OpenGLRenderer.cpp revision 448455fe783b0a711340322dca272b8cc0ebe473
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Functions 111/////////////////////////////////////////////////////////////////////////////// 112 113template<typename T> 114static inline T min(T a, T b) { 115 return a < b ? a : b; 116} 117 118/////////////////////////////////////////////////////////////////////////////// 119// Constructors/destructor 120/////////////////////////////////////////////////////////////////////////////// 121 122OpenGLRenderer::OpenGLRenderer(): 123 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 124 // *set* draw modifiers to be 0 125 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 126 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 127 128 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 129 130 mFirstSnapshot = new Snapshot; 131 mFrameStarted = false; 132 mCountOverdraw = false; 133 134 mScissorOptimizationDisabled = false; 135} 136 137OpenGLRenderer::~OpenGLRenderer() { 138 // The context has already been destroyed at this point, do not call 139 // GL APIs. All GL state should be kept in Caches.h 140} 141 142void OpenGLRenderer::initProperties() { 143 char property[PROPERTY_VALUE_MAX]; 144 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 145 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Scissor optimization %s", 147 mScissorOptimizationDisabled ? "disabled" : "enabled"); 148 } else { 149 INIT_LOGD(" Scissor optimization enabled"); 150 } 151} 152 153/////////////////////////////////////////////////////////////////////////////// 154// Setup 155/////////////////////////////////////////////////////////////////////////////// 156 157void OpenGLRenderer::setName(const char* name) { 158 if (name) { 159 mName.setTo(name); 160 } else { 161 mName.clear(); 162 } 163} 164 165const char* OpenGLRenderer::getName() const { 166 return mName.string(); 167} 168 169bool OpenGLRenderer::isDeferred() { 170 return false; 171} 172 173void OpenGLRenderer::setViewport(int width, int height) { 174 initViewport(width, height); 175 176 glDisable(GL_DITHER); 177 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 178 179 glEnableVertexAttribArray(Program::kBindingPosition); 180} 181 182void OpenGLRenderer::initViewport(int width, int height) { 183 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 184 185 mWidth = width; 186 mHeight = height; 187 188 mFirstSnapshot->height = height; 189 mFirstSnapshot->viewport.set(0, 0, width, height); 190} 191 192void OpenGLRenderer::setupFrameState(float left, float top, 193 float right, float bottom, bool opaque) { 194 mCaches.clearGarbage(); 195 196 mOpaque = opaque; 197 mSnapshot = new Snapshot(mFirstSnapshot, 198 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 199 mSnapshot->fbo = getTargetFbo(); 200 mSaveCount = 1; 201 202 mSnapshot->setClip(left, top, right, bottom); 203 mTilingClip.set(left, top, right, bottom); 204} 205 206status_t OpenGLRenderer::startFrame() { 207 if (mFrameStarted) return DrawGlInfo::kStatusDone; 208 mFrameStarted = true; 209 210 mDirtyClip = true; 211 212 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 213 214 glViewport(0, 0, mWidth, mHeight); 215 216 // Functors break the tiling extension in pretty spectacular ways 217 // This ensures we don't use tiling when a functor is going to be 218 // invoked during the frame 219 mSuppressTiling = mCaches.hasRegisteredFunctors(); 220 221 startTiling(mSnapshot, true); 222 223 debugOverdraw(true, true); 224 225 return clear(mTilingClip.left, mTilingClip.top, 226 mTilingClip.right, mTilingClip.bottom, mOpaque); 227} 228 229status_t OpenGLRenderer::prepare(bool opaque) { 230 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 231} 232 233status_t OpenGLRenderer::prepareDirty(float left, float top, 234 float right, float bottom, bool opaque) { 235 236 setupFrameState(left, top, right, bottom, opaque); 237 238 // Layer renderers will start the frame immediately 239 // The framebuffer renderer will first defer the display list 240 // for each layer and wait until the first drawing command 241 // to start the frame 242 if (mSnapshot->fbo == 0) { 243 syncState(); 244 updateLayers(); 245 } else { 246 return startFrame(); 247 } 248 249 return DrawGlInfo::kStatusDone; 250} 251 252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 253 // If we know that we are going to redraw the entire framebuffer, 254 // perform a discard to let the driver know we don't need to preserve 255 // the back buffer for this frame. 256 if (mExtensions.hasDiscardFramebuffer() && 257 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 258 const bool isFbo = getTargetFbo() == 0; 259 const GLenum attachments[] = { 260 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 261 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 262 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 263 } 264} 265 266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 267 if (!opaque || mCountOverdraw) { 268 mCaches.enableScissor(); 269 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 270 glClear(GL_COLOR_BUFFER_BIT); 271 return DrawGlInfo::kStatusDrew; 272 } 273 274 mCaches.resetScissor(); 275 return DrawGlInfo::kStatusDone; 276} 277 278void OpenGLRenderer::syncState() { 279 if (mCaches.blend) { 280 glEnable(GL_BLEND); 281 } else { 282 glDisable(GL_BLEND); 283 } 284} 285 286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 287 if (!mSuppressTiling) { 288 Rect* clip = &mTilingClip; 289 if (s->flags & Snapshot::kFlagFboTarget) { 290 clip = &(s->layer->clipRect); 291 } 292 293 startTiling(*clip, s->height, opaque); 294 } 295} 296 297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 298 if (!mSuppressTiling) { 299 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 300 clip.right - clip.left, clip.bottom - clip.top, opaque); 301 } 302} 303 304void OpenGLRenderer::endTiling() { 305 if (!mSuppressTiling) mCaches.endTiling(); 306} 307 308void OpenGLRenderer::finish() { 309 renderOverdraw(); 310 endTiling(); 311 312 // When finish() is invoked on FBO 0 we've reached the end 313 // of the current frame 314 if (getTargetFbo() == 0) { 315 mCaches.pathCache.trim(); 316 } 317 318 if (!suppressErrorChecks()) { 319#if DEBUG_OPENGL 320 GLenum status = GL_NO_ERROR; 321 while ((status = glGetError()) != GL_NO_ERROR) { 322 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 323 switch (status) { 324 case GL_INVALID_ENUM: 325 ALOGE(" GL_INVALID_ENUM"); 326 break; 327 case GL_INVALID_VALUE: 328 ALOGE(" GL_INVALID_VALUE"); 329 break; 330 case GL_INVALID_OPERATION: 331 ALOGE(" GL_INVALID_OPERATION"); 332 break; 333 case GL_OUT_OF_MEMORY: 334 ALOGE(" Out of memory!"); 335 break; 336 } 337 } 338#endif 339 340#if DEBUG_MEMORY_USAGE 341 mCaches.dumpMemoryUsage(); 342#else 343 if (mCaches.getDebugLevel() & kDebugMemory) { 344 mCaches.dumpMemoryUsage(); 345 } 346#endif 347 } 348 349 if (mCountOverdraw) { 350 countOverdraw(); 351 } 352 353 mFrameStarted = false; 354} 355 356void OpenGLRenderer::interrupt() { 357 if (mCaches.currentProgram) { 358 if (mCaches.currentProgram->isInUse()) { 359 mCaches.currentProgram->remove(); 360 mCaches.currentProgram = NULL; 361 } 362 } 363 mCaches.unbindMeshBuffer(); 364 mCaches.unbindIndicesBuffer(); 365 mCaches.resetVertexPointers(); 366 mCaches.disableTexCoordsVertexArray(); 367 debugOverdraw(false, false); 368} 369 370void OpenGLRenderer::resume() { 371 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 372 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 373 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 374 debugOverdraw(true, false); 375 376 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 377 378 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 379 mCaches.enableScissor(); 380 mCaches.resetScissor(); 381 dirtyClip(); 382 383 mCaches.activeTexture(0); 384 mCaches.resetBoundTextures(); 385 386 mCaches.blend = true; 387 glEnable(GL_BLEND); 388 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 389 glBlendEquation(GL_FUNC_ADD); 390} 391 392void OpenGLRenderer::resumeAfterLayer() { 393 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 394 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 395 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 396 debugOverdraw(true, false); 397 398 mCaches.resetScissor(); 399 dirtyClip(); 400} 401 402void OpenGLRenderer::detachFunctor(Functor* functor) { 403 mFunctors.remove(functor); 404} 405 406void OpenGLRenderer::attachFunctor(Functor* functor) { 407 mFunctors.add(functor); 408} 409 410status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 411 status_t result = DrawGlInfo::kStatusDone; 412 size_t count = mFunctors.size(); 413 414 if (count > 0) { 415 interrupt(); 416 SortedVector<Functor*> functors(mFunctors); 417 mFunctors.clear(); 418 419 DrawGlInfo info; 420 info.clipLeft = 0; 421 info.clipTop = 0; 422 info.clipRight = 0; 423 info.clipBottom = 0; 424 info.isLayer = false; 425 info.width = 0; 426 info.height = 0; 427 memset(info.transform, 0, sizeof(float) * 16); 428 429 for (size_t i = 0; i < count; i++) { 430 Functor* f = functors.itemAt(i); 431 result |= (*f)(DrawGlInfo::kModeProcess, &info); 432 433 if (result & DrawGlInfo::kStatusDraw) { 434 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 435 dirty.unionWith(localDirty); 436 } 437 438 if (result & DrawGlInfo::kStatusInvoke) { 439 mFunctors.add(f); 440 } 441 } 442 resume(); 443 } 444 445 return result; 446} 447 448status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 449 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 450 451 interrupt(); 452 detachFunctor(functor); 453 454 mCaches.enableScissor(); 455 if (mDirtyClip) { 456 setScissorFromClip(); 457 setStencilFromClip(); 458 } 459 460 Rect clip(*mSnapshot->clipRect); 461 clip.snapToPixelBoundaries(); 462 463 // Since we don't know what the functor will draw, let's dirty 464 // tne entire clip region 465 if (hasLayer()) { 466 dirtyLayerUnchecked(clip, getRegion()); 467 } 468 469 DrawGlInfo info; 470 info.clipLeft = clip.left; 471 info.clipTop = clip.top; 472 info.clipRight = clip.right; 473 info.clipBottom = clip.bottom; 474 info.isLayer = hasLayer(); 475 info.width = getSnapshot()->viewport.getWidth(); 476 info.height = getSnapshot()->height; 477 getSnapshot()->transform->copyTo(&info.transform[0]); 478 479 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 480 481 if (result != DrawGlInfo::kStatusDone) { 482 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 483 dirty.unionWith(localDirty); 484 485 if (result & DrawGlInfo::kStatusInvoke) { 486 mFunctors.add(functor); 487 } 488 } 489 490 resume(); 491 return result | DrawGlInfo::kStatusDrew; 492} 493 494/////////////////////////////////////////////////////////////////////////////// 495// Debug 496/////////////////////////////////////////////////////////////////////////////// 497 498void OpenGLRenderer::eventMark(const char* name) const { 499 mCaches.eventMark(0, name); 500} 501 502void OpenGLRenderer::startMark(const char* name) const { 503 mCaches.startMark(0, name); 504} 505 506void OpenGLRenderer::endMark() const { 507 mCaches.endMark(); 508} 509 510void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 511 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 512 if (clear) { 513 mCaches.disableScissor(); 514 mCaches.stencil.clear(); 515 } 516 if (enable) { 517 mCaches.stencil.enableDebugWrite(); 518 } else { 519 mCaches.stencil.disable(); 520 } 521 } 522} 523 524void OpenGLRenderer::renderOverdraw() { 525 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 526 const Rect* clip = &mTilingClip; 527 528 mCaches.enableScissor(); 529 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 530 clip->right - clip->left, clip->bottom - clip->top); 531 532 mCaches.stencil.enableDebugTest(2); 533 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 534 mCaches.stencil.enableDebugTest(3); 535 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 536 mCaches.stencil.enableDebugTest(4); 537 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 538 mCaches.stencil.enableDebugTest(4, true); 539 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 540 mCaches.stencil.disable(); 541 } 542} 543 544void OpenGLRenderer::countOverdraw() { 545 size_t count = mWidth * mHeight; 546 uint32_t* buffer = new uint32_t[count]; 547 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 548 549 size_t total = 0; 550 for (size_t i = 0; i < count; i++) { 551 total += buffer[i] & 0xff; 552 } 553 554 mOverdraw = total / float(count); 555 556 delete[] buffer; 557} 558 559/////////////////////////////////////////////////////////////////////////////// 560// Layers 561/////////////////////////////////////////////////////////////////////////////// 562 563bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 564 if (layer->deferredUpdateScheduled && layer->renderer && 565 layer->displayList && layer->displayList->isRenderable()) { 566 ATRACE_CALL(); 567 568 Rect& dirty = layer->dirtyRect; 569 570 if (inFrame) { 571 endTiling(); 572 debugOverdraw(false, false); 573 } 574 575 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 576 layer->render(); 577 } else { 578 layer->defer(); 579 } 580 581 if (inFrame) { 582 resumeAfterLayer(); 583 startTiling(mSnapshot); 584 } 585 586 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 587 layer->hasDrawnSinceUpdate = false; 588 589 return true; 590 } 591 592 return false; 593} 594 595void OpenGLRenderer::updateLayers() { 596 // If draw deferring is enabled this method will simply defer 597 // the display list of each individual layer. The layers remain 598 // in the layer updates list which will be cleared by flushLayers(). 