OpenGLRenderer.cpp revision 3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DeferredDisplayList.h" 36#include "DisplayListRenderer.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 // *set* draw modifiers to be 0 116 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 117 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 118 119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 120 121 mFirstSnapshot = new Snapshot; 122 mFrameStarted = false; 123 124 mScissorOptimizationDisabled = false; 125} 126 127OpenGLRenderer::~OpenGLRenderer() { 128 // The context has already been destroyed at this point, do not call 129 // GL APIs. All GL state should be kept in Caches.h 130} 131 132void OpenGLRenderer::initProperties() { 133 char property[PROPERTY_VALUE_MAX]; 134 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 135 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 136 INIT_LOGD(" Scissor optimization %s", 137 mScissorOptimizationDisabled ? "disabled" : "enabled"); 138 } else { 139 INIT_LOGD(" Scissor optimization enabled"); 140 } 141} 142 143/////////////////////////////////////////////////////////////////////////////// 144// Setup 145/////////////////////////////////////////////////////////////////////////////// 146 147void OpenGLRenderer::setName(const char* name) { 148 if (name) { 149 mName.setTo(name); 150 } else { 151 mName.clear(); 152 } 153} 154 155const char* OpenGLRenderer::getName() const { 156 return mName.string(); 157} 158 159bool OpenGLRenderer::isDeferred() { 160 return false; 161} 162 163void OpenGLRenderer::setViewport(int width, int height) { 164 initViewport(width, height); 165 166 glDisable(GL_DITHER); 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 169 glEnableVertexAttribArray(Program::kBindingPosition); 170} 171 172void OpenGLRenderer::initViewport(int width, int height) { 173 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 174 175 mWidth = width; 176 mHeight = height; 177 178 mFirstSnapshot->height = height; 179 mFirstSnapshot->viewport.set(0, 0, width, height); 180} 181 182void OpenGLRenderer::setupFrameState(float left, float top, 183 float right, float bottom, bool opaque) { 184 mCaches.clearGarbage(); 185 186 mOpaque = opaque; 187 mSnapshot = new Snapshot(mFirstSnapshot, 188 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 189 mSnapshot->fbo = getTargetFbo(); 190 mSaveCount = 1; 191 192 mSnapshot->setClip(left, top, right, bottom); 193 mTilingClip.set(left, top, right, bottom); 194} 195 196status_t OpenGLRenderer::startFrame() { 197 if (mFrameStarted) return DrawGlInfo::kStatusDone; 198 mFrameStarted = true; 199 200 mDirtyClip = true; 201 202 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 203 204 glViewport(0, 0, mWidth, mHeight); 205 206 // Functors break the tiling extension in pretty spectacular ways 207 // This ensures we don't use tiling when a functor is going to be 208 // invoked during the frame 209 mSuppressTiling = mCaches.hasRegisteredFunctors(); 210 211 startTiling(mSnapshot, true); 212 213 debugOverdraw(true, true); 214 215 return clear(mTilingClip.left, mTilingClip.top, 216 mTilingClip.right, mTilingClip.bottom, mOpaque); 217} 218 219status_t OpenGLRenderer::prepare(bool opaque) { 220 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 221} 222 223status_t OpenGLRenderer::prepareDirty(float left, float top, 224 float right, float bottom, bool opaque) { 225 setupFrameState(left, top, right, bottom, opaque); 226 227 // Layer renderers will start the frame immediately 228 // The framebuffer renderer will first defer the display list 229 // for each layer and wait until the first drawing command 230 // to start the frame 231 if (mSnapshot->fbo == 0) { 232 syncState(); 233 updateLayers(); 234 } else { 235 return startFrame(); 236 } 237 238 return DrawGlInfo::kStatusDone; 239} 240 241void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 242 // If we know that we are going to redraw the entire framebuffer, 243 // perform a discard to let the driver know we don't need to preserve 244 // the back buffer for this frame. 245 if (mExtensions.hasDiscardFramebuffer() && 246 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 247 const bool isFbo = getTargetFbo() == 0; 248 const GLenum attachments[] = { 249 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 250 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 251 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 252 } 253} 254 255status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 256 if (!opaque) { 257 mCaches.enableScissor(); 258 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 259 glClear(GL_COLOR_BUFFER_BIT); 260 return DrawGlInfo::kStatusDrew; 261 } 262 263 mCaches.resetScissor(); 264 return DrawGlInfo::kStatusDone; 265} 266 267void OpenGLRenderer::syncState() { 268 if (mCaches.blend) { 269 glEnable(GL_BLEND); 270 } else { 271 glDisable(GL_BLEND); 272 } 273} 274 275void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 276 if (!mSuppressTiling) { 277 Rect* clip = &mTilingClip; 278 if (s->flags & Snapshot::kFlagFboTarget) { 279 clip = &(s->layer->clipRect); 280 } 281 282 startTiling(*clip, s->height, opaque); 283 } 284} 285 286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 287 if (!mSuppressTiling) { 288 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 289 clip.right - clip.left, clip.bottom - clip.top, opaque); 290 } 291} 292 293void OpenGLRenderer::endTiling() { 294 if (!mSuppressTiling) mCaches.endTiling(); 295} 296 297void OpenGLRenderer::finish() { 298 renderOverdraw(); 299 endTiling(); 300 301 // When finish() is invoked on FBO 0 we've reached the end 302 // of the current frame 303 if (getTargetFbo() == 0) { 304 mCaches.pathCache.trim(); 305 } 306 307 if (!suppressErrorChecks()) { 308#if DEBUG_OPENGL 309 GLenum status = GL_NO_ERROR; 310 while ((status = glGetError()) != GL_NO_ERROR) { 311 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 312 switch (status) { 313 case GL_INVALID_ENUM: 314 ALOGE(" GL_INVALID_ENUM"); 315 break; 316 case GL_INVALID_VALUE: 317 ALOGE(" GL_INVALID_VALUE"); 318 break; 319 case GL_INVALID_OPERATION: 320 ALOGE(" GL_INVALID_OPERATION"); 321 break; 322 case GL_OUT_OF_MEMORY: 323 ALOGE(" Out of memory!"); 324 break; 325 } 326 } 327#endif 328 329#if DEBUG_MEMORY_USAGE 330 mCaches.dumpMemoryUsage(); 331#else 332 if (mCaches.getDebugLevel() & kDebugMemory) { 333 mCaches.dumpMemoryUsage(); 334 } 335#endif 336 } 337 338 mFrameStarted = false; 339} 340 341void OpenGLRenderer::interrupt() { 342 if (mCaches.currentProgram) { 343 if (mCaches.currentProgram->isInUse()) { 344 mCaches.currentProgram->remove(); 345 mCaches.currentProgram = NULL; 346 } 347 } 348 mCaches.unbindMeshBuffer(); 349 mCaches.unbindIndicesBuffer(); 350 mCaches.resetVertexPointers(); 351 mCaches.disableTexCoordsVertexArray(); 352 debugOverdraw(false, false); 353} 354 355void OpenGLRenderer::resume() { 356 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 357 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 358 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 359 debugOverdraw(true, false); 360 361 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 362 363 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 364 mCaches.enableScissor(); 365 mCaches.resetScissor(); 366 dirtyClip(); 367 368 mCaches.activeTexture(0); 369 370 mCaches.blend = true; 371 glEnable(GL_BLEND); 372 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 373 glBlendEquation(GL_FUNC_ADD); 374} 375 376void OpenGLRenderer::resumeAfterLayer() { 377 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 378 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 379 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 380 debugOverdraw(true, false); 381 382 mCaches.resetScissor(); 383 dirtyClip(); 384} 385 386void OpenGLRenderer::detachFunctor(Functor* functor) { 387 mFunctors.remove(functor); 388} 389 390void OpenGLRenderer::attachFunctor(Functor* functor) { 391 mFunctors.add(functor); 392} 393 394status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 395 status_t result = DrawGlInfo::kStatusDone; 396 size_t count = mFunctors.size(); 397 398 if (count > 0) { 399 interrupt(); 400 SortedVector<Functor*> functors(mFunctors); 401 mFunctors.clear(); 402 403 DrawGlInfo info; 404 info.clipLeft = 0; 405 info.clipTop = 0; 406 info.clipRight = 0; 407 info.clipBottom = 0; 408 info.isLayer = false; 409 info.width = 0; 410 info.height = 0; 411 memset(info.transform, 0, sizeof(float) * 16); 412 413 for (size_t i = 0; i < count; i++) { 414 Functor* f = functors.itemAt(i); 415 result |= (*f)(DrawGlInfo::kModeProcess, &info); 416 417 if (result & DrawGlInfo::kStatusDraw) { 418 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 419 dirty.unionWith(localDirty); 420 } 421 422 if (result & DrawGlInfo::kStatusInvoke) { 423 mFunctors.add(f); 424 } 425 } 426 resume(); 427 } 428 429 return result; 430} 431 432status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 433 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 434 435 interrupt(); 436 detachFunctor(functor); 437 438 mCaches.enableScissor(); 439 if (mDirtyClip) { 440 setScissorFromClip(); 441 } 442 443 Rect clip(*mSnapshot->clipRect); 444 clip.snapToPixelBoundaries(); 445 446 // Since we don't know what the functor will draw, let's dirty 447 // tne entire clip region 448 if (hasLayer()) { 449 dirtyLayerUnchecked(clip, getRegion()); 450 } 451 452 DrawGlInfo info; 453 info.clipLeft = clip.left; 454 info.clipTop = clip.top; 455 info.clipRight = clip.right; 456 info.clipBottom = clip.bottom; 457 info.isLayer = hasLayer(); 458 info.width = getSnapshot()->viewport.getWidth(); 459 info.height = getSnapshot()->height; 460 getSnapshot()->transform->copyTo(&info.transform[0]); 461 462 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 463 464 if (result != DrawGlInfo::kStatusDone) { 465 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 466 dirty.unionWith(localDirty); 467 468 if (result & DrawGlInfo::kStatusInvoke) { 469 mFunctors.add(functor); 470 } 471 } 472 473 resume(); 474 return result | DrawGlInfo::kStatusDrew; 475} 476 477/////////////////////////////////////////////////////////////////////////////// 478// Debug 479/////////////////////////////////////////////////////////////////////////////// 480 481void OpenGLRenderer::eventMark(const char* name) const { 482 mCaches.eventMark(0, name); 483} 484 485void OpenGLRenderer::startMark(const char* name) const { 486 mCaches.startMark(0, name); 487} 488 489void OpenGLRenderer::endMark() const { 490 mCaches.endMark(); 491} 492 493void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 494 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 495 if (clear) { 496 mCaches.disableScissor(); 497 mCaches.stencil.clear(); 498 } 499 if (enable) { 500 mCaches.stencil.enableDebugWrite(); 501 } else { 502 mCaches.stencil.disable(); 503 } 504 } 505} 506 507void OpenGLRenderer::renderOverdraw() { 508 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 509 const Rect* clip = &mTilingClip; 510 511 mCaches.enableScissor(); 512 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 513 clip->right - clip->left, clip->bottom - clip->top); 514 515 mCaches.stencil.enableDebugTest(2); 516 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 517 mCaches.stencil.enableDebugTest(3); 518 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 519 mCaches.stencil.enableDebugTest(4); 520 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 521 mCaches.stencil.enableDebugTest(4, true); 522 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 523 mCaches.stencil.disable(); 524 } 525} 526 527/////////////////////////////////////////////////////////////////////////////// 528// Layers 529/////////////////////////////////////////////////////////////////////////////// 530 531bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 532 if (layer->deferredUpdateScheduled && layer->renderer && 533 layer->displayList && layer->displayList->isRenderable()) { 534 Rect& dirty = layer->dirtyRect; 535 536 if (inFrame) { 537 endTiling(); 538 debugOverdraw(false, false); 539 } 540 541 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 542 layer->render(); 543 } else { 544 layer->defer(); 545 } 546 547 if (inFrame) { 548 resumeAfterLayer(); 549 startTiling(mSnapshot); 550 } 551 552 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 553 layer->hasDrawnSinceUpdate = false; 554 555 return true; 556 } 557 558 return false; 559} 560 561void OpenGLRenderer::updateLayers() { 562 // If draw deferring is enabled this method will simply defer 563 // the display list of each individual layer. The layers remain 564 // in the layer updates list which will be cleared by flushLayers(). 565 int count = mLayerUpdates.size(); 566 if (count > 0) { 567 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 568 startMark("Layer Updates"); 569 } else { 570 startMark("Defer Layer Updates"); 571 } 572 573 // Note: it is very important to update the layers in order 574 for (int i = 0; i < count; i++) { 575 Layer* layer = mLayerUpdates.itemAt(i); 576 updateLayer(layer, false); 577 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 578 mCaches.resourceCache.decrementRefcount(layer); 579 } 580 } 581 582 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 583 mLayerUpdates.clear(); 584 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 585 } 586 endMark(); 587 } 588} 589 590void OpenGLRenderer::flushLayers() { 591 int count = mLayerUpdates.size(); 592 if (count > 0) { 593 startMark("Apply Layer Updates"); 594 char layerName[12]; 595 596 // Note: it is very important to update the layers in order 597 for (int i = 0; i < count; i++) { 598 sprintf(layerName, "Layer #%d", i); 599 startMark(layerName); 600 601 Layer* layer = mLayerUpdates.itemAt(i); 602 layer->flush(); 603 mCaches.resourceCache.decrementRefcount(layer); 604 605 endMark(); 606 } 607 608 mLayerUpdates.clear(); 609 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 610 611 endMark(); 612 } 613} 614 615void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 616 if (layer) { 617 // Make sure we don't introduce duplicates. 