OpenGLRenderer.cpp revision 3d4eed7f1aa99401dabe2e45b82f98fb4fc2d754
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 <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "GammaFontRenderer.h" 40#include "Patch.h" 41#include "PathTessellator.h" 42#include "Properties.h" 43#include "RenderNode.h" 44#include "RenderState.h" 45#include "ShadowTessellator.h" 46#include "SkiaShader.h" 47#include "Vector.h" 48#include "VertexBuffer.h" 49#include "utils/GLUtils.h" 50#include "utils/PaintUtils.h" 51#include "utils/TraceUtils.h" 52 53#if DEBUG_DETAILED_EVENTS 54 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 55#else 56 #define EVENT_LOGD(...) 57#endif 58 59namespace android { 60namespace uirenderer { 61 62static GLenum getFilter(const SkPaint* paint) { 63 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 64 return GL_LINEAR; 65 } 66 return GL_NEAREST; 67} 68 69/////////////////////////////////////////////////////////////////////////////// 70// Globals 71/////////////////////////////////////////////////////////////////////////////// 72 73/** 74 * Structure mapping Skia xfermodes to OpenGL blending factors. 75 */ 76struct Blender { 77 SkXfermode::Mode mode; 78 GLenum src; 79 GLenum dst; 80}; // struct Blender 81 82// In this array, the index of each Blender equals the value of the first 83// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 84static const Blender gBlends[] = { 85 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 88 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 90 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 92 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 96 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 98 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 99 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 100}; 101 102// This array contains the swapped version of each SkXfermode. For instance 103// this array's SrcOver blending mode is actually DstOver. You can refer to 104// createLayer() for more information on the purpose of this array. 105static const Blender gBlendsSwap[] = { 106 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 107 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 108 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 109 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 110 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 111 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 112 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 113 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 114 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 115 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 116 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 117 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 118 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 119 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 120 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 121}; 122 123/////////////////////////////////////////////////////////////////////////////// 124// Functions 125/////////////////////////////////////////////////////////////////////////////// 126 127template<typename T> 128static inline T min(T a, T b) { 129 return a < b ? a : b; 130} 131 132/////////////////////////////////////////////////////////////////////////////// 133// Constructors/destructor 134/////////////////////////////////////////////////////////////////////////////// 135 136OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 137 : mState(*this) 138 , mFrameStarted(false) 139 , mCaches(Caches::getInstance()) 140 , mExtensions(Extensions::getInstance()) 141 , mRenderState(renderState) 142 , mScissorOptimizationDisabled(false) 143 , mSuppressTiling(false) 144 , mFirstFrameAfterResize(true) 145 , mDirty(false) 146 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 147 , mLightRadius(FLT_MIN) 148 , mAmbientShadowAlpha(0) 149 , mSpotShadowAlpha(0) { 150 // *set* draw modifiers to be 0 151 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 152 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 153 154 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 155} 156 157OpenGLRenderer::~OpenGLRenderer() { 158 // The context has already been destroyed at this point, do not call 159 // GL APIs. All GL state should be kept in Caches.h 160} 161 162void OpenGLRenderer::initProperties() { 163 char property[PROPERTY_VALUE_MAX]; 164 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 165 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 166 INIT_LOGD(" Scissor optimization %s", 167 mScissorOptimizationDisabled ? "disabled" : "enabled"); 168 } else { 169 INIT_LOGD(" Scissor optimization enabled"); 170 } 171} 172 173void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 174 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 175 mLightCenter = lightCenter; 176 mLightRadius = lightRadius; 177 mAmbientShadowAlpha = ambientShadowAlpha; 178 mSpotShadowAlpha = spotShadowAlpha; 179} 180 181/////////////////////////////////////////////////////////////////////////////// 182// Setup 183/////////////////////////////////////////////////////////////////////////////// 184 185void OpenGLRenderer::onViewportInitialized() { 186 glDisable(GL_DITHER); 187 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 188 189 glEnableVertexAttribArray(Program::kBindingPosition); 190 mFirstFrameAfterResize = true; 191} 192 193void OpenGLRenderer::setupFrameState(float left, float top, 194 float right, float bottom, bool opaque) { 195 mCaches.clearGarbage(); 196 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 197 mOpaque = opaque; 198 mTilingClip.set(left, top, right, bottom); 199} 200 201void OpenGLRenderer::startFrame() { 202 if (mFrameStarted) return; 203 mFrameStarted = true; 204 205 mState.setDirtyClip(true); 206 207 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 208 209 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 210 211 // Functors break the tiling extension in pretty spectacular ways 212 // This ensures we don't use tiling when a functor is going to be 213 // invoked during the frame 214 mSuppressTiling = mCaches.hasRegisteredFunctors() 215 || mFirstFrameAfterResize; 216 mFirstFrameAfterResize = false; 217 218 startTilingCurrentClip(true); 219 220 debugOverdraw(true, true); 221 222 clear(mTilingClip.left, mTilingClip.top, 223 mTilingClip.right, mTilingClip.bottom, mOpaque); 224} 225 226void OpenGLRenderer::prepareDirty(float left, float top, 227 float right, float bottom, bool opaque) { 228 229 setupFrameState(left, top, right, bottom, opaque); 230 231 // Layer renderers will start the frame immediately 232 // The framebuffer renderer will first defer the display list 233 // for each layer and wait until the first drawing command 234 // to start the frame 235 if (currentSnapshot()->fbo == 0) { 236 syncState(); 237 updateLayers(); 238 } else { 239 startFrame(); 240 } 241} 242 243void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 244 // If we know that we are going to redraw the entire framebuffer, 245 // perform a discard to let the driver know we don't need to preserve 246 // the back buffer for this frame. 247 if (mExtensions.hasDiscardFramebuffer() && 248 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 249 const bool isFbo = onGetTargetFbo() == 0; 250 const GLenum attachments[] = { 251 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 252 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 253 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 254 } 255} 256 257void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 258 if (!opaque) { 259 mCaches.enableScissor(); 260 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 261 glClear(GL_COLOR_BUFFER_BIT); 262 mDirty = true; 263 return; 264 } 265 266 mCaches.resetScissor(); 267} 268 269void OpenGLRenderer::syncState() { 270 if (mCaches.blend) { 271 glEnable(GL_BLEND); 272 } else { 273 glDisable(GL_BLEND); 274 } 275} 276 277void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 278 if (!mSuppressTiling) { 279 const Snapshot* snapshot = currentSnapshot(); 280 281 const Rect* clip = &mTilingClip; 282 if (snapshot->flags & Snapshot::kFlagFboTarget) { 283 clip = &(snapshot->layer->clipRect); 284 } 285 286 startTiling(*clip, getViewportHeight(), opaque, expand); 287 } 288} 289 290void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 291 if (!mSuppressTiling) { 292 if(expand) { 293 // Expand the startTiling region by 1 294 int leftNotZero = (clip.left > 0) ? 1 : 0; 295 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 296 297 mCaches.startTiling( 298 clip.left - leftNotZero, 299 windowHeight - clip.bottom - topNotZero, 300 clip.right - clip.left + leftNotZero + 1, 301 clip.bottom - clip.top + topNotZero + 1, 302 opaque); 303 } else { 304 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 305 clip.right - clip.left, clip.bottom - clip.top, opaque); 306 } 307 } 308} 309 310void OpenGLRenderer::endTiling() { 311 if (!mSuppressTiling) mCaches.endTiling(); 312} 313 314bool OpenGLRenderer::finish() { 315 renderOverdraw(); 316 endTiling(); 317 mTempPaths.clear(); 318 319 // When finish() is invoked on FBO 0 we've reached the end 320 // of the current frame 321 if (onGetTargetFbo() == 0) { 322 mCaches.pathCache.trim(); 323 mCaches.tessellationCache.trim(); 324 } 325 326 if (!suppressErrorChecks()) { 327#if DEBUG_OPENGL 328 GLUtils::dumpGLErrors(); 329#endif 330 331#if DEBUG_MEMORY_USAGE 332 mCaches.dumpMemoryUsage(); 333#else 334 if (mCaches.getDebugLevel() & kDebugMemory) { 335 mCaches.dumpMemoryUsage(); 336 } 337#endif 338 } 339 340 mFrameStarted = false; 341 342 return reportAndClearDirty(); 343} 344 345void OpenGLRenderer::resumeAfterLayer() { 346 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 347 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 348 debugOverdraw(true, false); 349 350 mCaches.resetScissor(); 351 dirtyClip(); 352} 353 354void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 355 if (mState.currentlyIgnored()) return; 356 357 Rect clip(*mState.currentClipRect()); 358 clip.snapToPixelBoundaries(); 359 360 // Since we don't know what the functor will draw, let's dirty 361 // the entire clip region 362 if (hasLayer()) { 363 dirtyLayerUnchecked(clip, getRegion()); 364 } 365 366 DrawGlInfo info; 367 info.clipLeft = clip.left; 368 info.clipTop = clip.top; 369 info.clipRight = clip.right; 370 info.clipBottom = clip.bottom; 371 info.isLayer = hasLayer(); 372 info.width = getViewportWidth(); 373 info.height = getViewportHeight(); 374 currentTransform()->copyTo(&info.transform[0]); 375 376 bool prevDirtyClip = mState.getDirtyClip(); 377 // setup GL state for functor 378 if (mState.getDirtyClip()) { 379 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 380 } 381 if (mCaches.enableScissor() || prevDirtyClip) { 382 setScissorFromClip(); 383 } 384 385 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 386 // Scissor may have been modified, reset dirty clip 387 dirtyClip(); 388 389 mDirty = true; 390} 391 392/////////////////////////////////////////////////////////////////////////////// 393// Debug 394/////////////////////////////////////////////////////////////////////////////// 395 396void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 397#if DEBUG_DETAILED_EVENTS 398 const int BUFFER_SIZE = 256; 399 va_list ap; 400 char buf[BUFFER_SIZE]; 401 402 va_start(ap, fmt); 403 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 404 va_end(ap); 405 406 eventMark(buf); 407#endif 408} 409 410 411void OpenGLRenderer::eventMark(const char* name) const { 412 mCaches.eventMark(0, name); 413} 414 415void OpenGLRenderer::startMark(const char* name) const { 416 mCaches.startMark(0, name); 417} 418 419void OpenGLRenderer::endMark() const { 420 mCaches.endMark(); 421} 422 423void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 424 mRenderState.debugOverdraw(enable, clear); 425} 426 427void OpenGLRenderer::renderOverdraw() { 428 if (mCaches.debugOverdraw && onGetTargetFbo() == 0) { 429 const Rect* clip = &mTilingClip; 430 431 mCaches.enableScissor(); 432 mCaches.setScissor(clip->left, mState.firstSnapshot()->getViewportHeight() - clip->bottom, 433 clip->right - clip->left, clip->bottom - clip->top); 434 435 // 1x overdraw 436 mCaches.stencil.enableDebugTest(2); 437 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 438 439 // 2x overdraw 440 mCaches.stencil.enableDebugTest(3); 441 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 442 443 // 3x overdraw 444 mCaches.stencil.enableDebugTest(4); 445 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 446 447 // 4x overdraw and higher 448 mCaches.stencil.enableDebugTest(4, true); 449 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 450 451 mCaches.stencil.disable(); 452 } 453} 454 455/////////////////////////////////////////////////////////////////////////////// 456// Layers 457/////////////////////////////////////////////////////////////////////////////// 458 459bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 460 if (layer->deferredUpdateScheduled && layer->renderer 461 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 462 463 if (inFrame) { 464 endTiling(); 465 debugOverdraw(false, false); 466 } 467 468 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 469 layer->render(*this); 470 } else { 471 layer->defer(*this); 472 } 473 474 if (inFrame) { 475 resumeAfterLayer(); 476 startTilingCurrentClip(); 477 } 478 479 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 480 layer->hasDrawnSinceUpdate = false; 481 482 return true; 483 } 484 485 return false; 486} 487 488void OpenGLRenderer::updateLayers() { 489 // If draw deferring is enabled this method will simply defer 490 // the display list of each individual layer. The layers remain 491 // in the layer updates list which will be cleared by flushLayers(). 