OpenGLRenderer.cpp revision 3f511aaf1cb9dfa69e2f4225a5bd41bec0864cc7
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 79 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 80 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 81}; 82 83// This array contains the swapped version of each SkXfermode. For instance 84// this array's SrcOver blending mode is actually DstOver. You can refer to 85// createLayer() for more information on the purpose of this array. 86static const Blender gBlendsSwap[] = { 87 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 88 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 89 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 90 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 91 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 93 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 94 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 97 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 100 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 101 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 102}; 103 104static const GLenum gTextureUnits[] = { 105 GL_TEXTURE0, 106 GL_TEXTURE1, 107 GL_TEXTURE2 108}; 109 110/////////////////////////////////////////////////////////////////////////////// 111// Constructors/destructor 112/////////////////////////////////////////////////////////////////////////////// 113 114OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 115 mShader = NULL; 116 mColorFilter = NULL; 117 mHasShadow = false; 118 119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 120 121 mFirstSnapshot = new Snapshot; 122} 123 124OpenGLRenderer::~OpenGLRenderer() { 125 // The context has already been destroyed at this point, do not call 126 // GL APIs. All GL state should be kept in Caches.h 127} 128 129/////////////////////////////////////////////////////////////////////////////// 130// Setup 131/////////////////////////////////////////////////////////////////////////////// 132 133void OpenGLRenderer::setViewport(int width, int height) { 134 glDisable(GL_DITHER); 135 glViewport(0, 0, width, height); 136 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 137 138 mWidth = width; 139 mHeight = height; 140 141 mFirstSnapshot->height = height; 142 mFirstSnapshot->viewport.set(0, 0, width, height); 143 144 mDirtyClip = false; 145} 146 147void OpenGLRenderer::prepare(bool opaque) { 148 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 149} 150 151void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 152 mCaches.clearGarbage(); 153 154 mSnapshot = new Snapshot(mFirstSnapshot, 155 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 156 mSnapshot->fbo = getTargetFbo(); 157 158 mSaveCount = 1; 159 160 glViewport(0, 0, mWidth, mHeight); 161 162 glEnable(GL_SCISSOR_TEST); 163 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 164 mSnapshot->setClip(left, top, right, bottom); 165 166 if (!opaque) { 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 glClear(GL_COLOR_BUFFER_BIT); 169 } 170} 171 172void OpenGLRenderer::finish() { 173#if DEBUG_OPENGL 174 GLenum status = GL_NO_ERROR; 175 while ((status = glGetError()) != GL_NO_ERROR) { 176 LOGD("GL error from OpenGLRenderer: 0x%x", status); 177 switch (status) { 178 case GL_OUT_OF_MEMORY: 179 LOGE(" OpenGLRenderer is out of memory!"); 180 break; 181 } 182 } 183#endif 184#if DEBUG_MEMORY_USAGE 185 mCaches.dumpMemoryUsage(); 186#else 187 if (mCaches.getDebugLevel() & kDebugMemory) { 188 mCaches.dumpMemoryUsage(); 189 } 190#endif 191} 192 193void OpenGLRenderer::interrupt() { 194 if (mCaches.currentProgram) { 195 if (mCaches.currentProgram->isInUse()) { 196 mCaches.currentProgram->remove(); 197 mCaches.currentProgram = NULL; 198 } 199 } 200 mCaches.unbindMeshBuffer(); 201} 202 203void OpenGLRenderer::resume() { 204 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 205 206 glEnable(GL_SCISSOR_TEST); 207 dirtyClip(); 208 209 glDisable(GL_DITHER); 210 211 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 212 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 213 214 mCaches.blend = true; 215 glEnable(GL_BLEND); 216 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 217 glBlendEquation(GL_FUNC_ADD); 218} 219 220bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 221 interrupt(); 222 if (mDirtyClip) { 223 setScissorFromClip(); 224 } 225 226 Rect clip(*mSnapshot->clipRect); 227 clip.snapToPixelBoundaries(); 228 229#if RENDER_LAYERS_AS_REGIONS 230 // Since we don't know what the functor will draw, let's dirty 231 // tne entire clip region 232 if (hasLayer()) { 233 dirtyLayerUnchecked(clip, getRegion()); 234 } 235#endif 236 237 DrawGlInfo info; 238 info.clipLeft = clip.left; 239 info.clipTop = clip.top; 240 info.clipRight = clip.right; 241 info.clipBottom = clip.bottom; 242 info.isLayer = hasLayer(); 243 getSnapshot()->transform->copyTo(&info.transform[0]); 244 245 status_t result = (*functor)(0, &info); 246 247 if (result != 0) { 248 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 249 dirty.unionWith(localDirty); 250 } 251 252 resume(); 253 return result != 0; 254} 255 256/////////////////////////////////////////////////////////////////////////////// 257// State management 258/////////////////////////////////////////////////////////////////////////////// 259 260int OpenGLRenderer::getSaveCount() const { 261 return mSaveCount; 262} 263 264int OpenGLRenderer::save(int flags) { 265 return saveSnapshot(flags); 266} 267 268void OpenGLRenderer::restore() { 269 if (mSaveCount > 1) { 270 restoreSnapshot(); 271 } 272} 273 274void OpenGLRenderer::restoreToCount(int saveCount) { 275 if (saveCount < 1) saveCount = 1; 276 277 while (mSaveCount > saveCount) { 278 restoreSnapshot(); 279 } 280} 281 282int OpenGLRenderer::saveSnapshot(int flags) { 283 mSnapshot = new Snapshot(mSnapshot, flags); 284 return mSaveCount++; 285} 286 287bool OpenGLRenderer::restoreSnapshot() { 288 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 289 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 290 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 291 292 sp<Snapshot> current = mSnapshot; 293 sp<Snapshot> previous = mSnapshot->previous; 294 295 if (restoreOrtho) { 296 Rect& r = previous->viewport; 297 glViewport(r.left, r.top, r.right, r.bottom); 298 mOrthoMatrix.load(current->orthoMatrix); 299 } 300 301 mSaveCount--; 302 mSnapshot = previous; 303 304 if (restoreClip) { 305 dirtyClip(); 306 } 307 308 if (restoreLayer) { 309 composeLayer(current, previous); 310 } 311 312 return restoreClip; 313} 314 315/////////////////////////////////////////////////////////////////////////////// 316// Layers 317/////////////////////////////////////////////////////////////////////////////// 318 319int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 320 SkPaint* p, int flags) { 321 const GLuint previousFbo = mSnapshot->fbo; 322 const int count = saveSnapshot(flags); 323 324 if (!mSnapshot->isIgnored()) { 325 int alpha = 255; 326 SkXfermode::Mode mode; 327 328 if (p) { 329 alpha = p->getAlpha(); 330 if (!mCaches.extensions.hasFramebufferFetch()) { 331 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 332 if (!isMode) { 333 // Assume SRC_OVER 334 mode = SkXfermode::kSrcOver_Mode; 335 } 336 } else { 337 mode = getXfermode(p->getXfermode()); 338 } 339 } else { 340 mode = SkXfermode::kSrcOver_Mode; 341 } 342 343 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 344 } 345 346 return count; 347} 348 349int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 350 int alpha, int flags) { 351 if (alpha >= 255 - ALPHA_THRESHOLD) { 352 return saveLayer(left, top, right, bottom, NULL, flags); 353 } else { 354 SkPaint paint; 355 paint.setAlpha(alpha); 356 return saveLayer(left, top, right, bottom, &paint, flags); 357 } 358} 359 360/** 361 * Layers are viewed by Skia are slightly different than layers in image editing 362 * programs (for instance.) When a layer is created, previously created layers 363 * and the frame buffer still receive every drawing command. For instance, if a 364 * layer is created and a shape intersecting the bounds of the layers and the 365 * framebuffer is draw, the shape will be drawn on both (unless the layer was 366 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 367 * 368 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 369 * texture. Unfortunately, this is inefficient as it requires every primitive to 370 * be drawn n + 1 times, where n is the number of active layers. In practice this 371 * means, for every primitive: 372 * - Switch active frame buffer 373 * - Change viewport, clip and projection matrix 374 * - Issue the drawing 375 * 376 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 377 * To avoid this, layers are implemented in a different way here, at least in the 378 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 379 * is set. When this flag is set we can redirect all drawing operations into a 380 * single FBO. 381 * 382 * This implementation relies on the frame buffer being at least RGBA 8888. When 383 * a layer is created, only a texture is created, not an FBO. The content of the 384 * frame buffer contained within the layer's bounds is copied into this texture 385 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 386 * buffer and drawing continues as normal. This technique therefore treats the 387 * frame buffer as a scratch buffer for the layers. 388 * 389 * To compose the layers back onto the frame buffer, each layer texture 390 * (containing the original frame buffer data) is drawn as a simple quad over 391 * the frame buffer. The trick is that the quad is set as the composition 392 * destination in the blending equation, and the frame buffer becomes the source 393 * of the composition. 394 * 395 * Drawing layers with an alpha value requires an extra step before composition. 396 * An empty quad is drawn over the layer's region in the frame buffer. This quad 397 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 398 * quad is used to multiply the colors in the frame buffer. This is achieved by 399 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 400 * GL_ZERO, GL_SRC_ALPHA. 