618 // SortedVector would do this automatically but we need to respect 619 // the insertion order. The linear search is not an issue since 620 // this list is usually very short (typically one item, at most a few) 621 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 622 if (mLayerUpdates.itemAt(i) == layer) { 623 return; 624 } 625 } 626 mLayerUpdates.push_back(layer); 627 mCaches.resourceCache.incrementRefcount(layer); 628 } 629} 630 631void OpenGLRenderer::clearLayerUpdates() { 632 size_t count = mLayerUpdates.size(); 633 if (count > 0) { 634 mCaches.resourceCache.lock(); 635 for (size_t i = 0; i < count; i++) { 636 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 637 } 638 mCaches.resourceCache.unlock(); 639 mLayerUpdates.clear(); 640 } 641} 642 643/////////////////////////////////////////////////////////////////////////////// 644// State management 645/////////////////////////////////////////////////////////////////////////////// 646 647int OpenGLRenderer::getSaveCount() const { 648 return mSaveCount; 649} 650 651int OpenGLRenderer::save(int flags) { 652 return saveSnapshot(flags); 653} 654 655void OpenGLRenderer::restore() { 656 if (mSaveCount > 1) { 657 restoreSnapshot(); 658 } 659} 660 661void OpenGLRenderer::restoreToCount(int saveCount) { 662 if (saveCount < 1) saveCount = 1; 663 664 while (mSaveCount > saveCount) { 665 restoreSnapshot(); 666 } 667} 668 669int OpenGLRenderer::saveSnapshot(int flags) { 670 mSnapshot = new Snapshot(mSnapshot, flags); 671 return mSaveCount++; 672} 673 674bool OpenGLRenderer::restoreSnapshot() { 675 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 676 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 677 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 678 679 sp<Snapshot> current = mSnapshot; 680 sp<Snapshot> previous = mSnapshot->previous; 681 682 if (restoreOrtho) { 683 Rect& r = previous->viewport; 684 glViewport(r.left, r.top, r.right, r.bottom); 685 mOrthoMatrix.load(current->orthoMatrix); 686 } 687 688 mSaveCount--; 689 mSnapshot = previous; 690 691 if (restoreClip) { 692 dirtyClip(); 693 } 694 695 if (restoreLayer) { 696 endMark(); // Savelayer 697 startMark("ComposeLayer"); 698 composeLayer(current, previous); 699 endMark(); 700 } 701 702 return restoreClip; 703} 704 705/////////////////////////////////////////////////////////////////////////////// 706// Layers 707/////////////////////////////////////////////////////////////////////////////// 708 709int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 710 int alpha, SkXfermode::Mode mode, int flags) { 711 const GLuint previousFbo = mSnapshot->fbo; 712 const int count = saveSnapshot(flags); 713 714 if (!mSnapshot->isIgnored()) { 715 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 716 } 717 718 return count; 719} 720 721void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 722 const Rect untransformedBounds(bounds); 723 724 currentTransform().mapRect(bounds); 725 726 // Layers only make sense if they are in the framebuffer's bounds 727 if (bounds.intersect(*mSnapshot->clipRect)) { 728 // We cannot work with sub-pixels in this case 729 bounds.snapToPixelBoundaries(); 730 731 // When the layer is not an FBO, we may use glCopyTexImage so we 732 // need to make sure the layer does not extend outside the bounds 733 // of the framebuffer 734 if (!bounds.intersect(mSnapshot->previous->viewport)) { 735 bounds.setEmpty(); 736 } else if (fboLayer) { 737 clip.set(bounds); 738 mat4 inverse; 739 inverse.loadInverse(currentTransform()); 740 inverse.mapRect(clip); 741 clip.snapToPixelBoundaries(); 742 if (clip.intersect(untransformedBounds)) { 743 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 744 bounds.set(untransformedBounds); 745 } else { 746 clip.setEmpty(); 747 } 748 } 749 } else { 750 bounds.setEmpty(); 751 } 752} 753 754void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 755 bool fboLayer, int alpha) { 756 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 757 bounds.getHeight() > mCaches.maxTextureSize || 758 (fboLayer && clip.isEmpty())) { 759 mSnapshot->empty = fboLayer; 760 } else { 761 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 762 } 763} 764 765int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 766 int alpha, SkXfermode::Mode mode, int flags) { 767 const GLuint previousFbo = mSnapshot->fbo; 768 const int count = saveSnapshot(flags); 769 770 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 771 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 772 // operations will be able to store and restore the current clip and transform info, and 773 // quick rejection will be correct (for display lists) 774 775 Rect bounds(left, top, right, bottom); 776 Rect clip; 777 calculateLayerBoundsAndClip(bounds, clip, true); 778 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 779 780 if (!mSnapshot->isIgnored()) { 781 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 782 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 783 } 784 } 785 786 return count; 787} 788 789 790/** 791 * Layers are viewed by Skia are slightly different than layers in image editing 792 * programs (for instance.) When a layer is created, previously created layers 793 * and the frame buffer still receive every drawing command. For instance, if a 794 * layer is created and a shape intersecting the bounds of the layers and the 795 * framebuffer is draw, the shape will be drawn on both (unless the layer was 796 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 797 * 798 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 799 * texture. Unfortunately, this is inefficient as it requires every primitive to 800 * be drawn n + 1 times, where n is the number of active layers. In practice this 801 * means, for every primitive: 802 * - Switch active frame buffer 803 * - Change viewport, clip and projection matrix 804 * - Issue the drawing 805 * 806 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 807 * To avoid this, layers are implemented in a different way here, at least in the 808 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 809 * is set. When this flag is set we can redirect all drawing operations into a 810 * single FBO. 811 * 812 * This implementation relies on the frame buffer being at least RGBA 8888. When 813 * a layer is created, only a texture is created, not an FBO. The content of the 814 * frame buffer contained within the layer's bounds is copied into this texture 815 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 816 * buffer and drawing continues as normal. This technique therefore treats the 817 * frame buffer as a scratch buffer for the layers. 818 * 819 * To compose the layers back onto the frame buffer, each layer texture 820 * (containing the original frame buffer data) is drawn as a simple quad over 821 * the frame buffer. The trick is that the quad is set as the composition 822 * destination in the blending equation, and the frame buffer becomes the source 823 * of the composition. 824 * 825 * Drawing layers with an alpha value requires an extra step before composition. 826 * An empty quad is drawn over the layer's region in the frame buffer. This quad 827 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 828 * quad is used to multiply the colors in the frame buffer. This is achieved by 829 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 830 * GL_ZERO, GL_SRC_ALPHA. 831 * 832 * Because glCopyTexImage2D() can be slow, an alternative implementation might 833 * be use to draw a single clipped layer. The implementation described above 834 * is correct in every case. 835 * 836 * (1) The frame buffer is actually not cleared right away. To allow the GPU 837 * to potentially optimize series of calls to glCopyTexImage2D, the frame 838 * buffer is left untouched until the first drawing operation. Only when 839 * something actually gets drawn are the layers regions cleared. 840 */ 841bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 842 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 843 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 844 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 845 846 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 847 848 // Window coordinates of the layer 849 Rect clip; 850 Rect bounds(left, top, right, bottom); 851 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 852 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 853 854 // Bail out if we won't draw in this snapshot 855 if (mSnapshot->isIgnored()) { 856 return false; 857 } 858 859 mCaches.activeTexture(0); 860 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 861 if (!layer) { 862 return false; 863 } 864 865 layer->setAlpha(alpha, mode); 866 layer->layer.set(bounds); 867 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 868 bounds.getWidth() / float(layer->getWidth()), 0.0f); 869 layer->setColorFilter(mDrawModifiers.mColorFilter); 870 layer->setBlend(true); 871 layer->setDirty(false); 872 873 // Save the layer in the snapshot 874 mSnapshot->flags |= Snapshot::kFlagIsLayer; 875 mSnapshot->layer = layer; 876 877 startMark("SaveLayer"); 878 if (fboLayer) { 879 return createFboLayer(layer, bounds, clip, previousFbo); 880 } else { 881 // Copy the framebuffer into the layer 882 layer->bindTexture(); 883 if (!bounds.isEmpty()) { 884 if (layer->isEmpty()) { 885 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 886 bounds.left, mSnapshot->height - bounds.bottom, 887 layer->getWidth(), layer->getHeight(), 0); 888 layer->setEmpty(false); 889 } else { 890 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 891 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 892 } 893 894 // Enqueue the buffer coordinates to clear the corresponding region later 895 mLayers.push(new Rect(bounds)); 896 } 897 } 898 899 return true; 900} 901 902bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 903 layer->clipRect.set(clip); 904 layer->setFbo(mCaches.fboCache.get()); 905 906 mSnapshot->region = &mSnapshot->layer->region; 907 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 908 Snapshot::kFlagDirtyOrtho; 909 mSnapshot->fbo = layer->getFbo(); 910 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 911 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 912 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 913 mSnapshot->height = bounds.getHeight(); 914 mSnapshot->orthoMatrix.load(mOrthoMatrix); 915 916 endTiling(); 917 debugOverdraw(false, false); 918 // Bind texture to FBO 919 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 920 layer->bindTexture(); 921 922 // Initialize the texture if needed 923 if (layer->isEmpty()) { 924 layer->allocateTexture(); 925 layer->setEmpty(false); 926 } 927 928 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 929 layer->getTexture(), 0); 930 931 startTiling(mSnapshot, true); 932 933 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 934 mCaches.enableScissor(); 935 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 936 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 937 glClear(GL_COLOR_BUFFER_BIT); 938 939 dirtyClip(); 940 941 // Change the ortho projection 942 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 943 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 944 945 return true; 946} 947 948/** 949 * Read the documentation of createLayer() before doing anything in this method. 950 */ 951void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 952 if (!current->layer) { 953 ALOGE("Attempting to compose a layer that does not exist"); 954 return; 955 } 956 957 Layer* layer = current->layer; 958 const Rect& rect = layer->layer; 959 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 960 961 if (fboLayer) { 962 endTiling(); 963 964 // Detach the texture from the FBO 965 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 966 967 layer->removeFbo(false); 968 969 // Unbind current FBO and restore previous one 970 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 971 debugOverdraw(true, false); 972 973 startTiling(previous); 974 } 975 976 if (!fboLayer && layer->getAlpha() < 255) { 977 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 978 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 979 // Required below, composeLayerRect() will divide by 255 980 layer->setAlpha(255); 981 } 982 983 mCaches.unbindMeshBuffer(); 984 985 mCaches.activeTexture(0); 986 987 // When the layer is stored in an FBO, we can save a bit of fillrate by 988 // drawing only the dirty region 989 if (fboLayer) { 990 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 991 if (layer->getColorFilter()) { 992 setupColorFilter(layer->getColorFilter()); 993 } 994 composeLayerRegion(layer, rect); 995 if (layer->getColorFilter()) { 996 resetColorFilter(); 997 } 998 } else if (!rect.isEmpty()) { 999 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1000 composeLayerRect(layer, rect, true); 1001 } 1002 1003 dirtyClip(); 1004 1005 // Failing to add the layer to the cache should happen only if the layer is too large 1006 if (!mCaches.layerCache.put(layer)) { 1007 LAYER_LOGD("Deleting layer"); 1008 Caches::getInstance().resourceCache.decrementRefcount(layer); 1009 } 1010} 1011 1012void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1013 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1014 1015 setupDraw(); 1016 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1017 setupDrawWithTexture(); 1018 } else { 1019 setupDrawWithExternalTexture(); 1020 } 1021 setupDrawTextureTransform(); 1022 setupDrawColor(alpha, alpha, alpha, alpha); 1023 setupDrawColorFilter(); 1024 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1025 setupDrawProgram(); 1026 setupDrawPureColorUniforms(); 1027 setupDrawColorFilterUniforms(); 1028 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1029 setupDrawTexture(layer->getTexture()); 1030 } else { 1031 setupDrawExternalTexture(layer->getTexture()); 1032 } 1033 if (currentTransform().isPureTranslate() && 1034 layer->getWidth() == (uint32_t) rect.getWidth() && 