates[i].get(); 371 updateLayer(layer, false); 372 } 373 374 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 375 mLayerUpdates.clear(); 376 mRenderState.bindFramebuffer(getTargetFbo()); 377 } 378 endMark(); 379 } 380} 381 382void OpenGLRenderer::flushLayers() { 383 int count = mLayerUpdates.size(); 384 if (count > 0) { 385 startMark("Apply Layer Updates"); 386 387 // Note: it is very important to update the layers in order 388 for (int i = 0; i < count; i++) { 389 mLayerUpdates[i]->flush(); 390 } 391 392 mLayerUpdates.clear(); 393 mRenderState.bindFramebuffer(getTargetFbo()); 394 395 endMark(); 396 } 397} 398 399void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 400 if (layer) { 401 // Make sure we don't introduce duplicates. 402 // SortedVector would do this automatically but we need to respect 403 // the insertion order. The linear search is not an issue since 404 // this list is usually very short (typically one item, at most a few) 405 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 406 if (mLayerUpdates[i] == layer) { 407 return; 408 } 409 } 410 mLayerUpdates.push_back(layer); 411 } 412} 413 414void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 415 if (layer) { 416 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 417 if (mLayerUpdates[i] == layer) { 418 mLayerUpdates.erase(mLayerUpdates.begin() + i); 419 break; 420 } 421 } 422 } 423} 424 425void OpenGLRenderer::flushLayerUpdates() { 426 ATRACE_NAME("Update HW Layers"); 427 mRenderState.blend().syncEnabled(); 428 updateLayers(); 429 flushLayers(); 430 // Wait for all the layer updates to be executed 431 glFinish(); 432} 433 434void OpenGLRenderer::markLayersAsBuildLayers() { 435 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 436 mLayerUpdates[i]->wasBuildLayered = true; 437 } 438} 439 440/////////////////////////////////////////////////////////////////////////////// 441// State management 442/////////////////////////////////////////////////////////////////////////////// 443 444void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 445 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 446 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 447 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 448 449 if (restoreViewport) { 450 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 451 } 452 453 if (restoreClip) { 454 dirtyClip(); 455 } 456 457 if (restoreLayer) { 458 endMark(); // Savelayer 459 ATRACE_END(); // SaveLayer 460 startMark("ComposeLayer"); 461 composeLayer(removed, restored); 462 endMark(); 463 } 464} 465 466/////////////////////////////////////////////////////////////////////////////// 467// Layers 468/////////////////////////////////////////////////////////////////////////////// 469 470int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 471 const SkPaint* paint, int flags, const SkPath* convexMask) { 472 // force matrix/clip isolation for layer 473 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 474 475 const int count = mState.saveSnapshot(flags); 476 477 if (!mState.currentlyIgnored()) { 478 createLayer(left, top, right, bottom, paint, flags, convexMask); 479 } 480 481 return count; 482} 483 484void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 485 const Rect untransformedBounds(bounds); 486 487 currentTransform()->mapRect(bounds); 488 489 // Layers only make sense if they are in the framebuffer's bounds 490 if (bounds.intersect(mState.currentClipRect())) { 491 // We cannot work with sub-pixels in this case 492 bounds.snapToPixelBoundaries(); 493 494 // When the layer is not an FBO, we may use glCopyTexImage so we 495 // need to make sure the layer does not extend outside the bounds 496 // of the framebuffer 497 const Snapshot& previous = *(currentSnapshot()->previous); 498 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 499 if (!bounds.intersect(previousViewport)) { 500 bounds.setEmpty(); 501 } else if (fboLayer) { 502 clip.set(bounds); 503 mat4 inverse; 504 inverse.loadInverse(*currentTransform()); 505 inverse.mapRect(clip); 506 clip.snapToPixelBoundaries(); 507 if (clip.intersect(untransformedBounds)) { 508 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 509 bounds.set(untransformedBounds); 510 } else { 511 clip.setEmpty(); 512 } 513 } 514 } else { 515 bounds.setEmpty(); 516 } 517} 518 519void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 520 bool fboLayer, int alpha) { 521 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 522 bounds.getHeight() > mCaches.maxTextureSize || 523 (fboLayer && clip.isEmpty())) { 524 writableSnapshot()->empty = fboLayer; 525 } else { 526 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 527 } 528} 529 530int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 531 const SkPaint* paint, int flags) { 532 const int count = mState.saveSnapshot(flags); 533 534 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 535 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 536 // operations will be able to store and restore the current clip and transform info, and 537 // quick rejection will be correct (for display lists) 538 539 Rect bounds(left, top, right, bottom); 540 Rect clip; 541 calculateLayerBoundsAndClip(bounds, clip, true); 542 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 543 544 if (!mState.currentlyIgnored()) { 545 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 546 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 547 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 548 writableSnapshot()->roundRectClipState = nullptr; 549 } 550 } 551 552 return count; 553} 554 555/** 556 * Layers are viewed by Skia are slightly different than layers in image editing 557 * programs (for instance.) When a layer is created, previously created layers 558 * and the frame buffer still receive every drawing command. For instance, if a 559 * layer is created and a shape intersecting the bounds of the layers and the 560 * framebuffer is draw, the shape will be drawn on both (unless the layer was 561 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 562 * 563 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 564 * texture. Unfortunately, this is inefficient as it requires every primitive to 565 * be drawn n + 1 times, where n is the number of active layers. In practice this 566 * means, for every primitive: 567 * - Switch active frame buffer 568 * - Change viewport, clip and projection matrix 569 * - Issue the drawing 570 * 571 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 572 * To avoid this, layers are implemented in a different way here, at least in the 573 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 574 * is set. When this flag is set we can redirect all drawing operations into a 575 * single FBO. 576 * 577 * This implementation relies on the frame buffer being at least RGBA 8888. When 578 * a layer is created, only a texture is created, not an FBO. The content of the 579 * frame buffer contained within the layer's bounds is copied into this texture 580 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 581 * buffer and drawing continues as normal. This technique therefore treats the 582 * frame buffer as a scratch buffer for the layers. 583 * 584 * To compose the layers back onto the frame buffer, each layer texture 585 * (containing the original frame buffer data) is drawn as a simple quad over 586 * the frame buffer. The trick is that the quad is set as the composition 587 * destination in the blending equation, and the frame buffer becomes the source 588 * of the composition. 589 * 590 * Drawing layers with an alpha value requires an extra step before composition. 591 * An empty quad is drawn over the layer's region in the frame buffer. This quad 592 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 593 * quad is used to multiply the colors in the frame buffer. This is achieved by 594 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 595 * GL_ZERO, GL_SRC_ALPHA. 596 * 597 * Because glCopyTexImage2D() can be slow, an alternative implementation might 598 * be use to draw a single clipped layer. The implementation described above 599 * is correct in every case. 600 * 601 * (1) The frame buffer is actually not cleared right away. To allow the GPU 602 * to potentially optimize series of calls to glCopyTexImage2D, the frame 603 * buffer is left untouched until the first drawing operation. Only when 604 * something actually gets drawn are the layers regions cleared. 