401 * 402 * Because glCopyTexImage2D() can be slow, an alternative implementation might 403 * be use to draw a single clipped layer. The implementation described above 404 * is correct in every case. 405 * 406 * (1) The frame buffer is actually not cleared right away. To allow the GPU 407 * to potentially optimize series of calls to glCopyTexImage2D, the frame 408 * buffer is left untouched until the first drawing operation. Only when 409 * something actually gets drawn are the layers regions cleared. 410 */ 411bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 412 float right, float bottom, int alpha, SkXfermode::Mode mode, 413 int flags, GLuint previousFbo) { 414 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 415 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 416 417 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 418 419 // Window coordinates of the layer 420 Rect bounds(left, top, right, bottom); 421 if (!fboLayer) { 422 mSnapshot->transform->mapRect(bounds); 423 424 // Layers only make sense if they are in the framebuffer's bounds 425 if (bounds.intersect(*snapshot->clipRect)) { 426 // We cannot work with sub-pixels in this case 427 bounds.snapToPixelBoundaries(); 428 429 // When the layer is not an FBO, we may use glCopyTexImage so we 430 // need to make sure the layer does not extend outside the bounds 431 // of the framebuffer 432 if (!bounds.intersect(snapshot->previous->viewport)) { 433 bounds.setEmpty(); 434 } 435 } else { 436 bounds.setEmpty(); 437 } 438 } 439 440 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 441 bounds.getHeight() > mCaches.maxTextureSize) { 442 snapshot->empty = fboLayer; 443 } else { 444 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 445 } 446 447 // Bail out if we won't draw in this snapshot 448 if (snapshot->invisible || snapshot->empty) { 449 return false; 450 } 451 452 glActiveTexture(gTextureUnits[0]); 453 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 454 if (!layer) { 455 return false; 456 } 457 458 layer->setAlpha(alpha, mode); 459 layer->layer.set(bounds); 460 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 461 bounds.getWidth() / float(layer->getWidth()), 0.0f); 462 layer->setColorFilter(mColorFilter); 463 464 // Save the layer in the snapshot 465 snapshot->flags |= Snapshot::kFlagIsLayer; 466 snapshot->layer = layer; 467 468 if (fboLayer) { 469 return createFboLayer(layer, bounds, snapshot, previousFbo); 470 } else { 471 // Copy the framebuffer into the layer 472 layer->bindTexture(); 473 if (!bounds.isEmpty()) { 474 if (layer->isEmpty()) { 475 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 476 bounds.left, snapshot->height - bounds.bottom, 477 layer->getWidth(), layer->getHeight(), 0); 478 layer->setEmpty(false); 479 } else { 480 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 481 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 482 } 483 484 // Enqueue the buffer coordinates to clear the corresponding region later 485 mLayers.push(new Rect(bounds)); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->setFbo(mCaches.fboCache.get()); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->getFbo(); 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 526 layer->bindTexture(); 527 528 // Initialize the texture if needed 529 if (layer->isEmpty()) { 530 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 531 layer->setEmpty(false); 532 } 533 534 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 535 layer->getTexture(), 0); 536 537#if DEBUG_LAYERS_AS_REGIONS 538 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 539 if (status != GL_FRAMEBUFFER_COMPLETE) { 540 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 541 542 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 543 layer->deleteTexture(); 544 mCaches.fboCache.put(layer->getFbo()); 545 546 delete layer; 547 548 return false; 549 } 550#endif 551 552 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 553 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 554 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 555 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 556 glClear(GL_COLOR_BUFFER_BIT); 557 558 dirtyClip(); 559 560 // Change the ortho projection 561 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 562 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 563 564 return true; 565} 566 567/** 568 * Read the documentation of createLayer() before doing anything in this method. 569 */ 570void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 571 if (!current->layer) { 572 LOGE("Attempting to compose a layer that does not exist"); 573 return; 574 } 575 576 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 577 578 if (fboLayer) { 579 // Unbind current FBO and restore previous one 580 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 581 } 582 583 Layer* layer = current->layer; 584 const Rect& rect = layer->layer; 585 586 if (!fboLayer && layer->getAlpha() < 255) { 587 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 588 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 589 // Required below, composeLayerRect() will divide by 255 590 layer->setAlpha(255); 591 } 592 593 mCaches.unbindMeshBuffer(); 594 595 glActiveTexture(gTextureUnits[0]); 596 597 // When the layer is stored in an FBO, we can save a bit of fillrate by 598 // drawing only the dirty region 599 if (fboLayer) { 600 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 601 if (layer->getColorFilter()) { 602 setupColorFilter(layer->getColorFilter()); 603 } 604 composeLayerRegion(layer, rect); 605 if (layer->getColorFilter()) { 606 resetColorFilter(); 607 } 608 } else if (!rect.isEmpty()) { 609 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 610 composeLayerRect(layer, rect, true); 611 } 612 613 if (fboLayer) { 614 // Note: No need to use glDiscardFramebufferEXT() since we never 615 // create/compose layers that are not on screen with this 616 // code path 617 // See LayerRenderer::destroyLayer(Layer*) 618 619 // Detach the texture from the FBO 620 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 621 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 622 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 623 624 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 625 mCaches.fboCache.put(current->fbo); 626 } 627 628 dirtyClip(); 629 630 // Failing to add the layer to the cache should happen only if the layer is too large 631 if (!mCaches.layerCache.put(layer)) { 632 LAYER_LOGD("Deleting layer"); 633 layer->deleteTexture(); 634 delete layer; 635 } 636} 637 638void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 639 float alpha = layer->getAlpha() / 255.0f; 640 641 mat4& transform = layer->getTransform(); 642 if (!transform.isIdentity()) { 643 save(0); 644 mSnapshot->transform->multiply(transform); 645 } 646 647 setupDraw(); 648 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 649 setupDrawWithTexture(); 650 } else { 651 setupDrawWithExternalTexture(); 652 } 653 setupDrawTextureTransform(); 654 setupDrawColor(alpha, alpha, alpha, alpha); 655 setupDrawColorFilter(); 656 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 657 setupDrawProgram(); 658 setupDrawPureColorUniforms(); 659 setupDrawColorFilterUniforms(); 660 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 661 setupDrawTexture(layer->getTexture()); 662 } else { 663 setupDrawExternalTexture(layer->getTexture()); 664 } 665 if (mSnapshot->transform->isPureTranslate() && 666 layer->getWidth() == (uint32_t) rect.getWidth() && 667 layer->getHeight() == (uint32_t) rect.getHeight()) { 668 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 669 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 670 671 layer->setFilter(GL_NEAREST, GL_NEAREST); 672 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 673 } else { 674 layer->setFilter(GL_LINEAR, GL_LINEAR); 675 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 676 } 677 setupDrawTextureTransformUniforms(layer->getTexTransform()); 678 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 679 680 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 681 682 finishDrawTexture(); 683 684 if (!transform.isIdentity()) { 685 restore(); 686 } 687} 688 689void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 690 if (!layer->isTextureLayer()) { 691 const Rect& texCoords = layer->texCoords; 692 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 693 texCoords.right, texCoords.bottom); 694 695 float x = rect.left; 696 float y = rect.top; 697 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 698 layer->getWidth() == (uint32_t) rect.getWidth() && 699 layer->getHeight() == (uint32_t) rect.getHeight(); 700 701 if (simpleTransform) { 702 // When we're swapping, the layer is already in screen coordinates 703 if (!swap) { 704 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 705 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 706 } 707 708 layer->setFilter(GL_NEAREST, GL_NEAREST, true); 709 } else { 710 layer->setFilter(GL_LINEAR, GL_LINEAR, true); 711 } 712 713 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 714 layer->getTexture(), layer->getAlpha() / 255.0f, 715 layer->getMode(), layer->isBlend(), 716 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 717 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 718 719 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 720 } else { 721 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 722 drawTextureLayer(layer, rect); 723 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 724 } 725} 726 727void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 728#if RENDER_LAYERS_AS_REGIONS 729 if (layer->region.isRect()) { 730 layer->setRegionAsRect(); 731 732 composeLayerRect(layer, layer->regionRect); 733 734 layer->region.clear(); 735 return; 736 } 737 738 // TODO: See LayerRenderer.cpp::generateMesh() for important 739 // information about this implementation 740 if (!layer->region.isEmpty()) { 741 size_t count; 742 const android::Rect* rects = layer->region.getArray(&count); 743 744 const float alpha = layer->getAlpha() / 255.0f; 745 const float