1035 layer->getHeight() == (uint32_t) rect.getHeight()) { 1036 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1037 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1038 1039 layer->setFilter(GL_NEAREST); 1040 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1041 } else { 1042 layer->setFilter(GL_LINEAR); 1043 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1044 } 1045 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1046 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1047 1048 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1049 1050 finishDrawTexture(); 1051} 1052 1053void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1054 if (!layer->isTextureLayer()) { 1055 const Rect& texCoords = layer->texCoords; 1056 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1057 texCoords.right, texCoords.bottom); 1058 1059 float x = rect.left; 1060 float y = rect.top; 1061 bool simpleTransform = currentTransform().isPureTranslate() && 1062 layer->getWidth() == (uint32_t) rect.getWidth() && 1063 layer->getHeight() == (uint32_t) rect.getHeight(); 1064 1065 if (simpleTransform) { 1066 // When we're swapping, the layer is already in screen coordinates 1067 if (!swap) { 1068 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1069 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1070 } 1071 1072 layer->setFilter(GL_NEAREST, true); 1073 } else { 1074 layer->setFilter(GL_LINEAR, true); 1075 } 1076 1077 float alpha = getLayerAlpha(layer); 1078 bool blend = layer->isBlend() || alpha < 1.0f; 1079 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1080 layer->getTexture(), alpha, layer->getMode(), blend, 1081 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1082 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1083 1084 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1085 } else { 1086 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1087 drawTextureLayer(layer, rect); 1088 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1089 } 1090} 1091 1092/** 1093 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1094 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1095 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1096 * by saveLayer's restore 1097 */ 1098#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1099 DRAW_COMMAND; \ 1100 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1101 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1102 DRAW_COMMAND; \ 1103 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1104 } \ 1105 } 1106 1107#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1108 1109void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1110 if (layer->region.isRect()) { 1111 layer->setRegionAsRect(); 1112 1113 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1114 1115 layer->region.clear(); 1116 return; 1117 } 1118 1119 // TODO: See LayerRenderer.cpp::generateMesh() for important 1120 // information about this implementation 1121 if (CC_LIKELY(!layer->region.isEmpty())) { 1122 size_t count; 1123 const android::Rect* rects; 1124 Region safeRegion; 1125 if (CC_LIKELY(hasRectToRectTransform())) { 1126 rects = layer->region.getArray(&count); 1127 } else { 1128 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1129 rects = safeRegion.getArray(&count); 1130 } 1131 1132 const float alpha = getLayerAlpha(layer); 1133 const float texX = 1.0f / float(layer->getWidth()); 1134 const float texY = 1.0f / float(layer->getHeight()); 1135 const float height = rect.getHeight(); 1136 1137 setupDraw(); 1138 1139 // We must get (and therefore bind) the region mesh buffer 1140 // after we setup drawing in case we need to mess with the 1141 // stencil buffer in setupDraw() 1142 TextureVertex* mesh = mCaches.getRegionMesh(); 1143 GLsizei numQuads = 0; 1144 1145 setupDrawWithTexture(); 1146 setupDrawColor(alpha, alpha, alpha, alpha); 1147 setupDrawColorFilter(); 1148 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1149 setupDrawProgram(); 1150 setupDrawDirtyRegionsDisabled(); 1151 setupDrawPureColorUniforms(); 1152 setupDrawColorFilterUniforms(); 1153 setupDrawTexture(layer->getTexture()); 1154 if (currentTransform().isPureTranslate()) { 1155 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1156 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1157 1158 layer->setFilter(GL_NEAREST); 1159 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1160 } else { 1161 layer->setFilter(GL_LINEAR); 1162 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1163 } 1164 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1165 1166 for (size_t i = 0; i < count; i++) { 1167 const android::Rect* r = &rects[i]; 1168 1169 const float u1 = r->left * texX; 1170 const float v1 = (height - r->top) * texY; 1171 const float u2 = r->right * texX; 1172 const float v2 = (height - r->bottom) * texY; 1173 1174 // TODO: Reject quads outside of the clip 1175 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1176 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1177 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1178 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1179 1180 numQuads++; 1181 1182 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1183 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1184 GL_UNSIGNED_SHORT, NULL)); 1185 numQuads = 0; 1186 mesh = mCaches.getRegionMesh(); 1187 } 1188 } 1189 1190 if (numQuads > 0) { 1191 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1192 GL_UNSIGNED_SHORT, NULL)); 1193 } 1194 1195 finishDrawTexture(); 1196 1197#if DEBUG_LAYERS_AS_REGIONS 1198 drawRegionRects(layer->region); 1199#endif 1200 1201 layer->region.clear(); 1202 } 1203} 1204 1205void OpenGLRenderer::drawRegionRects(const Region& region) { 1206#if DEBUG_LAYERS_AS_REGIONS 1207 size_t count; 1208 const android::Rect* rects = region.getArray(&count); 1209 1210 uint32_t colors[] = { 1211 0x7fff0000, 0x7f00ff00, 1212 0x7f0000ff, 0x7fff00ff, 1213 }; 1214 1215 int offset = 0; 1216 int32_t top = rects[0].top; 1217 1218 for (size_t i = 0; i < count; i++) { 1219 if (top != rects[i].top) { 1220 offset ^= 0x2; 1221 top = rects[i].top; 1222 } 1223 1224 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1225 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1226 SkXfermode::kSrcOver_Mode); 1227 } 1228#endif 1229} 1230 1231void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1232 SkXfermode::Mode mode, bool dirty) { 1233 int count = 0; 1234 Vector<float> rects; 1235 1236 SkRegion::Iterator it(region); 1237 while (!it.done()) { 1238 const SkIRect& r = it.rect(); 1239 rects.push(r.fLeft); 1240 rects.push(r.fTop); 1241 rects.push(r.fRight); 1242 rects.push(r.fBottom); 1243 count += 4; 1244 it.next(); 1245 } 1246 1247 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1248} 1249 1250void OpenGLRenderer::dirtyLayer(const float left, const float top, 1251 const float right, const float bottom, const mat4 transform) { 1252 if (hasLayer()) { 1253 Rect bounds(left, top, right, bottom); 1254 transform.mapRect(bounds); 1255 dirtyLayerUnchecked(bounds, getRegion()); 1256 } 1257} 1258 1259void OpenGLRenderer::dirtyLayer(const float left, const float top, 1260 const float right, const float bottom) { 1261 if (hasLayer()) { 1262 Rect bounds(left, top, right, bottom); 1263 dirtyLayerUnchecked(bounds, getRegion()); 1264 } 1265} 1266 1267void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1268 if (bounds.intersect(*mSnapshot->clipRect)) { 1269 bounds.snapToPixelBoundaries(); 1270 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1271 if (!dirty.isEmpty()) { 1272 region->orSelf(dirty); 1273 } 1274 } 1275} 1276 1277void OpenGLRenderer::clearLayerRegions() { 1278 const size_t count = mLayers.size(); 1279 if (count == 0) return; 1280 1281 if (!mSnapshot->isIgnored()) { 1282 // Doing several glScissor/glClear here can negatively impact 1283 // GPUs with a tiler architecture, instead we draw quads with 1284 // the Clear blending mode 1285 1286 // The list contains bounds that have already been clipped 1287 // against their initial clip rect, and the current clip 1288 // is likely different so we need to disable clipping here 1289 bool scissorChanged = mCaches.disableScissor(); 1290 1291 Vertex mesh[count * 6]; 1292 Vertex* vertex = mesh; 1293 1294 for (uint32_t i = 0; i < count; i++) { 1295 Rect* bounds = mLayers.itemAt(i); 1296 1297 Vertex::set(vertex++, bounds->left, bounds->bottom); 1298 Vertex::set(vertex++, bounds->left, bounds->top); 1299 Vertex::set(vertex++, bounds->right, bounds->top); 1300 Vertex::set(vertex++, bounds->left, bounds->bottom); 1301 Vertex::set(vertex++, bounds->right, bounds->top); 1302 Vertex::set(vertex++, bounds->right, bounds->bottom); 1303 1304 delete bounds; 1305 } 1306 // We must clear the list of dirty rects before we 1307 // call setupDraw() to prevent stencil setup to do 1308 // the same thing again 1309 mLayers.clear(); 1310 1311 setupDraw(false); 1312 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1313 setupDrawBlending(true, SkXfermode::kClear_Mode); 1314 setupDrawProgram(); 1315 setupDrawPureColorUniforms(); 1316 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1317 setupDrawVertices(&mesh[0].position[0]); 1318 1319 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1320 1321 if (scissorChanged) mCaches.enableScissor(); 1322 } else { 1323 for (uint32_t i = 0; i < count; i++) { 1324 delete mLayers.itemAt(i); 1325 } 1326 mLayers.clear(); 1327 } 1328} 1329 1330/////////////////////////////////////////////////////////////////////////////// 1331// State Deferral 1332/////////////////////////////////////////////////////////////////////////////// 1333 1334bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1335 const Rect& currentClip = *(mSnapshot->clipRect); 1336 const mat4& currentMatrix = *(mSnapshot->transform); 1337 1338 if (stateDeferFlags & kStateDeferFlag_Draw) { 1339 // state has bounds initialized in local coordinates 1340 if (!state.mBounds.isEmpty()) { 1341 currentMatrix.mapRect(state.mBounds); 1342 if (!state.mBounds.intersect(currentClip)) { 1343 // quick rejected 1344 return true; 1345 } 1346 } else { 1347 state.mBounds.set(currentClip); 1348 } 1349 } 1350 1351 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1352 if (state.mClipValid) { 1353 state.mClip.set(currentClip); 1354 } 1355 1356 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1357 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1358 state.mMatrix.load(currentMatrix); 1359 state.mDrawModifiers = mDrawModifiers; 1360 state.mAlpha = mSnapshot->alpha; 1361 return false; 1362} 1363 1364void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1365 currentTransform().load(state.mMatrix); 1366 mDrawModifiers = state.mDrawModifiers; 1367 mSnapshot->alpha = state.mAlpha; 1368 1369 if (state.mClipValid && !skipClipRestore) { 1370 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1371 dirtyClip(); 1372 } 1373} 1374 1375void OpenGLRenderer::setFullScreenClip() { 1376 mSnapshot->setClip(0, 0, mWidth, mHeight); 1377 dirtyClip(); 1378} 1379 1380/////////////////////////////////////////////////////////////////////////////// 1381// Transforms 1382/////////////////////////////////////////////////////////////////////////////// 1383 1384void OpenGLRenderer::translate(float dx, float dy) { 1385 currentTransform().translate(dx, dy, 0.0f); 1386} 1387 1388void OpenGLRenderer::rotate(float degrees) { 1389 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1390} 1391 1392void OpenGLRenderer::scale(float sx, float sy) { 1393 currentTransform().scale(sx, sy, 1.0f); 1394} 1395 1396void OpenGLRenderer::skew(float sx, float sy) { 1397 currentTransform().skew(sx, sy); 1398} 1399 1400void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1401 if (matrix) { 1402 currentTransform().load(*matrix); 1403 } else { 1404 currentTransform().loadIdentity(); 1405 } 1406} 1407 1408bool OpenGLRenderer::hasRectToRectTransform() { 1409 return CC_LIKELY(currentTransform().rectToRect()); 1410} 1411 1412void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1413 currentTransform().copyTo(*matrix); 1414} 1415 1416void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1417 SkMatrix transform; 1418 currentTransform().copyTo(transform); 1419 transform.preConcat(*matrix); 1420 currentTransform().load(transform); 1421} 1422 1423/////////////////////////////////////////////////////////////////////////////// 1424// Clipping 1425/////////////////////////////////////////////////////////////////////////////// 1426 1427void OpenGLRenderer::setScissorFromClip() { 1428 Rect clip(*mSnapshot->clipRect); 1429 clip.snapToPixelBoundaries(); 1430 1431 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1432 clip.getWidth(), clip.getHeight())) { 1433 mDirtyClip = false; 1434 } 1435} 1436 1437void OpenGLRenderer::ensureStencilBuffer() { 1438 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1439 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1440 // just hope we have one when hasLayer() returns false. 1441 if (hasLayer()) { 1442 attachStencilBufferToLayer(mSnapshot->layer); 1443 } 1444} 1445 1446void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1447 // The layer's FBO is already bound when we reach this stage 1448 if (!layer->getStencilRenderBuffer()) { 1449 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1450 // is attached after we initiated tiling. We must turn it off, 1451 // attach the new render buffer then turn tiling back on 1452 endTiling(); 1453 1454 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1455 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1456 layer->setStencilRenderBuffer(buffer); 1457 1458 startTiling(layer->clipRect, layer->layer.getHeight()); 1459 } 1460} 1461 1462void OpenGLRenderer::setStencilFromClip() { 1463 if (!mCaches.debugOverdraw) { 1464 if (!mSnapshot->clipRegion->isEmpty()) { 1465 // NOTE: The order here is important, we must set dirtyClip to false 1466 // before any draw call to avoid calling back into this method 1467 mDirtyClip = false; 1468 1469 ensureStencilBuffer(); 1470 1471 mCaches.stencil.enableWrite(); 1472 1473 // Clear the stencil but first make sure we restrict drawing 1474 // to the region's bounds 1475 bool resetScissor = mCaches.enableScissor(); 1476 if (resetScissor) { 1477 // The scissor was not set so we now need to update it 1478 setScissorFromClip(); 1479 } 1480 mCaches.stencil.clear(); 1481 if (resetScissor) mCaches.disableScissor(); 1482 1483 // NOTE: We could use the region contour path to generate a smaller mesh 1484 // Since we are using the stencil we could use the red book path 1485 // drawing technique. It might increase bandwidth usage though. 