599 int count = mLayerUpdates.size(); 600 if (count > 0) { 601 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 602 startMark("Layer Updates"); 603 } else { 604 startMark("Defer Layer Updates"); 605 } 606 607 // Note: it is very important to update the layers in order 608 for (int i = 0; i < count; i++) { 609 Layer* layer = mLayerUpdates.itemAt(i); 610 updateLayer(layer, false); 611 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 612 mCaches.resourceCache.decrementRefcount(layer); 613 } 614 } 615 616 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 617 mLayerUpdates.clear(); 618 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 619 } 620 endMark(); 621 } 622} 623 624void OpenGLRenderer::flushLayers() { 625 int count = mLayerUpdates.size(); 626 if (count > 0) { 627 startMark("Apply Layer Updates"); 628 char layerName[12]; 629 630 // Note: it is very important to update the layers in order 631 for (int i = 0; i < count; i++) { 632 sprintf(layerName, "Layer #%d", i); 633 startMark(layerName); 634 635 ATRACE_BEGIN("flushLayer"); 636 Layer* layer = mLayerUpdates.itemAt(i); 637 layer->flush(); 638 ATRACE_END(); 639 640 mCaches.resourceCache.decrementRefcount(layer); 641 642 endMark(); 643 } 644 645 mLayerUpdates.clear(); 646 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 647 648 endMark(); 649 } 650} 651 652void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 653 if (layer) { 654 // Make sure we don't introduce duplicates. 655 // SortedVector would do this automatically but we need to respect 656 // the insertion order. The linear search is not an issue since 657 // this list is usually very short (typically one item, at most a few) 658 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 659 if (mLayerUpdates.itemAt(i) == layer) { 660 return; 661 } 662 } 663 mLayerUpdates.push_back(layer); 664 mCaches.resourceCache.incrementRefcount(layer); 665 } 666} 667 668void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 669 if (layer) { 670 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 671 if (mLayerUpdates.itemAt(i) == layer) { 672 mLayerUpdates.removeAt(i); 673 mCaches.resourceCache.decrementRefcount(layer); 674 break; 675 } 676 } 677 } 678} 679 680void OpenGLRenderer::clearLayerUpdates() { 681 size_t count = mLayerUpdates.size(); 682 if (count > 0) { 683 mCaches.resourceCache.lock(); 684 for (size_t i = 0; i < count; i++) { 685 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 686 } 687 mCaches.resourceCache.unlock(); 688 mLayerUpdates.clear(); 689 } 690} 691 692void OpenGLRenderer::flushLayerUpdates() { 693 syncState(); 694 updateLayers(); 695 flushLayers(); 696 // Wait for all the layer updates to be executed 697 AutoFence fence; 698} 699 700/////////////////////////////////////////////////////////////////////////////// 701// State management 702/////////////////////////////////////////////////////////////////////////////// 703 704int OpenGLRenderer::getSaveCount() const { 705 return mSaveCount; 706} 707 708int OpenGLRenderer::save(int flags) { 709 return saveSnapshot(flags); 710} 711 712void OpenGLRenderer::restore() { 713 if (mSaveCount > 1) { 714 restoreSnapshot(); 715 } 716} 717 718void OpenGLRenderer::restoreToCount(int saveCount) { 719 if (saveCount < 1) saveCount = 1; 720 721 while (mSaveCount > saveCount) { 722 restoreSnapshot(); 723 } 724} 725 726int OpenGLRenderer::saveSnapshot(int flags) { 727 mSnapshot = new Snapshot(mSnapshot, flags); 728 return mSaveCount++; 729} 730 731bool OpenGLRenderer::restoreSnapshot() { 732 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 733 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 734 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 735 736 sp<Snapshot> current = mSnapshot; 737 sp<Snapshot> previous = mSnapshot->previous; 738 739 if (restoreOrtho) { 740 Rect& r = previous->viewport; 741 glViewport(r.left, r.top, r.right, r.bottom); 742 mOrthoMatrix.load(current->orthoMatrix); 743 } 744 745 mSaveCount--; 746 mSnapshot = previous; 747 748 if (restoreClip) { 749 dirtyClip(); 750 } 751 752 if (restoreLayer) { 753 endMark(); // Savelayer 754 startMark("ComposeLayer"); 755 composeLayer(current, previous); 756 endMark(); 757 } 758 759 return restoreClip; 760} 761 762/////////////////////////////////////////////////////////////////////////////// 763// Layers 764/////////////////////////////////////////////////////////////////////////////// 765 766int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 767 int alpha, SkXfermode::Mode mode, int flags) { 768 const GLuint previousFbo = mSnapshot->fbo; 769 const int count = saveSnapshot(flags); 770 771 if (!mSnapshot->isIgnored()) { 772 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 773 } 774 775 return count; 776} 777 778void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 779 const Rect untransformedBounds(bounds); 780 781 currentTransform().mapRect(bounds); 782 783 // Layers only make sense if they are in the framebuffer's bounds 784 if (bounds.intersect(*mSnapshot->clipRect)) { 785 // We cannot work with sub-pixels in this case 786 bounds.snapToPixelBoundaries(); 787 788 // When the layer is not an FBO, we may use glCopyTexImage so we 789 // need to make sure the layer does not extend outside the bounds 790 // of the framebuffer 791 if (!bounds.intersect(mSnapshot->previous->viewport)) { 792 bounds.setEmpty(); 793 } else if (fboLayer) { 794 clip.set(bounds); 795 mat4 inverse; 796 inverse.loadInverse(currentTransform()); 797 inverse.mapRect(clip); 798 clip.snapToPixelBoundaries(); 799 if (clip.intersect(untransformedBounds)) { 800 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 801 bounds.set(untransformedBounds); 802 } else { 803 clip.setEmpty(); 804 } 805 } 806 } else { 807 bounds.setEmpty(); 808 } 809} 810 811void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 812 bool fboLayer, int alpha) { 813 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 814 bounds.getHeight() > mCaches.maxTextureSize || 815 (fboLayer && clip.isEmpty())) { 816 mSnapshot->empty = fboLayer; 817 } else { 818 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 819 } 820} 821 822int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 823 int alpha, SkXfermode::Mode mode, int flags) { 824 const GLuint previousFbo = mSnapshot->fbo; 825 const int count = saveSnapshot(flags); 826 827 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 828 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 829 // operations will be able to store and restore the current clip and transform info, and 830 // quick rejection will be correct (for display lists) 831 832 Rect bounds(left, top, right, bottom); 833 Rect clip; 834 calculateLayerBoundsAndClip(bounds, clip, true); 835 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 836 837 if (!mSnapshot->isIgnored()) { 838 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 839 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 840 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 841 } 842 } 843 844 return count; 845} 846 847 848/** 849 * Layers are viewed by Skia are slightly different than layers in image editing 850 * programs (for instance.) When a layer is created, previously created layers 851 * and the frame buffer still receive every drawing command. For instance, if a 852 * layer is created and a shape intersecting the bounds of the layers and the 853 * framebuffer is draw, the shape will be drawn on both (unless the layer was 854 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 855 * 856 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 857 * texture. Unfortunately, this is inefficient as it requires every primitive to 858 * be drawn n + 1 times, where n is the number of active layers. In practice this 859 * means, for every primitive: 860 * - Switch active frame buffer 861 * - Change viewport, clip and projection matrix 862 * - Issue the drawing 863 * 864 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 865 * To avoid this, layers are implemented in a different way here, at least in the 866 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 867 * is set. When this flag is set we can redirect all drawing operations into a 868 * single FBO. 869 * 870 * This implementation relies on the frame buffer being at least RGBA 8888. When 871 * a layer is created, only a texture is created, not an FBO. The content of the 872 * frame buffer contained within the layer's bounds is copied into this texture 873 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 874 * buffer and drawing continues as normal. This technique therefore treats the 875 * frame buffer as a scratch buffer for the layers. 876 * 877 * To compose the layers back onto the frame buffer, each layer texture 878 * (containing the original frame buffer data) is drawn as a simple quad over 879 * the frame buffer. The trick is that the quad is set as the composition 880 * destination in the blending equation, and the frame buffer becomes the source 881 * of the composition. 882 * 883 * Drawing layers with an alpha value requires an extra step before composition. 884 * An empty quad is drawn over the layer's region in the frame buffer. This quad 885 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 886 * quad is used to multiply the colors in the frame buffer. This is achieved by 887 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 888 * GL_ZERO, GL_SRC_ALPHA. 889 * 890 * Because glCopyTexImage2D() can be slow, an alternative implementation might 891 * be use to draw a single clipped layer. The implementation described above 892 * is correct in every case. 893 * 894 * (1) The frame buffer is actually not cleared right away. To allow the GPU 895 * to potentially optimize series of calls to glCopyTexImage2D, the frame 896 * buffer is left untouched until the first drawing operation. Only when 897 * something actually gets drawn are the layers regions cleared. 898 */ 899bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 900 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 901 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 902 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 903 904 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 905 906 // Window coordinates of the layer 907 Rect clip; 908 Rect bounds(left, top, right, bottom); 909 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 910 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 911 912 // Bail out if we won't draw in this snapshot 913 if (mSnapshot->isIgnored()) { 914 return false; 915 } 916 917 mCaches.activeTexture(0); 918 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 919 if (!layer) { 920 return false; 921 } 922 923 layer->setAlpha(alpha, mode); 924 layer->layer.set(bounds); 925 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 926 bounds.getWidth() / float(layer->getWidth()), 0.0f); 927 layer->setColorFilter(mDrawModifiers.mColorFilter); 928 layer->setBlend(true); 929 layer->setDirty(false); 930 931 // Save the layer in the snapshot 932 mSnapshot->flags |= Snapshot::kFlagIsLayer; 933 mSnapshot->layer = layer; 934 935 startMark("SaveLayer"); 936 if (fboLayer) { 937 return createFboLayer(layer, bounds, clip, previousFbo); 938 } else { 939 // Copy the framebuffer into the layer 940 layer->bindTexture(); 941 if (!bounds.isEmpty()) { 942 if (layer->isEmpty()) { 943 // Workaround for some GL drivers. When reading pixels lying outside 944 // of the window we should get undefined values for those pixels. 945 // Unfortunately some drivers will turn the entire target texture black 946 // when reading outside of the window. 