texX = 1.0f / float(layer->getWidth()); 746 const float texY = 1.0f / float(layer->getHeight()); 747 const float height = rect.getHeight(); 748 749 TextureVertex* mesh = mCaches.getRegionMesh(); 750 GLsizei numQuads = 0; 751 752 setupDraw(); 753 setupDrawWithTexture(); 754 setupDrawColor(alpha, alpha, alpha, alpha); 755 setupDrawColorFilter(); 756 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 757 setupDrawProgram(); 758 setupDrawDirtyRegionsDisabled(); 759 setupDrawPureColorUniforms(); 760 setupDrawColorFilterUniforms(); 761 setupDrawTexture(layer->getTexture()); 762 if (mSnapshot->transform->isPureTranslate()) { 763 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 764 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 765 766 layer->setFilter(GL_NEAREST, GL_NEAREST); 767 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 768 } else { 769 layer->setFilter(GL_LINEAR, GL_LINEAR); 770 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 771 } 772 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 773 774 for (size_t i = 0; i < count; i++) { 775 const android::Rect* r = &rects[i]; 776 777 const float u1 = r->left * texX; 778 const float v1 = (height - r->top) * texY; 779 const float u2 = r->right * texX; 780 const float v2 = (height - r->bottom) * texY; 781 782 // TODO: Reject quads outside of the clip 783 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 784 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 785 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 786 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 787 788 numQuads++; 789 790 if (numQuads >= REGION_MESH_QUAD_COUNT) { 791 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 792 numQuads = 0; 793 mesh = mCaches.getRegionMesh(); 794 } 795 } 796 797 if (numQuads > 0) { 798 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 799 } 800 801 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 802 finishDrawTexture(); 803 804#if DEBUG_LAYERS_AS_REGIONS 805 drawRegionRects(layer->region); 806#endif 807 808 layer->region.clear(); 809 } 810#else 811 composeLayerRect(layer, rect); 812#endif 813} 814 815void OpenGLRenderer::drawRegionRects(const Region& region) { 816#if DEBUG_LAYERS_AS_REGIONS 817 size_t count; 818 const android::Rect* rects = region.getArray(&count); 819 820 uint32_t colors[] = { 821 0x7fff0000, 0x7f00ff00, 822 0x7f0000ff, 0x7fff00ff, 823 }; 824 825 int offset = 0; 826 int32_t top = rects[0].top; 827 828 for (size_t i = 0; i < count; i++) { 829 if (top != rects[i].top) { 830 offset ^= 0x2; 831 top = rects[i].top; 832 } 833 834 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 835 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 836 SkXfermode::kSrcOver_Mode); 837 } 838#endif 839} 840 841void OpenGLRenderer::dirtyLayer(const float left, const float top, 842 const float right, const float bottom, const mat4 transform) { 843#if RENDER_LAYERS_AS_REGIONS 844 if (hasLayer()) { 845 Rect bounds(left, top, right, bottom); 846 transform.mapRect(bounds); 847 dirtyLayerUnchecked(bounds, getRegion()); 848 } 849#endif 850} 851 852void OpenGLRenderer::dirtyLayer(const float left, const float top, 853 const float right, const float bottom) { 854#if RENDER_LAYERS_AS_REGIONS 855 if (hasLayer()) { 856 Rect bounds(left, top, right, bottom); 857 dirtyLayerUnchecked(bounds, getRegion()); 858 } 859#endif 860} 861 862void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 863#if RENDER_LAYERS_AS_REGIONS 864 if (bounds.intersect(*mSnapshot->clipRect)) { 865 bounds.snapToPixelBoundaries(); 866 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 867 if (!dirty.isEmpty()) { 868 region->orSelf(dirty); 869 } 870 } 871#endif 872} 873 874void OpenGLRenderer::clearLayerRegions() { 875 const size_t count = mLayers.size(); 876 if (count == 0) return; 877 878 if (!mSnapshot->isIgnored()) { 879 // Doing several glScissor/glClear here can negatively impact 880 // GPUs with a tiler architecture, instead we draw quads with 881 // the Clear blending mode 882 883 // The list contains bounds that have already been clipped 884 // against their initial clip rect, and the current clip 885 // is likely different so we need to disable clipping here 886 glDisable(GL_SCISSOR_TEST); 887 888 Vertex mesh[count * 6]; 889 Vertex* vertex = mesh; 890 891 for (uint32_t i = 0; i < count; i++) { 892 Rect* bounds = mLayers.itemAt(i); 893 894 Vertex::set(vertex++, bounds->left, bounds->bottom); 895 Vertex::set(vertex++, bounds->left, bounds->top); 896 Vertex::set(vertex++, bounds->right, bounds->top); 897 Vertex::set(vertex++, bounds->left, bounds->bottom); 898 Vertex::set(vertex++, bounds->right, bounds->top); 899 Vertex::set(vertex++, bounds->right, bounds->bottom); 900 901 delete bounds; 902 } 903 904 setupDraw(false); 905 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 906 setupDrawBlending(true, SkXfermode::kClear_Mode); 907 setupDrawProgram(); 908 setupDrawPureColorUniforms(); 909 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 910 911 mCaches.unbindMeshBuffer(); 912 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 913 gVertexStride, &mesh[0].position[0]); 914 glDrawArrays(GL_TRIANGLES, 0, count * 6); 915 916 glEnable(GL_SCISSOR_TEST); 917 } else { 918 for (uint32_t i = 0; i < count; i++) { 919 delete mLayers.itemAt(i); 920 } 921 } 922 923 mLayers.clear(); 924} 925 926/////////////////////////////////////////////////////////////////////////////// 927// Transforms 928/////////////////////////////////////////////////////////////////////////////// 929 930void OpenGLRenderer::translate(float dx, float dy) { 931 mSnapshot->transform->translate(dx, dy, 0.0f); 932} 933 934void OpenGLRenderer::rotate(float degrees) { 935 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 936} 937 938void OpenGLRenderer::scale(float sx, float sy) { 939 mSnapshot->transform->scale(sx, sy, 1.0f); 940} 941 942void OpenGLRenderer::skew(float sx, float sy) { 943 mSnapshot->transform->skew(sx, sy); 944} 945 946void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 947 if (matrix) { 948 mSnapshot->transform->load(*matrix); 949 } else { 950 mSnapshot->transform->loadIdentity(); 951 } 952} 953 954void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 955 mSnapshot->transform->copyTo(*matrix); 956} 957 958void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 959 SkMatrix transform; 960 mSnapshot->transform->copyTo(transform); 961 transform.preConcat(*matrix); 962 mSnapshot->transform->load(transform); 963} 964 965/////////////////////////////////////////////////////////////////////////////// 966// Clipping 967/////////////////////////////////////////////////////////////////////////////// 968 969void OpenGLRenderer::setScissorFromClip() { 970 Rect clip(*mSnapshot->clipRect); 971 clip.snapToPixelBoundaries(); 972 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 973 mDirtyClip = false; 974} 975 976const Rect& OpenGLRenderer::getClipBounds() { 977 return mSnapshot->getLocalClip(); 978} 979 980bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 981 if (mSnapshot->isIgnored()) { 982 return true; 983 } 984 985 Rect r(left, top, right, bottom); 986 mSnapshot->transform->mapRect(r); 987 r.snapToPixelBoundaries(); 988 989 Rect clipRect(*mSnapshot->clipRect); 990 clipRect.snapToPixelBoundaries(); 991 992 return !clipRect.intersects(r); 993} 994 995bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 996 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 997 if (clipped) { 998 dirtyClip(); 999 } 1000 return !mSnapshot->clipRect->isEmpty(); 1001} 1002 1003/////////////////////////////////////////////////////////////////////////////// 1004// Drawing commands 1005/////////////////////////////////////////////////////////////////////////////// 1006 1007void OpenGLRenderer::setupDraw(bool clear) { 1008 if (clear) clearLayerRegions(); 1009 if (mDirtyClip) { 1010 setScissorFromClip(); 1011 } 1012 mDescription.reset(); 1013 mSetShaderColor = false; 1014 mColorSet = false; 1015 mColorA = mColorR = mColorG = mColorB = 0.0f; 1016 mTextureUnit = 0; 1017 mTrackDirtyRegions = true; 1018 mTexCoordsSlot = -1; 1019} 1020 1021void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1022 mDescription.hasTexture = true; 1023 mDescription.hasAlpha8Texture = isAlpha8; 1024} 1025 1026void OpenGLRenderer::setupDrawWithExternalTexture() { 1027 mDescription.hasExternalTexture = true; 1028} 1029 1030void OpenGLRenderer::setupDrawAALine() { 1031 mDescription.isAA = true; 1032} 1033 1034void OpenGLRenderer::setupDrawPoint(float pointSize) { 1035 mDescription.isPoint = true; 1036 mDescription.pointSize = pointSize; 1037} 1038 1039void OpenGLRenderer::setupDrawColor(int color) { 1040 setupDrawColor(color, (color >> 24) & 0xFF); 1041} 1042 1043void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1044 mColorA = alpha / 255.0f; 1045 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1046 // the rgb values by a instead of also dividing by 255 1047 const float a = mColorA / 255.0f; 1048 mColorR = a * ((color >> 16) & 0xFF); 1049 mColorG = a * ((color >> 8) & 0xFF); 1050 mColorB = a * ((color ) & 0xFF); 1051 mColorSet = true; 1052 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1053} 1054 1055void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1056 mColorA = alpha / 255.0f; 1057 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1058 // the rgb values by a instead of also dividing by 255 1059 const float a = mColorA / 255.0f; 1060 mColorR = a * ((color >> 16) & 0xFF); 1061 mColorG = a * ((color >> 8) & 0xFF); 1062 mColorB = a * ((color ) & 0xFF); 1063 mColorSet = true; 1064 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1065} 1066 1067void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1068 mColorA = a; 1069 mColorR = r; 1070 mColorG = g; 1071 mColorB = b; 1072 mColorSet = true; 1073 mSetShaderColor = mDescription.setColor(r, g, b, a); 1074} 1075 1076void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1077 mColorA = a; 1078 mColorR = r; 1079 mColorG = g; 1080 mColorB = b; 1081 mColorSet = true; 1082 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1083} 1084 1085void