1486 1487 // The last parameter is important: we are not drawing in the color buffer 1488 // so we don't want to dirty the current layer, if any 1489 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1490 1491 mCaches.stencil.enableTest(); 1492 1493 // Draw the region used to generate the stencil if the appropriate debug 1494 // mode is enabled 1495 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1496 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1497 } 1498 } else { 1499 mCaches.stencil.disable(); 1500 } 1501 } 1502} 1503 1504const Rect& OpenGLRenderer::getClipBounds() { 1505 return mSnapshot->getLocalClip(); 1506} 1507 1508bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1509 if (mSnapshot->isIgnored()) { 1510 return true; 1511 } 1512 1513 Rect r(left, top, right, bottom); 1514 currentTransform().mapRect(r); 1515 r.snapToPixelBoundaries(); 1516 1517 Rect clipRect(*mSnapshot->clipRect); 1518 clipRect.snapToPixelBoundaries(); 1519 1520 return !clipRect.intersects(r); 1521} 1522 1523bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1524 Rect& transformed, Rect& clip) { 1525 if (mSnapshot->isIgnored()) { 1526 return true; 1527 } 1528 1529 transformed.set(left, top, right, bottom); 1530 currentTransform().mapRect(transformed); 1531 transformed.snapToPixelBoundaries(); 1532 1533 clip.set(*mSnapshot->clipRect); 1534 clip.snapToPixelBoundaries(); 1535 1536 return !clip.intersects(transformed); 1537} 1538 1539bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1540 SkPaint* paint) { 1541 if (paint->getStyle() != SkPaint::kFill_Style) { 1542 float outset = paint->getStrokeWidth() * 0.5f; 1543 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1544 } else { 1545 return quickReject(left, top, right, bottom); 1546 } 1547} 1548 1549bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1550 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1551 return true; 1552 } 1553 1554 Rect r(left, top, right, bottom); 1555 currentTransform().mapRect(r); 1556 r.snapToPixelBoundaries(); 1557 1558 Rect clipRect(*mSnapshot->clipRect); 1559 clipRect.snapToPixelBoundaries(); 1560 1561 bool rejected = !clipRect.intersects(r); 1562 if (!isDeferred() && !rejected) { 1563 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1564 } 1565 1566 return rejected; 1567} 1568 1569void OpenGLRenderer::debugClip() { 1570#if DEBUG_CLIP_REGIONS 1571 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1572 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1573 } 1574#endif 1575} 1576 1577bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1578 if (CC_LIKELY(currentTransform().rectToRect())) { 1579 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1580 if (clipped) { 1581 dirtyClip(); 1582 } 1583 return !mSnapshot->clipRect->isEmpty(); 1584 } 1585 1586 SkPath path; 1587 path.addRect(left, top, right, bottom); 1588 1589 return clipPath(&path, op); 1590} 1591 1592bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1593 SkMatrix transform; 1594 currentTransform().copyTo(transform); 1595 1596 SkPath transformed; 1597 path->transform(transform, &transformed); 1598 1599 SkRegion clip; 1600 if (!mSnapshot->clipRegion->isEmpty()) { 1601 clip.setRegion(*mSnapshot->clipRegion); 1602 } else { 1603 Rect* bounds = mSnapshot->clipRect; 1604 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1605 } 1606 1607 SkRegion region; 1608 region.setPath(transformed, clip); 1609 1610 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1611 if (clipped) { 1612 dirtyClip(); 1613 } 1614 return !mSnapshot->clipRect->isEmpty(); 1615} 1616 1617bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1618 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1619 if (clipped) { 1620 dirtyClip(); 1621 } 1622 return !mSnapshot->clipRect->isEmpty(); 1623} 1624 1625Rect* OpenGLRenderer::getClipRect() { 1626 return mSnapshot->clipRect; 1627} 1628 1629/////////////////////////////////////////////////////////////////////////////// 1630// Drawing commands 1631/////////////////////////////////////////////////////////////////////////////// 1632 1633void OpenGLRenderer::setupDraw(bool clear) { 1634 // TODO: It would be best if we could do this before quickReject() 1635 // changes the scissor test state 1636 if (clear) clearLayerRegions(); 1637 // Make sure setScissor & setStencil happen at the beginning of 1638 // this method 1639 if (mDirtyClip) { 1640 if (mCaches.scissorEnabled) { 1641 setScissorFromClip(); 1642 } 1643 setStencilFromClip(); 1644 } 1645 1646 mDescription.reset(); 1647 1648 mSetShaderColor = false; 1649 mColorSet = false; 1650 mColorA = mColorR = mColorG = mColorB = 0.0f; 1651 mTextureUnit = 0; 1652 mTrackDirtyRegions = true; 1653 1654 // Enable debug highlight when what we're about to draw is tested against 1655 // the stencil buffer and if stencil highlight debugging is on 1656 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1657 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1658 mCaches.stencil.isTestEnabled(); 1659} 1660 1661void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1662 mDescription.hasTexture = true; 1663 mDescription.hasAlpha8Texture = isAlpha8; 1664} 1665 1666void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1667 mDescription.hasTexture = true; 1668 mDescription.hasColors = true; 1669 mDescription.hasAlpha8Texture = isAlpha8; 1670} 1671 1672void OpenGLRenderer::setupDrawWithExternalTexture() { 1673 mDescription.hasExternalTexture = true; 1674} 1675 1676void OpenGLRenderer::setupDrawNoTexture() { 1677 mCaches.disableTexCoordsVertexArray(); 1678} 1679 1680void OpenGLRenderer::setupDrawAA() { 1681 mDescription.isAA = true; 1682} 1683 1684void OpenGLRenderer::setupDrawPoint(float pointSize) { 1685 mDescription.isPoint = true; 1686 mDescription.pointSize = pointSize; 1687} 1688 1689void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1690 mColorA = alpha / 255.0f; 1691 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1692 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1693 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1694 mColorSet = true; 1695 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1696} 1697 1698void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1699 mColorA = alpha / 255.0f; 1700 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1701 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1702 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1703 mColorSet = true; 1704 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1705} 1706 1707void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1708 mCaches.fontRenderer->describe(mDescription, paint); 1709} 1710 1711void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1712 mColorA = a; 1713 mColorR = r; 1714 mColorG = g; 1715 mColorB = b; 1716 mColorSet = true; 1717 mSetShaderColor = mDescription.setColor(r, g, b, a); 1718} 1719 1720void OpenGLRenderer::setupDrawShader() { 1721 if (mDrawModifiers.mShader) { 1722 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1723 } 1724} 1725 1726void OpenGLRenderer::setupDrawColorFilter() { 1727 if (mDrawModifiers.mColorFilter) { 1728 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1729 } 1730} 1731 1732void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1733 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1734 mColorA = 1.0f; 1735 mColorR = mColorG = mColorB = 0.0f; 1736 mSetShaderColor = mDescription.modulate = true; 1737 } 1738} 1739 1740void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1741 // When the blending mode is kClear_Mode, we need to use a modulate color 1742 // argb=1,0,0,0 1743 accountForClear(mode); 1744 bool blend = (mColorSet && mColorA < 1.0f) || 1745 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1746 chooseBlending(blend, mode, mDescription, swapSrcDst); 1747} 1748 1749void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1750 // When the blending mode is kClear_Mode, we need to use a modulate color 1751 // argb=1,0,0,0 1752 accountForClear(mode); 1753 blend |= (mColorSet && mColorA < 1.0f) || 1754 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1755 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1756 chooseBlending(blend, mode, mDescription, swapSrcDst); 1757} 1758 1759void OpenGLRenderer::setupDrawProgram() { 1760 useProgram(mCaches.programCache.get(mDescription)); 1761} 1762 1763void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1764 mTrackDirtyRegions = false; 1765} 1766 1767void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1768 bool ignoreTransform) { 1769 mModelView.loadTranslate(left, top, 0.0f); 1770 if (!ignoreTransform) { 1771 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1772 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1773 } else { 1774 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1775 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1776 } 1777} 1778 1779void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1780 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1781} 1782 1783void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1784 bool ignoreTransform, bool ignoreModelView) { 1785 if (!ignoreModelView) { 1786 mModelView.loadTranslate(left, top, 0.0f); 1787 mModelView.scale(right - left, bottom - top, 1.0f); 1788 } else { 1789 mModelView.loadIdentity(); 1790 } 1791 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1792 if (!ignoreTransform) { 1793 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1794 if (mTrackDirtyRegions && dirty) { 1795 dirtyLayer(left, top, right, bottom, currentTransform()); 1796 } 1797 } else { 1798 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1799 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1800 } 1801} 1802 1803void OpenGLRenderer::setupDrawPointUniforms() { 1804 int slot = mCaches.currentProgram->getUniform("pointSize"); 1805 glUniform1f(slot, mDescription.pointSize); 1806} 1807 1808void OpenGLRenderer::setupDrawColorUniforms() { 1809 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1810 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1811 } 1812} 1813 1814void OpenGLRenderer::setupDrawPureColorUniforms() { 1815 if (mSetShaderColor) { 1816 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1817 } 1818} 1819 1820void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1821 if (mDrawModifiers.mShader) { 1822 if (ignoreTransform) { 1823 mModelView.loadInverse(currentTransform()); 1824 } 1825 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1826 mModelView, *mSnapshot, &mTextureUnit); 1827 } 1828} 1829 1830void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1831 if (mDrawModifiers.mShader) { 1832 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1833 mat4::identity(), *mSnapshot, &mTextureUnit); 1834 } 1835} 1836 1837void OpenGLRenderer::setupDrawColorFilterUniforms() { 1838 if (mDrawModifiers.mColorFilter) { 1839 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1840 } 1841} 1842 1843void OpenGLRenderer::setupDrawTextGammaUniforms() { 1844 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1845} 1846 1847void OpenGLRenderer::setupDrawSimpleMesh() { 1848 bool force = mCaches.bindMeshBuffer(); 1849 mCaches.bindPositionVertexPointer(force, 0); 1850 mCaches.unbindIndicesBuffer(); 1851} 1852 1853void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1854 if (texture) bindTexture(texture); 1855 mTextureUnit++; 1856 mCaches.enableTexCoordsVertexArray(); 1857} 1858 1859void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1860 bindExternalTexture(texture); 1861 mTextureUnit++; 1862 mCaches.enableTexCoordsVertexArray(); 1863} 1864 1865void OpenGLRenderer::setupDrawTextureTransform() { 1866 mDescription.hasTextureTransform = true; 1867} 1868 1869void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1870 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1871 GL_FALSE, &transform.data[0]); 1872} 1873 1874void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1875 bool force = false; 1876 if (!vertices || vbo) { 1877 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1878 } else { 1879 force = mCaches.unbindMeshBuffer(); 1880 } 1881 1882 mCaches.bindPositionVertexPointer(force, vertices); 1883 if (mCaches.currentProgram->texCoords >= 0) { 1884 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1885 } 1886 1887 mCaches.unbindIndicesBuffer(); 1888} 1889 1890void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1891 bool force = mCaches.unbindMeshBuffer(); 1892 GLsizei stride = sizeof(ColorTextureVertex); 1893 1894 mCaches.bindPositionVertexPointer(force, vertices, stride); 1895 if (mCaches.currentProgram->texCoords >= 0) { 1896 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1897 } 1898 int slot = mCaches.currentProgram->getAttrib("colors"); 1899 if (slot >= 0) { 1900 glEnableVertexAttribArray(slot); 1901 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1902 } 1903 1904 mCaches.unbindIndicesBuffer(); 1905} 1906 1907void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1908 bool force = false; 1909 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1910 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1911 // use the default VBO found in Caches 1912 if (!vertices || vbo) { 1913 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1914 } else { 1915 force = mCaches.unbindMeshBuffer(); 1916 } 1917 mCaches.bindIndicesBuffer(); 1918 1919 mCaches.bindPositionVertexPointer(force, vertices); 1920 if (mCaches.currentProgram->texCoords >= 0) { 