492 int count = mLayerUpdates.size(); 493 if (count > 0) { 494 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 495 startMark("Layer Updates"); 496 } else { 497 startMark("Defer Layer Updates"); 498 } 499 500 // Note: it is very important to update the layers in order 501 for (int i = 0; i < count; i++) { 502 Layer* layer = mLayerUpdates.itemAt(i).get(); 503 updateLayer(layer, false); 504 } 505 506 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 507 mLayerUpdates.clear(); 508 mRenderState.bindFramebuffer(onGetTargetFbo()); 509 } 510 endMark(); 511 } 512} 513 514void OpenGLRenderer::flushLayers() { 515 int count = mLayerUpdates.size(); 516 if (count > 0) { 517 startMark("Apply Layer Updates"); 518 519 // Note: it is very important to update the layers in order 520 for (int i = 0; i < count; i++) { 521 mLayerUpdates.itemAt(i)->flush(); 522 } 523 524 mLayerUpdates.clear(); 525 mRenderState.bindFramebuffer(onGetTargetFbo()); 526 527 endMark(); 528 } 529} 530 531void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 532 if (layer) { 533 // Make sure we don't introduce duplicates. 534 // SortedVector would do this automatically but we need to respect 535 // the insertion order. The linear search is not an issue since 536 // this list is usually very short (typically one item, at most a few) 537 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 538 if (mLayerUpdates.itemAt(i) == layer) { 539 return; 540 } 541 } 542 mLayerUpdates.push_back(layer); 543 } 544} 545 546void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 547 if (layer) { 548 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 549 if (mLayerUpdates.itemAt(i) == layer) { 550 mLayerUpdates.removeAt(i); 551 break; 552 } 553 } 554 } 555} 556 557void OpenGLRenderer::flushLayerUpdates() { 558 ATRACE_NAME("Update HW Layers"); 559 syncState(); 560 updateLayers(); 561 flushLayers(); 562 // Wait for all the layer updates to be executed 563 AutoFence fence; 564} 565 566void OpenGLRenderer::markLayersAsBuildLayers() { 567 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 568 mLayerUpdates[i]->wasBuildLayered = true; 569 } 570} 571 572/////////////////////////////////////////////////////////////////////////////// 573// State management 574/////////////////////////////////////////////////////////////////////////////// 575 576void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 577 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 578 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 579 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 580 581 if (restoreViewport) { 582 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 583 } 584 585 if (restoreClip) { 586 dirtyClip(); 587 } 588 589 if (restoreLayer) { 590 endMark(); // Savelayer 591 ATRACE_END(); // SaveLayer 592 startMark("ComposeLayer"); 593 composeLayer(removed, restored); 594 endMark(); 595 } 596} 597 598/////////////////////////////////////////////////////////////////////////////// 599// Layers 600/////////////////////////////////////////////////////////////////////////////// 601 602int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 603 const SkPaint* paint, int flags, const SkPath* convexMask) { 604 // force matrix/clip isolation for layer 605 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 606 607 const int count = mState.saveSnapshot(flags); 608 609 if (!mState.currentlyIgnored()) { 610 createLayer(left, top, right, bottom, paint, flags, convexMask); 611 } 612 613 return count; 614} 615 616void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 617 const Rect untransformedBounds(bounds); 618 619 currentTransform()->mapRect(bounds); 620 621 // Layers only make sense if they are in the framebuffer's bounds 622 if (bounds.intersect(*mState.currentClipRect())) { 623 // We cannot work with sub-pixels in this case 624 bounds.snapToPixelBoundaries(); 625 626 // When the layer is not an FBO, we may use glCopyTexImage so we 627 // need to make sure the layer does not extend outside the bounds 628 // of the framebuffer 629 const Snapshot& previous = *(currentSnapshot()->previous); 630 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 631 if (!bounds.intersect(previousViewport)) { 632 bounds.setEmpty(); 633 } else if (fboLayer) { 634 clip.set(bounds); 635 mat4 inverse; 636 inverse.loadInverse(*currentTransform()); 637 inverse.mapRect(clip); 638 clip.snapToPixelBoundaries(); 639 if (clip.intersect(untransformedBounds)) { 640 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 641 bounds.set(untransformedBounds); 642 } else { 643 clip.setEmpty(); 644 } 645 } 646 } else { 647 bounds.setEmpty(); 648 } 649} 650 651void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 652 bool fboLayer, int alpha) { 653 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 654 bounds.getHeight() > mCaches.maxTextureSize || 655 (fboLayer && clip.isEmpty())) { 656 writableSnapshot()->empty = fboLayer; 657 } else { 658 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 659 } 660} 661 662int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 663 const SkPaint* paint, int flags) { 664 const int count = mState.saveSnapshot(flags); 665 666 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 667 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 668 // operations will be able to store and restore the current clip and transform info, and 669 // quick rejection will be correct (for display lists) 670 671 Rect bounds(left, top, right, bottom); 672 Rect clip; 673 calculateLayerBoundsAndClip(bounds, clip, true); 674 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 675 676 if (!mState.currentlyIgnored()) { 677 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 678 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 679 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 680 writableSnapshot()->roundRectClipState = nullptr; 681 } 682 } 683 684 return count; 685} 686 687/** 688 * Layers are viewed by Skia are slightly different than layers in image editing 689 * programs (for instance.) When a layer is created, previously created layers 690 * and the frame buffer still receive every drawing command. For instance, if a 691 * layer is created and a shape intersecting the bounds of the layers and the 692 * framebuffer is draw, the shape will be drawn on both (unless the layer was 693 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 694 * 695 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 696 * texture. Unfortunately, this is inefficient as it requires every primitive to 697 * be drawn n + 1 times, where n is the number of active layers. In practice this 698 * means, for every primitive: 699 * - Switch active frame buffer 700 * - Change viewport, clip and projection matrix 701 * - Issue the drawing 702 * 703 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 704 * To avoid this, layers are implemented in a different way here, at least in the 705 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 706 * is set. When this flag is set we can redirect all drawing operations into a 707 * single FBO. 708 * 709 * This implementation relies on the frame buffer being at least RGBA 8888. When 710 * a layer is created, only a texture is created, not an FBO. The content of the 711 * frame buffer contained within the layer's bounds is copied into this texture 712 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 713 * buffer and drawing continues as normal. This technique therefore treats the 714 * frame buffer as a scratch buffer for the layers. 715 * 716 * To compose the layers back onto the frame buffer, each layer texture 717 * (containing the original frame buffer data) is drawn as a simple quad over 718 * the frame buffer. The trick is that the quad is set as the composition 719 * destination in the blending equation, and the frame buffer becomes the source 720 * of the composition. 721 * 722 * Drawing layers with an alpha value requires an extra step before composition. 723 * An empty quad is drawn over the layer's region in the frame buffer. This quad 724 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 725 * quad is used to multiply the colors in the frame buffer. This is achieved by 726 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 727 * GL_ZERO, GL_SRC_ALPHA. 728 * 729 * Because glCopyTexImage2D() can be slow, an alternative implementation might 730 * be use to draw a single clipped layer. The implementation described above 731 * is correct in every case. 732 * 733 * (1) The frame buffer is actually not cleared right away. To allow the GPU 734 * to potentially optimize series of calls to glCopyTexImage2D, the frame 735 * buffer is left untouched until the first drawing operation. Only when 736 * something actually gets drawn are the layers regions cleared. 737 */ 738bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 739 const SkPaint* paint, int flags, const SkPath* convexMask) { 740 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 741 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 742 743 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 744 745 // Window coordinates of the layer 746 Rect clip; 747 Rect bounds(left, top, right, bottom); 748 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 749 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 750 751 // Bail out if we won't draw in this snapshot 752 if (mState.currentlyIgnored()) { 753 return false; 754 } 755 756 mCaches.activeTexture(0); 757 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 758 if (!layer) { 759 return false; 760 } 761 762 layer->setPaint(paint); 763 layer->layer.set(bounds); 764 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 765 bounds.getWidth() / float(layer->getWidth()), 0.0f); 766 767 layer->setBlend(true); 768 layer->setDirty(false); 769 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 770 771 // Save the layer in the snapshot 772 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 773 writableSnapshot()->layer = layer; 774 775 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 776 fboLayer ? "" : "unclipped ", 777 layer->getWidth(), layer->getHeight()); 778 startMark("SaveLayer"); 779 if (fboLayer) { 780 return createFboLayer(layer, bounds, clip); 781 } else { 782 // Copy the framebuffer into the layer 783 layer->bindTexture(); 784 if (!bounds.isEmpty()) { 785 if (layer->isEmpty()) { 786 // Workaround for some GL drivers. When reading pixels lying outside 787 // of the window we should get undefined values for those pixels. 788 // Unfortunately some drivers will turn the entire target texture black 789 // when reading outside of the window. 790 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 791 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 792 layer->setEmpty(false); 793 } 794 795 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 796 bounds.left, getViewportHeight() - bounds.bottom, 797 bounds.getWidth(), bounds.getHeight()); 798 799 // Enqueue the buffer coordinates to clear the corresponding region later 800 mLayers.push_back(Rect(bounds)); 801 } 802 } 803 804 return true; 805} 806 807bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 808 layer->clipRect.set(clip); 809 layer->setFbo(mCaches.fboCache.get()); 810 811 writableSnapshot()->region = &writableSnapshot()->layer->region; 812 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 813 writableSnapshot()->fbo = layer->getFbo(); 814 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 815 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 816 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 817 writableSnapshot()->roundRectClipState = nullptr; 818 819 endTiling(); 820 debugOverdraw(false, false); 821 // Bind texture to FBO 822 mRenderState.bindFramebuffer(layer->getFbo()); 823 layer->bindTexture(); 824 825 // Initialize the texture if needed 826 if (layer->isEmpty()) { 827 layer->allocateTexture(); 828 layer->setEmpty(false); 829 } 830 831 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 832 layer->getTexture(), 0); 833 834 // Expand the startTiling region by 1 835 startTilingCurrentClip(true, true); 836 837 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 838 mCaches.enableScissor(); 839 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 840 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 841 glClear(GL_COLOR_BUFFER_BIT); 842 843 dirtyClip(); 844 845 // Change the ortho projection 846 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 847 return true; 848} 849 850/** 851 * Read the documentation of createLayer() before doing anything in this method. 