605 */ 606bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 607 const SkPaint* paint, int flags, const SkPath* convexMask) { 608 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 609 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 610 611 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 612 613 // Window coordinates of the layer 614 Rect clip; 615 Rect bounds(left, top, right, bottom); 616 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 617 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 618 619 // Bail out if we won't draw in this snapshot 620 if (mState.currentlyIgnored()) { 621 return false; 622 } 623 624 mCaches.textureState().activateTexture(0); 625 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 626 if (!layer) { 627 return false; 628 } 629 630 layer->setPaint(paint); 631 layer->layer.set(bounds); 632 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 633 bounds.getWidth() / float(layer->getWidth()), 0.0f); 634 635 layer->setBlend(true); 636 layer->setDirty(false); 637 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 638 639 // Save the layer in the snapshot 640 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 641 writableSnapshot()->layer = layer; 642 643 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 644 fboLayer ? "" : "unclipped ", 645 layer->getWidth(), layer->getHeight()); 646 startMark("SaveLayer"); 647 if (fboLayer) { 648 return createFboLayer(layer, bounds, clip); 649 } else { 650 // Copy the framebuffer into the layer 651 layer->bindTexture(); 652 if (!bounds.isEmpty()) { 653 if (layer->isEmpty()) { 654 // Workaround for some GL drivers. When reading pixels lying outside 655 // of the window we should get undefined values for those pixels. 656 // Unfortunately some drivers will turn the entire target texture black 657 // when reading outside of the window. 658 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 659 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 660 layer->setEmpty(false); 661 } 662 663 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 664 bounds.left, getViewportHeight() - bounds.bottom, 665 bounds.getWidth(), bounds.getHeight()); 666 667 // Enqueue the buffer coordinates to clear the corresponding region later 668 mLayers.push_back(Rect(bounds)); 669 } 670 } 671 672 return true; 673} 674 675bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 676 layer->clipRect.set(clip); 677 layer->setFbo(mCaches.fboCache.get()); 678 679 writableSnapshot()->region = &writableSnapshot()->layer->region; 680 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 681 writableSnapshot()->fbo = layer->getFbo(); 682 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 683 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 684 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 685 writableSnapshot()->roundRectClipState = nullptr; 686 687 debugOverdraw(false, false); 688 // Bind texture to FBO 689 mRenderState.bindFramebuffer(layer->getFbo()); 690 layer->bindTexture(); 691 692 // Initialize the texture if needed 693 if (layer->isEmpty()) { 694 layer->allocateTexture(); 695 layer->setEmpty(false); 696 } 697 698 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 699 layer->getTextureId(), 0); 700 701 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 702 mRenderState.scissor().setEnabled(true); 703 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 704 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 705 glClear(GL_COLOR_BUFFER_BIT); 706 707 dirtyClip(); 708 709 // Change the ortho projection 710 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 711 return true; 712} 713 714/** 715 * Read the documentation of createLayer() before doing anything in this method. 716 */ 717void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 718 if (!removed.layer) { 719 ALOGE("Attempting to compose a layer that does not exist"); 720 return; 721 } 722 723 Layer* layer = removed.layer; 724 const Rect& rect = layer->layer; 725 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 726 727 bool clipRequired = false; 728 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 729 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 730 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 731 732 if (fboLayer) { 733 // Detach the texture from the FBO 734 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 735 736 layer->removeFbo(false); 737 738 // Unbind current FBO and restore previous one 739 mRenderState.bindFramebuffer(restored.fbo); 740 debugOverdraw(true, false); 741 } 742 743 if (!fboLayer && layer->getAlpha() < 255) { 744 SkPaint layerPaint; 745 layerPaint.setAlpha(layer->getAlpha()); 746 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 747 layerPaint.setColorFilter(layer->getColorFilter()); 748 749 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 750 // Required below, composeLayerRect() will divide by 255 751 layer->setAlpha(255); 752 } 753 754 mRenderState.meshState().unbindMeshBuffer(); 755 756 mCaches.textureState().activateTexture(0); 757 758 // When the layer is stored in an FBO, we can save a bit of fillrate by 759 // drawing only the dirty region 760 if (fboLayer) { 761 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 762 composeLayerRegion(layer, rect); 763 } else if (!rect.isEmpty()) { 764 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 765 766 save(0); 767 // the layer contains screen buffer content that shouldn't be alpha modulated 768 // (and any necessary alpha modulation was handled drawing into the layer) 769 writableSnapshot()->alpha = 1.0f; 770 composeLayerRectSwapped(layer, rect); 771 restore(); 772 } 773 774 dirtyClip(); 775 776 // Failing to add the layer to the cache should happen only if the layer is too large 777 layer->setConvexMask(nullptr); 778 if (!mCaches.layerCache.put(layer)) { 779 LAYER_LOGD("Deleting layer"); 780 layer->decStrong(nullptr); 781 } 782} 783 784void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 785 const bool tryToSnap = !layer->getForceFilter() 786 && layer->getWidth() == (uint32_t) rect.getWidth() 787 && layer->getHeight() == (uint32_t) rect.getHeight(); 788 Glop glop; 789 GlopBuilder(mRenderState, mCaches, &glop) 790 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 791 .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 792 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 793 .setTransform(*currentSnapshot(), TransformFlags::None) 794 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 795 .build(); 796 renderGlop(glop); 797} 798 799void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) { 800 Glop glop; 801 GlopBuilder(mRenderState, mCaches, &glop) 802 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 803 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 804 .setFillLayer(layer->getTexture(), layer->getColorFilter(), 805 getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap) 806 .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform) 807 .setModelViewMapUnitToRect(rect) 808 .build(); 809 renderGlop(glop); 810} 811 812void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) { 813 if (layer->isTextureLayer()) { 814 EVENT_LOGD("composeTextureLayerRect"); 815 drawTextureLayer(layer, rect); 816 } else { 817 EVENT_LOGD("composeHardwareLayerRect"); 818 819 const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth()) 820 && layer->getHeight() == static_cast<uint32_t>(rect.getHeight()); 821 Glop glop; 822 GlopBuilder(mRenderState, mCaches, &glop) 823 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 824 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 825 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 826 .setTransform(*currentSnapshot(), TransformFlags::None) 827 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 828 .build(); 829 renderGlop(glop); 830 } 831} 832 833/** 834 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 835 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 836 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 837 * by saveLayer's restore 838 */ 839#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 840 DRAW_COMMAND; \ 841 if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \ 842 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 843 DRAW_COMMAND; \ 844 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 845 } \ 846 } 847 848#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 849 850// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 851// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 852class LayerShader : public SkShader { 853public: 854 LayerShader(Layer* layer, const SkMatrix* localMatrix) 855 : INHERITED(localMatrix) 856 , mLayer(layer) { 857 } 858 859 virtual bool asACustomShader(void** data) const override { 860 if (data) { 861 *data = static_cast<void*>(mLayer); 862 } 863 return true; 864 } 865 866 virtual bool isOpaque() const override { 867 return !mLayer->isBlend(); 868 } 869 870protected: 871 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 872 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 873 } 874 875 virtual void flatten(SkWriteBuffer&) const override { 876 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 877 } 878 879 virtual Factory getFactory() const override { 880 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 881 return nullptr; 882 } 883private: 884 // Unowned. 