1921 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1922 } 1923} 1924 1925void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1926 bool force = mCaches.unbindMeshBuffer(); 1927 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1928 mCaches.unbindIndicesBuffer(); 1929} 1930 1931void OpenGLRenderer::finishDrawTexture() { 1932} 1933 1934/////////////////////////////////////////////////////////////////////////////// 1935// Drawing 1936/////////////////////////////////////////////////////////////////////////////// 1937 1938status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1939 int32_t replayFlags) { 1940 status_t status; 1941 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1942 // will be performed by the display list itself 1943 if (displayList && displayList->isRenderable()) { 1944 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1945 status = startFrame(); 1946 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1947 displayList->replay(replayStruct, 0); 1948 return status | replayStruct.mDrawGlStatus; 1949 } 1950 1951 DeferredDisplayList deferredList; 1952 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1953 displayList->defer(deferStruct, 0); 1954 1955 flushLayers(); 1956 status = startFrame(); 1957 1958 return status | deferredList.flush(*this, dirty); 1959 } 1960 1961 return DrawGlInfo::kStatusDone; 1962} 1963 1964void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1965 if (displayList) { 1966 displayList->output(1); 1967 } 1968} 1969 1970void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1971 int alpha; 1972 SkXfermode::Mode mode; 1973 getAlphaAndMode(paint, &alpha, &mode); 1974 1975 int color = paint != NULL ? paint->getColor() : 0; 1976 1977 float x = left; 1978 float y = top; 1979 1980 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1981 1982 bool ignoreTransform = false; 1983 if (currentTransform().isPureTranslate()) { 1984 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 1985 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 1986 ignoreTransform = true; 1987 1988 texture->setFilter(GL_NEAREST, true); 1989 } else { 1990 texture->setFilter(FILTER(paint), true); 1991 } 1992 1993 // No need to check for a UV mapper on the texture object, only ARGB_8888 1994 // bitmaps get packed in the atlas 1995 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1996 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1997 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1998} 1999 2000status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices, 2001 const Rect& bounds, SkPaint* paint) { 2002 2003 // merged draw operations don't need scissor, but clip should still be valid 2004 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2005 2006 mCaches.activeTexture(0); 2007 Texture* texture = getTexture(bitmap); 2008 if (!texture) return DrawGlInfo::kStatusDone; 2009 2010 const AutoTexture autoCleanup(texture); 2011 2012 int alpha; 2013 SkXfermode::Mode mode; 2014 getAlphaAndMode(paint, &alpha, &mode); 2015 2016 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2017 texture->setFilter(GL_NEAREST, true); // merged ops are always pure-translation for now 2018 2019 const float x = (int) floorf(bounds.left + 0.5f); 2020 const float y = (int) floorf(bounds.top + 0.5f); 2021 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2022 int color = paint != NULL ? paint->getColor() : 0; 2023 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2024 texture->id, paint != NULL, color, alpha, mode, 2025 &vertices[0].position[0], &vertices[0].texture[0], 2026 GL_TRIANGLES, bitmapCount * 6, true, true); 2027 } else { 2028 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2029 texture->id, alpha / 255.0f, mode, texture->blend, 2030 &vertices[0].position[0], &vertices[0].texture[0], 2031 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true); 2032 } 2033 2034 return DrawGlInfo::kStatusDrew; 2035} 2036 2037status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2038 const float right = left + bitmap->width(); 2039 const float bottom = top + bitmap->height(); 2040 2041 if (quickReject(left, top, right, bottom)) { 2042 return DrawGlInfo::kStatusDone; 2043 } 2044 2045 mCaches.activeTexture(0); 2046 Texture* texture = getTexture(bitmap); 2047 if (!texture) return DrawGlInfo::kStatusDone; 2048 const AutoTexture autoCleanup(texture); 2049 2050 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2051 drawAlphaBitmap(texture, left, top, paint); 2052 } else { 2053 drawTextureRect(left, top, right, bottom, texture, paint); 2054 } 2055 2056 return DrawGlInfo::kStatusDrew; 2057} 2058 2059status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2060 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2061 const mat4 transform(*matrix); 2062 transform.mapRect(r); 2063 2064 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2065 return DrawGlInfo::kStatusDone; 2066 } 2067 2068 mCaches.activeTexture(0); 2069 Texture* texture = getTexture(bitmap); 2070 if (!texture) return DrawGlInfo::kStatusDone; 2071 const AutoTexture autoCleanup(texture); 2072 2073 // This could be done in a cheaper way, all we need is pass the matrix 2074 // to the vertex shader. The save/restore is a bit overkill. 2075 save(SkCanvas::kMatrix_SaveFlag); 2076 concatMatrix(matrix); 2077 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2078 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2079 } else { 2080 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2081 } 2082 restore(); 2083 2084 return DrawGlInfo::kStatusDrew; 2085} 2086 2087status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2088 const float right = left + bitmap->width(); 2089 const float bottom = top + bitmap->height(); 2090 2091 if (quickReject(left, top, right, bottom)) { 2092 return DrawGlInfo::kStatusDone; 2093 } 2094 2095 mCaches.activeTexture(0); 2096 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2097 const AutoTexture autoCleanup(texture); 2098 2099 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2100 drawAlphaBitmap(texture, left, top, paint); 2101 } else { 2102 drawTextureRect(left, top, right, bottom, texture, paint); 2103 } 2104 2105 return DrawGlInfo::kStatusDrew; 2106} 2107 2108status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2109 float* vertices, int* colors, SkPaint* paint) { 2110 if (!vertices || mSnapshot->isIgnored()) { 2111 return DrawGlInfo::kStatusDone; 2112 } 2113 2114 float left = FLT_MAX; 2115 float top = FLT_MAX; 2116 float right = FLT_MIN; 2117 float bottom = FLT_MIN; 2118 2119 const uint32_t count = meshWidth * meshHeight * 6; 2120 2121 ColorTextureVertex mesh[count]; 2122 ColorTextureVertex* vertex = mesh; 2123 2124 bool cleanupColors = false; 2125 if (!colors) { 2126 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2127 colors = new int[colorsCount]; 2128 memset(colors, 0xff, colorsCount * sizeof(int)); 2129 cleanupColors = true; 2130 } 2131 2132 mCaches.activeTexture(0); 2133 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2134 const UvMapper& mapper(getMapper(texture)); 2135 2136 for (int32_t y = 0; y < meshHeight; y++) { 2137 for (int32_t x = 0; x < meshWidth; x++) { 2138 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2139 2140 float u1 = float(x) / meshWidth; 2141 float u2 = float(x + 1) / meshWidth; 2142 float v1 = float(y) / meshHeight; 2143 float v2 = float(y + 1) / meshHeight; 2144 2145 mapper.map(u1, v1, u2, v2); 2146 2147 int ax = i + (meshWidth + 1) * 2; 2148 int ay = ax + 1; 2149 int bx = i; 2150 int by = bx + 1; 2151 int cx = i + 2; 2152 int cy = cx + 1; 2153 int dx = i + (meshWidth + 1) * 2 + 2; 2154 int dy = dx + 1; 2155 2156 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2157 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2158 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2159 2160 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2161 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2162 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2163 2164 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2165 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2166 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2167 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2168 } 2169 } 2170 2171 if (quickReject(left, top, right, bottom)) { 2172 if (cleanupColors) delete[] colors; 2173 return DrawGlInfo::kStatusDone; 2174 } 2175 2176 if (!texture) { 2177 texture = mCaches.textureCache.get(bitmap); 2178 if (!texture) { 2179 if (cleanupColors) delete[] colors; 2180 return DrawGlInfo::kStatusDone; 2181 } 2182 } 2183 const AutoTexture autoCleanup(texture); 2184 2185 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2186 texture->setFilter(FILTER(paint), true); 2187 2188 int alpha; 2189 SkXfermode::Mode mode; 2190 getAlphaAndMode(paint, &alpha, &mode); 2191 2192 float a = alpha / 255.0f; 2193 2194 if (hasLayer()) { 2195 dirtyLayer(left, top, right, bottom, currentTransform()); 2196 } 2197 2198 setupDraw(); 2199 setupDrawWithTextureAndColor(); 2200 setupDrawColor(a, a, a, a); 2201 setupDrawColorFilter(); 2202 setupDrawBlending(true, mode, false); 2203 setupDrawProgram(); 2204 setupDrawDirtyRegionsDisabled(); 2205 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2206 setupDrawTexture(texture->id); 2207 setupDrawPureColorUniforms(); 2208 setupDrawColorFilterUniforms(); 2209 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2210 2211 glDrawArrays(GL_TRIANGLES, 0, count); 2212 2213 finishDrawTexture(); 2214 2215 int slot = mCaches.currentProgram->getAttrib("colors"); 2216 if (slot >= 0) { 2217 glDisableVertexAttribArray(slot); 2218 } 2219 2220 if (cleanupColors) delete[] colors; 2221 2222 return DrawGlInfo::kStatusDrew; 2223} 2224 2225status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2226 float srcLeft, float srcTop, float srcRight, float srcBottom, 2227 float dstLeft, float dstTop, float dstRight, float dstBottom, 2228 SkPaint* paint) { 2229 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2230 return DrawGlInfo::kStatusDone; 2231 } 2232 2233 mCaches.activeTexture(0); 2234 Texture* texture = getTexture(bitmap); 2235 if (!texture) return DrawGlInfo::kStatusDone; 2236 const AutoTexture autoCleanup(texture); 2237 2238 const float width = texture->width; 2239 const float height = texture->height; 2240 2241 float u1 = fmax(0.0f, srcLeft / width); 2242 float v1 = fmax(0.0f, srcTop / height); 2243 float u2 = fmin(1.0f, srcRight / width); 2244 float v2 = fmin(1.0f, srcBottom / height); 2245 2246 getMapper(texture).map(u1, v1, u2, v2); 2247 2248 mCaches.unbindMeshBuffer(); 2249 resetDrawTextureTexCoords(u1, v1, u2, v2); 2250 2251 int alpha; 2252 SkXfermode::Mode mode; 2253 getAlphaAndMode(paint, &alpha, &mode); 2254 2255 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2256 2257 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2258 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2259 2260 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2261 // Apply a scale transform on the canvas only when a shader is in use 2262 // Skia handles the ratio between the dst and src rects as a scale factor 2263 // when a shader is set 2264 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2265 bool ignoreTransform = false; 2266 2267 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2268 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2269 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2270 2271 dstRight = x + (dstRight - dstLeft); 2272 dstBottom = y + (dstBottom - dstTop); 2273 2274 dstLeft = x; 2275 dstTop = y; 2276 2277 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2278 ignoreTransform = true; 2279 } else { 2280 texture->setFilter(FILTER(paint), true); 2281 } 2282 2283 if (CC_UNLIKELY(useScaleTransform)) { 2284 save(SkCanvas::kMatrix_SaveFlag); 2285 translate(dstLeft, dstTop); 2286 scale(scaleX, scaleY); 2287 2288 dstLeft = 0.0f; 2289 dstTop = 0.0f; 2290 2291 dstRight = srcRight - srcLeft; 2292 dstBottom = srcBottom - srcTop; 2293 } 2294 2295 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2296 int color = paint ? paint->getColor() : 0; 2297 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2298 texture->id, paint != NULL, color, alpha, mode, 2299 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2300 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2301 } else { 2302 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2303 texture->id, alpha / 255.0f, mode, texture->blend, 2304 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2305 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2306 } 2307 2308 if (CC_UNLIKELY(useScaleTransform)) { 2309 restore(); 2310 } 2311 2312 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2313 2314 return DrawGlInfo::kStatusDrew; 2315} 2316 2317status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2318 float left, float top, float right, float bottom, SkPaint* paint) { 2319 int alpha; 2320 SkXfermode::Mode mode; 2321 getAlphaAndMode(paint, &alpha, &mode); 2322 2323 return drawPatch(bitmap, patch, mCaches.assetAtlas.getEntry(bitmap), 2324 left, top, right, bottom, alpha, mode); 2325} 2326 2327status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2328 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2329 int alpha, SkXfermode::Mode mode) { 2330 if (quickReject(left, top, right, bottom)) { 2331 return DrawGlInfo::kStatusDone; 2332 } 2333 2334 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2335 right - left, bottom - top, patch); 2336 2337 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2338 mCaches.activeTexture(0); 2339 Texture* texture = entry ? &entry->texture : mCaches.textureCache.get(bitmap); 2340 if (!texture) return DrawGlInfo::kStatusDone; 2341 const AutoTexture autoCleanup(texture); 2342 2343 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2344 texture->setFilter(GL_LINEAR, true); 2345 2346 const bool pureTranslate = currentTransform().isPureTranslate(); 2347 // Mark the current layer dirty where we are going to draw the patch 2348 if (hasLayer() && mesh->hasEmptyQuads) { 2349 