947 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 948 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 949 layer->setEmpty(false); 950 } 951 952 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 953 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 954 955 // Enqueue the buffer coordinates to clear the corresponding region later 956 mLayers.push(new Rect(bounds)); 957 } 958 } 959 960 return true; 961} 962 963bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 964 layer->clipRect.set(clip); 965 layer->setFbo(mCaches.fboCache.get()); 966 967 mSnapshot->region = &mSnapshot->layer->region; 968 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 969 Snapshot::kFlagDirtyOrtho; 970 mSnapshot->fbo = layer->getFbo(); 971 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 972 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 973 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 974 mSnapshot->height = bounds.getHeight(); 975 mSnapshot->orthoMatrix.load(mOrthoMatrix); 976 977 endTiling(); 978 debugOverdraw(false, false); 979 // Bind texture to FBO 980 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 981 layer->bindTexture(); 982 983 // Initialize the texture if needed 984 if (layer->isEmpty()) { 985 layer->allocateTexture(); 986 layer->setEmpty(false); 987 } 988 989 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 990 layer->getTexture(), 0); 991 992 startTiling(mSnapshot, true); 993 994 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 995 mCaches.enableScissor(); 996 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 997 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 998 glClear(GL_COLOR_BUFFER_BIT); 999 1000 dirtyClip(); 1001 1002 // Change the ortho projection 1003 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1004 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1005 1006 return true; 1007} 1008 1009/** 1010 * Read the documentation of createLayer() before doing anything in this method. 1011 */ 1012void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1013 if (!current->layer) { 1014 ALOGE("Attempting to compose a layer that does not exist"); 1015 return; 1016 } 1017 1018 Layer* layer = current->layer; 1019 const Rect& rect = layer->layer; 1020 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1021 1022 bool clipRequired = false; 1023 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1024 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1025 1026 if (fboLayer) { 1027 endTiling(); 1028 1029 // Detach the texture from the FBO 1030 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1031 1032 layer->removeFbo(false); 1033 1034 // Unbind current FBO and restore previous one 1035 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1036 debugOverdraw(true, false); 1037 1038 startTiling(previous); 1039 } 1040 1041 if (!fboLayer && layer->getAlpha() < 255) { 1042 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1043 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1044 // Required below, composeLayerRect() will divide by 255 1045 layer->setAlpha(255); 1046 } 1047 1048 mCaches.unbindMeshBuffer(); 1049 1050 mCaches.activeTexture(0); 1051 1052 // When the layer is stored in an FBO, we can save a bit of fillrate by 1053 // drawing only the dirty region 1054 if (fboLayer) { 1055 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1056 if (layer->getColorFilter()) { 1057 setupColorFilter(layer->getColorFilter()); 1058 } 1059 composeLayerRegion(layer, rect); 1060 if (layer->getColorFilter()) { 1061 resetColorFilter(); 1062 } 1063 } else if (!rect.isEmpty()) { 1064 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1065 composeLayerRect(layer, rect, true); 1066 } 1067 1068 dirtyClip(); 1069 1070 // Failing to add the layer to the cache should happen only if the layer is too large 1071 if (!mCaches.layerCache.put(layer)) { 1072 LAYER_LOGD("Deleting layer"); 1073 Caches::getInstance().resourceCache.decrementRefcount(layer); 1074 } 1075} 1076 1077void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1078 float alpha = getLayerAlpha(layer); 1079 1080 setupDraw(); 1081 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1082 setupDrawWithTexture(); 1083 } else { 1084 setupDrawWithExternalTexture(); 1085 } 1086 setupDrawTextureTransform(); 1087 setupDrawColor(alpha, alpha, alpha, alpha); 1088 setupDrawColorFilter(); 1089 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1090 setupDrawProgram(); 1091 setupDrawPureColorUniforms(); 1092 setupDrawColorFilterUniforms(); 1093 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1094 setupDrawTexture(layer->getTexture()); 1095 } else { 1096 setupDrawExternalTexture(layer->getTexture()); 1097 } 1098 if (currentTransform().isPureTranslate() && 1099 layer->getWidth() == (uint32_t) rect.getWidth() && 1100 layer->getHeight() == (uint32_t) rect.getHeight()) { 1101 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1102 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1103 1104 layer->setFilter(GL_NEAREST); 1105 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1106 } else { 1107 layer->setFilter(GL_LINEAR); 1108 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1109 } 1110 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1111 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1112 1113 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1114 1115 finishDrawTexture(); 1116} 1117 1118void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1119 if (!layer->isTextureLayer()) { 1120 const Rect& texCoords = layer->texCoords; 1121 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1122 texCoords.right, texCoords.bottom); 1123 1124 float x = rect.left; 1125 float y = rect.top; 1126 bool simpleTransform = currentTransform().isPureTranslate() && 1127 layer->getWidth() == (uint32_t) rect.getWidth() && 1128 layer->getHeight() == (uint32_t) rect.getHeight(); 1129 1130 if (simpleTransform) { 1131 // When we're swapping, the layer is already in screen coordinates 1132 if (!swap) { 1133 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1134 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1135 } 1136 1137 layer->setFilter(GL_NEAREST, true); 1138 } else { 1139 layer->setFilter(GL_LINEAR, true); 1140 } 1141 1142 float alpha = getLayerAlpha(layer); 1143 bool blend = layer->isBlend() || alpha < 1.0f; 1144 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1145 layer->getTexture(), alpha, layer->getMode(), blend, 1146 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1147 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1148 1149 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1150 } else { 1151 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1152 drawTextureLayer(layer, rect); 1153 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1154 } 1155} 1156 1157/** 1158 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1159 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1160 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1161 * by saveLayer's restore 1162 */ 1163#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1164 DRAW_COMMAND; \ 1165 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1166 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1167 DRAW_COMMAND; \ 1168 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1169 } \ 1170 } 1171 1172#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1173 1174void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1175 if (layer->region.isRect()) { 1176 layer->setRegionAsRect(); 1177 1178 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1179 1180 layer->region.clear(); 1181 return; 1182 } 1183 1184 if (CC_LIKELY(!layer->region.isEmpty())) { 1185 size_t count; 1186 const android::Rect* rects; 1187 Region safeRegion; 1188 if (CC_LIKELY(hasRectToRectTransform())) { 1189 rects = layer->region.getArray(&count); 1190 } else { 1191 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1192 rects = safeRegion.getArray(&count); 1193 } 1194 1195 const float alpha = getLayerAlpha(layer); 1196 const float texX = 1.0f / float(layer->getWidth()); 1197 const float texY = 1.0f / float(layer->getHeight()); 1198 const float height = rect.getHeight(); 1199 1200 setupDraw(); 1201 1202 // We must get (and therefore bind) the region mesh buffer 1203 // after we setup drawing in case we need to mess with the 1204 // stencil buffer in setupDraw() 1205 TextureVertex* mesh = mCaches.getRegionMesh(); 1206 uint32_t numQuads = 0; 1207 1208 setupDrawWithTexture(); 1209 setupDrawColor(alpha, alpha, alpha, alpha); 1210 setupDrawColorFilter(); 1211 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1212 setupDrawProgram(); 1213 setupDrawDirtyRegionsDisabled(); 1214 setupDrawPureColorUniforms(); 1215 setupDrawColorFilterUniforms(); 1216 setupDrawTexture(layer->getTexture()); 1217 if (currentTransform().isPureTranslate()) { 1218 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1219 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1220 1221 layer->setFilter(GL_NEAREST); 1222 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1223 } else { 1224 layer->setFilter(GL_LINEAR); 1225 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1226 } 1227 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1228 1229 for (size_t i = 0; i < count; i++) { 1230 const android::Rect* r = &rects[i]; 1231 1232 const float u1 = r->left * texX; 1233 const float v1 = (height - r->top) * texY; 1234 const float u2 = r->right * texX; 1235 const float v2 = (height - r->bottom) * texY; 1236 1237 // TODO: Reject quads outside of the clip 1238 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1239 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1240 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1241 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1242 1243 numQuads++; 1244 1245 if (numQuads >= gMaxNumberOfQuads) { 1246 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1247 GL_UNSIGNED_SHORT, NULL)); 1248 numQuads = 0; 1249 mesh = mCaches.getRegionMesh(); 1250 } 1251 } 1252 1253 if (numQuads > 0) { 1254 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1255 GL_UNSIGNED_SHORT, NULL)); 1256 } 1257 1258 finishDrawTexture(); 1259 1260#if DEBUG_LAYERS_AS_REGIONS 1261 drawRegionRects(layer->region); 1262#endif 1263 1264 layer->region.clear(); 1265 } 1266} 1267 1268void OpenGLRenderer::drawRegionRects(const Region& region) { 1269#if DEBUG_LAYERS_AS_REGIONS 1270 size_t count; 1271 const android::Rect* rects = region.getArray(&count); 1272 1273 uint32_t colors[] = { 1274 0x7fff0000, 0x7f00ff00, 1275 0x7f0000ff, 0x7fff00ff, 1276 }; 1277 1278 int offset = 0; 1279 int32_t top = rects[0].top; 1280 1281 for (size_t i = 0; i < count; i++) { 1282 if (top != rects[i].top) { 1283 offset ^= 0x2; 1284 top = rects[i].top; 1285 } 1286 1287 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1288 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1289 SkXfermode::kSrcOver_Mode); 1290 } 1291#endif 1292} 1293 1294void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1295 SkXfermode::Mode mode, bool dirty) { 1296 Vector<float> rects; 1297 1298 SkRegion::Iterator it(region); 1299 while (!it.done()) { 1300 const SkIRect& r = it.rect(); 1301 rects.push(r.fLeft); 1302 rects.push(r.fTop); 1303 rects.push(r.fRight); 1304 rects.push(r.fBottom); 1305 it.next(); 1306 } 1307 1308 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1309} 1310 1311void OpenGLRenderer::dirtyLayer(const float left, const float top, 1312 const float right, const float bottom, const mat4 transform) { 1313 if (hasLayer()) { 1314 Rect bounds(left, top, right, bottom); 1315 transform.mapRect(bounds); 1316 dirtyLayerUnchecked(bounds, getRegion()); 1317 } 1318} 1319 1320void OpenGLRenderer::dirtyLayer(const float left, const float top, 1321 const float right, const float bottom) { 1322 if (hasLayer()) { 1323 Rect bounds(left, top, right, bottom); 1324 dirtyLayerUnchecked(bounds, getRegion()); 1325 } 1326} 1327 1328void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1329 if (bounds.intersect(*mSnapshot->clipRect)) { 1330 bounds.snapToPixelBoundaries(); 1331 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1332 if (!dirty.isEmpty()) { 1333 region->orSelf(dirty); 1334 } 1335 } 1336} 1337 1338void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { 1339 GLsizei elementsCount = quadsCount * 6; 1340 while (elementsCount > 0) { 1341 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1342 1343 setupDrawIndexedVertices(&mesh[0].position[0]); 1344 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1345 1346 elementsCount -= drawCount; 1347 // Though there are 4 vertices in a quad, we use 6 indices per 1348 // quad to draw with GL_TRIANGLES 1349 mesh += (drawCount / 6) * 4; 1350 } 1351} 1352 1353void OpenGLRenderer::clearLayerRegions() { 1354 const size_t count = mLayers.size(); 1355 if (count == 0) return; 1356 1357 if (!mSnapshot->isIgnored()) { 1358 // Doing several glScissor/glClear here can negatively impact 1359 // GPUs with a tiler architecture, instead we draw quads with 1360 // the Clear blending mode 1361 1362 // The list contains bounds that have already been clipped 1363 // against their initial clip rect, and the current clip 1364 // is likely different so we need to disable clipping here 1365 bool scissorChanged = mCaches.disableScissor(); 1366 1367 Vertex mesh[count * 4]; 1368 Vertex* vertex = mesh; 1369 1370 for (uint32_t i = 0; i < count; i++) { 1371 Rect* bounds = mLayers.itemAt(i); 1372 1373 Vertex::set(vertex++, bounds->left, bounds->top); 1374 Vertex::set(vertex++, bounds->right, bounds->top); 1375 Vertex::set(vertex++, bounds->left, bounds->bottom); 1376 Vertex::set(vertex++, bounds->right, bounds->bottom); 1377 1378 delete bounds; 1379 } 1380 // We must clear the list of dirty rects before we 1381 // call setupDraw() to prevent stencil setup to do 1382 // the same thing again 1383 mLayers.clear(); 1384 1385 setupDraw(false); 1386 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1387 setupDrawBlending(true, SkXfermode::kClear_Mode); 1388 setupDrawProgram(); 1389 