885 Layer* mLayer; 886 typedef SkShader INHERITED; 887}; 888 889void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 890 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 891 892 if (layer->getConvexMask()) { 893 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 894 895 // clip to the area of the layer the mask can be larger 896 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 897 898 SkPaint paint; 899 paint.setAntiAlias(true); 900 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 901 902 // create LayerShader to map SaveLayer content into subsequent draw 903 SkMatrix shaderMatrix; 904 shaderMatrix.setTranslate(rect.left, rect.bottom); 905 shaderMatrix.preScale(1, -1); 906 LayerShader layerShader(layer, &shaderMatrix); 907 paint.setShader(&layerShader); 908 909 // Since the drawing primitive is defined in local drawing space, 910 // we don't need to modify the draw matrix 911 const SkPath* maskPath = layer->getConvexMask(); 912 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 913 914 paint.setShader(nullptr); 915 restore(); 916 917 return; 918 } 919 920 if (layer->region.isRect()) { 921 layer->setRegionAsRect(); 922 923 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 924 925 layer->region.clear(); 926 return; 927 } 928 929 EVENT_LOGD("composeLayerRegion"); 930 // standard Region based draw 931 size_t count; 932 const android::Rect* rects; 933 Region safeRegion; 934 if (CC_LIKELY(hasRectToRectTransform())) { 935 rects = layer->region.getArray(&count); 936 } else { 937 safeRegion = Region::createTJunctionFreeRegion(layer->region); 938 rects = safeRegion.getArray(&count); 939 } 940 941 const float texX = 1.0f / float(layer->getWidth()); 942 const float texY = 1.0f / float(layer->getHeight()); 943 const float height = rect.getHeight(); 944 945 TextureVertex quadVertices[count * 4]; 946 TextureVertex* mesh = &quadVertices[0]; 947 for (size_t i = 0; i < count; i++) { 948 const android::Rect* r = &rects[i]; 949 950 const float u1 = r->left * texX; 951 const float v1 = (height - r->top) * texY; 952 const float u2 = r->right * texX; 953 const float v2 = (height - r->bottom) * texY; 954 955 // TODO: Reject quads outside of the clip 956 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 957 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 958 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 959 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 960 } 961 Rect modelRect = Rect(rect.getWidth(), rect.getHeight()); 962 Glop glop; 963 GlopBuilder(mRenderState, mCaches, &glop) 964 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 965 .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6) 966 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 967 .setTransform(*currentSnapshot(), TransformFlags::None) 968 .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect) 969 .build(); 970 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 971 972#if DEBUG_LAYERS_AS_REGIONS 973 drawRegionRectsDebug(layer->region); 974#endif 975 976 layer->region.clear(); 977} 978 979#if DEBUG_LAYERS_AS_REGIONS 980void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 981 size_t count; 982 const android::Rect* rects = region.getArray(&count); 983 984 uint32_t colors[] = { 985 0x7fff0000, 0x7f00ff00, 986 0x7f0000ff, 0x7fff00ff, 987 }; 988 989 int offset = 0; 990 int32_t top = rects[0].top; 991 992 for (size_t i = 0; i < count; i++) { 993 if (top != rects[i].top) { 994 offset ^= 0x2; 995 top = rects[i].top; 996 } 997 998 SkPaint paint; 999 paint.setColor(colors[offset + (i & 0x1)]); 1000 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1001 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1002 } 1003} 1004#endif 1005 1006void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1007 Vector<float> rects; 1008 1009 SkRegion::Iterator it(region); 1010 while (!it.done()) { 1011 const SkIRect& r = it.rect(); 1012 rects.push(r.fLeft); 1013 rects.push(r.fTop); 1014 rects.push(r.fRight); 1015 rects.push(r.fBottom); 1016 it.next(); 1017 } 1018 1019 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1020} 1021 1022void OpenGLRenderer::dirtyLayer(const float left, const float top, 1023 const float right, const float bottom, const Matrix4& transform) { 1024 if (hasLayer()) { 1025 Rect bounds(left, top, right, bottom); 1026 transform.mapRect(bounds); 1027 dirtyLayerUnchecked(bounds, getRegion()); 1028 } 1029} 1030 1031void OpenGLRenderer::dirtyLayer(const float left, const float top, 1032 const float right, const float bottom) { 1033 if (hasLayer()) { 1034 Rect bounds(left, top, right, bottom); 1035 dirtyLayerUnchecked(bounds, getRegion()); 1036 } 1037} 1038 1039void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1040 if (CC_LIKELY(!bounds.isEmpty() && bounds.intersect(mState.currentClipRect()))) { 1041 bounds.snapToPixelBoundaries(); 1042 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1043 if (!dirty.isEmpty()) { 1044 region->orSelf(dirty); 1045 } 1046 } 1047} 1048 1049void OpenGLRenderer::clearLayerRegions() { 1050 const size_t quadCount = mLayers.size(); 1051 if (quadCount == 0) return; 1052 1053 if (!mState.currentlyIgnored()) { 1054 EVENT_LOGD("clearLayerRegions"); 1055 // Doing several glScissor/glClear here can negatively impact 1056 // GPUs with a tiler architecture, instead we draw quads with 1057 // the Clear blending mode 1058 1059 // The list contains bounds that have already been clipped 1060 // against their initial clip rect, and the current clip 1061 // is likely different so we need to disable clipping here 1062 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1063 1064 Vertex mesh[quadCount * 4]; 1065 Vertex* vertex = mesh; 1066 1067 for (uint32_t i = 0; i < quadCount; i++) { 1068 const Rect& bounds = mLayers[i]; 1069 1070 Vertex::set(vertex++, bounds.left, bounds.top); 1071 Vertex::set(vertex++, bounds.right, bounds.top); 1072 Vertex::set(vertex++, bounds.left, bounds.bottom); 1073 Vertex::set(vertex++, bounds.right, bounds.bottom); 1074 } 1075 // We must clear the list of dirty rects before we 1076 // call clearLayerRegions() in renderGlop to prevent 1077 // stencil setup from doing the same thing again 1078 mLayers.clear(); 1079 1080 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1081 Glop glop; 1082 GlopBuilder(mRenderState, mCaches, &glop) 1083 .setRoundRectClipState(nullptr) // clear ignores clip state 1084 .setMeshIndexedQuads(&mesh[0], quadCount) 1085 .setFillClear() 1086 .setTransform(*currentSnapshot(), transformFlags) 1087 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect())) 1088 .build(); 1089 renderGlop(glop, GlopRenderType::LayerClear); 1090 1091 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1092 } else { 1093 mLayers.clear(); 1094 } 1095} 1096 1097/////////////////////////////////////////////////////////////////////////////// 1098// State Deferral 1099/////////////////////////////////////////////////////////////////////////////// 1100 1101bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1102 const Rect& currentClip = mState.currentClipRect(); 1103 const mat4* currentMatrix = currentTransform(); 1104 1105 if (stateDeferFlags & kStateDeferFlag_Draw) { 1106 // state has bounds initialized in local coordinates 1107 if (!state.mBounds.isEmpty()) { 1108 currentMatrix->mapRect(state.mBounds); 1109 Rect clippedBounds(state.mBounds); 1110 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1111 // is used, it should more closely duplicate the quickReject logic (in how it uses 1112 // snapToPixelBoundaries) 1113 1114 if (!clippedBounds.intersect(currentClip)) { 1115 // quick rejected 1116 return true; 1117 } 1118 1119 state.mClipSideFlags = kClipSide_None; 1120 if (!currentClip.contains(state.mBounds)) { 1121 int& flags = state.mClipSideFlags; 1122 // op partially clipped, so record which sides are clipped for clip-aware merging 1123 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1124 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1125 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1126 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1127 } 1128 state.mBounds.set(clippedBounds); 1129 } else { 1130 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1131 // overdraw avoidance (since we don't know what it overlaps) 1132 state.mClipSideFlags = kClipSide_ConservativeFull; 1133 state.mBounds.set(currentClip); 1134 } 1135 } 1136 1137 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1138 if (state.mClipValid) { 1139 state.mClip.set(currentClip); 1140 } 1141 1142 // Transform and alpha always deferred, since they are used by state operations 1143 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1144 state.mMatrix = *currentMatrix; 1145 state.mAlpha = currentSnapshot()->alpha; 1146 1147 // always store/restore, since these are just pointers 1148 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1149 state.mProjectionPathMask = currentSnapshot()->projectionPathMask; 1150 return false; 1151} 1152 1153void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1154 setGlobalMatrix(state.mMatrix); 1155 writableSnapshot()->alpha = state.mAlpha; 1156 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1157 writableSnapshot()->projectionPathMask = state.mProjectionPathMask; 1158 1159 if (state.mClipValid && !skipClipRestore) { 1160 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1161 state.mClip.right, state.mClip.bottom); 1162 dirtyClip(); 1163 } 1164} 1165 1166/** 1167 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1168 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1169 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1170 * 1171 * This method should be called when restoreDisplayState() won't be restoring the clip 1172 */ 1173void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1174 if (clipRect != nullptr) { 1175 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1176 } else { 1177 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1178 } 1179 dirtyClip(); 1180 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1181 mRenderState.scissor().setEnabled(enableScissor); 1182} 1183 1184/////////////////////////////////////////////////////////////////////////////// 1185// Clipping 1186/////////////////////////////////////////////////////////////////////////////// 1187 1188void OpenGLRenderer::setScissorFromClip() { 1189 Rect clip(mState.currentClipRect()); 1190 clip.snapToPixelBoundaries(); 1191 1192 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1193 clip.getWidth(), clip.getHeight())) { 1194 mState.setDirtyClip(false); 1195 } 1196} 1197 1198void OpenGLRenderer::ensureStencilBuffer() { 1199 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1200 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1201 // just hope we have one when hasLayer() returns false. 