const float offsetX = left + currentTransform().getTranslateX(); 2350 const float offsetY = top + currentTransform().getTranslateY(); 2351 const size_t count = mesh->quads.size(); 2352 for (size_t i = 0; i < count; i++) { 2353 const Rect& bounds = mesh->quads.itemAt(i); 2354 if (CC_LIKELY(pureTranslate)) { 2355 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2356 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2357 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2358 } else { 2359 dirtyLayer(left + bounds.left, top + bounds.top, 2360 left + bounds.right, top + bounds.bottom, currentTransform()); 2361 } 2362 } 2363 } 2364 2365 alpha *= mSnapshot->alpha; 2366 2367 if (CC_LIKELY(pureTranslate)) { 2368 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2369 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2370 2371 right = x + right - left; 2372 bottom = y + bottom - top; 2373 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2374 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2375 GL_TRIANGLES, mesh->indexCount, false, true, 2376 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2377 } else { 2378 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2379 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2380 GL_TRIANGLES, mesh->indexCount, false, false, 2381 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2382 } 2383 } 2384 2385 return DrawGlInfo::kStatusDrew; 2386} 2387 2388status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2389 bool useOffset) { 2390 if (!vertexBuffer.getSize()) { 2391 // no vertices to draw 2392 return DrawGlInfo::kStatusDone; 2393 } 2394 2395 int color = paint->getColor(); 2396 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2397 bool isAA = paint->isAntiAlias(); 2398 2399 setupDraw(); 2400 setupDrawNoTexture(); 2401 if (isAA) setupDrawAA(); 2402 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2403 setupDrawColorFilter(); 2404 setupDrawShader(); 2405 setupDrawBlending(isAA, mode); 2406 setupDrawProgram(); 2407 setupDrawModelViewIdentity(useOffset); 2408 setupDrawColorUniforms(); 2409 setupDrawColorFilterUniforms(); 2410 setupDrawShaderIdentityUniforms(); 2411 2412 void* vertices = vertexBuffer.getBuffer(); 2413 bool force = mCaches.unbindMeshBuffer(); 2414 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2415 mCaches.resetTexCoordsVertexPointer(); 2416 mCaches.unbindIndicesBuffer(); 2417 2418 int alphaSlot = -1; 2419 if (isAA) { 2420 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2421 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2422 2423 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2424 glEnableVertexAttribArray(alphaSlot); 2425 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2426 } 2427 2428 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2429 2430 if (isAA) { 2431 glDisableVertexAttribArray(alphaSlot); 2432 } 2433 2434 return DrawGlInfo::kStatusDrew; 2435} 2436 2437/** 2438 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2439 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2440 * screen space in all directions. However, instead of using a fragment shader to compute the 2441 * translucency of the color from its position, we simply use a varying parameter to define how far 2442 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2443 * 2444 * Doesn't yet support joins, caps, or path effects. 2445 */ 2446status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2447 VertexBuffer vertexBuffer; 2448 // TODO: try clipping large paths to viewport 2449 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2450 2451 if (hasLayer()) { 2452 SkRect bounds = path.getBounds(); 2453 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2454 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2455 } 2456 2457 return drawVertexBuffer(vertexBuffer, paint); 2458} 2459 2460/** 2461 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2462 * and additional geometry for defining an alpha slope perimeter. 2463 * 2464 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2465 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2466 * in-shader alpha region, but found it to be taxing on some GPUs. 2467 * 2468 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2469 * memory transfer by removing need for degenerate vertices. 2470 */ 2471status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2472 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2473 2474 count &= ~0x3; // round down to nearest four 2475 2476 VertexBuffer buffer; 2477 SkRect bounds; 2478 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2479 2480 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2481 return DrawGlInfo::kStatusDone; 2482 } 2483 2484 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2485 2486 bool useOffset = !paint->isAntiAlias(); 2487 return drawVertexBuffer(buffer, paint, useOffset); 2488} 2489 2490status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2491 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2492 2493 // TODO: The paint's cap style defines whether the points are square or circular 2494 // TODO: Handle AA for round points 2495 2496 // A stroke width of 0 has a special meaning in Skia: 2497 // it draws an unscaled 1px point 2498 float strokeWidth = paint->getStrokeWidth(); 2499 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2500 if (isHairLine) { 2501 // Now that we know it's hairline, we can set the effective width, to be used later 2502 strokeWidth = 1.0f; 2503 } 2504 const float halfWidth = strokeWidth / 2; 2505 2506 int alpha; 2507 SkXfermode::Mode mode; 2508 getAlphaAndMode(paint, &alpha, &mode); 2509 2510 int verticesCount = count >> 1; 2511 int generatedVerticesCount = 0; 2512 2513 TextureVertex pointsData[verticesCount]; 2514 TextureVertex* vertex = &pointsData[0]; 2515 2516 // TODO: We should optimize this method to not generate vertices for points 2517 // that lie outside of the clip. 2518 mCaches.enableScissor(); 2519 2520 setupDraw(); 2521 setupDrawNoTexture(); 2522 setupDrawPoint(strokeWidth); 2523 setupDrawColor(paint->getColor(), alpha); 2524 setupDrawColorFilter(); 2525 setupDrawShader(); 2526 setupDrawBlending(mode); 2527 setupDrawProgram(); 2528 setupDrawModelViewIdentity(true); 2529 setupDrawColorUniforms(); 2530 setupDrawColorFilterUniforms(); 2531 setupDrawPointUniforms(); 2532 setupDrawShaderIdentityUniforms(); 2533 setupDrawMesh(vertex); 2534 2535 for (int i = 0; i < count; i += 2) { 2536 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2537 generatedVerticesCount++; 2538 2539 float left = points[i] - halfWidth; 2540 float right = points[i] + halfWidth; 2541 float top = points[i + 1] - halfWidth; 2542 float bottom = points [i + 1] + halfWidth; 2543 2544 dirtyLayer(left, top, right, bottom, currentTransform()); 2545 } 2546 2547 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2548 2549 return DrawGlInfo::kStatusDrew; 2550} 2551 2552status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2553 // No need to check against the clip, we fill the clip region 2554 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2555 2556 Rect& clip(*mSnapshot->clipRect); 2557 clip.snapToPixelBoundaries(); 2558 2559 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2560 2561 return DrawGlInfo::kStatusDrew; 2562} 2563 2564status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2565 SkPaint* paint) { 2566 if (!texture) return DrawGlInfo::kStatusDone; 2567 const AutoTexture autoCleanup(texture); 2568 2569 const float x = left + texture->left - texture->offset; 2570 const float y = top + texture->top - texture->offset; 2571 2572 drawPathTexture(texture, x, y, paint); 2573 2574 return DrawGlInfo::kStatusDrew; 2575} 2576 2577status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2578 float rx, float ry, SkPaint* p) { 2579 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2580 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2581 return DrawGlInfo::kStatusDone; 2582 } 2583 2584 if (p->getPathEffect() != 0) { 2585 mCaches.activeTexture(0); 2586 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2587 right - left, bottom - top, rx, ry, p); 2588 return drawShape(left, top, texture, p); 2589 } 2590 2591 SkPath path; 2592 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2593 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2594 float outset = p->getStrokeWidth() / 2; 2595 rect.outset(outset, outset); 2596 rx += outset; 2597 ry += outset; 2598 } 2599 path.addRoundRect(rect, rx, ry); 2600 return drawConvexPath(path, p); 2601} 2602 2603status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2604 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2605 x + radius, y + radius, p) || 2606 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2607 return DrawGlInfo::kStatusDone; 2608 } 2609 if (p->getPathEffect() != 0) { 2610 mCaches.activeTexture(0); 2611 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2612 return drawShape(x - radius, y - radius, texture, p); 2613 } 2614 2615 SkPath path; 2616 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2617 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2618 } else { 2619 path.addCircle(x, y, radius); 2620 } 2621 return drawConvexPath(path, p); 2622} 2623 2624status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2625 SkPaint* p) { 2626 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2627 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2628 return DrawGlInfo::kStatusDone; 2629 } 2630 2631 if (p->getPathEffect() != 0) { 2632 mCaches.activeTexture(0); 2633 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2634 return drawShape(left, top, texture, p); 2635 } 2636 2637 SkPath path; 2638 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2639 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2640 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2641 } 2642 path.addOval(rect); 2643 return drawConvexPath(path, p); 2644} 2645 2646status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2647 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2648 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2649 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2650 return DrawGlInfo::kStatusDone; 2651 } 2652 2653 if (fabs(sweepAngle) >= 360.0f) { 2654 return drawOval(left, top, right, bottom, p); 2655 } 2656 2657 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2658 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2659 mCaches.activeTexture(0); 2660 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2661 startAngle, sweepAngle, useCenter, p); 2662 return drawShape(left, top, texture, p); 2663 } 2664 2665 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2666 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2667 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2668 } 2669 2670 SkPath path; 2671 if (useCenter) { 2672 path.moveTo(rect.centerX(), rect.centerY()); 2673 } 2674 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2675 if (useCenter) { 2676 path.close(); 2677 } 2678 return drawConvexPath(path, p); 2679} 2680 2681// See SkPaintDefaults.h 2682#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2683 2684status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2685 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2686 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2687 return DrawGlInfo::kStatusDone; 2688 } 2689 2690 if (p->getStyle() != SkPaint::kFill_Style) { 2691 // only fill style is supported by drawConvexPath, since others have to handle joins 2692 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2693 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2694 mCaches.activeTexture(0); 2695 const PathTexture* texture = 2696 mCaches.pathCache.getRect(right - left, bottom - top, p); 2697 return drawShape(left, top, texture, p); 2698 } 2699 2700 SkPath path; 2701 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2702 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2703 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2704 } 2705 path.addRect(rect); 2706 return drawConvexPath(path, p); 2707 } 2708 2709 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2710 SkPath path; 2711 path.addRect(left, top, right, bottom); 2712 return drawConvexPath(path, p); 2713 } else { 2714 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2715 return DrawGlInfo::kStatusDrew; 2716 } 2717} 2718 2719void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2720 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2721 float x, float y) { 2722 mCaches.activeTexture(0); 2723 2724 // NOTE: The drop shadow will not perform gamma correction 2725 // if shader-based correction is enabled 2726 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2727 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2728 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2729 // If the drop shadow exceeds the max texture size or couldn't be 2730 // allocated, skip drawing 2731 if (!shadow) return; 2732 const AutoTexture autoCleanup(shadow); 2733 2734 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2735 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2736 2737 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2738 int shadowColor = mDrawModifiers.mShadowColor; 2739 if (mDrawModifiers.mShader) { 2740 shadowColor = 0xffffffff; 2741 } 2742 2743 setupDraw(); 2744 setupDrawWithTexture(true); 2745 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2746 setupDrawColorFilter(); 2747 setupDrawShader(); 2748 setupDrawBlending(true, mode); 2749 setupDrawProgram(); 2750 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2751 setupDrawTexture(shadow->id); 2752 setupDrawPureColorUniforms(); 2753 setupDrawColorFilterUniforms(); 2754 setupDrawShaderUniforms(); 2755 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2756 2757 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2758} 2759 2760bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2761 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2762 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2763} 