setupDrawPureColorUniforms(); 1390 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1391 1392 drawIndexedQuads(&mesh[0], count); 1393 1394 if (scissorChanged) mCaches.enableScissor(); 1395 } else { 1396 for (uint32_t i = 0; i < count; i++) { 1397 delete mLayers.itemAt(i); 1398 } 1399 mLayers.clear(); 1400 } 1401} 1402 1403/////////////////////////////////////////////////////////////////////////////// 1404// State Deferral 1405/////////////////////////////////////////////////////////////////////////////// 1406 1407bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1408 const Rect& currentClip = *(mSnapshot->clipRect); 1409 const mat4& currentMatrix = *(mSnapshot->transform); 1410 1411 if (stateDeferFlags & kStateDeferFlag_Draw) { 1412 // state has bounds initialized in local coordinates 1413 if (!state.mBounds.isEmpty()) { 1414 currentMatrix.mapRect(state.mBounds); 1415 Rect clippedBounds(state.mBounds); 1416 if(!clippedBounds.intersect(currentClip)) { 1417 // quick rejected 1418 return true; 1419 } 1420 1421 state.mClipSideFlags = kClipSide_None; 1422 if (!currentClip.contains(state.mBounds)) { 1423 int& flags = state.mClipSideFlags; 1424 // op partially clipped, so record which sides are clipped for clip-aware merging 1425 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1426 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1427 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1428 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1429 } 1430 state.mBounds.set(clippedBounds); 1431 } else { 1432 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1433 // overdraw avoidance (since we don't know what it overlaps) 1434 state.mClipSideFlags = kClipSide_ConservativeFull; 1435 state.mBounds.set(currentClip); 1436 } 1437 } 1438 1439 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1440 if (state.mClipValid) { 1441 state.mClip.set(currentClip); 1442 } 1443 1444 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1445 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1446 state.mMatrix.load(currentMatrix); 1447 state.mDrawModifiers = mDrawModifiers; 1448 state.mAlpha = mSnapshot->alpha; 1449 return false; 1450} 1451 1452void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1453 currentTransform().load(state.mMatrix); 1454 mDrawModifiers = state.mDrawModifiers; 1455 mSnapshot->alpha = state.mAlpha; 1456 1457 if (state.mClipValid && !skipClipRestore) { 1458 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1459 state.mClip.right, state.mClip.bottom); 1460 dirtyClip(); 1461 } 1462} 1463 1464/** 1465 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1466 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1467 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1468 * 1469 * This method should be called when restoreDisplayState() won't be restoring the clip 1470 */ 1471void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1472 if (clipRect != NULL) { 1473 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1474 } else { 1475 mSnapshot->setClip(0, 0, mWidth, mHeight); 1476 } 1477 dirtyClip(); 1478 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1479} 1480 1481/////////////////////////////////////////////////////////////////////////////// 1482// Transforms 1483/////////////////////////////////////////////////////////////////////////////// 1484 1485void OpenGLRenderer::translate(float dx, float dy) { 1486 currentTransform().translate(dx, dy); 1487} 1488 1489void OpenGLRenderer::rotate(float degrees) { 1490 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1491} 1492 1493void OpenGLRenderer::scale(float sx, float sy) { 1494 currentTransform().scale(sx, sy, 1.0f); 1495} 1496 1497void OpenGLRenderer::skew(float sx, float sy) { 1498 currentTransform().skew(sx, sy); 1499} 1500 1501void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1502 if (matrix) { 1503 currentTransform().load(*matrix); 1504 } else { 1505 currentTransform().loadIdentity(); 1506 } 1507} 1508 1509bool OpenGLRenderer::hasRectToRectTransform() { 1510 return CC_LIKELY(currentTransform().rectToRect()); 1511} 1512 1513void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1514 currentTransform().copyTo(*matrix); 1515} 1516 1517void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1518 SkMatrix transform; 1519 currentTransform().copyTo(transform); 1520 transform.preConcat(*matrix); 1521 currentTransform().load(transform); 1522} 1523 1524/////////////////////////////////////////////////////////////////////////////// 1525// Clipping 1526/////////////////////////////////////////////////////////////////////////////// 1527 1528void OpenGLRenderer::setScissorFromClip() { 1529 Rect clip(*mSnapshot->clipRect); 1530 clip.snapToPixelBoundaries(); 1531 1532 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1533 clip.getWidth(), clip.getHeight())) { 1534 mDirtyClip = false; 1535 } 1536} 1537 1538void OpenGLRenderer::ensureStencilBuffer() { 1539 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1540 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1541 // just hope we have one when hasLayer() returns false. 1542 if (hasLayer()) { 1543 attachStencilBufferToLayer(mSnapshot->layer); 1544 } 1545} 1546 1547void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1548 // The layer's FBO is already bound when we reach this stage 1549 if (!layer->getStencilRenderBuffer()) { 1550 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1551 // is attached after we initiated tiling. We must turn it off, 1552 // attach the new render buffer then turn tiling back on 1553 endTiling(); 1554 1555 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1556 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1557 layer->setStencilRenderBuffer(buffer); 1558 1559 startTiling(layer->clipRect, layer->layer.getHeight()); 1560 } 1561} 1562 1563void OpenGLRenderer::setStencilFromClip() { 1564 if (!mCaches.debugOverdraw) { 1565 if (!mSnapshot->clipRegion->isEmpty()) { 1566 // NOTE: The order here is important, we must set dirtyClip to false 1567 // before any draw call to avoid calling back into this method 1568 mDirtyClip = false; 1569 1570 ensureStencilBuffer(); 1571 1572 mCaches.stencil.enableWrite(); 1573 1574 // Clear the stencil but first make sure we restrict drawing 1575 // to the region's bounds 1576 bool resetScissor = mCaches.enableScissor(); 1577 if (resetScissor) { 1578 // The scissor was not set so we now need to update it 1579 setScissorFromClip(); 1580 } 1581 mCaches.stencil.clear(); 1582 if (resetScissor) mCaches.disableScissor(); 1583 1584 // NOTE: We could use the region contour path to generate a smaller mesh 1585 // Since we are using the stencil we could use the red book path 1586 // drawing technique. It might increase bandwidth usage though. 1587 1588 // The last parameter is important: we are not drawing in the color buffer 1589 // so we don't want to dirty the current layer, if any 1590 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1591 1592 mCaches.stencil.enableTest(); 1593 1594 // Draw the region used to generate the stencil if the appropriate debug 1595 // mode is enabled 1596 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1597 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1598 } 1599 } else { 1600 mCaches.stencil.disable(); 1601 } 1602 } 1603} 1604 1605const Rect& OpenGLRenderer::getClipBounds() { 1606 return mSnapshot->getLocalClip(); 1607} 1608 1609bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1610 bool* clipRequired) { 1611 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1612 return true; 1613 } 1614 1615 Rect r(left, top, right, bottom); 1616 currentTransform().mapRect(r); 1617 r.snapToPixelBoundaries(); 1618 1619 Rect clipRect(*mSnapshot->clipRect); 1620 clipRect.snapToPixelBoundaries(); 1621 1622 if (!clipRect.intersects(r)) return true; 1623 1624 if (clipRequired) *clipRequired = !clipRect.contains(r); 1625 return false; 1626} 1627 1628bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1629 SkPaint* paint) { 1630 if (paint->getStyle() != SkPaint::kFill_Style) { 1631 float outset = paint->getStrokeWidth() * 0.5f; 1632 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1633 } else { 1634 return quickReject(left, top, right, bottom); 1635 } 1636} 1637 1638bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1639 bool clipRequired = false; 1640 if (quickRejectNoScissor(left, top, right, bottom, &clipRequired)) { 1641 return true; 1642 } 1643 1644 if (!isDeferred()) { 1645 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1646 } 1647 return false; 1648} 1649 1650void OpenGLRenderer::debugClip() { 1651#if DEBUG_CLIP_REGIONS 1652 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1653 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1654 } 1655#endif 1656} 1657 1658bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1659 if (CC_LIKELY(currentTransform().rectToRect())) { 1660 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1661 if (clipped) { 1662 dirtyClip(); 1663 } 1664 return !mSnapshot->clipRect->isEmpty(); 1665 } 1666 1667 SkPath path; 1668 path.addRect(left, top, right, bottom); 1669 1670 return clipPath(&path, op); 1671} 1672 1673bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1674 SkMatrix transform; 1675 currentTransform().copyTo(transform); 1676 1677 SkPath transformed; 1678 path->transform(transform, &transformed); 1679 1680 SkRegion clip; 1681 if (!mSnapshot->clipRegion->isEmpty()) { 1682 clip.setRegion(*mSnapshot->clipRegion); 1683 } else { 1684 Rect* bounds = mSnapshot->clipRect; 1685 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1686 } 1687 1688 SkRegion region; 1689 region.setPath(transformed, clip); 1690 1691 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1692 if (clipped) { 1693 dirtyClip(); 1694 } 1695 return !mSnapshot->clipRect->isEmpty(); 1696} 1697 1698bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1699 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1700 if (clipped) { 1701 dirtyClip(); 1702 } 1703 return !mSnapshot->clipRect->isEmpty(); 1704} 1705 1706Rect* OpenGLRenderer::getClipRect() { 1707 return mSnapshot->clipRect; 1708} 1709 1710/////////////////////////////////////////////////////////////////////////////// 1711// Drawing commands 1712/////////////////////////////////////////////////////////////////////////////// 1713 1714void OpenGLRenderer::setupDraw(bool clear) { 1715 // TODO: It would be best if we could do this before quickReject() 1716 // changes the scissor test state 1717 if (clear) clearLayerRegions(); 1718 // Make sure setScissor & setStencil happen at the beginning of 1719 // this method 1720 if (mDirtyClip) { 1721 if (mCaches.scissorEnabled) { 1722 setScissorFromClip(); 1723 } 1724 setStencilFromClip(); 1725 } 1726 1727 mDescription.reset(); 1728 1729 mSetShaderColor = false; 1730 mColorSet = false; 1731 mColorA = mColorR = mColorG = mColorB = 0.0f; 1732 mTextureUnit = 0; 1733 mTrackDirtyRegions = true; 1734 1735 // Enable debug highlight when what we're about to draw is tested against 1736 // the stencil buffer and if stencil highlight debugging is on 1737 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1738 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1739 mCaches.stencil.isTestEnabled(); 1740 1741 mDescription.emulateStencil = mCountOverdraw; 1742} 1743 1744void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1745 mDescription.hasTexture = true; 1746 mDescription.hasAlpha8Texture = isAlpha8; 1747} 1748 1749void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1750 mDescription.hasTexture = true; 1751 mDescription.hasColors = true; 1752 mDescription.hasAlpha8Texture = isAlpha8; 1753} 1754 1755void OpenGLRenderer::setupDrawWithExternalTexture() { 1756 mDescription.hasExternalTexture = true; 1757} 1758 1759void OpenGLRenderer::setupDrawNoTexture() { 1760 mCaches.disableTexCoordsVertexArray(); 1761} 1762 1763void OpenGLRenderer::setupDrawAA() { 1764 mDescription.isAA = true; 1765} 1766 1767void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1768 mColorA = alpha / 255.0f; 1769 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1770 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1771 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1772 mColorSet = true; 1773 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1774} 1775 1776void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1777 mColorA = alpha / 255.0f; 1778 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1779 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1780 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1781 mColorSet = true; 1782 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1783} 1784 1785void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1786 mCaches.fontRenderer->describe(mDescription, paint); 1787} 1788 1789void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1790 mColorA = a; 1791 mColorR = r; 1792 mColorG = g; 1793 mColorB = b; 1794 mColorSet = true; 1795 mSetShaderColor = mDescription.setColor(r, g, b, a); 1796} 1797 1798void OpenGLRenderer::setupDrawShader() { 1799 if (mDrawModifiers.mShader) { 1800 