1202 if (hasLayer()) { 1203 attachStencilBufferToLayer(currentSnapshot()->layer); 1204 } 1205} 1206 1207void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1208 // The layer's FBO is already bound when we reach this stage 1209 if (!layer->getStencilRenderBuffer()) { 1210 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1211 Stencil::getLayerStencilFormat(), 1212 layer->getWidth(), layer->getHeight()); 1213 layer->setStencilRenderBuffer(buffer); 1214 } 1215} 1216 1217static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1218 float x, float y) { 1219 Vertex v; 1220 v.x = x; 1221 v.y = y; 1222 transform.mapPoint(v.x, v.y); 1223 rectangleVertices.push_back(v); 1224} 1225 1226static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1227 Vertex v; 1228 v.x = x; 1229 v.y = y; 1230 rectangleVertices.push_back(v); 1231} 1232 1233void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1234 int quadCount = rectangleList.getTransformedRectanglesCount(); 1235 std::vector<Vertex> rectangleVertices(quadCount * 4); 1236 Rect scissorBox = rectangleList.calculateBounds(); 1237 scissorBox.snapToPixelBoundaries(); 1238 for (int i = 0; i < quadCount; ++i) { 1239 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1240 const Matrix4& transform = tr.getTransform(); 1241 Rect bounds = tr.getBounds(); 1242 if (transform.rectToRect()) { 1243 transform.mapRect(bounds); 1244 if (!bounds.intersect(scissorBox)) { 1245 bounds.setEmpty(); 1246 } else { 1247 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1248 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1249 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1250 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1251 } 1252 } else { 1253 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1254 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1255 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1256 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1257 } 1258 } 1259 1260 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1261 scissorBox.getWidth(), scissorBox.getHeight()); 1262 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1263 Glop glop; 1264 Vertex* vertices = &rectangleVertices[0]; 1265 GlopBuilder(mRenderState, mCaches, &glop) 1266 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1267 .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4) 1268 .setFillBlack() 1269 .setTransform(*currentSnapshot(), transformFlags) 1270 .setModelViewOffsetRect(0, 0, scissorBox) 1271 .build(); 1272 renderGlop(glop); 1273} 1274 1275void OpenGLRenderer::setStencilFromClip() { 1276 if (!Properties::debugOverdraw) { 1277 if (!currentSnapshot()->clipIsSimple()) { 1278 int incrementThreshold; 1279 EVENT_LOGD("setStencilFromClip - enabling"); 1280 1281 // NOTE: The order here is important, we must set dirtyClip to false 1282 // before any draw call to avoid calling back into this method 1283 mState.setDirtyClip(false); 1284 1285 ensureStencilBuffer(); 1286 1287 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1288 1289 bool isRectangleList = clipArea.isRectangleList(); 1290 if (isRectangleList) { 1291 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1292 } else { 1293 incrementThreshold = 0; 1294 } 1295 1296 mRenderState.stencil().enableWrite(incrementThreshold); 1297 1298 // Clean and update the stencil, but first make sure we restrict drawing 1299 // to the region's bounds 1300 bool resetScissor = mRenderState.scissor().setEnabled(true); 1301 if (resetScissor) { 1302 // The scissor was not set so we now need to update it 1303 setScissorFromClip(); 1304 } 1305 1306 mRenderState.stencil().clear(); 1307 1308 // stash and disable the outline clip state, since stencil doesn't account for outline 1309 bool storedSkipOutlineClip = mSkipOutlineClip; 1310 mSkipOutlineClip = true; 1311 1312 SkPaint paint; 1313 paint.setColor(SK_ColorBLACK); 1314 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1315 1316 if (isRectangleList) { 1317 drawRectangleList(clipArea.getRectangleList()); 1318 } else { 1319 // NOTE: We could use the region contour path to generate a smaller mesh 1320 // Since we are using the stencil we could use the red book path 1321 // drawing technique. It might increase bandwidth usage though. 1322 1323 // The last parameter is important: we are not drawing in the color buffer 1324 // so we don't want to dirty the current layer, if any 1325 drawRegionRects(clipArea.getClipRegion(), paint, false); 1326 } 1327 if (resetScissor) mRenderState.scissor().setEnabled(false); 1328 mSkipOutlineClip = storedSkipOutlineClip; 1329 1330 mRenderState.stencil().enableTest(incrementThreshold); 1331 1332 // Draw the region used to generate the stencil if the appropriate debug 1333 // mode is enabled 1334 // TODO: Implement for rectangle list clip areas 1335 if (Properties::debugStencilClip == StencilClipDebug::ShowRegion 1336 && !clipArea.isRectangleList()) { 1337 paint.setColor(0x7f0000ff); 1338 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1339 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1340 } 1341 } else { 1342 EVENT_LOGD("setStencilFromClip - disabling"); 1343 mRenderState.stencil().disable(); 1344 } 1345 } 1346} 1347 1348/** 1349 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1350 * 1351 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1352 * style, and tessellated AA ramp 1353 */ 1354bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1355 const SkPaint* paint) { 1356 bool snapOut = paint && paint->isAntiAlias(); 1357 1358 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1359 float outset = paint->getStrokeWidth() * 0.5f; 1360 left -= outset; 1361 top -= outset; 1362 right += outset; 1363 bottom += outset; 1364 } 1365 1366 bool clipRequired = false; 1367 bool roundRectClipRequired = false; 1368 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1369 &clipRequired, &roundRectClipRequired, snapOut)) { 1370 return true; 1371 } 1372 1373 // not quick rejected, so enable the scissor if clipRequired 1374 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1375 mSkipOutlineClip = !roundRectClipRequired; 1376 return false; 1377} 1378 1379void OpenGLRenderer::debugClip() { 1380#if DEBUG_CLIP_REGIONS 1381 if (!currentSnapshot()->clipRegion->isEmpty()) { 1382 SkPaint paint; 1383 paint.setColor(0x7f00ff00); 1384 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1385 1386 } 1387#endif 1388} 1389 1390void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) { 1391 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1392 // changes the scissor test state 1393 if (type != GlopRenderType::LayerClear) { 1394 // Regular draws need to clear the dirty area on the layer before they start drawing on top 1395 // of it. If this draw *is* a layer clear, it skips the clear step (since it would 1396 // infinitely recurse) 1397 clearLayerRegions(); 1398 } 1399 1400 if (mState.getDirtyClip()) { 1401 if (mRenderState.scissor().isEnabled()) { 1402 setScissorFromClip(); 1403 } 1404 1405 setStencilFromClip(); 1406 } 1407 mRenderState.render(glop); 1408 if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) { 1409 // TODO: specify more clearly when a draw should dirty the layer. 1410 // is writing to the stencil the only time we should ignore this? 1411 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1412 mDirty = true; 1413 } 1414} 1415 1416/////////////////////////////////////////////////////////////////////////////// 1417// Drawing 1418/////////////////////////////////////////////////////////////////////////////// 1419 1420void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1421 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1422 // will be performed by the display list itself 1423 if (renderNode && renderNode->isRenderable()) { 1424 // compute 3d ordering 1425 renderNode->computeOrdering(); 1426 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 1427 startFrame(); 1428 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1429 renderNode->replay(replayStruct, 0); 1430 return; 1431 } 1432 1433 // Don't avoid overdraw when visualizing, since that makes it harder to 1434 // debug where it's coming from, and when the problem occurs. 1435 bool avoidOverdraw = !Properties::debugOverdraw; 1436 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1437 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1438 renderNode->defer(deferStruct, 0); 1439 1440 flushLayers(); 1441 startFrame(); 1442 1443 deferredList.flush(*this, dirty); 1444 } else { 1445 // Even if there is no drawing command(Ex: invisible), 1446 // it still needs startFrame to clear buffer and start tiling. 