2764 2765class TextSetupFunctor: public Functor { 2766public: 2767 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2768 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2769 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2770 alpha(alpha), mode(mode), paint(paint) { 2771 } 2772 ~TextSetupFunctor() { } 2773 2774 status_t operator ()(int what, void* data) { 2775 renderer.setupDraw(); 2776 renderer.setupDrawTextGamma(paint); 2777 renderer.setupDrawDirtyRegionsDisabled(); 2778 renderer.setupDrawWithTexture(true); 2779 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2780 renderer.setupDrawColorFilter(); 2781 renderer.setupDrawShader(); 2782 renderer.setupDrawBlending(true, mode); 2783 renderer.setupDrawProgram(); 2784 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2785 // Calling setupDrawTexture with the name 0 will enable the 2786 // uv attributes and increase the texture unit count 2787 // texture binding will be performed by the font renderer as 2788 // needed 2789 renderer.setupDrawTexture(0); 2790 renderer.setupDrawPureColorUniforms(); 2791 renderer.setupDrawColorFilterUniforms(); 2792 renderer.setupDrawShaderUniforms(pureTranslate); 2793 renderer.setupDrawTextGammaUniforms(); 2794 2795 return NO_ERROR; 2796 } 2797 2798 OpenGLRenderer& renderer; 2799 float x; 2800 float y; 2801 bool pureTranslate; 2802 int alpha; 2803 SkXfermode::Mode mode; 2804 SkPaint* paint; 2805}; 2806 2807status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2808 const float* positions, SkPaint* paint) { 2809 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2810 return DrawGlInfo::kStatusDone; 2811 } 2812 2813 // NOTE: Skia does not support perspective transform on drawPosText yet 2814 if (!currentTransform().isSimple()) { 2815 return DrawGlInfo::kStatusDone; 2816 } 2817 2818 float x = 0.0f; 2819 float y = 0.0f; 2820 const bool pureTranslate = currentTransform().isPureTranslate(); 2821 if (pureTranslate) { 2822 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2823 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2824 } 2825 2826 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2827 fontRenderer.setFont(paint, mat4::identity()); 2828 2829 int alpha; 2830 SkXfermode::Mode mode; 2831 getAlphaAndMode(paint, &alpha, &mode); 2832 2833 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2834 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2835 alpha, mode, 0.0f, 0.0f); 2836 } 2837 2838 // Pick the appropriate texture filtering 2839 bool linearFilter = currentTransform().changesBounds(); 2840 if (pureTranslate && !linearFilter) { 2841 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2842 } 2843 fontRenderer.setTextureFiltering(linearFilter); 2844 2845 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2846 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2847 2848 const bool hasActiveLayer = hasLayer(); 2849 2850 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2851 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2852 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2853 if (hasActiveLayer) { 2854 if (!pureTranslate) { 2855 currentTransform().mapRect(bounds); 2856 } 2857 dirtyLayerUnchecked(bounds, getRegion()); 2858 } 2859 } 2860 2861 return DrawGlInfo::kStatusDrew; 2862} 2863 2864mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2865 mat4 fontTransform; 2866 if (CC_LIKELY(transform.isPureTranslate())) { 2867 fontTransform = mat4::identity(); 2868 } else { 2869 if (CC_UNLIKELY(transform.isPerspective())) { 2870 fontTransform = mat4::identity(); 2871 } else { 2872 float sx, sy; 2873 currentTransform().decomposeScale(sx, sy); 2874 fontTransform.loadScale(sx, sy, 1.0f); 2875 } 2876 } 2877 return fontTransform; 2878} 2879 2880status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2881 float x, float y, const float* positions, SkPaint* paint, float length, 2882 DrawOpMode drawOpMode) { 2883 2884 if (drawOpMode == kDrawOpMode_Immediate && 2885 (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) { 2886 return DrawGlInfo::kStatusDone; 2887 } 2888 2889 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2890 switch (paint->getTextAlign()) { 2891 case SkPaint::kCenter_Align: 2892 x -= length / 2.0f; 2893 break; 2894 case SkPaint::kRight_Align: 2895 x -= length; 2896 break; 2897 default: 2898 break; 2899 } 2900 2901 SkPaint::FontMetrics metrics; 2902 paint->getFontMetrics(&metrics, 0.0f); 2903 if (drawOpMode == kDrawOpMode_Immediate) { 2904 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2905 return DrawGlInfo::kStatusDone; 2906 } 2907 } else { 2908 // merged draw operations don't need scissor, but clip should still be valid 2909 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2910 } 2911 2912 const float oldX = x; 2913 const float oldY = y; 2914 2915 const mat4& transform = currentTransform(); 2916 const bool pureTranslate = transform.isPureTranslate(); 2917 2918 if (CC_LIKELY(pureTranslate)) { 2919 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2920 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2921 } 2922 2923 int alpha; 2924 SkXfermode::Mode mode; 2925 getAlphaAndMode(paint, &alpha, &mode); 2926 2927 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2928 2929 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2930 fontRenderer.setFont(paint, mat4::identity()); 2931 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2932 alpha, mode, oldX, oldY); 2933 } 2934 2935 const bool hasActiveLayer = hasLayer(); 2936 2937 // We only pass a partial transform to the font renderer. That partial 2938 // matrix defines how glyphs are rasterized. Typically we want glyphs 2939 // to be rasterized at their final size on screen, which means the partial 2940 // matrix needs to take the scale factor into account. 2941 // When a partial matrix is used to transform glyphs during rasterization, 2942 // the mesh is generated with the inverse transform (in the case of scale, 2943 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2944 // apply the full transform matrix at draw time in the vertex shader. 2945 // Applying the full matrix in the shader is the easiest way to handle 2946 // rotation and perspective and allows us to always generated quads in the 2947 // font renderer which greatly simplifies the code, clipping in particular. 2948 mat4 fontTransform = findBestFontTransform(transform); 2949 fontRenderer.setFont(paint, fontTransform); 2950 2951 // Pick the appropriate texture filtering 2952 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2953 fontRenderer.setTextureFiltering(linearFilter); 2954 2955 // TODO: Implement better clipping for scaled/rotated text 2956 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2957 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2958 2959 bool status; 2960 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2961 2962 // don't call issuedrawcommand, do it at end of batch 2963 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2964 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2965 SkPaint paintCopy(*paint); 2966 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2967 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2968 positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish); 2969 } else { 2970 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2971 positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish); 2972 } 2973 2974 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2975 if (!pureTranslate) { 2976 transform.mapRect(bounds); 2977 } 2978 dirtyLayerUnchecked(bounds, getRegion()); 2979 } 2980 2981 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2982 2983 return DrawGlInfo::kStatusDrew; 2984} 2985 2986status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2987 float hOffset, float vOffset, SkPaint* paint) { 2988 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2989 return DrawGlInfo::kStatusDone; 2990 } 2991 2992 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2993 fontRenderer.setFont(paint, mat4::identity()); 2994 fontRenderer.setTextureFiltering(true); 2995 2996 int alpha; 2997 SkXfermode::Mode mode; 2998 getAlphaAndMode(paint, &alpha, &mode); 2999 3000 setupDraw(); 3001 setupDrawTextGamma(paint); 3002 setupDrawDirtyRegionsDisabled(); 3003 setupDrawWithTexture(true); 3004 setupDrawAlpha8Color(paint->getColor(), alpha); 3005 setupDrawColorFilter(); 3006 setupDrawShader(); 3007 setupDrawBlending(true, mode); 3008 setupDrawProgram(); 3009 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 3010 // Calling setupDrawTexture with the name 0 will enable the 3011 // uv attributes and increase the texture unit count 3012 // texture binding will be performed by the font renderer as 3013 // needed 3014 setupDrawTexture(0); 3015 setupDrawPureColorUniforms(); 3016 setupDrawColorFilterUniforms(); 3017 setupDrawShaderUniforms(false); 3018 setupDrawTextGammaUniforms(); 3019 3020 const Rect* clip = &mSnapshot->getLocalClip(); 3021 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3022 3023 const bool hasActiveLayer = hasLayer(); 3024 3025 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3026 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 3027 if (hasActiveLayer) { 3028 currentTransform().mapRect(bounds); 3029 dirtyLayerUnchecked(bounds, getRegion()); 3030 } 3031 } 3032 3033 return DrawGlInfo::kStatusDrew; 3034} 3035 3036status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3037 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3038 3039 mCaches.activeTexture(0); 3040 3041 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3042 if (!texture) return DrawGlInfo::kStatusDone; 3043 const AutoTexture autoCleanup(texture); 3044 3045 const float x = texture->left - texture->offset; 3046 const float y = texture->top - texture->offset; 3047 3048 drawPathTexture(texture, x, y, paint); 3049 3050 return DrawGlInfo::kStatusDrew; 3051} 3052 3053status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3054 if (!layer) { 3055 return DrawGlInfo::kStatusDone; 3056 } 3057 3058 mat4* transform = NULL; 3059 if (layer->isTextureLayer()) { 3060 transform = &layer->getTransform(); 3061 if (!transform->isIdentity()) { 3062 save(0); 3063 currentTransform().multiply(*transform); 3064 } 3065 } 3066 3067 Rect transformed; 3068 Rect clip; 3069 const bool rejected = quickRejectNoScissor(x, y, 3070 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 3071 3072 if (rejected) { 3073 if (transform && !transform->isIdentity()) { 3074 restore(); 3075 } 3076 return DrawGlInfo::kStatusDone; 3077 } 3078 3079 updateLayer(layer, true); 3080 3081 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 3082 mCaches.activeTexture(0); 3083 3084 if (CC_LIKELY(!layer->region.isEmpty())) { 3085 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3086 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3087 3088 if (layer->region.isRect()) { 3089 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3090 composeLayerRect(layer, layer->regionRect)); 3091 } else if (layer->mesh) { 3092 const float a = getLayerAlpha(layer); 3093 setupDraw(); 3094 setupDrawWithTexture(); 3095 setupDrawColor(a, a, a, a); 3096 setupDrawColorFilter(); 3097 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3098 setupDrawProgram(); 3099 setupDrawPureColorUniforms(); 3100 setupDrawColorFilterUniforms(); 3101 setupDrawTexture(layer->getTexture()); 3102 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3103 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3104 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3105 3106 layer->setFilter(GL_NEAREST); 3107 setupDrawModelViewTranslate(tx, ty, 3108 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3109 } else { 3110 layer->setFilter(GL_LINEAR); 3111 setupDrawModelViewTranslate(x, y, 3112 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3113 } 3114 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3115 3116 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3117 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3118 GL_UNSIGNED_SHORT, layer->meshIndices)); 3119 3120 finishDrawTexture(); 3121 3122#if DEBUG_LAYERS_AS_REGIONS 3123 drawRegionRects(layer->region); 3124#endif 3125 } 3126 3127 mDrawModifiers.mColorFilter = oldFilter; 3128 3129 if (layer->debugDrawUpdate) { 3130 layer->debugDrawUpdate = false; 3131 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3132 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3133 } 3134 } 3135 layer->hasDrawnSinceUpdate = true; 3136 3137 if (transform && !transform->isIdentity()) { 3138 restore(); 3139 } 3140 3141 return DrawGlInfo::kStatusDrew; 3142} 3143 3144/////////////////////////////////////////////////////////////////////////////// 3145// Shaders 3146/////////////////////////////////////////////////////////////////////////////// 3147 3148void OpenGLRenderer::resetShader() { 3149 mDrawModifiers.mShader = NULL; 3150} 3151 3152void OpenGLRenderer::setupShader(SkiaShader* shader) { 3153 mDrawModifiers.mShader = shader; 3154 if (mDrawModifiers.mShader) { 3155 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 3156 } 3157} 3158 3159/////////////////////////////////////////////////////////////////////////////// 3160// Color filters 3161/////////////////////////////////////////////////////////////////////////////// 3162 3163void OpenGLRenderer::resetColorFilter() { 3164 mDrawModifiers.mColorFilter = NULL; 3165} 3166 3167void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3168 mDrawModifiers.mColorFilter = filter; 3169} 3170 3171/////////////////////////////////////////////////////////////////////////////// 3172// Drop shadow 3173/////////////////////////////////////////////////////////////////////////////// 3174 3175void OpenGLRenderer::resetShadow() { 3176 mDrawModifiers.mHasShadow = false; 3177} 3178 3179void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3180 mDrawModifiers.mHasShadow = true; 3181 mDrawModifiers.mShadowRadius = radius; 3182 mDrawModifiers.mShadowDx = dx; 3183 mDrawModifiers.mShadowDy = dy; 3184 mDrawModifiers.mShadowColor = color; 3185} 