852 */ 853void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 854 if (!removed.layer) { 855 ALOGE("Attempting to compose a layer that does not exist"); 856 return; 857 } 858 859 Layer* layer = removed.layer; 860 const Rect& rect = layer->layer; 861 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 862 863 bool clipRequired = false; 864 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 865 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 866 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 867 868 if (fboLayer) { 869 endTiling(); 870 871 // Detach the texture from the FBO 872 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 873 874 layer->removeFbo(false); 875 876 // Unbind current FBO and restore previous one 877 mRenderState.bindFramebuffer(restored.fbo); 878 debugOverdraw(true, false); 879 880 startTilingCurrentClip(); 881 } 882 883 if (!fboLayer && layer->getAlpha() < 255) { 884 SkPaint layerPaint; 885 layerPaint.setAlpha(layer->getAlpha()); 886 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 887 layerPaint.setColorFilter(layer->getColorFilter()); 888 889 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 890 // Required below, composeLayerRect() will divide by 255 891 layer->setAlpha(255); 892 } 893 894 mCaches.unbindMeshBuffer(); 895 896 mCaches.activeTexture(0); 897 898 // When the layer is stored in an FBO, we can save a bit of fillrate by 899 // drawing only the dirty region 900 if (fboLayer) { 901 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 902 composeLayerRegion(layer, rect); 903 } else if (!rect.isEmpty()) { 904 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 905 906 save(0); 907 // the layer contains screen buffer content that shouldn't be alpha modulated 908 // (and any necessary alpha modulation was handled drawing into the layer) 909 writableSnapshot()->alpha = 1.0f; 910 composeLayerRect(layer, rect, true); 911 restore(); 912 } 913 914 dirtyClip(); 915 916 // Failing to add the layer to the cache should happen only if the layer is too large 917 layer->setConvexMask(nullptr); 918 if (!mCaches.layerCache.put(layer)) { 919 LAYER_LOGD("Deleting layer"); 920 layer->decStrong(nullptr); 921 } 922} 923 924void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 925 float alpha = getLayerAlpha(layer); 926 927 setupDraw(); 928 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 929 setupDrawWithTexture(); 930 } else { 931 setupDrawWithExternalTexture(); 932 } 933 setupDrawTextureTransform(); 934 setupDrawColor(alpha, alpha, alpha, alpha); 935 setupDrawColorFilter(layer->getColorFilter()); 936 setupDrawBlending(layer); 937 setupDrawProgram(); 938 setupDrawPureColorUniforms(); 939 setupDrawColorFilterUniforms(layer->getColorFilter()); 940 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 941 setupDrawTexture(layer->getTexture()); 942 } else { 943 setupDrawExternalTexture(layer->getTexture()); 944 } 945 if (currentTransform()->isPureTranslate() && 946 !layer->getForceFilter() && 947 layer->getWidth() == (uint32_t) rect.getWidth() && 948 layer->getHeight() == (uint32_t) rect.getHeight()) { 949 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 950 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 951 952 layer->setFilter(GL_NEAREST); 953 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 954 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 955 } else { 956 layer->setFilter(GL_LINEAR); 957 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 958 rect.left, rect.top, rect.right, rect.bottom); 959 } 960 setupDrawTextureTransformUniforms(layer->getTexTransform()); 961 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 962 963 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 964} 965 966void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 967 if (layer->isTextureLayer()) { 968 EVENT_LOGD("composeTextureLayerRect"); 969 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 970 drawTextureLayer(layer, rect); 971 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 972 } else { 973 EVENT_LOGD("composeHardwareLayerRect"); 974 const Rect& texCoords = layer->texCoords; 975 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 976 texCoords.right, texCoords.bottom); 977 978 float x = rect.left; 979 float y = rect.top; 980 bool simpleTransform = currentTransform()->isPureTranslate() && 981 layer->getWidth() == (uint32_t) rect.getWidth() && 982 layer->getHeight() == (uint32_t) rect.getHeight(); 983 984 if (simpleTransform) { 985 // When we're swapping, the layer is already in screen coordinates 986 if (!swap) { 987 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 988 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 989 } 990 991 layer->setFilter(GL_NEAREST, true); 992 } else { 993 layer->setFilter(GL_LINEAR, true); 994 } 995 996 SkPaint layerPaint; 997 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 998 layerPaint.setXfermodeMode(layer->getMode()); 999 layerPaint.setColorFilter(layer->getColorFilter()); 1000 1001 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1002 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1003 layer->getTexture(), &layerPaint, blend, 1004 &mMeshVertices[0].x, &mMeshVertices[0].u, 1005 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1006 1007 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1008 } 1009} 1010 1011/** 1012 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1013 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1014 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1015 * by saveLayer's restore 1016 */ 1017#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1018 DRAW_COMMAND; \ 1019 if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \ 1020 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1021 DRAW_COMMAND; \ 1022 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1023 } \ 1024 } 1025 1026#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1027 1028// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1029// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1030class LayerShader : public SkShader { 1031public: 1032 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1033 : INHERITED(localMatrix) 1034 , mLayer(layer) { 1035 } 1036 1037 virtual bool asACustomShader(void** data) const override { 1038 if (data) { 1039 *data = static_cast<void*>(mLayer); 1040 } 1041 return true; 1042 } 1043 1044 virtual bool isOpaque() const override { 1045 return !mLayer->isBlend(); 1046 } 1047 1048protected: 1049 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1050 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1051 } 1052 1053 virtual void flatten(SkWriteBuffer&) const override { 1054 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1055 } 1056 1057 virtual Factory getFactory() const override { 1058 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1059 return nullptr; 1060 } 1061private: 1062 // Unowned. 1063 Layer* mLayer; 1064 typedef SkShader INHERITED; 1065}; 1066 1067void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1068 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1069 1070 if (layer->getConvexMask()) { 1071 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1072 1073 // clip to the area of the layer the mask can be larger 1074 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1075 1076 SkPaint paint; 1077 paint.setAntiAlias(true); 1078 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1079 1080 // create LayerShader to map SaveLayer content into subsequent draw 1081 SkMatrix shaderMatrix; 1082 shaderMatrix.setTranslate(rect.left, rect.bottom); 1083 shaderMatrix.preScale(1, -1); 1084 LayerShader layerShader(layer, &shaderMatrix); 1085 paint.setShader(&layerShader); 1086 1087 // Since the drawing primitive is defined in local drawing space, 1088 // we don't need to modify the draw matrix 1089 const SkPath* maskPath = layer->getConvexMask(); 1090 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1091 1092 paint.setShader(nullptr); 1093 restore(); 1094 1095 return; 1096 } 1097 1098 if (layer->region.isRect()) { 1099 layer->setRegionAsRect(); 1100 1101 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1102 1103 layer->region.clear(); 1104 return; 1105 } 1106 1107 EVENT_LOGD("composeLayerRegion"); 1108 // standard Region based draw 1109 size_t count; 1110 const android::Rect* rects; 1111 Region safeRegion; 1112 if (CC_LIKELY(hasRectToRectTransform())) { 1113 rects = layer->region.getArray(&count); 1114 } else { 1115 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1116 rects = safeRegion.getArray(&count); 1117 } 1118 1119 const float alpha = getLayerAlpha(layer); 1120 const float texX = 1.0f / float(layer->getWidth()); 1121 const float texY = 1.0f / float(layer->getHeight()); 1122 const float height = rect.getHeight(); 1123 1124 setupDraw(); 1125 1126 // We must get (and therefore bind) the region mesh buffer 1127 // after we setup drawing in case we need to mess with the 1128 // stencil buffer in setupDraw() 1129 TextureVertex* mesh = mCaches.getRegionMesh(); 1130 uint32_t numQuads = 0; 1131 1132 setupDrawWithTexture(); 1133 setupDrawColor(alpha, alpha, alpha, alpha); 1134 setupDrawColorFilter(layer->getColorFilter()); 1135 setupDrawBlending(layer); 1136 setupDrawProgram(); 1137 setupDrawDirtyRegionsDisabled(); 1138 setupDrawPureColorUniforms(); 1139 setupDrawColorFilterUniforms(layer->getColorFilter()); 1140 setupDrawTexture(layer->getTexture()); 1141 if (currentTransform()->isPureTranslate()) { 1142 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1143 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1144 1145 layer->setFilter(GL_NEAREST); 1146 setupDrawModelView(kModelViewMode_Translate, false, 1147 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1148 } else { 1149 layer->setFilter(GL_LINEAR); 1150 setupDrawModelView(kModelViewMode_Translate, false, 1151 rect.left, rect.top, rect.right, rect.bottom); 1152 } 1153 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1154 1155 for (size_t i = 0; i < count; i++) { 1156 const android::Rect* r = &rects[i]; 1157 1158 const float u1 = r->left * texX; 1159 const float v1 = (height - r->top) * texY; 1160 const float u2 = r->right * texX; 1161 const float v2 = (height - r->bottom) * texY; 1162 1163 // TODO: Reject quads outside of the clip 1164 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1165 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1166 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1167 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1168 1169 numQuads++; 1170 1171 if (numQuads >= gMaxNumberOfQuads) { 1172 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1173 GL_UNSIGNED_SHORT, nullptr)); 1174 numQuads = 0; 1175 mesh = mCaches.getRegionMesh(); 1176 } 1177 } 1178 1179 if (numQuads > 0) { 1180 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1181 GL_UNSIGNED_SHORT, nullptr)); 1182 } 1183 1184#if DEBUG_LAYERS_AS_REGIONS 1185 drawRegionRectsDebug(layer->region); 1186#endif 1187 1188 layer->region.clear(); 1189} 1190 1191#if DEBUG_LAYERS_AS_REGIONS 1192void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1193 size_t count; 1194 const android::Rect* rects = region.getArray(&count); 1195 1196 uint32_t colors[] = { 1197 0x7fff0000, 0x7f00ff00, 1198 0x7f0000ff, 0x7fff00ff, 1199 }; 1200 1201 int offset = 0; 1202 int32_t top = rects[0].top; 1203 1204 for (size_t i = 0; i < count; i++) { 1205 if (top != rects[i].top) { 1206 offset ^= 0x2; 1207 top = rects[i].top; 1208 } 1209 1210 SkPaint paint; 1211 paint.setColor(colors[offset + (i & 0x1)]); 1212 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1213 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1214 } 1215} 1216#endif 1217 1218void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1219 Vector<float> rects; 1220 1221 SkRegion::Iterator it(region); 1222 while (!it.done()) { 1223 const SkIRect& r = it.rect(); 1224 rects.push(r.fLeft); 1225 rects.push(r.fTop); 1226 rects.push(r.fRight); 1227 rects.push(r.fBottom); 1228 it.next(); 1229 } 1230 1231 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1232} 1233 1234void OpenGLRenderer::dirtyLayer(const float left, const float top, 1235 const float right, const float bottom, const mat4 transform) { 1236 if (hasLayer()) { 1237 Rect bounds(left, top, right, bottom); 1238 transform.mapRect(bounds); 1239 dirtyLayerUnchecked(bounds, getRegion()); 1240 } 1241} 1242 1243void OpenGLRenderer::dirtyLayer(const float left, const float top, 1244 const float right, const float bottom) { 1245 if (hasLayer()) { 1246 Rect bounds(left, top, right, bottom); 1247 dirtyLayerUnchecked(bounds, getRegion()); 1248 } 1249} 1250 1251void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1252 if (bounds.intersect(*mState.currentClipRect())) { 1253 bounds.snapToPixelBoundaries(); 1254 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1255 if (!dirty.isEmpty()) { 1256 region->orSelf(dirty); 1257 } 1258 } 1259} 1260 1261void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1262 GLsizei elementsCount = quadsCount * 6; 1263 while (elementsCount > 0) { 1264 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1265 1266 setupDrawIndexedVertices(&mesh[0].x); 1267 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1268 1269 elementsCount -= drawCount; 1270 // Though there are 4 vertices in a quad, we use 6 indices per 1271 // quad to draw with GL_TRIANGLES 1272 mesh += (drawCount / 6) * 4; 1273 } 1274} 1275 1276void OpenGLRenderer::clearLayerRegions() { 1277 const size_t count = mLayers.size(); 1278 if (count == 0) return; 1279 1280 if (!mState.currentlyIgnored()) { 1281 EVENT_LOGD("clearLayerRegions"); 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 * 4]; 1292 Vertex* vertex = mesh; 1293 1294 for (uint32_t i = 0; i < count; i++) { 1295 const Rect& bounds = mLayers[i]; 1296 1297 Vertex::set(vertex++, bounds.left, bounds.top); 1298 Vertex::set(vertex++, bounds.right, bounds.top); 1299 Vertex::set(vertex++, bounds.left, bounds.bottom); 1300 Vertex::set(vertex++, bounds.right, bounds.bottom); 1301 } 1302 // We must clear the list of dirty rects before we 1303 // call setupDraw() to prevent stencil setup to do 1304 // the same thing again 1305 mLayers.clear(); 1306 1307 SkPaint clearPaint; 1308 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1309 1310 setupDraw(false); 1311 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1312 setupDrawBlending(&clearPaint, true); 1313 setupDrawProgram(); 1314 setupDrawPureColorUniforms(); 1315 setupDrawModelView(kModelViewMode_Translate, false, 1316 0.0f, 0.0f, 0.0f, 0.0f, true); 1317 1318 issueIndexedQuadDraw(&mesh[0], count); 1319 1320 if (scissorChanged) mCaches.enableScissor(); 1321 } else { 1322 mLayers.clear(); 1323 } 1324} 1325 1326/////////////////////////////////////////////////////////////////////////////// 1327// State Deferral 1328/////////////////////////////////////////////////////////////////////////////// 1329 1330bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1331 const Rect* currentClip = mState.currentClipRect(); 1332 const mat4* currentMatrix = currentTransform(); 1333 1334 if (stateDeferFlags & kStateDeferFlag_Draw) { 1335 // state has bounds initialized in local coordinates 1336 if (!state.mBounds.isEmpty()) { 1337 currentMatrix->mapRect(state.mBounds); 1338 Rect clippedBounds(state.mBounds); 1339 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1340 // is used, it should more closely duplicate the quickReject logic (in how it uses 1341 // snapToPixelBoundaries) 1342 1343 if(!clippedBounds.intersect(*currentClip)) { 1344 // quick rejected 1345 return true; 1346 } 1347 1348 state.mClipSideFlags = kClipSide_None; 1349 if (!currentClip->contains(state.mBounds)) { 1350 int& flags = state.mClipSideFlags; 1351 // op partially clipped, so record which sides are clipped for clip-aware merging 1352 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1353 