1447 startFrame(); 1448 } 1449} 1450 1451/** 1452 * Important note: this method is intended to draw batches of bitmaps and 1453 * will not set the scissor enable or dirty the current layer, if any. 1454 * The caller is responsible for properly dirtying the current layer. 1455 */ 1456void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1457 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1458 const Rect& bounds, const SkPaint* paint) { 1459 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1460 if (!texture) return; 1461 1462 const AutoTexture autoCleanup(texture); 1463 1464 // TODO: remove layer dirty in multi-draw callers 1465 // TODO: snap doesn't need to touch transform, only texture filter. 1466 bool snap = pureTranslate; 1467 const float x = floorf(bounds.left + 0.5f); 1468 const float y = floorf(bounds.top + 0.5f); 1469 1470 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1471 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1472 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1473 Glop glop; 1474 GlopBuilder(mRenderState, mCaches, &glop) 1475 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1476 .setMeshTexturedMesh(vertices, bitmapCount * 6) 1477 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1478 .setTransform(*currentSnapshot(), transformFlags) 1479 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight())) 1480 .build(); 1481 renderGlop(glop, GlopRenderType::Multi); 1482} 1483 1484void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1485 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1486 return; 1487 } 1488 1489 mCaches.textureState().activateTexture(0); 1490 Texture* texture = getTexture(bitmap); 1491 if (!texture) return; 1492 const AutoTexture autoCleanup(texture); 1493 1494 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1495 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1496 Glop glop; 1497 GlopBuilder(mRenderState, mCaches, &glop) 1498 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1499 .setMeshTexturedUnitQuad(texture->uvMapper) 1500 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1501 .setTransform(*currentSnapshot(), TransformFlags::None) 1502 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 1503 .build(); 1504 renderGlop(glop); 1505} 1506 1507void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 1508 const float* vertices, const int* colors, const SkPaint* paint) { 1509 if (!vertices || mState.currentlyIgnored()) { 1510 return; 1511 } 1512 1513 float left = FLT_MAX; 1514 float top = FLT_MAX; 1515 float right = FLT_MIN; 1516 float bottom = FLT_MIN; 1517 1518 const uint32_t elementCount = meshWidth * meshHeight * 6; 1519 1520 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 1521 ColorTextureVertex* vertex = &mesh[0]; 1522 1523 std::unique_ptr<int[]> tempColors; 1524 if (!colors) { 1525 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1526 tempColors.reset(new int[colorsCount]); 1527 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 1528 colors = tempColors.get(); 1529 } 1530 1531 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 1532 const UvMapper& mapper(getMapper(texture)); 1533 1534 for (int32_t y = 0; y < meshHeight; y++) { 1535 for (int32_t x = 0; x < meshWidth; x++) { 1536 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1537 1538 float u1 = float(x) / meshWidth; 1539 float u2 = float(x + 1) / meshWidth; 1540 float v1 = float(y) / meshHeight; 1541 float v2 = float(y + 1) / meshHeight; 1542 1543 mapper.map(u1, v1, u2, v2); 1544 1545 int ax = i + (meshWidth + 1) * 2; 1546 int ay = ax + 1; 1547 int bx = i; 1548 int by = bx + 1; 1549 int cx = i + 2; 1550 int cy = cx + 1; 1551 int dx = i + (meshWidth + 1) * 2 + 2; 1552 int dy = dx + 1; 1553 1554 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1555 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1556 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1557 1558 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1559 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1560 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1561 1562 left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx]))); 1563 top = std::min(top, std::min(vertices[ay], std::min(vertices[by], vertices[cy]))); 1564 right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx]))); 1565 bottom = std::max(bottom, std::max(vertices[ay], std::max(vertices[by], vertices[cy]))); 1566 } 1567 } 1568 1569 if (quickRejectSetupScissor(left, top, right, bottom)) { 1570 return; 1571 } 1572 1573 if (!texture) { 1574 texture = mCaches.textureCache.get(bitmap); 1575 if (!texture) { 1576 return; 1577 } 1578 } 1579 const AutoTexture autoCleanup(texture); 1580 1581 /* 1582 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 1583 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 1584 */ 1585 const int textureFillFlags = TextureFillFlags::None; 1586 Glop glop; 1587 GlopBuilder(mRenderState, mCaches, &glop) 1588 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1589 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 1590 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1591 .setTransform(*currentSnapshot(), TransformFlags::None) 1592 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 1593 .build(); 1594 renderGlop(glop); 1595} 1596 1597void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 1598 if (quickRejectSetupScissor(dst)) { 1599 return; 1600 } 1601 1602 Texture* texture = getTexture(bitmap); 1603 if (!texture) return; 1604 const AutoTexture autoCleanup(texture); 1605 1606 Rect uv(std::max(0.0f, src.left / texture->width), 1607 std::max(0.0f, src.top / texture->height), 1608 std::min(1.0f, src.right / texture->width), 1609 std::min(1.0f, src.bottom / texture->height)); 1610 1611 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1612 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1613 const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth()) 1614 && MathUtils::areEqual(src.getHeight(), dst.getHeight()); 1615 Glop glop; 1616 GlopBuilder(mRenderState, mCaches, &glop) 1617 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1618 .setMeshTexturedUvQuad(texture->uvMapper, uv) 1619 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1620 .setTransform(*currentSnapshot(), TransformFlags::None) 1621 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst) 1622 .build(); 1623 renderGlop(glop); 1624} 1625 1626void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 1627 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 1628 const SkPaint* paint) { 1629 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 1630 return; 1631 } 1632 1633 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1634 if (!texture) return; 1635 1636 // 9 patches are built for stretching - always filter 1637 int textureFillFlags = TextureFillFlags::ForceFilter; 1638 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1639 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1640 } 1641 Glop glop; 1642 GlopBuilder(mRenderState, mCaches, &glop) 1643 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1644 .setMeshPatchQuads(*mesh) 1645 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1646 .setTransform(*currentSnapshot(), TransformFlags::None) 1647 .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch 1648 .build(); 1649 renderGlop(glop); 1650} 1651 1652/** 1653 * Important note: this method is intended to draw batches of 9-patch objects and 1654 * will not set the scissor enable or dirty the current layer, if any. 1655 * The caller is responsible for properly dirtying the current layer. 1656 */ 1657void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1658 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 1659 mCaches.textureState().activateTexture(0); 1660 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1661 if (!texture) return; 1662 const AutoTexture autoCleanup(texture); 1663 1664 // TODO: get correct bounds from caller 1665 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1666 // 9 patches are built for stretching - always filter 1667 int textureFillFlags = TextureFillFlags::ForceFilter; 1668 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1669 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1670 } 1671 Glop glop; 1672 GlopBuilder(mRenderState, mCaches, &glop) 1673 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1674 .setMeshTexturedIndexedQuads(vertices, elementCount) 1675 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1676 .setTransform(*currentSnapshot(), transformFlags) 1677 .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0)) 1678 .build(); 1679 renderGlop(glop, GlopRenderType::Multi); 1680} 1681 1682void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 1683 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 1684 // not missing call to quickReject/dirtyLayer, always done at a higher level 1685 if (!vertexBuffer.getVertexCount()) { 1686 // no vertices to draw 1687 return; 1688 } 1689 1690 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 1691 const int transformFlags = TransformFlags::OffsetByFudgeFactor; 1692 Glop glop; 1693 GlopBuilder(mRenderState, mCaches, &glop) 1694 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1695 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 1696 .setFillPaint(*paint, currentSnapshot()->alpha) 1697 .setTransform(*currentSnapshot(), transformFlags) 1698 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 1699 .build(); 1700 renderGlop(glop); 1701} 1702 1703/** 1704 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1705 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1706 * screen space in all directions. However, instead of using a fragment shader to compute the 1707 * translucency of the color from its position, we simply use a varying parameter to define how far 1708 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1709 * 1710 * Doesn't yet support joins, caps, or path effects. 