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1801 } 1802} 1803 1804void OpenGLRenderer::setupDrawColorFilter() { 1805 if (mDrawModifiers.mColorFilter) { 1806 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1807 } 1808} 1809 1810void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1811 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1812 mColorA = 1.0f; 1813 mColorR = mColorG = mColorB = 0.0f; 1814 mSetShaderColor = mDescription.modulate = true; 1815 } 1816} 1817 1818void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1819 // When the blending mode is kClear_Mode, we need to use a modulate color 1820 // argb=1,0,0,0 1821 accountForClear(mode); 1822 bool blend = (mColorSet && mColorA < 1.0f) || 1823 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1824 chooseBlending(blend, mode, mDescription, swapSrcDst); 1825} 1826 1827void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1828 // When the blending mode is kClear_Mode, we need to use a modulate color 1829 // argb=1,0,0,0 1830 accountForClear(mode); 1831 blend |= (mColorSet && mColorA < 1.0f) || 1832 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1833 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1834 chooseBlending(blend, mode, mDescription, swapSrcDst); 1835} 1836 1837void OpenGLRenderer::setupDrawProgram() { 1838 useProgram(mCaches.programCache.get(mDescription)); 1839} 1840 1841void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1842 mTrackDirtyRegions = false; 1843} 1844 1845void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1846 bool ignoreTransform) { 1847 mModelView.loadTranslate(left, top, 0.0f); 1848 if (!ignoreTransform) { 1849 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1850 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1851 } else { 1852 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1853 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1854 } 1855} 1856 1857void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1858 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1859} 1860 1861void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1862 bool ignoreTransform, bool ignoreModelView) { 1863 if (!ignoreModelView) { 1864 mModelView.loadTranslate(left, top, 0.0f); 1865 mModelView.scale(right - left, bottom - top, 1.0f); 1866 } else { 1867 mModelView.loadIdentity(); 1868 } 1869 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1870 if (!ignoreTransform) { 1871 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1872 if (mTrackDirtyRegions && dirty) { 1873 dirtyLayer(left, top, right, bottom, currentTransform()); 1874 } 1875 } else { 1876 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1877 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1878 } 1879} 1880 1881void OpenGLRenderer::setupDrawColorUniforms() { 1882 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1883 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1884 } 1885} 1886 1887void OpenGLRenderer::setupDrawPureColorUniforms() { 1888 if (mSetShaderColor) { 1889 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1890 } 1891} 1892 1893void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1894 if (mDrawModifiers.mShader) { 1895 if (ignoreTransform) { 1896 mModelView.loadInverse(currentTransform()); 1897 } 1898 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1899 mModelView, *mSnapshot, &mTextureUnit); 1900 } 1901} 1902 1903void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1904 if (mDrawModifiers.mShader) { 1905 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1906 mat4::identity(), *mSnapshot, &mTextureUnit); 1907 } 1908} 1909 1910void OpenGLRenderer::setupDrawColorFilterUniforms() { 1911 if (mDrawModifiers.mColorFilter) { 1912 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1913 } 1914} 1915 1916void OpenGLRenderer::setupDrawTextGammaUniforms() { 1917 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1918} 1919 1920void OpenGLRenderer::setupDrawSimpleMesh() { 1921 bool force = mCaches.bindMeshBuffer(); 1922 mCaches.bindPositionVertexPointer(force, 0); 1923 mCaches.unbindIndicesBuffer(); 1924} 1925 1926void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1927 if (texture) bindTexture(texture); 1928 mTextureUnit++; 1929 mCaches.enableTexCoordsVertexArray(); 1930} 1931 1932void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1933 bindExternalTexture(texture); 1934 mTextureUnit++; 1935 mCaches.enableTexCoordsVertexArray(); 1936} 1937 1938void OpenGLRenderer::setupDrawTextureTransform() { 1939 mDescription.hasTextureTransform = true; 1940} 1941 1942void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1943 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1944 GL_FALSE, &transform.data[0]); 1945} 1946 1947void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1948 bool force = false; 1949 if (!vertices || vbo) { 1950 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1951 } else { 1952 force = mCaches.unbindMeshBuffer(); 1953 } 1954 1955 mCaches.bindPositionVertexPointer(force, vertices); 1956 if (mCaches.currentProgram->texCoords >= 0) { 1957 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1958 } 1959 1960 mCaches.unbindIndicesBuffer(); 1961} 1962 1963void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1964 bool force = mCaches.unbindMeshBuffer(); 1965 GLsizei stride = sizeof(ColorTextureVertex); 1966 1967 mCaches.bindPositionVertexPointer(force, vertices, stride); 1968 if (mCaches.currentProgram->texCoords >= 0) { 1969 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1970 } 1971 int slot = mCaches.currentProgram->getAttrib("colors"); 1972 if (slot >= 0) { 1973 glEnableVertexAttribArray(slot); 1974 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1975 } 1976 1977 mCaches.unbindIndicesBuffer(); 1978} 1979 1980void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1981 bool force = false; 1982 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1983 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1984 // use the default VBO found in Caches 1985 if (!vertices || vbo) { 1986 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1987 } else { 1988 force = mCaches.unbindMeshBuffer(); 1989 } 1990 mCaches.bindIndicesBuffer(); 1991 1992 mCaches.bindPositionVertexPointer(force, vertices); 1993 if (mCaches.currentProgram->texCoords >= 0) { 1994 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1995 } 1996} 1997 1998void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1999 bool force = mCaches.unbindMeshBuffer(); 2000 mCaches.bindIndicesBuffer(); 2001 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2002} 2003 2004void OpenGLRenderer::finishDrawTexture() { 2005} 2006 2007/////////////////////////////////////////////////////////////////////////////// 2008// Drawing 2009/////////////////////////////////////////////////////////////////////////////// 2010 2011status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2012 int32_t replayFlags) { 2013 status_t status; 2014 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2015 // will be performed by the display list itself 2016 if (displayList && displayList->isRenderable()) { 2017 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2018 status = startFrame(); 2019 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2020 displayList->replay(replayStruct, 0); 2021 return status | replayStruct.mDrawGlStatus; 2022 } 2023 2024 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2025 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2026 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2027 displayList->defer(deferStruct, 0); 2028 2029 flushLayers(); 2030 status = startFrame(); 2031 2032 return status | deferredList.flush(*this, dirty); 2033 } 2034 2035 return DrawGlInfo::kStatusDone; 2036} 2037 2038void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2039 if (displayList) { 2040 displayList->output(1); 2041 } 2042} 2043 2044void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2045 int alpha; 2046 SkXfermode::Mode mode; 2047 getAlphaAndMode(paint, &alpha, &mode); 2048 2049 int color = paint != NULL ? paint->getColor() : 0; 2050 2051 float x = left; 2052 float y = top; 2053 2054 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2055 2056 bool ignoreTransform = false; 2057 if (currentTransform().isPureTranslate()) { 2058 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2059 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2060 ignoreTransform = true; 2061 2062 texture->setFilter(GL_NEAREST, true); 2063 } else { 2064 texture->setFilter(FILTER(paint), true); 2065 } 2066 2067 // No need to check for a UV mapper on the texture object, only ARGB_8888 2068 // bitmaps get packed in the atlas 2069 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2070 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2071 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2072} 2073 2074/** 2075 * Important note: this method is intended to draw batches of bitmaps and 2076 * will not set the scissor enable or dirty the current layer, if any. 2077 * The caller is responsible for properly dirtying the current layer. 2078 */ 2079status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2080 TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) { 2081 mCaches.activeTexture(0); 2082 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2083 if (!texture) return DrawGlInfo::kStatusDone; 2084 2085 const AutoTexture autoCleanup(texture); 2086 2087 int alpha; 2088 SkXfermode::Mode mode; 2089 getAlphaAndMode(paint, &alpha, &mode); 2090 2091 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2092 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2093 2094 const float x = (int) floorf(bounds.left + 0.5f); 2095 const float y = (int) floorf(bounds.top + 0.5f); 2096 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2097 int color = paint != NULL ? paint->getColor() : 0; 2098 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2099 texture->id, paint != NULL, color, alpha, mode, 2100 &vertices[0].position[0], &vertices[0].texture[0], 2101 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2102 } else { 2103 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2104 texture->id, alpha / 255.0f, mode, texture->blend, 2105 &vertices[0].position[0], &vertices[0].texture[0], 2106 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2107 } 2108 2109 return DrawGlInfo::kStatusDrew; 2110} 2111 2112status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2113 const float right = left + bitmap->width(); 2114 const float bottom = top + bitmap->height(); 2115 2116 if (quickReject(left, top, right, bottom)) { 2117 return DrawGlInfo::kStatusDone; 2118 } 2119 2120 mCaches.activeTexture(0); 2121 Texture* texture = getTexture(bitmap); 2122 if (!texture) return DrawGlInfo::kStatusDone; 2123 const AutoTexture autoCleanup(texture); 2124 2125 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2126 drawAlphaBitmap(texture, left, top, paint); 2127 } else { 2128 drawTextureRect(left, top, right, bottom, texture, paint); 2129 } 2130 2131 return DrawGlInfo::kStatusDrew; 2132} 2133 2134status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2135 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2136 const mat4 transform(*matrix); 2137 transform.mapRect(r); 2138 2139 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2140 return DrawGlInfo::kStatusDone; 2141 } 2142 2143 mCaches.activeTexture(0); 2144 Texture* texture = getTexture(bitmap); 2145 if (!texture) return DrawGlInfo::kStatusDone; 2146 const AutoTexture autoCleanup(texture); 2147 2148 // This could be done in a cheaper way, all we need is pass the matrix 2149 // to the vertex shader. The save/restore is a bit overkill. 