OpenGLRenderer::setupDrawShader() { 1086 if (mShader) { 1087 mShader->describe(mDescription, mCaches.extensions); 1088 } 1089} 1090 1091void OpenGLRenderer::setupDrawColorFilter() { 1092 if (mColorFilter) { 1093 mColorFilter->describe(mDescription, mCaches.extensions); 1094 } 1095} 1096 1097void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1098 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1099 mColorA = 1.0f; 1100 mColorR = mColorG = mColorB = 0.0f; 1101 mSetShaderColor = mDescription.modulate = true; 1102 } 1103} 1104 1105void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1106 // When the blending mode is kClear_Mode, we need to use a modulate color 1107 // argb=1,0,0,0 1108 accountForClear(mode); 1109 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1110 mDescription, swapSrcDst); 1111} 1112 1113void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1114 // When the blending mode is kClear_Mode, we need to use a modulate color 1115 // argb=1,0,0,0 1116 accountForClear(mode); 1117 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1118 mDescription, swapSrcDst); 1119} 1120 1121void OpenGLRenderer::setupDrawProgram() { 1122 useProgram(mCaches.programCache.get(mDescription)); 1123} 1124 1125void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1126 mTrackDirtyRegions = false; 1127} 1128 1129void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1130 bool ignoreTransform) { 1131 mModelView.loadTranslate(left, top, 0.0f); 1132 if (!ignoreTransform) { 1133 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1134 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1135 } else { 1136 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1137 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1138 } 1139} 1140 1141void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1142 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1143} 1144 1145void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1146 bool ignoreTransform, bool ignoreModelView) { 1147 if (!ignoreModelView) { 1148 mModelView.loadTranslate(left, top, 0.0f); 1149 mModelView.scale(right - left, bottom - top, 1.0f); 1150 } else { 1151 mModelView.loadIdentity(); 1152 } 1153 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1154 if (!ignoreTransform) { 1155 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1156 if (mTrackDirtyRegions && dirty) { 1157 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1158 } 1159 } else { 1160 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1161 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1162 } 1163} 1164 1165void OpenGLRenderer::setupDrawPointUniforms() { 1166 int slot = mCaches.currentProgram->getUniform("pointSize"); 1167 glUniform1f(slot, mDescription.pointSize); 1168} 1169 1170void OpenGLRenderer::setupDrawColorUniforms() { 1171 if (mColorSet || (mShader && mSetShaderColor)) { 1172 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1173 } 1174} 1175 1176void OpenGLRenderer::setupDrawPureColorUniforms() { 1177 if (mSetShaderColor) { 1178 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1179 } 1180} 1181 1182void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1183 if (mShader) { 1184 if (ignoreTransform) { 1185 mModelView.loadInverse(*mSnapshot->transform); 1186 } 1187 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1188 } 1189} 1190 1191void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1192 if (mShader) { 1193 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1194 } 1195} 1196 1197void OpenGLRenderer::setupDrawColorFilterUniforms() { 1198 if (mColorFilter) { 1199 mColorFilter->setupProgram(mCaches.currentProgram); 1200 } 1201} 1202 1203void OpenGLRenderer::setupDrawSimpleMesh() { 1204 mCaches.bindMeshBuffer(); 1205 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1206 gMeshStride, 0); 1207} 1208 1209void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1210 bindTexture(texture); 1211 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1212 1213 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1214 glEnableVertexAttribArray(mTexCoordsSlot); 1215} 1216 1217void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1218 bindExternalTexture(texture); 1219 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1220 1221 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1222 glEnableVertexAttribArray(mTexCoordsSlot); 1223} 1224 1225void OpenGLRenderer::setupDrawTextureTransform() { 1226 mDescription.hasTextureTransform = true; 1227} 1228 1229void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1230 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1231 GL_FALSE, &transform.data[0]); 1232} 1233 1234void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1235 if (!vertices) { 1236 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1237 } else { 1238 mCaches.unbindMeshBuffer(); 1239 } 1240 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1241 gMeshStride, vertices); 1242 if (mTexCoordsSlot >= 0) { 1243 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1244 } 1245} 1246 1247void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1248 mCaches.unbindMeshBuffer(); 1249 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1250 gVertexStride, vertices); 1251} 1252 1253/** 1254 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1255 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1256 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1257 * attributes (one per vertex) are values from zero to one that tells the fragment 1258 * shader where the fragment is in relation to the line width/length overall; these values are 1259 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1260 * region of the line. 1261 * Note that we only pass down the width values in this setup function. The length coordinates 1262 * are set up for each individual segment. 1263 */ 1264void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1265 GLvoid* lengthCoords, float boundaryWidthProportion) { 1266 mCaches.unbindMeshBuffer(); 1267 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1268 gAAVertexStride, vertices); 1269 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1270 glEnableVertexAttribArray(widthSlot); 1271 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1272 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1273 glEnableVertexAttribArray(lengthSlot); 1274 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1275 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1276 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1277 // Setting the inverse value saves computations per-fragment in the shader 1278 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1279 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1280} 1281 1282void OpenGLRenderer::finishDrawTexture() { 1283 glDisableVertexAttribArray(mTexCoordsSlot); 1284} 1285 1286/////////////////////////////////////////////////////////////////////////////// 1287// Drawing 1288/////////////////////////////////////////////////////////////////////////////// 1289 1290bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1291 Rect& dirty, uint32_t level) { 1292 if (quickReject(0.0f, 0.0f, width, height)) { 1293 return false; 1294 } 1295 1296 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1297 // will be performed by the display list itself 1298 if (displayList && displayList->isRenderable()) { 1299 return displayList->replay(*this, dirty, level); 1300 } 1301 1302 return false; 1303} 1304 1305void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1306 if (displayList) { 1307 displayList->output(*this, level); 1308 } 1309} 1310 1311void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1312 int alpha; 1313 SkXfermode::Mode mode; 1314 getAlphaAndMode(paint, &alpha, &mode); 1315 1316 float x = left; 1317 float y = top; 1318 1319 GLenum filter = GL_LINEAR; 1320 bool ignoreTransform = false; 1321 if (mSnapshot->transform->isPureTranslate()) { 1322 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1323 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1324 ignoreTransform = true; 1325 filter = GL_NEAREST; 1326 } 1327 1328 setupDraw(); 1329 setupDrawWithTexture(true); 1330 if (paint) { 1331 setupDrawAlpha8Color(paint->getColor(), alpha); 1332 } 1333 setupDrawColorFilter(); 1334 setupDrawShader(); 1335 setupDrawBlending(true, mode); 1336 setupDrawProgram(); 1337 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1338 1339 setupDrawTexture(texture->id); 1340 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1341 texture->setFilter(filter, filter); 1342 1343 setupDrawPureColorUniforms(); 1344 setupDrawColorFilterUniforms(); 1345 setupDrawShaderUniforms(); 1346 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1347 1348 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1349 1350 finishDrawTexture(); 1351} 1352 1353void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1354 const float right = left + bitmap->width(); 1355 const float bottom = top + bitmap->height(); 1356 1357 if (quickReject(left, top, right, bottom)) { 1358 return; 1359 } 1360 1361 glActiveTexture(gTextureUnits[0]); 1362 Texture* texture = mCaches.textureCache.get(bitmap); 1363 if (!texture) return; 1364 const AutoTexture autoCleanup(texture); 1365 1366 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1367 drawAlphaBitmap(texture, left, top, paint); 1368 } else { 1369 drawTextureRect(left, top, right, bottom, texture, paint); 1370 } 1371} 1372 1373void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1374 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1375 const mat4 transform(*matrix); 1376 transform.mapRect(r); 1377 1378 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1379 return; 1380 } 1381 1382 glActiveTexture(gTextureUnits[0]); 1383 Texture* texture = mCaches.textureCache.get(bitmap); 1384 if (!texture) return; 1385 const AutoTexture autoCleanup(texture); 1386 1387 // This could be done in a cheaper way, all we need is pass the matrix 1388 // to the vertex shader. The save/restore is a bit overkill. 