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1354 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1355 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1356 } 1357 state.mBounds.set(clippedBounds); 1358 } else { 1359 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1360 // overdraw avoidance (since we don't know what it overlaps) 1361 state.mClipSideFlags = kClipSide_ConservativeFull; 1362 state.mBounds.set(*currentClip); 1363 } 1364 } 1365 1366 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1367 if (state.mClipValid) { 1368 state.mClip.set(*currentClip); 1369 } 1370 1371 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1372 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1373 state.mMatrix.load(*currentMatrix); 1374 state.mDrawModifiers = mDrawModifiers; 1375 state.mAlpha = currentSnapshot()->alpha; 1376 1377 // always store/restore, since it's just a pointer 1378 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1379 return false; 1380} 1381 1382void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1383 setMatrix(state.mMatrix); 1384 writableSnapshot()->alpha = state.mAlpha; 1385 mDrawModifiers = state.mDrawModifiers; 1386 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1387 1388 if (state.mClipValid && !skipClipRestore) { 1389 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1390 state.mClip.right, state.mClip.bottom); 1391 dirtyClip(); 1392 } 1393} 1394 1395/** 1396 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1397 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1398 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1399 * 1400 * This method should be called when restoreDisplayState() won't be restoring the clip 1401 */ 1402void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1403 if (clipRect != nullptr) { 1404 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1405 } else { 1406 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1407 } 1408 dirtyClip(); 1409 mCaches.setScissorEnabled(clipRect != nullptr || mScissorOptimizationDisabled); 1410} 1411 1412/////////////////////////////////////////////////////////////////////////////// 1413// Clipping 1414/////////////////////////////////////////////////////////////////////////////// 1415 1416void OpenGLRenderer::setScissorFromClip() { 1417 Rect clip(*mState.currentClipRect()); 1418 clip.snapToPixelBoundaries(); 1419 1420 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1421 clip.getWidth(), clip.getHeight())) { 1422 mState.setDirtyClip(false); 1423 } 1424} 1425 1426void OpenGLRenderer::ensureStencilBuffer() { 1427 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1428 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1429 // just hope we have one when hasLayer() returns false. 1430 if (hasLayer()) { 1431 attachStencilBufferToLayer(currentSnapshot()->layer); 1432 } 1433} 1434 1435void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1436 // The layer's FBO is already bound when we reach this stage 1437 if (!layer->getStencilRenderBuffer()) { 1438 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1439 // is attached after we initiated tiling. We must turn it off, 1440 // attach the new render buffer then turn tiling back on 1441 endTiling(); 1442 1443 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1444 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1445 layer->setStencilRenderBuffer(buffer); 1446 1447 startTiling(layer->clipRect, layer->layer.getHeight()); 1448 } 1449} 1450 1451void OpenGLRenderer::setStencilFromClip() { 1452 if (!mCaches.debugOverdraw) { 1453 if (!currentSnapshot()->clipRegion->isEmpty()) { 1454 EVENT_LOGD("setStencilFromClip - enabling"); 1455 1456 // NOTE: The order here is important, we must set dirtyClip to false 1457 // before any draw call to avoid calling back into this method 1458 mState.setDirtyClip(false); 1459 1460 ensureStencilBuffer(); 1461 1462 mCaches.stencil.enableWrite(); 1463 1464 // Clear and update the stencil, but first make sure we restrict drawing 1465 // to the region's bounds 1466 bool resetScissor = mCaches.enableScissor(); 1467 if (resetScissor) { 1468 // The scissor was not set so we now need to update it 1469 setScissorFromClip(); 1470 } 1471 mCaches.stencil.clear(); 1472 1473 // stash and disable the outline clip state, since stencil doesn't account for outline 1474 bool storedSkipOutlineClip = mSkipOutlineClip; 1475 mSkipOutlineClip = true; 1476 1477 SkPaint paint; 1478 paint.setColor(SK_ColorBLACK); 1479 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1480 1481 // NOTE: We could use the region contour path to generate a smaller mesh 1482 // Since we are using the stencil we could use the red book path 1483 // drawing technique. It might increase bandwidth usage though. 1484 1485 // The last parameter is important: we are not drawing in the color buffer 1486 // so we don't want to dirty the current layer, if any 1487 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1488 if (resetScissor) mCaches.disableScissor(); 1489 mSkipOutlineClip = storedSkipOutlineClip; 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 paint.setColor(0x7f0000ff); 1497 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1498 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1499 } 1500 } else { 1501 EVENT_LOGD("setStencilFromClip - disabling"); 1502 mCaches.stencil.disable(); 1503 } 1504 } 1505} 1506 1507/** 1508 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1509 * 1510 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1511 * style, and tessellated AA ramp 1512 */ 1513bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1514 const SkPaint* paint) { 1515 bool snapOut = paint && paint->isAntiAlias(); 1516 1517 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1518 float outset = paint->getStrokeWidth() * 0.5f; 1519 left -= outset; 1520 top -= outset; 1521 right += outset; 1522 bottom += outset; 1523 } 1524 1525 bool clipRequired = false; 1526 bool roundRectClipRequired = false; 1527 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1528 &clipRequired, &roundRectClipRequired, snapOut)) { 1529 return true; 1530 } 1531 1532 // not quick rejected, so enable the scissor if clipRequired 1533 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1534 mSkipOutlineClip = !roundRectClipRequired; 1535 return false; 1536} 1537 1538void OpenGLRenderer::debugClip() { 1539#if DEBUG_CLIP_REGIONS 1540 if (!currentSnapshot()->clipRegion->isEmpty()) { 1541 SkPaint paint; 1542 paint.setColor(0x7f00ff00); 1543 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1544 1545 } 1546#endif 1547} 1548 1549/////////////////////////////////////////////////////////////////////////////// 1550// Drawing commands 1551/////////////////////////////////////////////////////////////////////////////// 1552 1553void OpenGLRenderer::setupDraw(bool clearLayer) { 1554 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1555 // changes the scissor test state 1556 if (clearLayer) clearLayerRegions(); 1557 // Make sure setScissor & setStencil happen at the beginning of 1558 // this method 1559 if (mState.getDirtyClip()) { 1560 if (mCaches.scissorEnabled) { 1561 setScissorFromClip(); 1562 } 1563 1564 setStencilFromClip(); 1565 } 1566 1567 mDescription.reset(); 1568 1569 mSetShaderColor = false; 1570 mColorSet = false; 1571 mColorA = mColorR = mColorG = mColorB = 0.0f; 1572 mTextureUnit = 0; 1573 mTrackDirtyRegions = true; 1574 1575 // Enable debug highlight when what we're about to draw is tested against 1576 // the stencil buffer and if stencil highlight debugging is on 1577 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1578 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1579 mCaches.stencil.isTestEnabled(); 1580} 1581 1582void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1583 mDescription.hasTexture = true; 1584 mDescription.hasAlpha8Texture = isAlpha8; 1585} 1586 1587void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1588 mDescription.hasTexture = true; 1589 mDescription.hasColors = true; 1590 mDescription.hasAlpha8Texture = isAlpha8; 1591} 1592 1593void OpenGLRenderer::setupDrawWithExternalTexture() { 1594 mDescription.hasExternalTexture = true; 1595} 1596 1597void OpenGLRenderer::setupDrawNoTexture() { 1598 mCaches.disableTexCoordsVertexArray(); 1599} 1600 1601void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1602 mDescription.hasVertexAlpha = true; 1603 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1604} 1605 1606void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1607 mColorA = alpha / 255.0f; 1608 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1609 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1610 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1611 mColorSet = true; 1612 mSetShaderColor = mDescription.setColorModulate(mColorA); 1613} 1614 1615void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1616 mColorA = alpha / 255.0f; 1617 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1618 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1619 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1620 mColorSet = true; 1621 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1622} 1623 1624void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1625 mCaches.fontRenderer->describe(mDescription, paint); 1626} 1627 1628void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1629 mColorA = a; 1630 mColorR = r; 1631 mColorG = g; 1632 mColorB = b; 1633 mColorSet = true; 1634 mSetShaderColor = mDescription.setColorModulate(a); 1635} 1636 1637void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1638 if (shader != nullptr) { 1639 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1640 } 1641} 1642 1643void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1644 if (filter == nullptr) { 1645 return; 1646 } 1647 1648 SkXfermode::Mode mode; 1649 if (filter->asColorMode(nullptr, &mode)) { 1650 mDescription.colorOp = ProgramDescription::kColorBlend; 1651 mDescription.colorMode = mode; 1652 } else if (filter->asColorMatrix(nullptr)) { 1653 mDescription.colorOp = ProgramDescription::kColorMatrix; 1654 } 1655} 1656 1657void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1658 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1659 mColorA = 1.0f; 1660 mColorR = mColorG = mColorB = 0.0f; 1661 mSetShaderColor = mDescription.modulate = true; 1662 } 1663} 1664 1665void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1666 SkXfermode::Mode mode = layer->getMode(); 1667 // When the blending mode is kClear_Mode, we need to use a modulate color 1668 // argb=1,0,0,0 1669 accountForClear(mode); 1670 // TODO: check shader blending, once we have shader drawing support for layers. 1671 bool blend = layer->isBlend() 1672 || getLayerAlpha(layer) < 1.0f 1673 || (mColorSet && mColorA < 1.0f) 1674 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1675 chooseBlending(blend, mode, mDescription, swapSrcDst); 1676} 1677 1678void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1679 SkXfermode::Mode mode = getXfermodeDirect(paint); 1680 // When the blending mode is kClear_Mode, we need to use a modulate color 1681 // argb=1,0,0,0 1682 accountForClear(mode); 1683 blend |= (mColorSet && mColorA < 1.0f) || 1684 (getShader(paint) && !getShader(paint)->isOpaque()) || 1685 PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1686 chooseBlending(blend, mode, mDescription, swapSrcDst); 1687} 1688 1689void OpenGLRenderer::setupDrawProgram() { 1690 useProgram(mCaches.programCache.get(mDescription)); 1691 if (mDescription.hasRoundRectClip) { 1692 // TODO: avoid doing this repeatedly, stashing state pointer in program 1693 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1694 const Rect& innerRect = state->innerRect; 1695 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1696 innerRect.left, innerRect.top, 1697 innerRect.right, innerRect.bottom); 1698 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1699 1, GL_FALSE, &state->matrix.data[0]); 1700 1701 // add half pixel to round out integer rect space to cover pixel centers 1702 float roundedOutRadius = state->radius + 0.5f; 1703 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1704 roundedOutRadius); 1705 } 1706} 1707 1708void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1709 mTrackDirtyRegions = false; 1710} 1711 1712void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1713 float left, float top, float right, float bottom, bool ignoreTransform) { 1714 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1715 if (mode == kModelViewMode_TranslateAndScale) { 1716 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1717 } 1718 1719 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1720 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1721 mCaches.currentProgram->set(writableSnapshot()->getOrthoMatrix(), 1722 mModelViewMatrix, transformMatrix, offset); 1723 if (dirty && mTrackDirtyRegions) { 1724 if (!ignoreTransform) { 1725 dirtyLayer(left, top, right, bottom, *currentTransform()); 1726 } else { 1727 dirtyLayer(left, top, right, bottom); 1728 } 1729 } 1730} 1731 1732void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1733 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1734 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1735 } 1736} 1737 1738void OpenGLRenderer::setupDrawPureColorUniforms() { 1739 if (mSetShaderColor) { 1740 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1741 } 1742} 1743 1744void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1745 if (shader == nullptr) { 1746 return; 1747 } 1748 1749 if (ignoreTransform) { 1750 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1751 // because it was built into modelView / the geometry, and the description needs to 1752 // compensate. 