1711 */ 1712void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 1713 VertexBuffer vertexBuffer; 1714 // TODO: try clipping large paths to viewport 1715 1716 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 1717 drawVertexBuffer(vertexBuffer, paint); 1718} 1719 1720/** 1721 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 1722 * and additional geometry for defining an alpha slope perimeter. 1723 * 1724 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 1725 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 1726 * in-shader alpha region, but found it to be taxing on some GPUs. 1727 * 1728 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 1729 * memory transfer by removing need for degenerate vertices. 1730 */ 1731void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 1732 if (mState.currentlyIgnored() || count < 4) return; 1733 1734 count &= ~0x3; // round down to nearest four 1735 1736 VertexBuffer buffer; 1737 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 1738 const Rect& bounds = buffer.getBounds(); 1739 1740 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1741 return; 1742 } 1743 1744 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1745 drawVertexBuffer(buffer, paint, displayFlags); 1746} 1747 1748void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 1749 if (mState.currentlyIgnored() || count < 2) return; 1750 1751 count &= ~0x1; // round down to nearest two 1752 1753 VertexBuffer buffer; 1754 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 1755 1756 const Rect& bounds = buffer.getBounds(); 1757 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1758 return; 1759 } 1760 1761 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1762 drawVertexBuffer(buffer, paint, displayFlags); 1763 1764 mDirty = true; 1765} 1766 1767void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1768 // No need to check against the clip, we fill the clip region 1769 if (mState.currentlyIgnored()) return; 1770 1771 Rect clip(mState.currentClipRect()); 1772 clip.snapToPixelBoundaries(); 1773 1774 SkPaint paint; 1775 paint.setColor(color); 1776 paint.setXfermodeMode(mode); 1777 1778 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 1779 1780 mDirty = true; 1781} 1782 1783void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 1784 const SkPaint* paint) { 1785 if (!texture) return; 1786 const AutoTexture autoCleanup(texture); 1787 1788 const float x = left + texture->left - texture->offset; 1789 const float y = top + texture->top - texture->offset; 1790 1791 drawPathTexture(texture, x, y, paint); 1792 1793 mDirty = true; 1794} 1795 1796void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1797 float rx, float ry, const SkPaint* p) { 1798 if (mState.currentlyIgnored() 1799 || quickRejectSetupScissor(left, top, right, bottom, p) 1800 || PaintUtils::paintWillNotDraw(*p)) { 1801 return; 1802 } 1803 1804 if (p->getPathEffect() != nullptr) { 1805 mCaches.textureState().activateTexture(0); 1806 PathTexture* texture = mCaches.pathCache.getRoundRect( 1807 right - left, bottom - top, rx, ry, p); 1808 drawShape(left, top, texture, p); 1809 } else { 1810 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 1811 *currentTransform(), *p, right - left, bottom - top, rx, ry); 1812 drawVertexBuffer(left, top, *vertexBuffer, p); 1813 } 1814} 1815 1816void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 1817 if (mState.currentlyIgnored() 1818 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 1819 || PaintUtils::paintWillNotDraw(*p)) { 1820 return; 1821 } 1822 1823 if (p->getPathEffect() != nullptr) { 1824 mCaches.textureState().activateTexture(0); 1825 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 1826 drawShape(x - radius, y - radius, texture, p); 1827 return; 1828 } 1829 1830 SkPath path; 1831 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1832 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 1833 } else { 1834 path.addCircle(x, y, radius); 1835 } 1836 1837 if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) { 1838 // mask ripples with projection mask 1839 SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask); 1840 1841 Matrix4 screenSpaceTransform; 1842 currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform); 1843 1844 Matrix4 totalTransform; 1845 totalTransform.loadInverse(screenSpaceTransform); 1846 totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform); 1847 1848 SkMatrix skTotalTransform; 1849 totalTransform.copyTo(skTotalTransform); 1850 maskPath.transform(skTotalTransform); 1851 1852 // Mask the ripple path by the projection mask, now that it's 1853 // in local space. Note that this can create CCW paths. 1854 Op(path, maskPath, kIntersect_SkPathOp, &path); 1855 } 1856 drawConvexPath(path, p); 1857} 1858 1859void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 1860 const SkPaint* p) { 1861 if (mState.currentlyIgnored() 1862 || quickRejectSetupScissor(left, top, right, bottom, p) 1863 || PaintUtils::paintWillNotDraw(*p)) { 1864 return; 1865 } 1866 1867 if (p->getPathEffect() != nullptr) { 1868 mCaches.textureState().activateTexture(0); 1869 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 1870 drawShape(left, top, texture, p); 1871 } else { 1872 SkPath path; 1873 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1874 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1875 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1876 } 1877 path.addOval(rect); 1878 drawConvexPath(path, p); 1879 } 1880} 1881 1882void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1883 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 1884 if (mState.currentlyIgnored() 1885 || quickRejectSetupScissor(left, top, right, bottom, p) 1886 || PaintUtils::paintWillNotDraw(*p)) { 1887 return; 1888 } 1889 1890 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 1891 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 1892 mCaches.textureState().activateTexture(0); 1893 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 1894 startAngle, sweepAngle, useCenter, p); 1895 drawShape(left, top, texture, p); 1896 return; 1897 } 1898 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1899 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1900 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1901 } 1902 1903 SkPath path; 1904 if (useCenter) { 1905 path.moveTo(rect.centerX(), rect.centerY()); 1906 } 1907 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 1908 if (useCenter) { 1909 path.close(); 1910 } 1911 drawConvexPath(path, p); 1912} 1913 1914// See SkPaintDefaults.h 1915#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 1916 1917void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 1918 const SkPaint* p) { 1919 if (mState.currentlyIgnored() 1920 || quickRejectSetupScissor(left, top, right, bottom, p) 1921 || PaintUtils::paintWillNotDraw(*p)) { 1922 return; 1923 } 1924 1925 if (p->getStyle() != SkPaint::kFill_Style) { 1926 // only fill style is supported by drawConvexPath, since others have to handle joins 1927 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 1928 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 1929 mCaches.textureState().activateTexture(0); 1930 PathTexture* texture = 1931 mCaches.pathCache.getRect(right - left, bottom - top, p); 1932 drawShape(left, top, texture, p); 1933 } else { 1934 SkPath path; 1935 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1936 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1937 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1938 } 1939 path.addRect(rect); 1940 drawConvexPath(path, p); 1941 } 1942 } else { 1943 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 1944 SkPath path; 1945 path.addRect(left, top, right, bottom); 1946 drawConvexPath(path, p); 1947 } else { 1948 drawColorRect(left, top, right, bottom, p); 1949 1950 mDirty = true; 1951 } 1952 } 1953} 1954 1955void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 1956 int bytesCount, int count, const float* positions, 1957 FontRenderer& fontRenderer, int alpha, float x, float y) { 1958 mCaches.textureState().activateTexture(0); 1959 1960 TextShadow textShadow; 1961 if (!getTextShadow(paint, &textShadow)) { 1962 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 1963 } 1964 1965 // NOTE: The drop shadow will not perform gamma correction 1966 // if shader-based correction is enabled 1967 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1968 ShadowTexture* texture = mCaches.dropShadowCache.get( 1969 paint, text, bytesCount, count, textShadow.radius, positions); 1970 // If the drop shadow exceeds the max texture size or couldn't be 1971 // allocated, skip drawing 1972 if (!texture) return; 1973 const AutoTexture autoCleanup(texture); 1974 