1389 save(SkCanvas::kMatrix_SaveFlag); 1390 concatMatrix(matrix); 1391 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1392 restore(); 1393} 1394 1395void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1396 float* vertices, int* colors, SkPaint* paint) { 1397 // TODO: Do a quickReject 1398 if (!vertices || mSnapshot->isIgnored()) { 1399 return; 1400 } 1401 1402 glActiveTexture(gTextureUnits[0]); 1403 Texture* texture = mCaches.textureCache.get(bitmap); 1404 if (!texture) return; 1405 const AutoTexture autoCleanup(texture); 1406 1407 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1408 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1409 1410 int alpha; 1411 SkXfermode::Mode mode; 1412 getAlphaAndMode(paint, &alpha, &mode); 1413 1414 const uint32_t count = meshWidth * meshHeight * 6; 1415 1416 float left = FLT_MAX; 1417 float top = FLT_MAX; 1418 float right = FLT_MIN; 1419 float bottom = FLT_MIN; 1420 1421#if RENDER_LAYERS_AS_REGIONS 1422 bool hasActiveLayer = hasLayer(); 1423#else 1424 bool hasActiveLayer = false; 1425#endif 1426 1427 // TODO: Support the colors array 1428 TextureVertex mesh[count]; 1429 TextureVertex* vertex = mesh; 1430 for (int32_t y = 0; y < meshHeight; y++) { 1431 for (int32_t x = 0; x < meshWidth; x++) { 1432 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1433 1434 float u1 = float(x) / meshWidth; 1435 float u2 = float(x + 1) / meshWidth; 1436 float v1 = float(y) / meshHeight; 1437 float v2 = float(y + 1) / meshHeight; 1438 1439 int ax = i + (meshWidth + 1) * 2; 1440 int ay = ax + 1; 1441 int bx = i; 1442 int by = bx + 1; 1443 int cx = i + 2; 1444 int cy = cx + 1; 1445 int dx = i + (meshWidth + 1) * 2 + 2; 1446 int dy = dx + 1; 1447 1448 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1449 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1450 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1451 1452 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1453 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1454 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1455 1456#if RENDER_LAYERS_AS_REGIONS 1457 if (hasActiveLayer) { 1458 // TODO: This could be optimized to avoid unnecessary ops 1459 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1460 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1461 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1462 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1463 } 1464#endif 1465 } 1466 } 1467 1468#if RENDER_LAYERS_AS_REGIONS 1469 if (hasActiveLayer) { 1470 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1471 } 1472#endif 1473 1474 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1475 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1476 GL_TRIANGLES, count, false, false, 0, false, false); 1477} 1478 1479void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1480 float srcLeft, float srcTop, float srcRight, float srcBottom, 1481 float dstLeft, float dstTop, float dstRight, float dstBottom, 1482 SkPaint* paint) { 1483 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1484 return; 1485 } 1486 1487 glActiveTexture(gTextureUnits[0]); 1488 Texture* texture = mCaches.textureCache.get(bitmap); 1489 if (!texture) return; 1490 const AutoTexture autoCleanup(texture); 1491 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1492 1493 const float width = texture->width; 1494 const float height = texture->height; 1495 1496 const float u1 = fmax(0.0f, srcLeft / width); 1497 const float v1 = fmax(0.0f, srcTop / height); 1498 const float u2 = fmin(1.0f, srcRight / width); 1499 const float v2 = fmin(1.0f, srcBottom / height); 1500 1501 mCaches.unbindMeshBuffer(); 1502 resetDrawTextureTexCoords(u1, v1, u2, v2); 1503 1504 int alpha; 1505 SkXfermode::Mode mode; 1506 getAlphaAndMode(paint, &alpha, &mode); 1507 1508 if (mSnapshot->transform->isPureTranslate()) { 1509 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1510 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1511 1512 GLenum filter = GL_NEAREST; 1513 // Enable linear filtering if the source rectangle is scaled 1514 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1515 filter = GL_LINEAR; 1516 } 1517 texture->setFilter(filter, filter, true); 1518 1519 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1520 texture->id, alpha / 255.0f, mode, texture->blend, 1521 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1522 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1523 } else { 1524 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1525 1526 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1527 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1528 GL_TRIANGLE_STRIP, gMeshCount); 1529 } 1530 1531 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1532} 1533 1534void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1535 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1536 float left, float top, float right, float bottom, SkPaint* paint) { 1537 if (quickReject(left, top, right, bottom)) { 1538 return; 1539 } 1540 1541 glActiveTexture(gTextureUnits[0]); 1542 Texture* texture = mCaches.textureCache.get(bitmap); 1543 if (!texture) return; 1544 const AutoTexture autoCleanup(texture); 1545 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1546 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1547 1548 int alpha; 1549 SkXfermode::Mode mode; 1550 getAlphaAndMode(paint, &alpha, &mode); 1551 1552 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1553 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1554 1555 if (mesh && mesh->verticesCount > 0) { 1556 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1557#if RENDER_LAYERS_AS_REGIONS 1558 // Mark the current layer dirty where we are going to draw the patch 1559 if (hasLayer() && mesh->hasEmptyQuads) { 1560 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1561 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1562 const size_t count = mesh->quads.size(); 1563 for (size_t i = 0; i < count; i++) { 1564 const Rect& bounds = mesh->quads.itemAt(i); 1565 if (pureTranslate) { 1566 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1567 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1568 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1569 } else { 1570 dirtyLayer(left + bounds.left, top + bounds.top, 1571 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1572 } 1573 } 1574 } 1575#endif 1576 1577 if (pureTranslate) { 1578 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1579 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1580 1581 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1582 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1583 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1584 true, !mesh->hasEmptyQuads); 1585 } else { 1586 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1587 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1588 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1589 true, !mesh->hasEmptyQuads); 1590 } 1591 } 1592} 1593 1594/** 1595 * This function uses a similar approach to that of AA lines in the drawLines() function. 1596 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1597 * shader to compute the translucency of the color, determined by whether a given pixel is 1598 * within that boundary region and how far into the region it is. 1599 */ 1600void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1601 int color, SkXfermode::Mode mode) { 1602 float inverseScaleX = 1.0f; 1603 float inverseScaleY = 1.0f; 1604 // The quad that we use needs to account for scaling. 1605 if (!mSnapshot->transform->isPureTranslate()) { 1606 Matrix4 *mat = mSnapshot->transform; 1607 float m00 = mat->data[Matrix4::kScaleX]; 1608 float m01 = mat->data[Matrix4::kSkewY]; 1609 float m02 = mat->data[2]; 1610 float m10 = mat->data[Matrix4::kSkewX]; 1611 float m11 = mat->data[Matrix4::kScaleX]; 1612 float m12 = mat->data[6]; 1613 float scaleX = sqrt(m00 * m00 + m01 * m01); 1614 float scaleY = sqrt(m10 * m10 + m11 * m11); 1615 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1616 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1617 } 1618 1619 setupDraw(); 1620 setupDrawAALine(); 1621 setupDrawColor(color); 1622 setupDrawColorFilter(); 1623 setupDrawShader(); 1624 setupDrawBlending(true, mode); 1625 setupDrawProgram(); 1626 setupDrawModelViewIdentity(true); 1627 setupDrawColorUniforms(); 1628 setupDrawColorFilterUniforms(); 1629 setupDrawShaderIdentityUniforms(); 1630 1631 AAVertex rects[4]; 1632 AAVertex* aaVertices = &rects[0]; 1633 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1634 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1635 1636 float boundarySizeX = .5 * inverseScaleX; 1637 float boundarySizeY = .5 * inverseScaleY; 1638 1639 // Adjust the rect by the AA boundary padding 1640 left -= boundarySizeX; 1641 right += boundarySizeX; 1642 top -= boundarySizeY; 1643 bottom += boundarySizeY; 1644 1645 float width = right - left; 1646 float height = bottom - top; 1647 1648 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1649 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1650 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1651 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1652 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1653 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1654 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1655 1656 if (!quickReject(left, top, right, bottom)) { 1657 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1658 AAVertex::set(aaVertices++, left, top, 1, 0); 1659 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1660 AAVertex::set(aaVertices++, right, top, 0, 0); 1661 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1662 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1663 } 1664} 1665 1666/** 1667 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1668 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1669 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1670 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1671 * of the line. Hairlines are more involved because we need to account for transform scaling 1672 * to end up with a one-pixel-wide line in screen space.. 