1753 mat4 modelViewWithoutTransform; 1754 modelViewWithoutTransform.loadInverse(*currentTransform()); 1755 modelViewWithoutTransform.multiply(mModelViewMatrix); 1756 mModelViewMatrix.load(modelViewWithoutTransform); 1757 } 1758 1759 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1760} 1761 1762void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1763 if (nullptr == filter) { 1764 return; 1765 } 1766 1767 SkColor color; 1768 SkXfermode::Mode mode; 1769 if (filter->asColorMode(&color, &mode)) { 1770 const int alpha = SkColorGetA(color); 1771 const GLfloat a = alpha / 255.0f; 1772 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1773 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1774 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1775 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1776 return; 1777 } 1778 1779 SkScalar srcColorMatrix[20]; 1780 if (filter->asColorMatrix(srcColorMatrix)) { 1781 1782 float colorMatrix[16]; 1783 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1784 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1785 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1786 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1787 1788 // Skia uses the range [0..255] for the addition vector, but we need 1789 // the [0..1] range to apply the vector in GLSL 1790 float colorVector[4]; 1791 colorVector[0] = srcColorMatrix[4] / 255.0f; 1792 colorVector[1] = srcColorMatrix[9] / 255.0f; 1793 colorVector[2] = srcColorMatrix[14] / 255.0f; 1794 colorVector[3] = srcColorMatrix[19] / 255.0f; 1795 1796 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1797 GL_FALSE, colorMatrix); 1798 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1799 return; 1800 } 1801 1802 // it is an error if we ever get here 1803} 1804 1805void OpenGLRenderer::setupDrawTextGammaUniforms() { 1806 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1807} 1808 1809void OpenGLRenderer::setupDrawSimpleMesh() { 1810 bool force = mCaches.bindMeshBuffer(); 1811 mCaches.bindPositionVertexPointer(force, nullptr); 1812 mCaches.unbindIndicesBuffer(); 1813} 1814 1815void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1816 if (texture) bindTexture(texture); 1817 mTextureUnit++; 1818 mCaches.enableTexCoordsVertexArray(); 1819} 1820 1821void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1822 bindExternalTexture(texture); 1823 mTextureUnit++; 1824 mCaches.enableTexCoordsVertexArray(); 1825} 1826 1827void OpenGLRenderer::setupDrawTextureTransform() { 1828 mDescription.hasTextureTransform = true; 1829} 1830 1831void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1832 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1833 GL_FALSE, &transform.data[0]); 1834} 1835 1836void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1837 const GLvoid* texCoords, GLuint vbo) { 1838 bool force = false; 1839 if (!vertices || vbo) { 1840 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1841 } else { 1842 force = mCaches.unbindMeshBuffer(); 1843 } 1844 1845 mCaches.bindPositionVertexPointer(force, vertices); 1846 if (mCaches.currentProgram->texCoords >= 0) { 1847 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1848 } 1849 1850 mCaches.unbindIndicesBuffer(); 1851} 1852 1853void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1854 const GLvoid* texCoords, const GLvoid* colors) { 1855 bool force = mCaches.unbindMeshBuffer(); 1856 GLsizei stride = sizeof(ColorTextureVertex); 1857 1858 mCaches.bindPositionVertexPointer(force, vertices, stride); 1859 if (mCaches.currentProgram->texCoords >= 0) { 1860 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1861 } 1862 int slot = mCaches.currentProgram->getAttrib("colors"); 1863 if (slot >= 0) { 1864 glEnableVertexAttribArray(slot); 1865 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1866 } 1867 1868 mCaches.unbindIndicesBuffer(); 1869} 1870 1871void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1872 const GLvoid* texCoords, GLuint vbo) { 1873 bool force = false; 1874 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1875 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1876 // use the default VBO found in Caches 1877 if (!vertices || vbo) { 1878 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1879 } else { 1880 force = mCaches.unbindMeshBuffer(); 1881 } 1882 mCaches.bindQuadIndicesBuffer(); 1883 1884 mCaches.bindPositionVertexPointer(force, vertices); 1885 if (mCaches.currentProgram->texCoords >= 0) { 1886 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1887 } 1888} 1889 1890void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1891 bool force = mCaches.unbindMeshBuffer(); 1892 mCaches.bindQuadIndicesBuffer(); 1893 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1894} 1895 1896/////////////////////////////////////////////////////////////////////////////// 1897// Drawing 1898/////////////////////////////////////////////////////////////////////////////// 1899 1900void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1901 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1902 // will be performed by the display list itself 1903 if (renderNode && renderNode->isRenderable()) { 1904 // compute 3d ordering 1905 renderNode->computeOrdering(); 1906 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1907 startFrame(); 1908 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1909 renderNode->replay(replayStruct, 0); 1910 return; 1911 } 1912 1913 // Don't avoid overdraw when visualizing, since that makes it harder to 1914 // debug where it's coming from, and when the problem occurs. 1915 bool avoidOverdraw = !mCaches.debugOverdraw; 1916 DeferredDisplayList deferredList(*mState.currentClipRect(), avoidOverdraw); 1917 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1918 renderNode->defer(deferStruct, 0); 1919 1920 flushLayers(); 1921 startFrame(); 1922 1923 deferredList.flush(*this, dirty); 1924 } else { 1925 // Even if there is no drawing command(Ex: invisible), 1926 // it still needs startFrame to clear buffer and start tiling. 1927 startFrame(); 1928 } 1929} 1930 1931void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, 1932 const SkPaint* paint) { 1933 float x = left; 1934 float y = top; 1935 1936 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1937 1938 bool ignoreTransform = false; 1939 if (currentTransform()->isPureTranslate()) { 1940 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1941 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1942 ignoreTransform = true; 1943 1944 texture->setFilter(GL_NEAREST, true); 1945 } else { 1946 texture->setFilter(getFilter(paint), true); 1947 } 1948 1949 // No need to check for a UV mapper on the texture object, only ARGB_8888 1950 // bitmaps get packed in the atlas 1951 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1952 paint, (GLvoid*) nullptr, (GLvoid*) gMeshTextureOffset, 1953 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1954} 1955 1956/** 1957 * Important note: this method is intended to draw batches of bitmaps and 1958 * will not set the scissor enable or dirty the current layer, if any. 1959 * The caller is responsible for properly dirtying the current layer. 1960 */ 1961void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1962 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1963 const Rect& bounds, const SkPaint* paint) { 1964 mCaches.activeTexture(0); 1965 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1966 if (!texture) return; 1967 1968 const AutoTexture autoCleanup(texture); 1969 1970 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1971 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1972 1973 const float x = (int) floorf(bounds.left + 0.5f); 1974 const float y = (int) floorf(bounds.top + 0.5f); 1975 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1976 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1977 texture->id, paint, &vertices[0].x, &vertices[0].u, 1978 GL_TRIANGLES, bitmapCount * 6, true, 1979 kModelViewMode_Translate, false); 1980 } else { 1981 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1982 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1983 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1984 kModelViewMode_Translate, false); 1985 } 1986 1987 mDirty = true; 1988} 1989 1990void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1991 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1992 return; 1993 } 1994 1995 mCaches.activeTexture(0); 1996 Texture* texture = getTexture(bitmap); 1997 if (!texture) return; 1998 const AutoTexture autoCleanup(texture); 1999 2000 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2001 drawAlphaBitmap(texture, 0, 0, paint); 2002 } else { 2003 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2004 } 2005 2006 mDirty = true; 2007} 2008 2009void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2010 const float* vertices, const int* colors, const SkPaint* paint) { 2011 if (!vertices || mState.currentlyIgnored()) { 2012 return; 2013 } 2014 2015 // TODO: use quickReject on bounds from vertices 2016 mCaches.enableScissor(); 2017 2018 float left = FLT_MAX; 2019 float top = FLT_MAX; 2020 float right = FLT_MIN; 2021 float bottom = FLT_MIN; 2022 2023 const uint32_t count = meshWidth * meshHeight * 6; 2024 2025 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]); 2026 ColorTextureVertex* vertex = &mesh[0]; 2027 2028 std::unique_ptr<int[]> tempColors; 2029 if (!colors) { 2030 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2031 tempColors.reset(new int[colorsCount]); 2032 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2033 colors = tempColors.get(); 2034 } 2035 2036 mCaches.activeTexture(0); 2037 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2038 const UvMapper& mapper(getMapper(texture)); 2039 2040 for (int32_t y = 0; y < meshHeight; y++) { 2041 for (int32_t x = 0; x < meshWidth; x++) { 2042 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2043 2044 float u1 = float(x) / meshWidth; 2045 float u2 = float(x + 1) / meshWidth; 2046 float v1 = float(y) / meshHeight; 2047 float v2 = float(y + 1) / meshHeight; 2048 2049 mapper.map(u1, v1, u2, v2); 2050 2051 int ax = i + (meshWidth + 1) * 2; 2052 int ay = ax + 1; 2053 int bx = i; 2054 int by = bx + 1; 2055 int cx = i + 2; 2056 int cy = cx + 1; 2057 int dx = i + (meshWidth + 1) * 2 + 2; 2058 int dy = dx + 1; 2059 2060 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2061 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2062 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2063 2064 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2065 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2066 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2067 2068 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2069 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2070 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2071 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2072 } 2073 } 2074 2075 if (quickRejectSetupScissor(left, top, right, bottom)) { 2076 return; 2077 } 2078 2079 if (!texture) { 2080 texture = mCaches.textureCache.get(bitmap); 2081 if (!texture) { 2082 return; 2083 } 2084 } 2085 const AutoTexture autoCleanup(texture); 2086 2087 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2088 texture->setFilter(getFilter(paint), true); 2089 2090 int alpha; 2091 SkXfermode::Mode mode; 2092 getAlphaAndMode(paint, &alpha, &mode); 2093 2094 float a = alpha / 255.0f; 2095 2096 if (hasLayer()) { 2097 dirtyLayer(left, top, right, bottom, *currentTransform()); 2098 } 2099 2100 setupDraw(); 2101 setupDrawWithTextureAndColor(); 2102 setupDrawColor(a, a, a, a); 2103 setupDrawColorFilter(getColorFilter(paint)); 2104 setupDrawBlending(paint, true); 2105 setupDrawProgram(); 2106 setupDrawDirtyRegionsDisabled(); 2107 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2108 setupDrawTexture(texture->id); 2109 setupDrawPureColorUniforms(); 2110 setupDrawColorFilterUniforms(getColorFilter(paint)); 2111 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2112 2113 glDrawArrays(GL_TRIANGLES, 0, count); 2114 2115 int slot = mCaches.currentProgram->getAttrib("colors"); 2116 if (slot >= 0) { 2117 glDisableVertexAttribArray(slot); 2118 } 2119 2120 mDirty = true; 2121} 2122 2123void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2124 float srcLeft, float srcTop, float srcRight, float srcBottom, 2125 float dstLeft, float dstTop, float dstRight, float dstBottom, 2126 const SkPaint* paint) { 2127 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2128 return; 2129 } 2130 2131 mCaches.activeTexture(0); 2132 Texture* texture = getTexture(bitmap); 2133 if (!texture) return; 2134 const AutoTexture autoCleanup(texture); 2135 2136 const float width = texture->width; 2137 const float height = texture->height; 2138 2139 float u1 = fmax(0.0f, srcLeft / width); 2140 float v1 = fmax(0.0f, srcTop / height); 2141 float u2 = fmin(1.0f, srcRight / width); 2142 float v2 = fmin(1.0f, srcBottom / height); 2143 2144 getMapper(texture).map(u1, v1, u2, v2); 2145 2146 mCaches.unbindMeshBuffer(); 2147 resetDrawTextureTexCoords(u1, v1, u2, v2); 2148 2149 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2150 2151 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2152 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2153 2154 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2155 // Apply a scale transform on the canvas only when a shader is in use 2156 // Skia handles the ratio between the dst and src rects as a scale factor 2157 // when a shader is set 2158 bool useScaleTransform = getShader(paint) && scaled; 2159 bool ignoreTransform = false; 2160 2161 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2162 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2163 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2164 2165 dstRight = x + (dstRight - dstLeft); 2166 dstBottom = y + (dstBottom - dstTop); 2167 2168 dstLeft = x; 2169 dstTop = y; 2170 2171 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2172 ignoreTransform = true; 2173 } else { 2174 texture->setFilter(getFilter(paint), true); 2175 } 2176 2177 if (CC_UNLIKELY(useScaleTransform)) { 2178 save(SkCanvas::kMatrix_SaveFlag); 2179 translate(dstLeft, dstTop); 2180 scale(scaleX, scaleY); 2181 2182 dstLeft = 0.0f; 2183 dstTop = 0.0f; 2184 2185 dstRight = srcRight - srcLeft; 2186 dstBottom = srcBottom - srcTop; 2187 } 2188 2189 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2190 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2191 