3186 3187/////////////////////////////////////////////////////////////////////////////// 3188// Draw filters 3189/////////////////////////////////////////////////////////////////////////////// 3190 3191void OpenGLRenderer::resetPaintFilter() { 3192 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3193 // comparison, see MergingDrawBatch::canMergeWith 3194 mDrawModifiers.mHasDrawFilter = false; 3195 mDrawModifiers.mPaintFilterClearBits = 0; 3196 mDrawModifiers.mPaintFilterSetBits = 0; 3197} 3198 3199void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3200 mDrawModifiers.mHasDrawFilter = true; 3201 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3202 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3203} 3204 3205SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3206 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3207 return paint; 3208 } 3209 3210 uint32_t flags = paint->getFlags(); 3211 3212 mFilteredPaint = *paint; 3213 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3214 mDrawModifiers.mPaintFilterSetBits); 3215 3216 return &mFilteredPaint; 3217} 3218 3219/////////////////////////////////////////////////////////////////////////////// 3220// Drawing implementation 3221/////////////////////////////////////////////////////////////////////////////// 3222 3223Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3224 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3225 if (!texture) { 3226 return mCaches.textureCache.get(bitmap); 3227 } 3228 return texture; 3229} 3230 3231void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3232 float x, float y, SkPaint* paint) { 3233 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3234 return; 3235 } 3236 3237 int alpha; 3238 SkXfermode::Mode mode; 3239 getAlphaAndMode(paint, &alpha, &mode); 3240 3241 setupDraw(); 3242 setupDrawWithTexture(true); 3243 setupDrawAlpha8Color(paint->getColor(), alpha); 3244 setupDrawColorFilter(); 3245 setupDrawShader(); 3246 setupDrawBlending(true, mode); 3247 setupDrawProgram(); 3248 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3249 setupDrawTexture(texture->id); 3250 setupDrawPureColorUniforms(); 3251 setupDrawColorFilterUniforms(); 3252 setupDrawShaderUniforms(); 3253 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3254 3255 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3256 3257 finishDrawTexture(); 3258} 3259 3260// Same values used by Skia 3261#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3262#define kStdUnderline_Offset (1.0f / 9.0f) 3263#define kStdUnderline_Thickness (1.0f / 18.0f) 3264 3265void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 3266 float x, float y, SkPaint* paint) { 3267 // Handle underline and strike-through 3268 uint32_t flags = paint->getFlags(); 3269 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3270 SkPaint paintCopy(*paint); 3271 float underlineWidth = length; 3272 // If length is > 0.0f, we already measured the text for the text alignment 3273 if (length <= 0.0f) { 3274 underlineWidth = paintCopy.measureText(text, bytesCount); 3275 } 3276 3277 if (CC_LIKELY(underlineWidth > 0.0f)) { 3278 const float textSize = paintCopy.getTextSize(); 3279 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3280 3281 const float left = x; 3282 float top = 0.0f; 3283 3284 int linesCount = 0; 3285 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3286 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3287 3288 const int pointsCount = 4 * linesCount; 3289 float points[pointsCount]; 3290 int currentPoint = 0; 3291 3292 if (flags & SkPaint::kUnderlineText_Flag) { 3293 top = y + textSize * kStdUnderline_Offset; 3294 points[currentPoint++] = left; 3295 points[currentPoint++] = top; 3296 points[currentPoint++] = left + underlineWidth; 3297 points[currentPoint++] = top; 3298 } 3299 3300 if (flags & SkPaint::kStrikeThruText_Flag) { 3301 top = y + textSize * kStdStrikeThru_Offset; 3302 points[currentPoint++] = left; 3303 points[currentPoint++] = top; 3304 points[currentPoint++] = left + underlineWidth; 3305 points[currentPoint++] = top; 3306 } 3307 3308 paintCopy.setStrokeWidth(strokeWidth); 3309 3310 drawLines(&points[0], pointsCount, &paintCopy); 3311 } 3312 } 3313} 3314 3315status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3316 if (mSnapshot->isIgnored()) { 3317 return DrawGlInfo::kStatusDone; 3318 } 3319 3320 int color = paint->getColor(); 3321 // If a shader is set, preserve only the alpha 3322 if (mDrawModifiers.mShader) { 3323 color |= 0x00ffffff; 3324 } 3325 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3326 3327 return drawColorRects(rects, count, color, mode); 3328} 3329 3330status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3331 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3332 if (count == 0) { 3333 return DrawGlInfo::kStatusDone; 3334 } 3335 3336 float left = FLT_MAX; 3337 float top = FLT_MAX; 3338 float right = FLT_MIN; 3339 float bottom = FLT_MIN; 3340 3341 int vertexCount = 0; 3342 Vertex mesh[count * 6]; 3343 Vertex* vertex = mesh; 3344 3345 for (int index = 0; index < count; index += 4) { 3346 float l = rects[index + 0]; 3347 float t = rects[index + 1]; 3348 float r = rects[index + 2]; 3349 float b = rects[index + 3]; 3350 3351 Vertex::set(vertex++, l, b); 3352 Vertex::set(vertex++, l, t); 3353 Vertex::set(vertex++, r, t); 3354 Vertex::set(vertex++, l, b); 3355 Vertex::set(vertex++, r, t); 3356 Vertex::set(vertex++, r, b); 3357 3358 vertexCount += 6; 3359 3360 left = fminf(left, l); 3361 top = fminf(top, t); 3362 right = fmaxf(right, r); 3363 bottom = fmaxf(bottom, b); 3364 } 3365 3366 if (clip && quickReject(left, top, right, bottom)) { 3367 return DrawGlInfo::kStatusDone; 3368 } 3369 3370 setupDraw(); 3371 setupDrawNoTexture(); 3372 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3373 setupDrawShader(); 3374 setupDrawColorFilter(); 3375 setupDrawBlending(mode); 3376 setupDrawProgram(); 3377 setupDrawDirtyRegionsDisabled(); 3378 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3379 setupDrawColorUniforms(); 3380 setupDrawShaderUniforms(); 3381 setupDrawColorFilterUniforms(); 3382 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3383 3384 if (dirty && hasLayer()) { 3385 dirtyLayer(left, top, right, bottom, currentTransform()); 3386 } 3387 3388 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3389 3390 return DrawGlInfo::kStatusDrew; 3391} 3392 3393void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3394 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3395 // If a shader is set, preserve only the alpha 3396 if (mDrawModifiers.mShader) { 3397 color |= 0x00ffffff; 3398 } 3399 3400 setupDraw(); 3401 setupDrawNoTexture(); 3402 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3403 setupDrawShader(); 3404 setupDrawColorFilter(); 3405 setupDrawBlending(mode); 3406 setupDrawProgram(); 3407 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3408 setupDrawColorUniforms(); 3409 setupDrawShaderUniforms(ignoreTransform); 3410 setupDrawColorFilterUniforms(); 3411 setupDrawSimpleMesh(); 3412 3413 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3414} 3415 3416void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3417 Texture* texture, SkPaint* paint) { 3418 int alpha; 3419 SkXfermode::Mode mode; 3420 getAlphaAndMode(paint, &alpha, &mode); 3421 3422 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3423 3424 GLvoid* vertices = (GLvoid*) NULL; 3425 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3426 3427 if (texture->uvMapper) { 3428 vertices = &mMeshVertices[0].position[0]; 3429 texCoords = &mMeshVertices[0].texture[0]; 3430 3431 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3432 texture->uvMapper->map(uvs); 3433 3434 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3435 } 3436 3437 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3438 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3439 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3440 3441 texture->setFilter(GL_NEAREST, true); 3442 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3443 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3444 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3445 } else { 3446 texture->setFilter(FILTER(paint), true); 3447 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3448 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3449 } 3450 3451 if (texture->uvMapper) { 3452 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3453 } 3454} 3455 3456void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3457 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3458 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3459 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3460} 3461 3462void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3463 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3464 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3465 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3466 3467 setupDraw(); 3468 setupDrawWithTexture(); 3469 setupDrawColor(alpha, alpha, alpha, alpha); 3470 setupDrawColorFilter(); 3471 setupDrawBlending(blend, mode, swapSrcDst); 3472 setupDrawProgram(); 3473 if (!dirty) setupDrawDirtyRegionsDisabled(); 3474 if (!ignoreScale) { 3475 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3476 } else { 3477 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3478 } 3479 setupDrawTexture(texture); 3480 setupDrawPureColorUniforms(); 3481 setupDrawColorFilterUniforms(); 3482 setupDrawMesh(vertices, texCoords, vbo); 3483 3484 glDrawArrays(drawMode, 0, elementsCount); 3485 3486 finishDrawTexture(); 3487} 3488 3489void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3490 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3491 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3492 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3493 3494 setupDraw(); 3495 setupDrawWithTexture(); 3496 setupDrawColor(alpha, alpha, alpha, alpha); 3497 setupDrawColorFilter(); 3498 setupDrawBlending(blend, mode, swapSrcDst); 3499 setupDrawProgram(); 3500 if (!dirty) setupDrawDirtyRegionsDisabled(); 3501 if (!ignoreScale) { 3502 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3503 } else { 3504 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3505 } 3506 setupDrawTexture(texture); 3507 setupDrawPureColorUniforms(); 3508 setupDrawColorFilterUniforms(); 3509 setupDrawMeshIndices(vertices, texCoords, vbo); 3510 3511 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3512 3513 finishDrawTexture(); 3514} 3515 3516void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3517 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3518 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3519 bool ignoreTransform, bool ignoreScale, bool dirty) { 3520 3521 setupDraw(); 3522 setupDrawWithTexture(true); 3523 if (hasColor) { 3524 setupDrawAlpha8Color(color, alpha); 3525 } 3526 setupDrawColorFilter(); 3527 setupDrawShader(); 3528 setupDrawBlending(true, mode); 3529 setupDrawProgram(); 3530 if (!dirty) setupDrawDirtyRegionsDisabled(); 3531 if (!ignoreScale) { 3532 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3533 } else { 3534 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3535 } 3536 setupDrawTexture(texture); 3537 setupDrawPureColorUniforms(); 3538 setupDrawColorFilterUniforms(); 3539 setupDrawShaderUniforms(); 3540 setupDrawMesh(vertices, texCoords); 3541 3542 glDrawArrays(drawMode, 0, elementsCount); 3543 3544 finishDrawTexture(); 3545} 3546 3547void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3548 ProgramDescription& description, bool swapSrcDst) { 3549 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3550 3551 if (blend) { 3552 // These blend modes are not supported by OpenGL directly and have 3553 // to be implemented using shaders. Since the shader will perform 3554 // the blending, turn blending off here 3555 // If the blend mode cannot be implemented using shaders, fall 3556 // back to the default SrcOver blend mode instead 3557 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3558 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3559 description.framebufferMode = mode; 3560 description.swapSrcDst = swapSrcDst; 3561 3562 if (mCaches.blend) { 3563 glDisable(GL_BLEND); 3564 mCaches.blend = false; 3565 } 3566 3567 return; 3568 } else { 3569 mode = SkXfermode::kSrcOver_Mode; 3570 } 3571 } 3572 3573 if (!mCaches.blend) { 3574 glEnable(GL_BLEND); 3575 } 3576 3577 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3578 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3579 3580 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3581 glBlendFunc(sourceMode, destMode); 3582 mCaches.lastSrcMode = sourceMode; 3583 mCaches.lastDstMode = destMode; 3584 } 3585 } else if (mCaches.blend) { 3586 glDisable(GL_BLEND); 3587 } 3588 mCaches.blend = blend; 3589} 3590 3591bool OpenGLRenderer::useProgram(Program* program) { 3592 if (!program->isInUse()) { 3593 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3594 program->use(); 3595 mCaches.currentProgram = program; 3596 return false; 3597 } 3598 return true; 3599} 3600 3601void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3602 TextureVertex* v = &mMeshVertices[0]; 3603 TextureVertex::setUV(v++, u1, v1); 3604 TextureVertex::setUV(v++, u2, v1); 3605 TextureVertex::setUV(v++, u1, v2); 3606 TextureVertex::setUV(v++, u2, v2); 3607} 3608 3609void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3610 getAlphaAndModeDirect(paint, alpha, mode); 3611 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3612 // if drawing a layer, ignore the paint's alpha 3613 *alpha = mDrawModifiers.mOverrideLayerAlpha; 3614 } 3615 *alpha *= mSnapshot->alpha; 3616} 3617 3618float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3619 float alpha; 3620 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3621 alpha = mDrawModifiers.mOverrideLayerAlpha; 3622 } else { 3623 alpha = layer->getAlpha() / 255.0f; 3624 } 3625 return alpha * mSnapshot->alpha; 3626} 3627 3628}; // namespace uirenderer 3629}; // namespace android 3630