1975 const float sx = x - texture->left + textShadow.dx; 1976 const float sy = y - texture->top + textShadow.dy; 1977 1978 Glop glop; 1979 GlopBuilder(mRenderState, mCaches, &glop) 1980 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1981 .setMeshTexturedUnitQuad(nullptr) 1982 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 1983 .setTransform(*currentSnapshot(), TransformFlags::None) 1984 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 1985 .build(); 1986 renderGlop(glop); 1987} 1988 1989bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 1990 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 1991 return MathUtils::isZero(alpha) 1992 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 1993} 1994 1995void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 1996 const float* positions, const SkPaint* paint) { 1997 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 1998 return; 1999 } 2000 2001 // NOTE: Skia does not support perspective transform on drawPosText yet 2002 if (!currentTransform()->isSimple()) { 2003 return; 2004 } 2005 2006 mRenderState.scissor().setEnabled(true); 2007 2008 float x = 0.0f; 2009 float y = 0.0f; 2010 const bool pureTranslate = currentTransform()->isPureTranslate(); 2011 if (pureTranslate) { 2012 x = floorf(x + currentTransform()->getTranslateX() + 0.5f); 2013 y = floorf(y + currentTransform()->getTranslateY() + 0.5f); 2014 } 2015 2016 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2017 fontRenderer.setFont(paint, SkMatrix::I()); 2018 2019 int alpha; 2020 SkXfermode::Mode mode; 2021 getAlphaAndMode(paint, &alpha, &mode); 2022 2023 if (CC_UNLIKELY(hasTextShadow(paint))) { 2024 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2025 alpha, 0.0f, 0.0f); 2026 } 2027 2028 // Pick the appropriate texture filtering 2029 bool linearFilter = currentTransform()->changesBounds(); 2030 if (pureTranslate && !linearFilter) { 2031 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2032 } 2033 fontRenderer.setTextureFiltering(linearFilter); 2034 2035 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2036 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2037 2038 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2039 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2040 positions, hasLayer() ? &bounds : nullptr, &functor)) { 2041 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2042 mDirty = true; 2043 } 2044 2045} 2046 2047bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2048 if (CC_LIKELY(transform.isPureTranslate())) { 2049 outMatrix->setIdentity(); 2050 return false; 2051 } else if (CC_UNLIKELY(transform.isPerspective())) { 2052 outMatrix->setIdentity(); 2053 return true; 2054 } 2055 2056 /** 2057 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2058 * with values rounded to the nearest int. 2059 */ 2060 float sx, sy; 2061 transform.decomposeScale(sx, sy); 2062 outMatrix->setScale( 2063 roundf(std::max(1.0f, sx)), 2064 roundf(std::max(1.0f, sy))); 2065 return true; 2066} 2067 2068int OpenGLRenderer::getSaveCount() const { 2069 return mState.getSaveCount(); 2070} 2071 2072int OpenGLRenderer::save(int flags) { 2073 return mState.save(flags); 2074} 2075 2076void OpenGLRenderer::restore() { 2077 mState.restore(); 2078} 2079 2080void OpenGLRenderer::restoreToCount(int saveCount) { 2081 mState.restoreToCount(saveCount); 2082} 2083 2084 2085void OpenGLRenderer::translate(float dx, float dy, float dz) { 2086 mState.translate(dx, dy, dz); 2087} 2088 2089void OpenGLRenderer::rotate(float degrees) { 2090 mState.rotate(degrees); 2091} 2092 2093void OpenGLRenderer::scale(float sx, float sy) { 2094 mState.scale(sx, sy); 2095} 2096 2097void OpenGLRenderer::skew(float sx, float sy) { 2098 mState.skew(sx, sy); 2099} 2100 2101void OpenGLRenderer::setLocalMatrix(const Matrix4& matrix) { 2102 mState.setMatrix(mBaseTransform); 2103 mState.concatMatrix(matrix); 2104} 2105 2106void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) { 2107 mState.setMatrix(mBaseTransform); 2108 mState.concatMatrix(matrix); 2109} 2110 2111void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2112 mState.concatMatrix(matrix); 2113} 2114 2115bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2116 return mState.clipRect(left, top, right, bottom, op); 2117} 2118 2119bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2120 return mState.clipPath(path, op); 2121} 2122 2123bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2124 return mState.clipRegion(region, op); 2125} 2126 2127void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2128 mState.setClippingOutline(allocator, outline); 2129} 2130 2131void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2132 const Rect& rect, float radius, bool highPriority) { 2133 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2134} 2135 2136void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) { 2137 mState.setProjectionPathMask(allocator, path); 2138} 2139 2140void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2141 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2142 DrawOpMode drawOpMode) { 2143 2144 if (drawOpMode == DrawOpMode::kImmediate) { 2145 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2146 // drawing as ops from DeferredDisplayList are already filtered for these 2147 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2148 quickRejectSetupScissor(bounds)) { 2149 return; 2150 } 2151 } 2152 2153 const float oldX = x; 2154 const float oldY = y; 2155 2156 const mat4& transform = *currentTransform(); 2157 const bool pureTranslate = transform.isPureTranslate(); 2158 2159 if (CC_LIKELY(pureTranslate)) { 2160 x = floorf(x + transform.getTranslateX() + 0.5f); 2161 y = floorf(y + transform.getTranslateY() + 0.5f); 2162 } 2163 2164 int alpha; 2165 SkXfermode::Mode mode; 2166 getAlphaAndMode(paint, &alpha, &mode); 2167 2168 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2169 2170 if (CC_UNLIKELY(hasTextShadow(paint))) { 2171 fontRenderer.setFont(paint, SkMatrix::I()); 2172 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2173 alpha, oldX, oldY); 2174 } 2175 2176 const bool hasActiveLayer = hasLayer(); 2177 2178 // We only pass a partial transform to the font renderer. That partial 2179 // matrix defines how glyphs are rasterized. Typically we want glyphs 2180 // to be rasterized at their final size on screen, which means the partial 2181 // matrix needs to take the scale factor into account. 2182 // When a partial matrix is used to transform glyphs during rasterization, 2183 // the mesh is generated with the inverse transform (in the case of scale, 2184 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2185 // apply the full transform matrix at draw time in the vertex shader. 2186 // Applying the full matrix in the shader is the easiest way to handle 2187 // rotation and perspective and allows us to always generated quads in the 2188 // font renderer which greatly simplifies the code, clipping in particular. 2189 SkMatrix fontTransform; 2190 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2191 || fabs(y - (int) y) > 0.0f 2192 || fabs(x - (int) x) > 0.0f; 2193 fontRenderer.setFont(paint, fontTransform); 2194 fontRenderer.setTextureFiltering(linearFilter); 2195 2196 // TODO: Implement better clipping for scaled/rotated text 2197 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2198 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2199 2200 bool status; 2201 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2202 2203 // don't call issuedrawcommand, do it at end of batch 2204 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 2205 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2206 SkPaint paintCopy(*paint); 2207 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2208 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2209 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2210 } else { 2211 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2212 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2213 } 2214 2215 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 2216 if (!pureTranslate) { 2217 transform.mapRect(layerBounds); 2218 } 2219 dirtyLayerUnchecked(layerBounds, getRegion()); 2220 } 2221 2222 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2223 2224 mDirty = true; 2225} 2226 2227void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2228 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2229 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2230 return; 2231 } 2232 2233 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2234 mRenderState.scissor().setEnabled(true); 2235 2236 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2237 fontRenderer.setFont(paint, SkMatrix::I()); 2238 fontRenderer.setTextureFiltering(true); 2239 2240 int alpha; 2241 SkXfermode::Mode mode; 2242 getAlphaAndMode(paint, &alpha, &mode); 2243 TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2244 2245 const Rect* clip = &writableSnapshot()->getLocalClip(); 2246 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2247 2248 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2249 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 2250 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2251 mDirty = true; 2252 } 2253} 2254 2255void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2256 