texture->id, paint, 2192 &mMeshVertices[0].x, &mMeshVertices[0].u, 2193 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2194 } else { 2195 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2196 texture->id, paint, texture->blend, 2197 &mMeshVertices[0].x, &mMeshVertices[0].u, 2198 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2199 } 2200 2201 if (CC_UNLIKELY(useScaleTransform)) { 2202 restore(); 2203 } 2204 2205 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2206 2207 mDirty = true; 2208} 2209 2210void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2211 float left, float top, float right, float bottom, const SkPaint* paint) { 2212 if (quickRejectSetupScissor(left, top, right, bottom)) { 2213 return; 2214 } 2215 2216 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2217 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2218 right - left, bottom - top, patch); 2219 2220 drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2221} 2222 2223void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2224 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2225 const SkPaint* paint) { 2226 if (quickRejectSetupScissor(left, top, right, bottom)) { 2227 return; 2228 } 2229 2230 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2231 mCaches.activeTexture(0); 2232 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2233 if (!texture) return; 2234 const AutoTexture autoCleanup(texture); 2235 2236 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2237 texture->setFilter(GL_LINEAR, true); 2238 2239 const bool pureTranslate = currentTransform()->isPureTranslate(); 2240 // Mark the current layer dirty where we are going to draw the patch 2241 if (hasLayer() && mesh->hasEmptyQuads) { 2242 const float offsetX = left + currentTransform()->getTranslateX(); 2243 const float offsetY = top + currentTransform()->getTranslateY(); 2244 const size_t count = mesh->quads.size(); 2245 for (size_t i = 0; i < count; i++) { 2246 const Rect& bounds = mesh->quads.itemAt(i); 2247 if (CC_LIKELY(pureTranslate)) { 2248 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2249 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2250 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2251 } else { 2252 dirtyLayer(left + bounds.left, top + bounds.top, 2253 left + bounds.right, top + bounds.bottom, *currentTransform()); 2254 } 2255 } 2256 } 2257 2258 bool ignoreTransform = false; 2259 if (CC_LIKELY(pureTranslate)) { 2260 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2261 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2262 2263 right = x + right - left; 2264 bottom = y + bottom - top; 2265 left = x; 2266 top = y; 2267 ignoreTransform = true; 2268 } 2269 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2270 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2271 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2272 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2273 } 2274 2275 mDirty = true; 2276} 2277 2278/** 2279 * Important note: this method is intended to draw batches of 9-patch objects and 2280 * will not set the scissor enable or dirty the current layer, if any. 2281 * The caller is responsible for properly dirtying the current layer. 2282 */ 2283void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2284 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2285 mCaches.activeTexture(0); 2286 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2287 if (!texture) return; 2288 const AutoTexture autoCleanup(texture); 2289 2290 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2291 texture->setFilter(GL_LINEAR, true); 2292 2293 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2294 texture->blend, &vertices[0].x, &vertices[0].u, 2295 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2296 2297 mDirty = true; 2298} 2299 2300void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2301 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2302 // not missing call to quickReject/dirtyLayer, always done at a higher level 2303 if (!vertexBuffer.getVertexCount()) { 2304 // no vertices to draw 2305 return; 2306 } 2307 2308 Rect bounds(vertexBuffer.getBounds()); 2309 bounds.translate(translateX, translateY); 2310 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2311 2312 int color = paint->getColor(); 2313 bool isAA = paint->isAntiAlias(); 2314 2315 setupDraw(); 2316 setupDrawNoTexture(); 2317 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2318 setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha); 2319 setupDrawColorFilter(getColorFilter(paint)); 2320 setupDrawShader(getShader(paint)); 2321 setupDrawBlending(paint, isAA); 2322 setupDrawProgram(); 2323 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2324 translateX, translateY, 0, 0); 2325 setupDrawColorUniforms(getShader(paint)); 2326 setupDrawColorFilterUniforms(getColorFilter(paint)); 2327 setupDrawShaderUniforms(getShader(paint)); 2328 2329 const void* vertices = vertexBuffer.getBuffer(); 2330 mCaches.unbindMeshBuffer(); 2331 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2332 mCaches.resetTexCoordsVertexPointer(); 2333 2334 int alphaSlot = -1; 2335 if (isAA) { 2336 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2337 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2338 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2339 glEnableVertexAttribArray(alphaSlot); 2340 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2341 } 2342 2343 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2344 if (mode == VertexBuffer::kStandard) { 2345 mCaches.unbindIndicesBuffer(); 2346 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2347 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2348 mCaches.bindShadowIndicesBuffer(); 2349 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, 2350 GL_UNSIGNED_SHORT, nullptr); 2351 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2352 mCaches.bindShadowIndicesBuffer(); 2353 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, 2354 GL_UNSIGNED_SHORT, nullptr); 2355 } else if (mode == VertexBuffer::kIndices) { 2356 mCaches.unbindIndicesBuffer(); 2357 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2358 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2359 } 2360 2361 if (isAA) { 2362 glDisableVertexAttribArray(alphaSlot); 2363 } 2364 2365 mDirty = true; 2366} 2367 2368/** 2369 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2370 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2371 * screen space in all directions. However, instead of using a fragment shader to compute the 2372 * translucency of the color from its position, we simply use a varying parameter to define how far 2373 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2374 * 2375 * Doesn't yet support joins, caps, or path effects. 2376 */ 2377void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2378 VertexBuffer vertexBuffer; 2379 // TODO: try clipping large paths to viewport 2380 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2381 drawVertexBuffer(vertexBuffer, paint); 2382} 2383 2384/** 2385 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2386 * and additional geometry for defining an alpha slope perimeter. 2387 * 2388 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2389 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2390 * in-shader alpha region, but found it to be taxing on some GPUs. 2391 * 2392 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2393 * memory transfer by removing need for degenerate vertices. 2394 */ 2395void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2396 if (mState.currentlyIgnored() || count < 4) return; 2397 2398 count &= ~0x3; // round down to nearest four 2399 2400 VertexBuffer buffer; 2401 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2402 const Rect& bounds = buffer.getBounds(); 2403 2404 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2405 return; 2406 } 2407 2408 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2409 drawVertexBuffer(buffer, paint, displayFlags); 2410} 2411 2412void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2413 if (mState.currentlyIgnored() || count < 2) return; 2414 2415 count &= ~0x1; // round down to nearest two 2416 2417 VertexBuffer buffer; 2418 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2419 2420 const Rect& bounds = buffer.getBounds(); 2421 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2422 return; 2423 } 2424 2425 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2426 drawVertexBuffer(buffer, paint, displayFlags); 2427 2428 mDirty = true; 2429} 2430 2431void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2432 // No need to check against the clip, we fill the clip region 2433 if (mState.currentlyIgnored()) return; 2434 2435 Rect clip(*mState.currentClipRect()); 2436 clip.snapToPixelBoundaries(); 2437 2438 SkPaint paint; 2439 paint.setColor(color); 2440 paint.setXfermodeMode(mode); 2441 2442 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2443 2444 mDirty = true; 2445} 2446 2447void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2448 const SkPaint* paint) { 2449 if (!texture) return; 2450 const AutoTexture autoCleanup(texture); 2451 2452 const float x = left + texture->left - texture->offset; 2453 const float y = top + texture->top - texture->offset; 2454 2455 drawPathTexture(texture, x, y, paint); 2456 2457 mDirty = true; 2458} 2459 2460void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2461 float rx, float ry, const SkPaint* p) { 2462 if (mState.currentlyIgnored() 2463 || quickRejectSetupScissor(left, top, right, bottom, p) 2464 || PaintUtils::paintWillNotDraw(*p)) { 2465 return; 2466 } 2467 2468 if (p->getPathEffect() != nullptr) { 2469 mCaches.activeTexture(0); 2470 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2471 right - left, bottom - top, rx, ry, p); 2472 drawShape(left, top, texture, p); 2473 } else { 2474 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2475 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2476 drawVertexBuffer(left, top, *vertexBuffer, p); 2477 } 2478} 2479 2480void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2481 if (mState.currentlyIgnored() 2482 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2483 || PaintUtils::paintWillNotDraw(*p)) { 2484 return; 2485 } 2486 if (p->getPathEffect() != nullptr) { 2487 mCaches.activeTexture(0); 2488 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2489 drawShape(x - radius, y - radius, texture, p); 2490 } else { 2491 SkPath path; 2492 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2493 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2494 } else { 2495 path.addCircle(x, y, radius); 2496 } 2497 drawConvexPath(path, p); 2498 } 2499} 2500 2501void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2502 const SkPaint* p) { 2503 if (mState.currentlyIgnored() 2504 || quickRejectSetupScissor(left, top, right, bottom, p) 2505 || PaintUtils::paintWillNotDraw(*p)) { 2506 return; 2507 } 2508 2509 if (p->getPathEffect() != nullptr) { 2510 mCaches.activeTexture(0); 2511 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2512 drawShape(left, top, texture, p); 2513 } else { 2514 SkPath path; 2515 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2516 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2517 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2518 } 2519 path.addOval(rect); 2520 drawConvexPath(path, p); 2521 } 2522} 2523 2524void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2525 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2526 if (mState.currentlyIgnored() 2527 || quickRejectSetupScissor(left, top, right, bottom, p) 2528 || PaintUtils::paintWillNotDraw(*p)) { 2529 return; 2530 } 2531 2532 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2533 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2534 mCaches.activeTexture(0); 2535 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2536 startAngle, sweepAngle, useCenter, p); 2537 drawShape(left, top, texture, p); 2538 return; 2539 } 2540 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2541 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2542 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2543 } 2544 2545 SkPath path; 2546 if (useCenter) { 2547 path.moveTo(rect.centerX(), rect.centerY()); 2548 } 2549 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2550 if (useCenter) { 2551 path.close(); 2552 } 2553 drawConvexPath(path, p); 2554} 2555 2556// See SkPaintDefaults.h 2557#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2558 2559void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2560 const SkPaint* p) { 2561 if (mState.currentlyIgnored() 2562 || quickRejectSetupScissor(left, top, right, bottom, p) 2563 || PaintUtils::paintWillNotDraw(*p)) { 2564 return; 2565 } 2566 2567 if (p->getStyle() != SkPaint::kFill_Style) { 2568 // only fill style is supported by drawConvexPath, since others have to handle joins 2569 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2570 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2571 mCaches.activeTexture(0); 2572 const PathTexture* texture = 2573 mCaches.pathCache.getRect(right - left, bottom - top, p); 2574 drawShape(left, top, texture, p); 2575 } else { 2576 SkPath path; 2577 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2578 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2579 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2580 } 2581 path.addRect(rect); 2582 drawConvexPath(path, p); 2583 } 2584 } else { 2585 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2586 SkPath path; 2587 path.addRect(left, top, right, bottom); 2588 drawConvexPath(path, p); 2589 } else { 2590 drawColorRect(left, top, right, bottom, p); 2591 2592 mDirty = true; 2593 } 2594 } 2595} 2596 2597void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2598 int bytesCount, int count, const float* positions, 2599 FontRenderer& fontRenderer, int alpha, float x, float y) { 2600 mCaches.activeTexture(0); 2601 2602 TextShadow textShadow; 2603 if (!getTextShadow(paint, &textShadow)) { 2604 