2150 save(SkCanvas::kMatrix_SaveFlag); 2151 concatMatrix(matrix); 2152 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2153 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2154 } else { 2155 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2156 } 2157 restore(); 2158 2159 return DrawGlInfo::kStatusDrew; 2160} 2161 2162status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2163 const float right = left + bitmap->width(); 2164 const float bottom = top + bitmap->height(); 2165 2166 if (quickReject(left, top, right, bottom)) { 2167 return DrawGlInfo::kStatusDone; 2168 } 2169 2170 mCaches.activeTexture(0); 2171 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2172 const AutoTexture autoCleanup(texture); 2173 2174 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2175 drawAlphaBitmap(texture, left, top, paint); 2176 } else { 2177 drawTextureRect(left, top, right, bottom, texture, paint); 2178 } 2179 2180 return DrawGlInfo::kStatusDrew; 2181} 2182 2183status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2184 float* vertices, int* colors, SkPaint* paint) { 2185 if (!vertices || mSnapshot->isIgnored()) { 2186 return DrawGlInfo::kStatusDone; 2187 } 2188 2189 // TODO: use quickReject on bounds from vertices 2190 mCaches.enableScissor(); 2191 2192 float left = FLT_MAX; 2193 float top = FLT_MAX; 2194 float right = FLT_MIN; 2195 float bottom = FLT_MIN; 2196 2197 const uint32_t count = meshWidth * meshHeight * 6; 2198 2199 ColorTextureVertex mesh[count]; 2200 ColorTextureVertex* vertex = mesh; 2201 2202 bool cleanupColors = false; 2203 if (!colors) { 2204 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2205 colors = new int[colorsCount]; 2206 memset(colors, 0xff, colorsCount * sizeof(int)); 2207 cleanupColors = true; 2208 } 2209 2210 mCaches.activeTexture(0); 2211 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2212 const UvMapper& mapper(getMapper(texture)); 2213 2214 for (int32_t y = 0; y < meshHeight; y++) { 2215 for (int32_t x = 0; x < meshWidth; x++) { 2216 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2217 2218 float u1 = float(x) / meshWidth; 2219 float u2 = float(x + 1) / meshWidth; 2220 float v1 = float(y) / meshHeight; 2221 float v2 = float(y + 1) / meshHeight; 2222 2223 mapper.map(u1, v1, u2, v2); 2224 2225 int ax = i + (meshWidth + 1) * 2; 2226 int ay = ax + 1; 2227 int bx = i; 2228 int by = bx + 1; 2229 int cx = i + 2; 2230 int cy = cx + 1; 2231 int dx = i + (meshWidth + 1) * 2 + 2; 2232 int dy = dx + 1; 2233 2234 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2235 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2236 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2237 2238 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2239 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2240 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2241 2242 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2243 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2244 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2245 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2246 } 2247 } 2248 2249 if (quickReject(left, top, right, bottom)) { 2250 if (cleanupColors) delete[] colors; 2251 return DrawGlInfo::kStatusDone; 2252 } 2253 2254 if (!texture) { 2255 texture = mCaches.textureCache.get(bitmap); 2256 if (!texture) { 2257 if (cleanupColors) delete[] colors; 2258 return DrawGlInfo::kStatusDone; 2259 } 2260 } 2261 const AutoTexture autoCleanup(texture); 2262 2263 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2264 texture->setFilter(FILTER(paint), true); 2265 2266 int alpha; 2267 SkXfermode::Mode mode; 2268 getAlphaAndMode(paint, &alpha, &mode); 2269 2270 float a = alpha / 255.0f; 2271 2272 if (hasLayer()) { 2273 dirtyLayer(left, top, right, bottom, currentTransform()); 2274 } 2275 2276 setupDraw(); 2277 setupDrawWithTextureAndColor(); 2278 setupDrawColor(a, a, a, a); 2279 setupDrawColorFilter(); 2280 setupDrawBlending(true, mode, false); 2281 setupDrawProgram(); 2282 setupDrawDirtyRegionsDisabled(); 2283 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2284 setupDrawTexture(texture->id); 2285 setupDrawPureColorUniforms(); 2286 setupDrawColorFilterUniforms(); 2287 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2288 2289 glDrawArrays(GL_TRIANGLES, 0, count); 2290 2291 finishDrawTexture(); 2292 2293 int slot = mCaches.currentProgram->getAttrib("colors"); 2294 if (slot >= 0) { 2295 glDisableVertexAttribArray(slot); 2296 } 2297 2298 if (cleanupColors) delete[] colors; 2299 2300 return DrawGlInfo::kStatusDrew; 2301} 2302 2303status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2304 float srcLeft, float srcTop, float srcRight, float srcBottom, 2305 float dstLeft, float dstTop, float dstRight, float dstBottom, 2306 SkPaint* paint) { 2307 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2308 return DrawGlInfo::kStatusDone; 2309 } 2310 2311 mCaches.activeTexture(0); 2312 Texture* texture = getTexture(bitmap); 2313 if (!texture) return DrawGlInfo::kStatusDone; 2314 const AutoTexture autoCleanup(texture); 2315 2316 const float width = texture->width; 2317 const float height = texture->height; 2318 2319 float u1 = fmax(0.0f, srcLeft / width); 2320 float v1 = fmax(0.0f, srcTop / height); 2321 float u2 = fmin(1.0f, srcRight / width); 2322 float v2 = fmin(1.0f, srcBottom / height); 2323 2324 getMapper(texture).map(u1, v1, u2, v2); 2325 2326 mCaches.unbindMeshBuffer(); 2327 resetDrawTextureTexCoords(u1, v1, u2, v2); 2328 2329 int alpha; 2330 SkXfermode::Mode mode; 2331 getAlphaAndMode(paint, &alpha, &mode); 2332 2333 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2334 2335 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2336 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2337 2338 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2339 // Apply a scale transform on the canvas only when a shader is in use 2340 // Skia handles the ratio between the dst and src rects as a scale factor 2341 // when a shader is set 2342 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2343 bool ignoreTransform = false; 2344 2345 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2346 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2347 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2348 2349 dstRight = x + (dstRight - dstLeft); 2350 dstBottom = y + (dstBottom - dstTop); 2351 2352 dstLeft = x; 2353 dstTop = y; 2354 2355 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2356 ignoreTransform = true; 2357 } else { 2358 texture->setFilter(FILTER(paint), true); 2359 } 2360 2361 if (CC_UNLIKELY(useScaleTransform)) { 2362 save(SkCanvas::kMatrix_SaveFlag); 2363 translate(dstLeft, dstTop); 2364 scale(scaleX, scaleY); 2365 2366 dstLeft = 0.0f; 2367 dstTop = 0.0f; 2368 2369 dstRight = srcRight - srcLeft; 2370 dstBottom = srcBottom - srcTop; 2371 } 2372 2373 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2374 int color = paint ? paint->getColor() : 0; 2375 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2376 texture->id, paint != NULL, color, alpha, mode, 2377 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2378 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2379 } else { 2380 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2381 texture->id, alpha / 255.0f, mode, texture->blend, 2382 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2383 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2384 } 2385 2386 if (CC_UNLIKELY(useScaleTransform)) { 2387 restore(); 2388 } 2389 2390 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2391 2392 return DrawGlInfo::kStatusDrew; 2393} 2394 2395status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2396 float left, float top, float right, float bottom, SkPaint* paint) { 2397 if (quickReject(left, top, right, bottom)) { 2398 return DrawGlInfo::kStatusDone; 2399 } 2400 2401 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2402 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2403 right - left, bottom - top, patch); 2404 2405 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2406} 2407 2408status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2409 float left, float top, float right, float bottom, SkPaint* paint) { 2410 if (quickReject(left, top, right, bottom)) { 2411 return DrawGlInfo::kStatusDone; 2412 } 2413 2414 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2415 mCaches.activeTexture(0); 2416 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2417 if (!texture) return DrawGlInfo::kStatusDone; 2418 const AutoTexture autoCleanup(texture); 2419 2420 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2421 texture->setFilter(GL_LINEAR, true); 2422 2423 int alpha; 2424 SkXfermode::Mode mode; 2425 getAlphaAndMode(paint, &alpha, &mode); 2426 2427 const bool pureTranslate = currentTransform().isPureTranslate(); 2428 // Mark the current layer dirty where we are going to draw the patch 2429 if (hasLayer() && mesh->hasEmptyQuads) { 2430 const float offsetX = left + currentTransform().getTranslateX(); 2431 const float offsetY = top + currentTransform().getTranslateY(); 2432 const size_t count = mesh->quads.size(); 2433 for (size_t i = 0; i < count; i++) { 2434 const Rect& bounds = mesh->quads.itemAt(i); 2435 if (CC_LIKELY(pureTranslate)) { 2436 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2437 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2438 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2439 } else { 2440 dirtyLayer(left + bounds.left, top + bounds.top, 2441 left + bounds.right, top + bounds.bottom, currentTransform()); 2442 } 2443 } 2444 } 2445 2446 if (CC_LIKELY(pureTranslate)) { 2447 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2448 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2449 2450 right = x + right - left; 2451 bottom = y + bottom - top; 2452 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2453 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2454 GL_TRIANGLES, mesh->indexCount, false, true, 2455 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2456 } else { 2457 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2458 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2459 GL_TRIANGLES, mesh->indexCount, false, false, 2460 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2461 } 2462 } 2463 2464 return DrawGlInfo::kStatusDrew; 2465} 2466 2467/** 2468 * Important note: this method is intended to draw batches of 9-patch objects and 2469 * will not set the scissor enable or dirty the current layer, if any. 2470 * The caller is responsible for properly dirtying the current layer. 2471 */ 2472status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2473 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2474 mCaches.activeTexture(0); 2475 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2476 if (!texture) return DrawGlInfo::kStatusDone; 2477 const AutoTexture autoCleanup(texture); 2478 2479 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2480 texture->setFilter(GL_LINEAR, true); 2481 2482 int alpha; 2483 SkXfermode::Mode mode; 2484 getAlphaAndMode(paint, &alpha, &mode); 2485 2486 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2487 mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], 2488 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2489 2490 return DrawGlInfo::kStatusDrew; 2491} 2492 2493status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2494 bool useOffset) { 2495 if (!vertexBuffer.getVertexCount()) { 2496 // no vertices to draw 2497 return DrawGlInfo::kStatusDone; 2498 } 2499 2500 int color = paint->getColor(); 2501 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2502 bool isAA = paint->isAntiAlias(); 2503 2504 setupDraw(); 2505 setupDrawNoTexture(); 2506 if (isAA) setupDrawAA(); 2507 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2508 setupDrawColorFilter(); 2509 setupDrawShader(); 2510 setupDrawBlending(isAA, mode); 2511 setupDrawProgram(); 2512 setupDrawModelViewIdentity(useOffset); 2513 setupDrawColorUniforms(); 2514 setupDrawColorFilterUniforms(); 2515 setupDrawShaderIdentityUniforms(); 2516 2517 void* vertices = vertexBuffer.getBuffer(); 2518 bool force = mCaches.unbindMeshBuffer(); 2519 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2520 mCaches.resetTexCoordsVertexPointer(); 2521 mCaches.unbindIndicesBuffer(); 2522 2523 int alphaSlot = -1; 2524 if (isAA) { 2525 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2526 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2527 2528 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2529 glEnableVertexAttribArray(alphaSlot); 2530 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2531 } 2532 2533 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2534 2535 if (isAA) { 2536 glDisableVertexAttribArray(alphaSlot); 2537 } 2538 2539 return DrawGlInfo::kStatusDrew; 2540} 2541 2542/** 2543 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2544 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2545 * screen space in all directions. However, instead of using a fragment shader to compute the 2546 * translucency of the color from its position, we simply use a varying parameter to define how far 2547 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2548 * 2549 * Doesn't yet support joins, caps, or path effects. 2550 */ 2551status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2552 VertexBuffer vertexBuffer; 2553 // TODO: try clipping large paths to viewport 2554 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2555 2556 if (hasLayer()) { 2557 SkRect bounds = path.getBounds(); 2558 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2559 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2560 } 2561 2562 return drawVertexBuffer(vertexBuffer, paint); 2563} 2564 2565/** 2566 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2567 * and additional geometry for defining an alpha slope perimeter. 2568 * 2569 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2570 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2571 * in-shader alpha region, but found it to be taxing on some GPUs. 2572 * 2573 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2574 * memory transfer by removing need for degenerate vertices. 