1673 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1674 * in combination with values that we calculate and pass down in this method. The basic approach 1675 * is that the quad we create contains both the core line area plus a bounding area in which 1676 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1677 * proportion of the width and the length of a given segment is represented by the boundary 1678 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1679 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1680 * on the inside). This ends up giving the result we want, with pixels that are completely 1681 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1682 * how far into the boundary region they are, which is determined by shader interpolation. 1683 */ 1684void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1685 if (mSnapshot->isIgnored()) return; 1686 1687 const bool isAA = paint->isAntiAlias(); 1688 // We use half the stroke width here because we're going to position the quad 1689 // corner vertices half of the width away from the line endpoints 1690 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1691 // A stroke width of 0 has a special meaning in Skia: 1692 // it draws a line 1 px wide regardless of current transform 1693 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1694 float inverseScaleX = 1.0f; 1695 float inverseScaleY = 1.0f; 1696 bool scaled = false; 1697 int alpha; 1698 SkXfermode::Mode mode; 1699 int generatedVerticesCount = 0; 1700 int verticesCount = count; 1701 if (count > 4) { 1702 // Polyline: account for extra vertices needed for continuous tri-strip 1703 verticesCount += (count - 4); 1704 } 1705 1706 if (isHairLine || isAA) { 1707 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1708 // the line on the screen should always be one pixel wide regardless of scale. For 1709 // AA lines, we only want one pixel of translucent boundary around the quad. 1710 if (!mSnapshot->transform->isPureTranslate()) { 1711 Matrix4 *mat = mSnapshot->transform; 1712 float m00 = mat->data[Matrix4::kScaleX]; 1713 float m01 = mat->data[Matrix4::kSkewY]; 1714 float m02 = mat->data[2]; 1715 float m10 = mat->data[Matrix4::kSkewX]; 1716 float m11 = mat->data[Matrix4::kScaleX]; 1717 float m12 = mat->data[6]; 1718 float scaleX = sqrt(m00*m00 + m01*m01); 1719 float scaleY = sqrt(m10*m10 + m11*m11); 1720 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1721 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1722 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1723 scaled = true; 1724 } 1725 } 1726 } 1727 1728 getAlphaAndMode(paint, &alpha, &mode); 1729 setupDraw(); 1730 if (isAA) { 1731 setupDrawAALine(); 1732 } 1733 setupDrawColor(paint->getColor(), alpha); 1734 setupDrawColorFilter(); 1735 setupDrawShader(); 1736 if (isAA) { 1737 setupDrawBlending(true, mode); 1738 } else { 1739 setupDrawBlending(mode); 1740 } 1741 setupDrawProgram(); 1742 setupDrawModelViewIdentity(true); 1743 setupDrawColorUniforms(); 1744 setupDrawColorFilterUniforms(); 1745 setupDrawShaderIdentityUniforms(); 1746 1747 if (isHairLine) { 1748 // Set a real stroke width to be used in quad construction 1749 halfStrokeWidth = isAA? 1 : .5; 1750 } else if (isAA && !scaled) { 1751 // Expand boundary to enable AA calculations on the quad border 1752 halfStrokeWidth += .5f; 1753 } 1754 Vertex lines[verticesCount]; 1755 Vertex* vertices = &lines[0]; 1756 AAVertex wLines[verticesCount]; 1757 AAVertex* aaVertices = &wLines[0]; 1758 if (!isAA) { 1759 setupDrawVertices(vertices); 1760 } else { 1761 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1762 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1763 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1764 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1765 // This value is used in the fragment shader to determine how to fill fragments. 1766 // We will need to calculate the actual width proportion on each segment for 1767 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1768 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1769 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1770 } 1771 1772 AAVertex* prevAAVertex = NULL; 1773 Vertex* prevVertex = NULL; 1774 1775 int boundaryLengthSlot = -1; 1776 int inverseBoundaryLengthSlot = -1; 1777 int boundaryWidthSlot = -1; 1778 int inverseBoundaryWidthSlot = -1; 1779 for (int i = 0; i < count; i += 4) { 1780 // a = start point, b = end point 1781 vec2 a(points[i], points[i + 1]); 1782 vec2 b(points[i + 2], points[i + 3]); 1783 float length = 0; 1784 float boundaryLengthProportion = 0; 1785 float boundaryWidthProportion = 0; 1786 1787 // Find the normal to the line 1788 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1789 if (isHairLine) { 1790 if (isAA) { 1791 float wideningFactor; 1792 if (fabs(n.x) >= fabs(n.y)) { 1793 wideningFactor = fabs(1.0f / n.x); 1794 } else { 1795 wideningFactor = fabs(1.0f / n.y); 1796 } 1797 n *= wideningFactor; 1798 } 1799 if (scaled) { 1800 n.x *= inverseScaleX; 1801 n.y *= inverseScaleY; 1802 } 1803 } else if (scaled) { 1804 // Extend n by .5 pixel on each side, post-transform 1805 vec2 extendedN = n.copyNormalized(); 1806 extendedN /= 2; 1807 extendedN.x *= inverseScaleX; 1808 extendedN.y *= inverseScaleY; 1809 float extendedNLength = extendedN.length(); 1810 // We need to set this value on the shader prior to drawing 1811 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1812 n += extendedN; 1813 } 1814 float x = n.x; 1815 n.x = -n.y; 1816 n.y = x; 1817 1818 // aa lines expand the endpoint vertices to encompass the AA boundary 1819 if (isAA) { 1820 vec2 abVector = (b - a); 1821 length = abVector.length(); 1822 abVector.normalize(); 1823 if (scaled) { 1824 abVector.x *= inverseScaleX; 1825 abVector.y *= inverseScaleY; 1826 float abLength = abVector.length(); 1827 boundaryLengthProportion = abLength / (length + abLength); 1828 } else { 1829 boundaryLengthProportion = .5 / (length + 1); 1830 } 1831 abVector /= 2; 1832 a -= abVector; 1833 b += abVector; 1834 } 1835 1836 // Four corners of the rectangle defining a thick line 1837 vec2 p1 = a - n; 1838 vec2 p2 = a + n; 1839 vec2 p3 = b + n; 1840 vec2 p4 = b - n; 1841 1842 1843 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1844 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1845 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1846 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1847 1848 if (!quickReject(left, top, right, bottom)) { 1849 if (!isAA) { 1850 if (prevVertex != NULL) { 1851 // Issue two repeat vertices to create degenerate triangles to bridge 1852 // between the previous line and the new one. This is necessary because 1853 // we are creating a single triangle_strip which will contain 1854 // potentially discontinuous line segments. 1855 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1856 Vertex::set(vertices++, p1.x, p1.y); 1857 generatedVerticesCount += 2; 1858 } 1859 Vertex::set(vertices++, p1.x, p1.y); 1860 Vertex::set(vertices++, p2.x, p2.y); 1861 Vertex::set(vertices++, p4.x, p4.y); 1862 Vertex::set(vertices++, p3.x, p3.y); 1863 prevVertex = vertices - 1; 1864 generatedVerticesCount += 4; 1865 } else { 1866 if (!isHairLine && scaled) { 1867 // Must set width proportions per-segment for scaled non-hairlines to use the 1868 // correct AA boundary dimensions 1869 if (boundaryWidthSlot < 0) { 1870 boundaryWidthSlot = 1871 mCaches.currentProgram->getUniform("boundaryWidth"); 1872 inverseBoundaryWidthSlot = 1873 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1874 } 1875 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1876 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1877 } 1878 if (boundaryLengthSlot < 0) { 1879 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1880 inverseBoundaryLengthSlot = 1881 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1882 } 1883 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1884 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1885 1886 if (prevAAVertex != NULL) { 1887 // Issue two repeat vertices to create degenerate triangles to bridge 1888 // between the previous line and the new one. This is necessary because 1889 // we are creating a single triangle_strip which will contain 1890 // potentially discontinuous line segments. 1891 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1892 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1893 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1894 generatedVerticesCount += 2; 1895 } 1896 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1897 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1898 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1899 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1900 prevAAVertex = aaVertices - 1; 1901 generatedVerticesCount += 4; 1902 } 1903 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1904 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1905 *mSnapshot->transform); 1906 } 1907 } 1908 if (generatedVerticesCount > 0) { 1909 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1910 } 1911} 1912 1913void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1914 if (mSnapshot->isIgnored()) return; 1915 1916 // TODO: The paint's cap style defines whether the points are square or circular 1917 // TODO: Handle AA for round points 1918 1919 // A stroke width of 0 has a special meaning in Skia: 1920 // it draws an unscaled 1px point 1921 float strokeWidth = paint->getStrokeWidth(); 1922 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1923 if (isHairLine) { 1924 // Now that we know it's hairline, we can set the effective width, to be used later 1925 strokeWidth = 1.0f; 1926 } 1927 const float halfWidth = strokeWidth / 2; 1928 int alpha; 1929 SkXfermode::Mode mode; 1930 getAlphaAndMode(paint, &alpha, &mode); 1931 1932 int verticesCount = count >> 1; 1933 int generatedVerticesCount = 0; 1934 1935 TextureVertex pointsData[verticesCount]; 1936 TextureVertex* vertex = &pointsData[0]; 1937 1938 setupDraw(); 1939 setupDrawPoint(strokeWidth); 1940 setupDrawColor(paint->getColor(), alpha); 1941 setupDrawColorFilter(); 1942 setupDrawShader(); 1943 