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2605 } 2606 2607 // NOTE: The drop shadow will not perform gamma correction 2608 // if shader-based correction is enabled 2609 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2610 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2611 paint, text, bytesCount, count, textShadow.radius, positions); 2612 // If the drop shadow exceeds the max texture size or couldn't be 2613 // allocated, skip drawing 2614 if (!shadow) return; 2615 const AutoTexture autoCleanup(shadow); 2616 2617 const float sx = x - shadow->left + textShadow.dx; 2618 const float sy = y - shadow->top + textShadow.dy; 2619 2620 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha; 2621 if (getShader(paint)) { 2622 textShadow.color = SK_ColorWHITE; 2623 } 2624 2625 setupDraw(); 2626 setupDrawWithTexture(true); 2627 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2628 setupDrawColorFilter(getColorFilter(paint)); 2629 setupDrawShader(getShader(paint)); 2630 setupDrawBlending(paint, true); 2631 setupDrawProgram(); 2632 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2633 sx, sy, sx + shadow->width, sy + shadow->height); 2634 setupDrawTexture(shadow->id); 2635 setupDrawPureColorUniforms(); 2636 setupDrawColorFilterUniforms(getColorFilter(paint)); 2637 setupDrawShaderUniforms(getShader(paint)); 2638 setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset); 2639 2640 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2641} 2642 2643bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2644 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2645 return MathUtils::isZero(alpha) 2646 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2647} 2648 2649void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2650 const float* positions, const SkPaint* paint) { 2651 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2652 return; 2653 } 2654 2655 // NOTE: Skia does not support perspective transform on drawPosText yet 2656 if (!currentTransform()->isSimple()) { 2657 return; 2658 } 2659 2660 mCaches.enableScissor(); 2661 2662 float x = 0.0f; 2663 float y = 0.0f; 2664 const bool pureTranslate = currentTransform()->isPureTranslate(); 2665 if (pureTranslate) { 2666 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2667 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2668 } 2669 2670 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2671 fontRenderer.setFont(paint, SkMatrix::I()); 2672 2673 int alpha; 2674 SkXfermode::Mode mode; 2675 getAlphaAndMode(paint, &alpha, &mode); 2676 2677 if (CC_UNLIKELY(hasTextShadow(paint))) { 2678 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2679 alpha, 0.0f, 0.0f); 2680 } 2681 2682 // Pick the appropriate texture filtering 2683 bool linearFilter = currentTransform()->changesBounds(); 2684 if (pureTranslate && !linearFilter) { 2685 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2686 } 2687 fontRenderer.setTextureFiltering(linearFilter); 2688 2689 const Rect* clip = pureTranslate ? writableSnapshot()->clipRect : &writableSnapshot()->getLocalClip(); 2690 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2691 2692 const bool hasActiveLayer = hasLayer(); 2693 2694 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2695 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2696 positions, hasActiveLayer ? &bounds : nullptr, &functor)) { 2697 if (hasActiveLayer) { 2698 if (!pureTranslate) { 2699 currentTransform()->mapRect(bounds); 2700 } 2701 dirtyLayerUnchecked(bounds, getRegion()); 2702 } 2703 } 2704 2705 mDirty = true; 2706} 2707 2708bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2709 if (CC_LIKELY(transform.isPureTranslate())) { 2710 outMatrix->setIdentity(); 2711 return false; 2712 } else if (CC_UNLIKELY(transform.isPerspective())) { 2713 outMatrix->setIdentity(); 2714 return true; 2715 } 2716 2717 /** 2718 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2719 * with values rounded to the nearest int. 2720 */ 2721 float sx, sy; 2722 transform.decomposeScale(sx, sy); 2723 outMatrix->setScale( 2724 roundf(fmaxf(1.0f, sx)), 2725 roundf(fmaxf(1.0f, sy))); 2726 return true; 2727} 2728 2729int OpenGLRenderer::getSaveCount() const { 2730 return mState.getSaveCount(); 2731} 2732 2733int OpenGLRenderer::save(int flags) { 2734 return mState.save(flags); 2735} 2736 2737void OpenGLRenderer::restore() { 2738 return mState.restore(); 2739} 2740 2741void OpenGLRenderer::restoreToCount(int saveCount) { 2742 return mState.restoreToCount(saveCount); 2743} 2744 2745void OpenGLRenderer::translate(float dx, float dy, float dz) { 2746 return mState.translate(dx, dy, dz); 2747} 2748 2749void OpenGLRenderer::rotate(float degrees) { 2750 return mState.rotate(degrees); 2751} 2752 2753void OpenGLRenderer::scale(float sx, float sy) { 2754 return mState.scale(sx, sy); 2755} 2756 2757void OpenGLRenderer::skew(float sx, float sy) { 2758 return mState.skew(sx, sy); 2759} 2760 2761void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2762 mState.setMatrix(matrix); 2763} 2764 2765void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2766 mState.concatMatrix(matrix); 2767} 2768 2769bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2770 return mState.clipRect(left, top, right, bottom, op); 2771} 2772 2773bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2774 return mState.clipPath(path, op); 2775} 2776 2777bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2778 return mState.clipRegion(region, op); 2779} 2780 2781void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2782 mState.setClippingOutline(allocator, outline); 2783} 2784 2785void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2786 const Rect& rect, float radius, bool highPriority) { 2787 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2788} 2789 2790 2791 2792void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2793 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2794 DrawOpMode drawOpMode) { 2795 2796 if (drawOpMode == kDrawOpMode_Immediate) { 2797 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2798 // drawing as ops from DeferredDisplayList are already filtered for these 2799 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2800 quickRejectSetupScissor(bounds)) { 2801 return; 2802 } 2803 } 2804 2805 const float oldX = x; 2806 const float oldY = y; 2807 2808 const mat4& transform = *currentTransform(); 2809 const bool pureTranslate = transform.isPureTranslate(); 2810 2811 if (CC_LIKELY(pureTranslate)) { 2812 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2813 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2814 } 2815 2816 int alpha; 2817 SkXfermode::Mode mode; 2818 getAlphaAndMode(paint, &alpha, &mode); 2819 2820 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2821 2822 if (CC_UNLIKELY(hasTextShadow(paint))) { 2823 fontRenderer.setFont(paint, SkMatrix::I()); 2824 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2825 alpha, oldX, oldY); 2826 } 2827 2828 const bool hasActiveLayer = hasLayer(); 2829 2830 // We only pass a partial transform to the font renderer. That partial 2831 // matrix defines how glyphs are rasterized. Typically we want glyphs 2832 // to be rasterized at their final size on screen, which means the partial 2833 // matrix needs to take the scale factor into account. 2834 // When a partial matrix is used to transform glyphs during rasterization, 2835 // the mesh is generated with the inverse transform (in the case of scale, 2836 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2837 // apply the full transform matrix at draw time in the vertex shader. 2838 // Applying the full matrix in the shader is the easiest way to handle 2839 // rotation and perspective and allows us to always generated quads in the 2840 // font renderer which greatly simplifies the code, clipping in particular. 2841 SkMatrix fontTransform; 2842 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2843 || fabs(y - (int) y) > 0.0f 2844 || fabs(x - (int) x) > 0.0f; 2845 fontRenderer.setFont(paint, fontTransform); 2846 fontRenderer.setTextureFiltering(linearFilter); 2847 2848 // TODO: Implement better clipping for scaled/rotated text 2849 const Rect* clip = !pureTranslate ? nullptr : mState.currentClipRect(); 2850 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2851 2852 bool status; 2853 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2854 2855 // don't call issuedrawcommand, do it at end of batch 2856 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2857 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2858 SkPaint paintCopy(*paint); 2859 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2860 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2861 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2862 } else { 2863 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2864 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2865 } 2866 2867 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2868 if (!pureTranslate) { 2869 transform.mapRect(layerBounds); 2870 } 2871 dirtyLayerUnchecked(layerBounds, getRegion()); 2872 } 2873 2874 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2875 2876 mDirty = true; 2877} 2878 2879void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2880 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2881 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2882 return; 2883 } 2884 2885 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2886 mCaches.enableScissor(); 2887 2888 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2889 fontRenderer.setFont(paint, SkMatrix::I()); 2890 fontRenderer.setTextureFiltering(true); 2891 2892 int alpha; 2893 SkXfermode::Mode mode; 2894 getAlphaAndMode(paint, &alpha, &mode); 2895 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2896 2897 const Rect* clip = &writableSnapshot()->getLocalClip(); 2898 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2899 2900 const bool hasActiveLayer = hasLayer(); 2901 2902 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2903 hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) { 2904 if (hasActiveLayer) { 2905 currentTransform()->mapRect(bounds); 2906 dirtyLayerUnchecked(bounds, getRegion()); 2907 } 2908 } 2909 2910 mDirty = true; 2911} 2912 2913void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2914 if (mState.currentlyIgnored()) return; 2915 2916 mCaches.activeTexture(0); 2917 2918 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2919 if (!texture) return; 2920 const AutoTexture autoCleanup(texture); 2921 2922 const float x = texture->left - texture->offset; 2923 const float y = texture->top - texture->offset; 2924 2925 drawPathTexture(texture, x, y, paint); 2926 mDirty = true; 2927} 2928 2929void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2930 if (!layer) { 2931 return; 2932 } 2933 2934 mat4* transform = nullptr; 2935 if (layer->isTextureLayer()) { 2936 transform = &layer->getTransform(); 2937 if (!transform->isIdentity()) { 2938 save(SkCanvas::kMatrix_SaveFlag); 2939 concatMatrix(*transform); 2940 } 2941 } 2942 2943 bool clipRequired = false; 2944 const bool rejected = mState.calculateQuickRejectForScissor( 2945 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2946 &clipRequired, nullptr, false); 2947 2948 if (rejected) { 2949 if (transform && !transform->isIdentity()) { 2950 restore(); 2951 } 2952 return; 2953 } 2954 2955 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2956 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2957 2958 updateLayer(layer, true); 2959 2960 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2961 mCaches.activeTexture(0); 2962 2963 if (CC_LIKELY(!layer->region.isEmpty())) { 2964 if (layer->region.isRect()) { 2965 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2966 composeLayerRect(layer, layer->regionRect)); 2967 } else if (layer->mesh) { 2968 2969 const float a = getLayerAlpha(layer); 2970 setupDraw(); 2971 setupDrawWithTexture(); 2972 setupDrawColor(a, a, a, a); 2973 setupDrawColorFilter(layer->getColorFilter()); 2974 setupDrawBlending(layer); 2975 setupDrawProgram(); 2976 setupDrawPureColorUniforms(); 2977 setupDrawColorFilterUniforms(layer->getColorFilter()); 2978 setupDrawTexture(layer->getTexture()); 2979 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2980 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2981 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2982 2983 layer->setFilter(GL_NEAREST); 2984 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2985 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2986 } else { 2987 layer->setFilter(GL_LINEAR); 2988 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2989 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2990 } 2991 2992 TextureVertex* mesh = &layer->mesh[0]; 2993 GLsizei elementsCount = layer->meshElementCount; 2994 2995 while (elementsCount > 0) { 2996 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2997 2998 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2999 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3000 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3001 3002 elementsCount -= drawCount; 3003 // Though there are 4 vertices in a quad, we use 6 indices per 3004 // quad to draw with GL_TRIANGLES 3005 mesh += (drawCount / 6) * 4; 3006 } 3007 3008#if DEBUG_LAYERS_AS_REGIONS 3009 drawRegionRectsDebug(layer->region); 3010#endif 3011 } 3012 3013 if (layer->debugDrawUpdate) { 3014 layer->debugDrawUpdate = false; 3015 3016 SkPaint paint; 3017 paint.setColor(0x7f00ff00); 3018 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3019 } 3020 } 3021 layer->hasDrawnSinceUpdate = true; 3022 3023 if (transform && !transform->isIdentity()) { 3024 restore(); 3025 } 3026 3027 mDirty = true; 3028} 3029 3030/////////////////////////////////////////////////////////////////////////////// 3031// Draw filters 3032/////////////////////////////////////////////////////////////////////////////// 3033void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3034 // We should never get here since we apply the draw filter when stashing 3035 // the paints in the DisplayList. 