2575 */ 2576status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2577 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2578 2579 count &= ~0x3; // round down to nearest four 2580 2581 VertexBuffer buffer; 2582 SkRect bounds; 2583 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2584 2585 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2586 return DrawGlInfo::kStatusDone; 2587 } 2588 2589 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2590 2591 bool useOffset = !paint->isAntiAlias(); 2592 return drawVertexBuffer(buffer, paint, useOffset); 2593} 2594 2595status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2596 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2597 2598 count &= ~0x1; // round down to nearest two 2599 2600 VertexBuffer buffer; 2601 SkRect bounds; 2602 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2603 2604 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2605 return DrawGlInfo::kStatusDone; 2606 } 2607 2608 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2609 2610 bool useOffset = !paint->isAntiAlias(); 2611 return drawVertexBuffer(buffer, paint, useOffset); 2612} 2613 2614status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2615 // No need to check against the clip, we fill the clip region 2616 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2617 2618 Rect& clip(*mSnapshot->clipRect); 2619 clip.snapToPixelBoundaries(); 2620 2621 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2622 2623 return DrawGlInfo::kStatusDrew; 2624} 2625 2626status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2627 SkPaint* paint) { 2628 if (!texture) return DrawGlInfo::kStatusDone; 2629 const AutoTexture autoCleanup(texture); 2630 2631 const float x = left + texture->left - texture->offset; 2632 const float y = top + texture->top - texture->offset; 2633 2634 drawPathTexture(texture, x, y, paint); 2635 2636 return DrawGlInfo::kStatusDrew; 2637} 2638 2639status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2640 float rx, float ry, SkPaint* p) { 2641 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2642 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2643 return DrawGlInfo::kStatusDone; 2644 } 2645 2646 if (p->getPathEffect() != 0) { 2647 mCaches.activeTexture(0); 2648 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2649 right - left, bottom - top, rx, ry, p); 2650 return drawShape(left, top, texture, p); 2651 } 2652 2653 SkPath path; 2654 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2655 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2656 float outset = p->getStrokeWidth() / 2; 2657 rect.outset(outset, outset); 2658 rx += outset; 2659 ry += outset; 2660 } 2661 path.addRoundRect(rect, rx, ry); 2662 return drawConvexPath(path, p); 2663} 2664 2665status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2666 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2667 x + radius, y + radius, p) || 2668 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2669 return DrawGlInfo::kStatusDone; 2670 } 2671 if (p->getPathEffect() != 0) { 2672 mCaches.activeTexture(0); 2673 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2674 return drawShape(x - radius, y - radius, texture, p); 2675 } 2676 2677 SkPath path; 2678 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2679 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2680 } else { 2681 path.addCircle(x, y, radius); 2682 } 2683 return drawConvexPath(path, p); 2684} 2685 2686status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2687 SkPaint* p) { 2688 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2689 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2690 return DrawGlInfo::kStatusDone; 2691 } 2692 2693 if (p->getPathEffect() != 0) { 2694 mCaches.activeTexture(0); 2695 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2696 return drawShape(left, top, texture, p); 2697 } 2698 2699 SkPath path; 2700 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2701 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2702 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2703 } 2704 path.addOval(rect); 2705 return drawConvexPath(path, p); 2706} 2707 2708status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2709 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2710 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2711 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2712 return DrawGlInfo::kStatusDone; 2713 } 2714 2715 if (fabs(sweepAngle) >= 360.0f) { 2716 return drawOval(left, top, right, bottom, p); 2717 } 2718 2719 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2720 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2721 mCaches.activeTexture(0); 2722 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2723 startAngle, sweepAngle, useCenter, p); 2724 return drawShape(left, top, texture, p); 2725 } 2726 2727 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2728 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2729 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2730 } 2731 2732 SkPath path; 2733 if (useCenter) { 2734 path.moveTo(rect.centerX(), rect.centerY()); 2735 } 2736 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2737 if (useCenter) { 2738 path.close(); 2739 } 2740 return drawConvexPath(path, p); 2741} 2742 2743// See SkPaintDefaults.h 2744#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2745 2746status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2747 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2748 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2749 return DrawGlInfo::kStatusDone; 2750 } 2751 2752 if (p->getStyle() != SkPaint::kFill_Style) { 2753 // only fill style is supported by drawConvexPath, since others have to handle joins 2754 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2755 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2756 mCaches.activeTexture(0); 2757 const PathTexture* texture = 2758 mCaches.pathCache.getRect(right - left, bottom - top, p); 2759 return drawShape(left, top, texture, p); 2760 } 2761 2762 SkPath path; 2763 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2764 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2765 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2766 } 2767 path.addRect(rect); 2768 return drawConvexPath(path, p); 2769 } 2770 2771 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2772 SkPath path; 2773 path.addRect(left, top, right, bottom); 2774 return drawConvexPath(path, p); 2775 } else { 2776 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2777 return DrawGlInfo::kStatusDrew; 2778 } 2779} 2780 2781void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2782 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2783 float x, float y) { 2784 mCaches.activeTexture(0); 2785 2786 // NOTE: The drop shadow will not perform gamma correction 2787 // if shader-based correction is enabled 2788 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2789 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2790 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2791 // If the drop shadow exceeds the max texture size or couldn't be 2792 // allocated, skip drawing 2793 if (!shadow) return; 2794 const AutoTexture autoCleanup(shadow); 2795 2796 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2797 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2798 2799 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2800 int shadowColor = mDrawModifiers.mShadowColor; 2801 if (mDrawModifiers.mShader) { 2802 shadowColor = 0xffffffff; 2803 } 2804 2805 setupDraw(); 2806 setupDrawWithTexture(true); 2807 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2808 setupDrawColorFilter(); 2809 setupDrawShader(); 2810 setupDrawBlending(true, mode); 2811 setupDrawProgram(); 2812 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2813 setupDrawTexture(shadow->id); 2814 setupDrawPureColorUniforms(); 2815 setupDrawColorFilterUniforms(); 2816 setupDrawShaderUniforms(); 2817 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2818 2819 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2820} 2821 2822bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2823 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2824 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2825} 2826 2827class TextSetupFunctor: public Functor { 2828public: 2829 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2830 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2831 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2832 alpha(alpha), mode(mode), paint(paint) { 2833 } 2834 ~TextSetupFunctor() { } 2835 2836 status_t operator ()(int what, void* data) { 2837 renderer.setupDraw(); 2838 renderer.setupDrawTextGamma(paint); 2839 renderer.setupDrawDirtyRegionsDisabled(); 2840 renderer.setupDrawWithTexture(true); 2841 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2842 renderer.setupDrawColorFilter(); 2843 renderer.setupDrawShader(); 2844 renderer.setupDrawBlending(true, mode); 2845 renderer.setupDrawProgram(); 2846 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2847 // Calling setupDrawTexture with the name 0 will enable the 2848 // uv attributes and increase the texture unit count 2849 // texture binding will be performed by the font renderer as 2850 // needed 2851 renderer.setupDrawTexture(0); 2852 renderer.setupDrawPureColorUniforms(); 2853 renderer.setupDrawColorFilterUniforms(); 2854 renderer.setupDrawShaderUniforms(pureTranslate); 2855 renderer.setupDrawTextGammaUniforms(); 2856 2857 return NO_ERROR; 2858 } 2859 2860 OpenGLRenderer& renderer; 2861 float x; 2862 float y; 2863 bool pureTranslate; 2864 int alpha; 2865 SkXfermode::Mode mode; 2866 SkPaint* paint; 2867}; 2868 2869status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2870 const float* positions, SkPaint* paint) { 2871 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2872 return DrawGlInfo::kStatusDone; 2873 } 2874 2875 // NOTE: Skia does not support perspective transform on drawPosText yet 2876 if (!currentTransform().isSimple()) { 2877 return DrawGlInfo::kStatusDone; 2878 } 2879 2880 mCaches.enableScissor(); 2881 2882 float x = 0.0f; 2883 float y = 0.0f; 2884 const bool pureTranslate = currentTransform().isPureTranslate(); 2885 if (pureTranslate) { 2886 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2887 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2888 } 2889 2890 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2891 fontRenderer.setFont(paint, mat4::identity()); 2892 2893 int alpha; 2894 SkXfermode::Mode mode; 2895 getAlphaAndMode(paint, &alpha, &mode); 2896 2897 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2898 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2899 alpha, mode, 0.0f, 0.0f); 2900 } 2901 2902 // Pick the appropriate texture filtering 2903 bool linearFilter = currentTransform().changesBounds(); 2904 if (pureTranslate && !linearFilter) { 2905 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2906 } 2907 fontRenderer.setTextureFiltering(linearFilter); 2908 2909 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2910 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2911 2912 const bool hasActiveLayer = hasLayer(); 2913 2914 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2915 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2916 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2917 if (hasActiveLayer) { 2918 if (!pureTranslate) { 2919 currentTransform().mapRect(bounds); 2920 } 2921 dirtyLayerUnchecked(bounds, getRegion()); 2922 } 2923 } 2924 2925 return DrawGlInfo::kStatusDrew; 2926} 2927 2928mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2929 mat4 fontTransform; 2930 if (CC_LIKELY(transform.isPureTranslate())) { 2931 fontTransform = mat4::identity(); 2932 } else { 2933 if (CC_UNLIKELY(transform.isPerspective())) { 2934 fontTransform = mat4::identity(); 2935 } else { 2936 float sx, sy; 2937 currentTransform().decomposeScale(sx, sy); 2938 fontTransform.loadScale(sx, sy, 1.0f); 2939 } 2940 } 2941 return fontTransform; 2942} 2943 2944status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2945 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2946 DrawOpMode drawOpMode) { 2947 2948 if (drawOpMode == kDrawOpMode_Immediate) { 2949 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2950 // drawing as ops from DeferredDisplayList are already filtered for these 2951 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2952 quickReject(bounds)) { 2953 return DrawGlInfo::kStatusDone; 2954 } 2955 } 2956 2957 const float oldX = x; 2958 const float oldY = y; 2959 2960 const mat4& transform = currentTransform(); 2961 const bool pureTranslate = transform.isPureTranslate(); 2962 2963 if (CC_LIKELY(pureTranslate)) { 2964 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2965 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2966 } 2967 2968 int alpha; 2969 SkXfermode::Mode mode; 2970 getAlphaAndMode(paint, &alpha, &mode); 2971 2972 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2973 2974 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2975 fontRenderer.setFont(paint, mat4::identity()); 2976 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2977 alpha, mode, oldX, oldY); 2978 } 2979 2980 const bool hasActiveLayer = hasLayer(); 2981 2982 // We only pass a partial transform to the font renderer. That partial 2983 // matrix defines how glyphs are rasterized. Typically we want glyphs 2984 // to be rasterized at their final size on screen, which means the partial 2985 // matrix needs to take the scale factor into account. 