if (mState.currentlyIgnored()) return; 2257 2258 mCaches.textureState().activateTexture(0); 2259 2260 PathTexture* texture = mCaches.pathCache.get(path, paint); 2261 if (!texture) return; 2262 const AutoTexture autoCleanup(texture); 2263 2264 const float x = texture->left - texture->offset; 2265 const float y = texture->top - texture->offset; 2266 2267 drawPathTexture(texture, x, y, paint); 2268 mDirty = true; 2269} 2270 2271void OpenGLRenderer::drawLayer(Layer* layer) { 2272 if (!layer) { 2273 return; 2274 } 2275 2276 mat4* transform = nullptr; 2277 if (layer->isTextureLayer()) { 2278 transform = &layer->getTransform(); 2279 if (!transform->isIdentity()) { 2280 save(SkCanvas::kMatrix_SaveFlag); 2281 concatMatrix(*transform); 2282 } 2283 } 2284 2285 bool clipRequired = false; 2286 const bool rejected = mState.calculateQuickRejectForScissor( 2287 0, 0, layer->layer.getWidth(), layer->layer.getHeight(), 2288 &clipRequired, nullptr, false); 2289 2290 if (rejected) { 2291 if (transform && !transform->isIdentity()) { 2292 restore(); 2293 } 2294 return; 2295 } 2296 2297 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2298 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2299 2300 updateLayer(layer, true); 2301 2302 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2303 mCaches.textureState().activateTexture(0); 2304 2305 if (CC_LIKELY(!layer->region.isEmpty())) { 2306 if (layer->region.isRect()) { 2307 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2308 composeLayerRect(layer, layer->regionRect)); 2309 } else if (layer->mesh) { 2310 Glop glop; 2311 GlopBuilder(mRenderState, mCaches, &glop) 2312 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2313 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 2314 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 2315 .setTransform(*currentSnapshot(), TransformFlags::None) 2316 .setModelViewOffsetRectSnap(0, 0, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 2317 .build(); 2318 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 2319#if DEBUG_LAYERS_AS_REGIONS 2320 drawRegionRectsDebug(layer->region); 2321#endif 2322 } 2323 2324 if (layer->debugDrawUpdate) { 2325 layer->debugDrawUpdate = false; 2326 2327 SkPaint paint; 2328 paint.setColor(0x7f00ff00); 2329 drawColorRect(0, 0, layer->layer.getWidth(), layer->layer.getHeight(), &paint); 2330 } 2331 } 2332 layer->hasDrawnSinceUpdate = true; 2333 2334 if (transform && !transform->isIdentity()) { 2335 restore(); 2336 } 2337 2338 mDirty = true; 2339} 2340 2341/////////////////////////////////////////////////////////////////////////////// 2342// Draw filters 2343/////////////////////////////////////////////////////////////////////////////// 2344void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 2345 // We should never get here since we apply the draw filter when stashing 2346 // the paints in the DisplayList. 2347 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 2348} 2349 2350/////////////////////////////////////////////////////////////////////////////// 2351// Drawing implementation 2352/////////////////////////////////////////////////////////////////////////////// 2353 2354Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 2355 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2356 if (!texture) { 2357 return mCaches.textureCache.get(bitmap); 2358 } 2359 return texture; 2360} 2361 2362void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 2363 const SkPaint* paint) { 2364 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 2365 return; 2366 } 2367 2368 Glop glop; 2369 GlopBuilder(mRenderState, mCaches, &glop) 2370 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2371 .setMeshTexturedUnitQuad(nullptr) 2372 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 2373 .setTransform(*currentSnapshot(), TransformFlags::None) 2374 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 2375 .build(); 2376 renderGlop(glop); 2377} 2378 2379// Same values used by Skia 2380#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2381#define kStdUnderline_Offset (1.0f / 9.0f) 2382#define kStdUnderline_Thickness (1.0f / 18.0f) 2383 2384void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 2385 const SkPaint* paint) { 2386 // Handle underline and strike-through 2387 uint32_t flags = paint->getFlags(); 2388 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2389 SkPaint paintCopy(*paint); 2390 2391 if (CC_LIKELY(underlineWidth > 0.0f)) { 2392 const float textSize = paintCopy.getTextSize(); 2393 const float strokeWidth = std::max(textSize * kStdUnderline_Thickness, 1.0f); 2394 2395 const float left = x; 2396 float top = 0.0f; 2397 2398 int linesCount = 0; 2399 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2400 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2401 2402 const int pointsCount = 4 * linesCount; 2403 float points[pointsCount]; 2404 int currentPoint = 0; 2405 2406 if (flags & SkPaint::kUnderlineText_Flag) { 2407 top = y + textSize * kStdUnderline_Offset; 2408 points[currentPoint++] = left; 2409 points[currentPoint++] = top; 2410 points[currentPoint++] = left + underlineWidth; 2411 points[currentPoint++] = top; 2412 } 2413 2414 if (flags & SkPaint::kStrikeThruText_Flag) { 2415 top = y + textSize * kStdStrikeThru_Offset; 2416 points[currentPoint++] = left; 2417 points[currentPoint++] = top; 2418 points[currentPoint++] = left + underlineWidth; 2419 points[currentPoint++] = top; 2420 } 2421 2422 paintCopy.setStrokeWidth(strokeWidth); 2423 2424 drawLines(&points[0], pointsCount, &paintCopy); 2425 } 2426 } 2427} 2428 2429void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 2430 if (mState.currentlyIgnored()) { 2431 return; 2432 } 2433 2434 drawColorRects(rects, count, paint, false, true, true); 2435} 2436 2437void OpenGLRenderer::drawShadow(float casterAlpha, 2438 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 2439 if (mState.currentlyIgnored()) return; 2440 2441 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 2442 mRenderState.scissor().setEnabled(true); 2443 2444 SkPaint paint; 2445 paint.setAntiAlias(true); // want to use AlphaVertex 2446 2447 // The caller has made sure casterAlpha > 0. 2448 float ambientShadowAlpha = mAmbientShadowAlpha; 2449 if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) { 2450 ambientShadowAlpha = Properties::overrideAmbientShadowStrength; 2451 } 2452 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 2453 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 2454 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2455 } 2456 2457 float spotShadowAlpha = mSpotShadowAlpha; 2458 if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) { 2459 spotShadowAlpha = Properties::overrideSpotShadowStrength; 2460 } 2461 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 2462 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 2463 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2464 } 2465 2466 mDirty=true; 2467} 2468 2469void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 2470 bool ignoreTransform, bool dirty, bool clip) { 2471 if (count == 0) { 2472 return; 2473 } 2474 2475 float left = FLT_MAX; 2476 float top = FLT_MAX; 2477 float right = FLT_MIN; 2478 float bottom = FLT_MIN; 2479 2480 Vertex mesh[count]; 2481 Vertex* vertex = mesh; 2482 2483 for (int index = 0; index < count; index += 4) { 2484 float l = rects[index + 0]; 2485 float t = rects[index + 1]; 2486 float r = rects[index + 2]; 2487 float b = rects[index + 3]; 2488 2489 Vertex::set(vertex++, l, t); 2490 Vertex::set(vertex++, r, t); 2491 Vertex::set(vertex++, l, b); 2492 Vertex::set(vertex++, r, b); 2493 2494 left = std::min(left, l); 2495 top = std::min(top, t); 2496 right = std::max(right, r); 2497 bottom = std::max(bottom, b); 2498 } 2499 2500 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 2501 return; 2502 } 2503 2504 const int transformFlags = ignoreTransform 2505 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2506 Glop glop; 2507 GlopBuilder(mRenderState, mCaches, &glop) 2508 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2509 .setMeshIndexedQuads(&mesh[0], count / 4) 2510 .setFillPaint(*paint, currentSnapshot()->alpha) 2511 .setTransform(*currentSnapshot(), transformFlags) 2512 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2513 .build(); 2514 renderGlop(glop); 2515} 2516 2517void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2518 const SkPaint* paint, bool ignoreTransform) { 2519 const int transformFlags = ignoreTransform 2520 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2521 Glop glop; 2522 GlopBuilder(mRenderState, mCaches, &glop) 2523 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2524 .setMeshUnitQuad() 2525 .setFillPaint(*paint, currentSnapshot()->alpha) 2526 .setTransform(*currentSnapshot(), transformFlags) 2527 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 2528 .build(); 2529 renderGlop(glop); 2530} 2531 2532void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 2533 SkXfermode::Mode* mode) const { 2534 getAlphaAndModeDirect(paint, alpha, mode); 2535 *alpha *= currentSnapshot()->alpha; 2536} 2537 2538float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 2539 return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha; 2540} 2541 2542}; // namespace uirenderer 2543}; // namespace android 2544