3036 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3037} 3038 3039/////////////////////////////////////////////////////////////////////////////// 3040// Drawing implementation 3041/////////////////////////////////////////////////////////////////////////////// 3042 3043Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3044 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3045 if (!texture) { 3046 return mCaches.textureCache.get(bitmap); 3047 } 3048 return texture; 3049} 3050 3051void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3052 float x, float y, const SkPaint* paint) { 3053 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3054 return; 3055 } 3056 3057 int alpha; 3058 SkXfermode::Mode mode; 3059 getAlphaAndMode(paint, &alpha, &mode); 3060 3061 setupDraw(); 3062 setupDrawWithTexture(true); 3063 setupDrawAlpha8Color(paint->getColor(), alpha); 3064 setupDrawColorFilter(getColorFilter(paint)); 3065 setupDrawShader(getShader(paint)); 3066 setupDrawBlending(paint, true); 3067 setupDrawProgram(); 3068 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3069 x, y, x + texture->width, y + texture->height); 3070 setupDrawTexture(texture->id); 3071 setupDrawPureColorUniforms(); 3072 setupDrawColorFilterUniforms(getColorFilter(paint)); 3073 setupDrawShaderUniforms(getShader(paint)); 3074 setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset); 3075 3076 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3077} 3078 3079// Same values used by Skia 3080#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3081#define kStdUnderline_Offset (1.0f / 9.0f) 3082#define kStdUnderline_Thickness (1.0f / 18.0f) 3083 3084void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3085 const SkPaint* paint) { 3086 // Handle underline and strike-through 3087 uint32_t flags = paint->getFlags(); 3088 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3089 SkPaint paintCopy(*paint); 3090 3091 if (CC_LIKELY(underlineWidth > 0.0f)) { 3092 const float textSize = paintCopy.getTextSize(); 3093 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3094 3095 const float left = x; 3096 float top = 0.0f; 3097 3098 int linesCount = 0; 3099 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3100 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3101 3102 const int pointsCount = 4 * linesCount; 3103 float points[pointsCount]; 3104 int currentPoint = 0; 3105 3106 if (flags & SkPaint::kUnderlineText_Flag) { 3107 top = y + textSize * kStdUnderline_Offset; 3108 points[currentPoint++] = left; 3109 points[currentPoint++] = top; 3110 points[currentPoint++] = left + underlineWidth; 3111 points[currentPoint++] = top; 3112 } 3113 3114 if (flags & SkPaint::kStrikeThruText_Flag) { 3115 top = y + textSize * kStdStrikeThru_Offset; 3116 points[currentPoint++] = left; 3117 points[currentPoint++] = top; 3118 points[currentPoint++] = left + underlineWidth; 3119 points[currentPoint++] = top; 3120 } 3121 3122 paintCopy.setStrokeWidth(strokeWidth); 3123 3124 drawLines(&points[0], pointsCount, &paintCopy); 3125 } 3126 } 3127} 3128 3129void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3130 if (mState.currentlyIgnored()) { 3131 return; 3132 } 3133 3134 drawColorRects(rects, count, paint, false, true, true); 3135} 3136 3137void OpenGLRenderer::drawShadow(float casterAlpha, 3138 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3139 if (mState.currentlyIgnored()) return; 3140 3141 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3142 mCaches.enableScissor(); 3143 3144 SkPaint paint; 3145 paint.setAntiAlias(true); // want to use AlphaVertex 3146 3147 // The caller has made sure casterAlpha > 0. 3148 float ambientShadowAlpha = mAmbientShadowAlpha; 3149 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3150 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3151 } 3152 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3153 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3154 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3155 } 3156 3157 float spotShadowAlpha = mSpotShadowAlpha; 3158 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3159 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3160 } 3161 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3162 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3163 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3164 } 3165 3166 mDirty=true; 3167} 3168 3169void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3170 bool ignoreTransform, bool dirty, bool clip) { 3171 if (count == 0) { 3172 return; 3173 } 3174 3175 int color = paint->getColor(); 3176 // If a shader is set, preserve only the alpha 3177 if (getShader(paint)) { 3178 color |= 0x00ffffff; 3179 } 3180 3181 float left = FLT_MAX; 3182 float top = FLT_MAX; 3183 float right = FLT_MIN; 3184 float bottom = FLT_MIN; 3185 3186 Vertex mesh[count]; 3187 Vertex* vertex = mesh; 3188 3189 for (int index = 0; index < count; index += 4) { 3190 float l = rects[index + 0]; 3191 float t = rects[index + 1]; 3192 float r = rects[index + 2]; 3193 float b = rects[index + 3]; 3194 3195 Vertex::set(vertex++, l, t); 3196 Vertex::set(vertex++, r, t); 3197 Vertex::set(vertex++, l, b); 3198 Vertex::set(vertex++, r, b); 3199 3200 left = fminf(left, l); 3201 top = fminf(top, t); 3202 right = fmaxf(right, r); 3203 bottom = fmaxf(bottom, b); 3204 } 3205 3206 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3207 return; 3208 } 3209 3210 setupDraw(); 3211 setupDrawNoTexture(); 3212 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3213 setupDrawShader(getShader(paint)); 3214 setupDrawColorFilter(getColorFilter(paint)); 3215 setupDrawBlending(paint); 3216 setupDrawProgram(); 3217 setupDrawDirtyRegionsDisabled(); 3218 setupDrawModelView(kModelViewMode_Translate, false, 3219 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3220 setupDrawColorUniforms(getShader(paint)); 3221 setupDrawShaderUniforms(getShader(paint)); 3222 setupDrawColorFilterUniforms(getColorFilter(paint)); 3223 3224 if (dirty && hasLayer()) { 3225 dirtyLayer(left, top, right, bottom, *currentTransform()); 3226 } 3227 3228 issueIndexedQuadDraw(&mesh[0], count / 4); 3229 3230 mDirty = true; 3231} 3232 3233void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3234 const SkPaint* paint, bool ignoreTransform) { 3235 int color = paint->getColor(); 3236 // If a shader is set, preserve only the alpha 3237 if (getShader(paint)) { 3238 color |= 0x00ffffff; 3239 } 3240 3241 setupDraw(); 3242 setupDrawNoTexture(); 3243 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3244 setupDrawShader(getShader(paint)); 3245 setupDrawColorFilter(getColorFilter(paint)); 3246 setupDrawBlending(paint); 3247 setupDrawProgram(); 3248 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3249 left, top, right, bottom, ignoreTransform); 3250 setupDrawColorUniforms(getShader(paint)); 3251 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3252 setupDrawColorFilterUniforms(getColorFilter(paint)); 3253 setupDrawSimpleMesh(); 3254 3255 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3256} 3257 3258void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3259 Texture* texture, const SkPaint* paint) { 3260 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3261 3262 GLvoid* vertices = (GLvoid*) nullptr; 3263 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3264 3265 if (texture->uvMapper) { 3266 vertices = &mMeshVertices[0].x; 3267 texCoords = &mMeshVertices[0].u; 3268 3269 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3270 texture->uvMapper->map(uvs); 3271 3272 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3273 } 3274 3275 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3276 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3277 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3278 3279 texture->setFilter(GL_NEAREST, true); 3280 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3281 paint, texture->blend, vertices, texCoords, 3282 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3283 } else { 3284 texture->setFilter(getFilter(paint), true); 3285 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3286 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3287 } 3288 3289 if (texture->uvMapper) { 3290 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3291 } 3292} 3293 3294void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3295 GLuint texture, const SkPaint* paint, bool blend, 3296 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3297 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3298 ModelViewMode modelViewMode, bool dirty) { 3299 3300 int a; 3301 SkXfermode::Mode mode; 3302 getAlphaAndMode(paint, &a, &mode); 3303 const float alpha = a / 255.0f; 3304 3305 setupDraw(); 3306 setupDrawWithTexture(); 3307 setupDrawColor(alpha, alpha, alpha, alpha); 3308 setupDrawColorFilter(getColorFilter(paint)); 3309 setupDrawBlending(paint, blend, swapSrcDst); 3310 setupDrawProgram(); 3311 if (!dirty) setupDrawDirtyRegionsDisabled(); 3312 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3313 setupDrawTexture(texture); 3314 setupDrawPureColorUniforms(); 3315 setupDrawColorFilterUniforms(getColorFilter(paint)); 3316 setupDrawMesh(vertices, texCoords, vbo); 3317 3318 glDrawArrays(drawMode, 0, elementsCount); 3319} 3320 3321void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3322 GLuint texture, const SkPaint* paint, bool blend, 3323 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3324 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3325 ModelViewMode modelViewMode, bool dirty) { 3326 3327 int a; 3328 SkXfermode::Mode mode; 3329 getAlphaAndMode(paint, &a, &mode); 3330 const float alpha = a / 255.0f; 3331 3332 setupDraw(); 3333 setupDrawWithTexture(); 3334 setupDrawColor(alpha, alpha, alpha, alpha); 3335 setupDrawColorFilter(getColorFilter(paint)); 3336 setupDrawBlending(paint, blend, swapSrcDst); 3337 setupDrawProgram(); 3338 if (!dirty) setupDrawDirtyRegionsDisabled(); 3339 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3340 setupDrawTexture(texture); 3341 setupDrawPureColorUniforms(); 3342 setupDrawColorFilterUniforms(getColorFilter(paint)); 3343 setupDrawMeshIndices(vertices, texCoords, vbo); 3344 3345 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3346} 3347 3348void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3349 GLuint texture, const SkPaint* paint, 3350 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3351 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3352 3353 int color = paint != nullptr ? paint->getColor() : 0; 3354 int alpha; 3355 SkXfermode::Mode mode; 3356 getAlphaAndMode(paint, &alpha, &mode); 3357 3358 setupDraw(); 3359 setupDrawWithTexture(true); 3360 if (paint != nullptr) { 3361 setupDrawAlpha8Color(color, alpha); 3362 } 3363 setupDrawColorFilter(getColorFilter(paint)); 3364 setupDrawShader(getShader(paint)); 3365 setupDrawBlending(paint, true); 3366 setupDrawProgram(); 3367 if (!dirty) setupDrawDirtyRegionsDisabled(); 3368 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3369 setupDrawTexture(texture); 3370 setupDrawPureColorUniforms(); 3371 setupDrawColorFilterUniforms(getColorFilter(paint)); 3372 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3373 setupDrawMesh(vertices, texCoords); 3374 3375 glDrawArrays(drawMode, 0, elementsCount); 3376} 3377 3378void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3379 ProgramDescription& description, bool swapSrcDst) { 3380 3381 if (writableSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3382 blend = true; 3383 mDescription.hasRoundRectClip = true; 3384 } 3385 mSkipOutlineClip = true; 3386 3387 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3388 3389 if (blend) { 3390 // These blend modes are not supported by OpenGL directly and have 3391 // to be implemented using shaders. Since the shader will perform 3392 // the blending, turn blending off here 3393 // If the blend mode cannot be implemented using shaders, fall 3394 // back to the default SrcOver blend mode instead 3395 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3396 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3397 description.framebufferMode = mode; 3398 description.swapSrcDst = swapSrcDst; 3399 3400 if (mCaches.blend) { 3401 glDisable(GL_BLEND); 3402 mCaches.blend = false; 3403 } 3404 3405 return; 3406 } else { 3407 mode = SkXfermode::kSrcOver_Mode; 3408 } 3409 } 3410 3411 if (!mCaches.blend) { 3412 glEnable(GL_BLEND); 3413 } 3414 3415 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3416 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3417 3418 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3419 glBlendFunc(sourceMode, destMode); 3420 mCaches.lastSrcMode = sourceMode; 3421 mCaches.lastDstMode = destMode; 3422 } 3423 } else if (mCaches.blend) { 3424 glDisable(GL_BLEND); 3425 } 3426 mCaches.blend = blend; 3427} 3428 3429bool OpenGLRenderer::useProgram(Program* program) { 3430 if (!program->isInUse()) { 3431 if (mCaches.currentProgram != nullptr) mCaches.currentProgram->remove(); 3432 program->use(); 3433 mCaches.currentProgram = program; 3434 return false; 3435 } 3436 return true; 3437} 3438 3439void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3440 TextureVertex* v = &mMeshVertices[0]; 3441 TextureVertex::setUV(v++, u1, v1); 3442 TextureVertex::setUV(v++, u2, v1); 3443 TextureVertex::setUV(v++, u1, v2); 3444 TextureVertex::setUV(v++, u2, v2); 3445} 3446 3447void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3448 SkXfermode::Mode* mode) const { 3449 getAlphaAndModeDirect(paint, alpha, mode); 3450 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3451 // if drawing a layer, ignore the paint's alpha 3452 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3453 } 3454 *alpha *= currentSnapshot()->alpha; 3455} 3456 3457float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3458 float alpha; 3459 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3460 alpha = mDrawModifiers.mOverrideLayerAlpha; 3461 } else { 3462 alpha = layer->getAlpha() / 255.0f; 3463 } 3464 return alpha * currentSnapshot()->alpha; 3465} 3466 3467}; // namespace uirenderer 3468}; // namespace android 3469