setupDrawBlending(mode); 1944 setupDrawProgram(); 1945 setupDrawModelViewIdentity(true); 1946 setupDrawColorUniforms(); 1947 setupDrawColorFilterUniforms(); 1948 setupDrawPointUniforms(); 1949 setupDrawShaderIdentityUniforms(); 1950 setupDrawMesh(vertex); 1951 1952 for (int i = 0; i < count; i += 2) { 1953 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1954 generatedVerticesCount++; 1955 float left = points[i] - halfWidth; 1956 float right = points[i] + halfWidth; 1957 float top = points[i + 1] - halfWidth; 1958 float bottom = points [i + 1] + halfWidth; 1959 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1960 } 1961 1962 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1963} 1964 1965void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1966 // No need to check against the clip, we fill the clip region 1967 if (mSnapshot->isIgnored()) return; 1968 1969 Rect& clip(*mSnapshot->clipRect); 1970 clip.snapToPixelBoundaries(); 1971 1972 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1973} 1974 1975void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1976 if (!texture) return; 1977 const AutoTexture autoCleanup(texture); 1978 1979 const float x = left + texture->left - texture->offset; 1980 const float y = top + texture->top - texture->offset; 1981 1982 drawPathTexture(texture, x, y, paint); 1983} 1984 1985void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1986 float rx, float ry, SkPaint* paint) { 1987 if (mSnapshot->isIgnored()) return; 1988 1989 glActiveTexture(gTextureUnits[0]); 1990 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1991 right - left, bottom - top, rx, ry, paint); 1992 drawShape(left, top, texture, paint); 1993} 1994 1995void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1996 if (mSnapshot->isIgnored()) return; 1997 1998 glActiveTexture(gTextureUnits[0]); 1999 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2000 drawShape(x - radius, y - radius, texture, paint); 2001} 2002 2003void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2004 if (mSnapshot->isIgnored()) return; 2005 2006 glActiveTexture(gTextureUnits[0]); 2007 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2008 drawShape(left, top, texture, paint); 2009} 2010 2011void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2012 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2013 if (mSnapshot->isIgnored()) return; 2014 2015 if (fabs(sweepAngle) >= 360.0f) { 2016 drawOval(left, top, right, bottom, paint); 2017 return; 2018 } 2019 2020 glActiveTexture(gTextureUnits[0]); 2021 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2022 startAngle, sweepAngle, useCenter, paint); 2023 drawShape(left, top, texture, paint); 2024} 2025 2026void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2027 SkPaint* paint) { 2028 if (mSnapshot->isIgnored()) return; 2029 2030 glActiveTexture(gTextureUnits[0]); 2031 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2032 drawShape(left, top, texture, paint); 2033} 2034 2035void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2036 if (p->getStyle() != SkPaint::kFill_Style) { 2037 drawRectAsShape(left, top, right, bottom, p); 2038 return; 2039 } 2040 2041 if (quickReject(left, top, right, bottom)) { 2042 return; 2043 } 2044 2045 SkXfermode::Mode mode; 2046 if (!mCaches.extensions.hasFramebufferFetch()) { 2047 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2048 if (!isMode) { 2049 // Assume SRC_OVER 2050 mode = SkXfermode::kSrcOver_Mode; 2051 } 2052 } else { 2053 mode = getXfermode(p->getXfermode()); 2054 } 2055 2056 int color = p->getColor(); 2057 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2058 drawAARect(left, top, right, bottom, color, mode); 2059 } else { 2060 drawColorRect(left, top, right, bottom, color, mode); 2061 } 2062} 2063 2064void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2065 float x, float y, SkPaint* paint) { 2066 if (text == NULL || count == 0) { 2067 return; 2068 } 2069 if (mSnapshot->isIgnored()) return; 2070 2071 // TODO: We should probably make a copy of the paint instead of modifying 2072 // it; modifying the paint will change its generationID the first 2073 // time, which might impact caches. More investigation needed to 2074 // see if it matters. 2075 // If we make a copy, then drawTextDecorations() should *not* make 2076 // its own copy as it does right now. 2077 paint->setAntiAlias(true); 2078#if RENDER_TEXT_AS_GLYPHS 2079 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2080#endif 2081 2082 float length = -1.0f; 2083 switch (paint->getTextAlign()) { 2084 case SkPaint::kCenter_Align: 2085 length = paint->measureText(text, bytesCount); 2086 x -= length / 2.0f; 2087 break; 2088 case SkPaint::kRight_Align: 2089 length = paint->measureText(text, bytesCount); 2090 x -= length; 2091 break; 2092 default: 2093 break; 2094 } 2095 2096 const float oldX = x; 2097 const float oldY = y; 2098 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2099 if (pureTranslate) { 2100 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2101 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2102 } 2103 2104 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2105#if DEBUG_GLYPHS 2106 LOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2107#endif 2108 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2109 paint->getTextSize()); 2110 2111 int alpha; 2112 SkXfermode::Mode mode; 2113 getAlphaAndMode(paint, &alpha, &mode); 2114 2115 if (mHasShadow) { 2116 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2117 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2118 paint, text, bytesCount, count, mShadowRadius); 2119 const AutoTexture autoCleanup(shadow); 2120 2121 const float sx = oldX - shadow->left + mShadowDx; 2122 const float sy = oldY - shadow->top + mShadowDy; 2123 2124 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2125 int shadowColor = mShadowColor; 2126 if (mShader) { 2127 shadowColor = 0xffffffff; 2128 } 2129 2130 glActiveTexture(gTextureUnits[0]); 2131 setupDraw(); 2132 setupDrawWithTexture(true); 2133 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2134 setupDrawColorFilter(); 2135 setupDrawShader(); 2136 setupDrawBlending(true, mode); 2137 setupDrawProgram(); 2138 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2139 setupDrawTexture(shadow->id); 2140 setupDrawPureColorUniforms(); 2141 setupDrawColorFilterUniforms(); 2142 setupDrawShaderUniforms(); 2143 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2144 2145 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2146 2147 finishDrawTexture(); 2148 } 2149 2150 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2151 return; 2152 } 2153 2154 // Pick the appropriate texture filtering 2155 bool linearFilter = mSnapshot->transform->changesBounds(); 2156 if (pureTranslate && !linearFilter) { 2157 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2158 } 2159 2160 glActiveTexture(gTextureUnits[0]); 2161 setupDraw(); 2162 setupDrawDirtyRegionsDisabled(); 2163 setupDrawWithTexture(true); 2164 setupDrawAlpha8Color(paint->getColor(), alpha); 2165 setupDrawColorFilter(); 2166 setupDrawShader(); 2167 setupDrawBlending(true, mode); 2168 setupDrawProgram(); 2169 setupDrawModelView(x, y, x, y, pureTranslate, true); 2170 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2171 setupDrawPureColorUniforms(); 2172 setupDrawColorFilterUniforms(); 2173 setupDrawShaderUniforms(pureTranslate); 2174 2175 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2176 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2177 2178#if RENDER_LAYERS_AS_REGIONS 2179 bool hasActiveLayer = hasLayer(); 2180#else 2181 bool hasActiveLayer = false; 2182#endif 2183 mCaches.unbindMeshBuffer(); 2184 2185 // Tell font renderer the locations of position and texture coord 2186 // attributes so it can bind its data properly 2187 int positionSlot = mCaches.currentProgram->position; 2188 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2189 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2190 hasActiveLayer ? &bounds : NULL)) { 2191#if RENDER_LAYERS_AS_REGIONS 2192 if (hasActiveLayer) { 2193 if (!pureTranslate) { 2194 mSnapshot->transform->mapRect(bounds); 2195 } 2196 dirtyLayerUnchecked(bounds, getRegion()); 2197 } 2198#endif 2199 } 2200 2201 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2202 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2203 2204 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2205} 2206 2207void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2208 if (mSnapshot->isIgnored()) return; 2209 2210 glActiveTexture(gTextureUnits[0]); 2211 2212 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2213 if (!texture) return; 2214 const AutoTexture autoCleanup(texture); 2215 2216 const float x = texture->left - texture->offset; 2217 const float y = texture->top - texture->offset; 2218 2219 drawPathTexture(texture, x, y, paint); 2220} 2221 2222void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2223 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2224 return; 2225 } 2226 2227 glActiveTexture(gTextureUnits[0]); 2228 2229 int alpha; 2230 SkXfermode::Mode mode; 2231 getAlphaAndMode(paint, &alpha, &mode); 2232 2233 layer->setAlpha(alpha, mode); 2234 2235#if RENDER_LAYERS_AS_REGIONS 2236 if (!layer->region.isEmpty()) { 2237 if (layer->region.isRect()) { 2238 composeLayerRect(layer, layer->regionRect); 2239 } else if (layer->mesh) { 2240 const float a = alpha / 255.0f; 2241 const Rect& rect = layer->layer; 2242 2243 setupDraw(); 2244 setupDrawWithTexture(); 2245 setupDrawColor(a, a, a, a); 2246 setupDrawColorFilter(); 2247 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2248 setupDrawProgram(); 2249 setupDrawPureColorUniforms(); 2250 setupDrawColorFilterUniforms(); 2251 setupDrawTexture(layer->getTexture()); 2252 if (mSnapshot->transform->isPureTranslate()) { 2253 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2254 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2255 2256 layer->setFilter(GL_NEAREST, GL_NEAREST); 2257 setupDrawModelViewTranslate(x, y, 2258 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2259 } else { 2260 layer->setFilter(GL_LINEAR, GL_LINEAR); 2261 setupDrawModelViewTranslate(x, y, 2262 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2263 } 2264 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2265 2266 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2267 GL_UNSIGNED_SHORT, layer->meshIndices); 2268 2269 finishDrawTexture(); 2270 2271#if DEBUG_LAYERS_AS_REGIONS 2272 drawRegionRects(layer->region); 2273#endif 2274 } 2275 } 2276#else 2277 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2278 composeLayerRect(layer, r); 2279#endif 2280} 2281 2282/////////////////////////////////////////////////////////////////////////////// 2283// Shaders 2284/////////////////////////////////////////////////////////////////////////////// 2285 2286void OpenGLRenderer::resetShader() { 2287 mShader = NULL; 2288} 2289 2290void OpenGLRenderer::setupShader(SkiaShader* shader) { 2291 mShader = shader; 2292 if (mShader) { 2293 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2294 } 2295} 2296 2297/////////////////////////////////////////////////////////////////////////////// 2298// Color filters 2299/////////////////////////////////////////////////////////////////////////////// 2300 2301void OpenGLRenderer::resetColorFilter() { 2302 mColorFilter = NULL; 2303} 2304 2305void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2306 mColorFilter = filter; 2307} 2308 2309/////////////////////////////////////////////////////////////////////////////// 2310// Drop shadow 2311/////////////////////////////////////////////////////////////////////////////// 2312 2313void OpenGLRenderer::resetShadow() { 2314 mHasShadow = false; 2315} 2316 2317void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2318 mHasShadow = true; 2319 mShadowRadius = radius; 2320 mShadowDx = dx; 2321 mShadowDy = dy; 2322 mShadowColor = color; 2323} 2324 2325/////////////////////////////////////////////////////////////////////////////// 2326// Drawing implementation 2327/////////////////////////////////////////////////////////////////////////////// 2328 2329void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2330 float x, float y, SkPaint* paint) { 2331 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2332 return; 2333 } 2334 2335 int alpha; 2336 SkXfermode::Mode mode; 2337 getAlphaAndMode(paint, &alpha, &mode); 2338 2339 setupDraw(); 2340 setupDrawWithTexture(true); 2341 setupDrawAlpha8Color(paint->getColor(), alpha); 2342 setupDrawColorFilter(); 2343 setupDrawShader(); 2344 setupDrawBlending(true, mode); 2345 setupDrawProgram(); 2346 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2347 setupDrawTexture(texture->id); 2348 setupDrawPureColorUniforms(); 2349 setupDrawColorFilterUniforms(); 2350 setupDrawShaderUniforms(); 2351 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2352 2353 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2354 2355 finishDrawTexture(); 2356} 2357 2358// Same values used by Skia 2359#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2360#define kStdUnderline_Offset (1.0f / 9.0f) 2361#define kStdUnderline_Thickness (1.0f / 18.0f) 2362 2363void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2364 float x, float y, SkPaint* paint) { 2365 // Handle underline and strike-through 2366 uint32_t flags = paint->getFlags(); 2367 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2368 SkPaint paintCopy(*paint); 2369 float underlineWidth = length; 2370 // If length is > 0.0f, we already measured the text for the text alignment 2371 if (length <= 0.0f) { 2372 underlineWidth = paintCopy.measureText(text, bytesCount); 2373 } 2374 2375 float offsetX = 0; 2376 switch (paintCopy.getTextAlign()) { 2377 case SkPaint::kCenter_Align: 2378 offsetX = underlineWidth * 0.5f; 2379 break; 2380 case SkPaint::kRight_Align: 2381 offsetX = underlineWidth; 2382 break; 2383 default: 2384 break; 2385 } 2386 2387 if (underlineWidth > 0.0f) { 2388 const float textSize = paintCopy.getTextSize(); 2389 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2390 2391 const float left = x - offsetX; 2392 float top = 0.0f; 2393 2394 int linesCount = 0; 2395 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2396 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2397 2398 const int pointsCount = 4 * linesCount; 2399 float points[pointsCount]; 2400 int currentPoint = 0; 2401 2402 if (flags & SkPaint::kUnderlineText_Flag) { 2403 top = y + textSize * kStdUnderline_Offset; 2404 points[currentPoint++] = left; 2405 points[currentPoint++] = top; 2406 points[currentPoint++] = left + underlineWidth; 2407 points[currentPoint++] = top; 2408 } 2409 2410 if (flags & SkPaint::kStrikeThruText_Flag) { 2411 top = y + textSize * kStdStrikeThru_Offset; 2412 points[currentPoint++] = left; 2413 points[currentPoint++] = top; 2414 points[currentPoint++] = left + underlineWidth; 2415 points[currentPoint++] = top; 2416 } 2417 2418 paintCopy.setStrokeWidth(strokeWidth); 2419 2420 drawLines(&points[0], pointsCount, &paintCopy); 2421 } 2422 } 2423} 2424 2425void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2426 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2427 // If a shader is set, preserve only the alpha 2428 if (mShader) { 2429 color |= 0x00ffffff; 2430 } 2431 2432 setupDraw(); 2433 setupDrawColor(color); 2434 setupDrawShader(); 2435 setupDrawColorFilter(); 2436 setupDrawBlending(mode); 2437 setupDrawProgram(); 2438 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2439 setupDrawColorUniforms(); 2440 setupDrawShaderUniforms(ignoreTransform); 2441 setupDrawColorFilterUniforms(); 2442 setupDrawSimpleMesh(); 2443 2444 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2445} 2446 2447void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2448 Texture* texture, SkPaint* paint) { 2449 int alpha; 2450 SkXfermode::Mode mode; 2451 getAlphaAndMode(paint, &alpha, &mode); 2452 2453 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 2454 2455 if (mSnapshot->transform->isPureTranslate()) { 2456 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2457 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2458 2459 texture->setFilter(GL_NEAREST, GL_NEAREST, true); 2460 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2461 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2462 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2463 } else { 2464 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 2465 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2466 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2467 GL_TRIANGLE_STRIP, gMeshCount); 2468 } 2469} 2470 2471void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2472 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2473 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2474 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2475} 2476 2477void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2478 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2479 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2480 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2481 2482 setupDraw(); 2483 setupDrawWithTexture(); 2484 setupDrawColor(alpha, alpha, alpha, alpha); 2485 setupDrawColorFilter(); 2486 setupDrawBlending(blend, mode, swapSrcDst); 2487 setupDrawProgram(); 2488 if (!dirty) { 2489 setupDrawDirtyRegionsDisabled(); 2490 } 2491 if (!ignoreScale) { 2492 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2493 } else { 2494 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2495 } 2496 setupDrawPureColorUniforms(); 2497 setupDrawColorFilterUniforms(); 2498 setupDrawTexture(texture); 2499 setupDrawMesh(vertices, texCoords, vbo); 2500 2501 glDrawArrays(drawMode, 0, elementsCount); 2502 2503 finishDrawTexture(); 2504} 2505 2506void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2507 ProgramDescription& description, bool swapSrcDst) { 2508 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2509 if (blend) { 2510 if (mode <= SkXfermode::kScreen_Mode) { 2511 if (!mCaches.blend) { 2512 glEnable(GL_BLEND); 2513 } 2514 2515 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2516 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2517 2518 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2519 glBlendFunc(sourceMode, destMode); 2520 mCaches.lastSrcMode = sourceMode; 2521 mCaches.lastDstMode = destMode; 2522 } 2523 } else { 2524 // These blend modes are not supported by OpenGL directly and have 2525 // to be implemented using shaders. Since the shader will perform 2526 // the blending, turn blending off here 2527 if (mCaches.extensions.hasFramebufferFetch()) { 2528 description.framebufferMode = mode; 2529 description.swapSrcDst = swapSrcDst; 2530 } 2531 2532 if (mCaches.blend) { 2533 glDisable(GL_BLEND); 2534 } 2535 blend = false; 2536 } 2537 } else if (mCaches.blend) { 2538 glDisable(GL_BLEND); 2539 } 2540 mCaches.blend = blend; 2541} 2542 2543bool OpenGLRenderer::useProgram(Program* program) { 2544 if (!program->isInUse()) { 2545 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2546 program->use(); 2547 mCaches.currentProgram = program; 2548 return false; 2549 } 2550 return true; 2551} 2552 2553void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2554 TextureVertex* v = &mMeshVertices[0]; 2555 TextureVertex::setUV(v++, u1, v1); 2556 TextureVertex::setUV(v++, u2, v1); 2557 TextureVertex::setUV(v++, u1, v2); 2558 TextureVertex::setUV(v++, u2, v2); 2559} 2560 2561void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2562 if (paint) { 2563 *mode = getXfermode(paint->getXfermode()); 2564 2565 // Skia draws using the color's alpha channel if < 255 2566 // Otherwise, it uses the paint's alpha 2567 int color = paint->getColor(); 2568 *alpha = (color >> 24) & 0xFF; 2569 if (*alpha == 255) { 2570 *alpha = paint->getAlpha(); 2571 } 2572 } else { 2573 *mode = SkXfermode::kSrcOver_Mode; 2574 *alpha = 255; 2575 } 2576} 2577 2578SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2579 SkXfermode::Mode resultMode; 2580 if (!SkXfermode::AsMode(mode, &resultMode)) { 2581 resultMode = SkXfermode::kSrcOver_Mode; 2582 } 2583 return resultMode; 2584} 2585 2586}; // namespace uirenderer 2587}; // namespace android 2588