2986 // When a partial matrix is used to transform glyphs during rasterization, 2987 // the mesh is generated with the inverse transform (in the case of scale, 2988 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2989 // apply the full transform matrix at draw time in the vertex shader. 2990 // Applying the full matrix in the shader is the easiest way to handle 2991 // rotation and perspective and allows us to always generated quads in the 2992 // font renderer which greatly simplifies the code, clipping in particular. 2993 mat4 fontTransform = findBestFontTransform(transform); 2994 fontRenderer.setFont(paint, fontTransform); 2995 2996 // Pick the appropriate texture filtering 2997 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2998 fontRenderer.setTextureFiltering(linearFilter); 2999 3000 // TODO: Implement better clipping for scaled/rotated text 3001 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 3002 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3003 3004 bool status; 3005 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 3006 3007 // don't call issuedrawcommand, do it at end of batch 3008 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 3009 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 3010 SkPaint paintCopy(*paint); 3011 paintCopy.setTextAlign(SkPaint::kLeft_Align); 3012 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 3013 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 3014 } else { 3015 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 3016 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 3017 } 3018 3019 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 3020 if (!pureTranslate) { 3021 transform.mapRect(layerBounds); 3022 } 3023 dirtyLayerUnchecked(layerBounds, getRegion()); 3024 } 3025 3026 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 3027 3028 return DrawGlInfo::kStatusDrew; 3029} 3030 3031status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3032 float hOffset, float vOffset, SkPaint* paint) { 3033 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3034 return DrawGlInfo::kStatusDone; 3035 } 3036 3037 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3038 mCaches.enableScissor(); 3039 3040 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3041 fontRenderer.setFont(paint, mat4::identity()); 3042 fontRenderer.setTextureFiltering(true); 3043 3044 int alpha; 3045 SkXfermode::Mode mode; 3046 getAlphaAndMode(paint, &alpha, &mode); 3047 3048 setupDraw(); 3049 setupDrawTextGamma(paint); 3050 setupDrawDirtyRegionsDisabled(); 3051 setupDrawWithTexture(true); 3052 setupDrawAlpha8Color(paint->getColor(), alpha); 3053 setupDrawColorFilter(); 3054 setupDrawShader(); 3055 setupDrawBlending(true, mode); 3056 setupDrawProgram(); 3057 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 3058 // Calling setupDrawTexture with the name 0 will enable the 3059 // uv attributes and increase the texture unit count 3060 // texture binding will be performed by the font renderer as 3061 // needed 3062 setupDrawTexture(0); 3063 setupDrawPureColorUniforms(); 3064 setupDrawColorFilterUniforms(); 3065 setupDrawShaderUniforms(false); 3066 setupDrawTextGammaUniforms(); 3067 3068 const Rect* clip = &mSnapshot->getLocalClip(); 3069 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3070 3071 const bool hasActiveLayer = hasLayer(); 3072 3073 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3074 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 3075 if (hasActiveLayer) { 3076 currentTransform().mapRect(bounds); 3077 dirtyLayerUnchecked(bounds, getRegion()); 3078 } 3079 } 3080 3081 return DrawGlInfo::kStatusDrew; 3082} 3083 3084status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3085 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3086 3087 mCaches.activeTexture(0); 3088 3089 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3090 if (!texture) return DrawGlInfo::kStatusDone; 3091 const AutoTexture autoCleanup(texture); 3092 3093 const float x = texture->left - texture->offset; 3094 const float y = texture->top - texture->offset; 3095 3096 drawPathTexture(texture, x, y, paint); 3097 3098 return DrawGlInfo::kStatusDrew; 3099} 3100 3101status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3102 if (!layer) { 3103 return DrawGlInfo::kStatusDone; 3104 } 3105 3106 mat4* transform = NULL; 3107 if (layer->isTextureLayer()) { 3108 transform = &layer->getTransform(); 3109 if (!transform->isIdentity()) { 3110 save(0); 3111 currentTransform().multiply(*transform); 3112 } 3113 } 3114 3115 bool clipRequired = false; 3116 const bool rejected = quickRejectNoScissor(x, y, 3117 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired); 3118 3119 if (rejected) { 3120 if (transform && !transform->isIdentity()) { 3121 restore(); 3122 } 3123 return DrawGlInfo::kStatusDone; 3124 } 3125 3126 updateLayer(layer, true); 3127 3128 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3129 mCaches.activeTexture(0); 3130 3131 if (CC_LIKELY(!layer->region.isEmpty())) { 3132 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3133 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3134 3135 if (layer->region.isRect()) { 3136 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3137 composeLayerRect(layer, layer->regionRect)); 3138 } else if (layer->mesh) { 3139 const float a = getLayerAlpha(layer); 3140 setupDraw(); 3141 setupDrawWithTexture(); 3142 setupDrawColor(a, a, a, a); 3143 setupDrawColorFilter(); 3144 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3145 setupDrawProgram(); 3146 setupDrawPureColorUniforms(); 3147 setupDrawColorFilterUniforms(); 3148 setupDrawTexture(layer->getTexture()); 3149 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3150 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3151 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3152 3153 layer->setFilter(GL_NEAREST); 3154 setupDrawModelViewTranslate(tx, ty, 3155 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3156 } else { 3157 layer->setFilter(GL_LINEAR); 3158 setupDrawModelViewTranslate(x, y, 3159 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3160 } 3161 3162 TextureVertex* mesh = &layer->mesh[0]; 3163 GLsizei elementsCount = layer->meshElementCount; 3164 3165 while (elementsCount > 0) { 3166 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3167 3168 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 3169 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3170 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3171 3172 elementsCount -= drawCount; 3173 // Though there are 4 vertices in a quad, we use 6 indices per 3174 // quad to draw with GL_TRIANGLES 3175 mesh += (drawCount / 6) * 4; 3176 } 3177 3178 finishDrawTexture(); 3179 3180#if DEBUG_LAYERS_AS_REGIONS 3181 drawRegionRects(layer->region); 3182#endif 3183 } 3184 3185 mDrawModifiers.mColorFilter = oldFilter; 3186 3187 if (layer->debugDrawUpdate) { 3188 layer->debugDrawUpdate = false; 3189 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3190 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3191 } 3192 } 3193 layer->hasDrawnSinceUpdate = true; 3194 3195 if (transform && !transform->isIdentity()) { 3196 restore(); 3197 } 3198 3199 return DrawGlInfo::kStatusDrew; 3200} 3201 3202/////////////////////////////////////////////////////////////////////////////// 3203// Shaders 3204/////////////////////////////////////////////////////////////////////////////// 3205 3206void OpenGLRenderer::resetShader() { 3207 mDrawModifiers.mShader = NULL; 3208} 3209 3210void OpenGLRenderer::setupShader(SkiaShader* shader) { 3211 mDrawModifiers.mShader = shader; 3212 if (mDrawModifiers.mShader) { 3213 mDrawModifiers.mShader->setCaches(mCaches); 3214 } 3215} 3216 3217/////////////////////////////////////////////////////////////////////////////// 3218// Color filters 3219/////////////////////////////////////////////////////////////////////////////// 3220 3221void OpenGLRenderer::resetColorFilter() { 3222 mDrawModifiers.mColorFilter = NULL; 3223} 3224 3225void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3226 mDrawModifiers.mColorFilter = filter; 3227} 3228 3229/////////////////////////////////////////////////////////////////////////////// 3230// Drop shadow 3231/////////////////////////////////////////////////////////////////////////////// 3232 3233void OpenGLRenderer::resetShadow() { 3234 mDrawModifiers.mHasShadow = false; 3235} 3236 3237void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3238 mDrawModifiers.mHasShadow = true; 3239 mDrawModifiers.mShadowRadius = radius; 3240 mDrawModifiers.mShadowDx = dx; 3241 mDrawModifiers.mShadowDy = dy; 3242 mDrawModifiers.mShadowColor = color; 3243} 3244 3245/////////////////////////////////////////////////////////////////////////////// 3246// Draw filters 3247/////////////////////////////////////////////////////////////////////////////// 3248 3249void OpenGLRenderer::resetPaintFilter() { 3250 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3251 // comparison, see MergingDrawBatch::canMergeWith 3252 mDrawModifiers.mHasDrawFilter = false; 3253 mDrawModifiers.mPaintFilterClearBits = 0; 3254 mDrawModifiers.mPaintFilterSetBits = 0; 3255} 3256 3257void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3258 mDrawModifiers.mHasDrawFilter = true; 3259 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3260 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3261} 3262 3263SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3264 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3265 return paint; 3266 } 3267 3268 uint32_t flags = paint->getFlags(); 3269 3270 mFilteredPaint = *paint; 3271 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3272 mDrawModifiers.mPaintFilterSetBits); 3273 3274 return &mFilteredPaint; 3275} 3276 3277/////////////////////////////////////////////////////////////////////////////// 3278// Drawing implementation 3279/////////////////////////////////////////////////////////////////////////////// 3280 3281Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3282 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3283 if (!texture) { 3284 return mCaches.textureCache.get(bitmap); 3285 } 3286 return texture; 3287} 3288 3289void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3290 float x, float y, SkPaint* paint) { 3291 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3292 return; 3293 } 3294 3295 int alpha; 3296 SkXfermode::Mode mode; 3297 getAlphaAndMode(paint, &alpha, &mode); 3298 3299 setupDraw(); 3300 setupDrawWithTexture(true); 3301 setupDrawAlpha8Color(paint->getColor(), alpha); 3302 setupDrawColorFilter(); 3303 setupDrawShader(); 3304 setupDrawBlending(true, mode); 3305 setupDrawProgram(); 3306 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3307 setupDrawTexture(texture->id); 3308 setupDrawPureColorUniforms(); 3309 setupDrawColorFilterUniforms(); 3310 setupDrawShaderUniforms(); 3311 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3312 3313 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3314 3315 finishDrawTexture(); 3316} 3317 3318// Same values used by Skia 3319#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3320#define kStdUnderline_Offset (1.0f / 9.0f) 3321#define kStdUnderline_Thickness (1.0f / 18.0f) 3322 3323void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3324 float x, float y, SkPaint* paint) { 3325 // Handle underline and strike-through 3326 uint32_t flags = paint->getFlags(); 3327 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3328 SkPaint paintCopy(*paint); 3329 3330 if (CC_LIKELY(underlineWidth > 0.0f)) { 3331 const float textSize = paintCopy.getTextSize(); 3332 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3333 3334 const float left = x; 3335 float top = 0.0f; 3336 3337 int linesCount = 0; 3338 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3339 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3340 3341 const int pointsCount = 4 * linesCount; 3342 float points[pointsCount]; 3343 int currentPoint = 0; 3344 3345 if (flags & SkPaint::kUnderlineText_Flag) { 3346 top = y + textSize * kStdUnderline_Offset; 3347 points[currentPoint++] = left; 3348 points[currentPoint++] = top; 3349 points[currentPoint++] = left + underlineWidth; 3350 points[currentPoint++] = top; 3351 } 3352 3353 if (flags & SkPaint::kStrikeThruText_Flag) { 3354 top = y + textSize * kStdStrikeThru_Offset; 3355 points[currentPoint++] = left; 3356 points[currentPoint++] = top; 3357 points[currentPoint++] = left + underlineWidth; 3358 points[currentPoint++] = top; 3359 } 3360 3361 paintCopy.setStrokeWidth(strokeWidth); 3362 3363 drawLines(&points[0], pointsCount, &paintCopy); 3364 } 3365 } 3366} 3367 3368status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3369 if (mSnapshot->isIgnored()) { 3370 return DrawGlInfo::kStatusDone; 3371 } 3372 3373 int color = paint->getColor(); 3374 // If a shader is set, preserve only the alpha 3375 if (mDrawModifiers.mShader) { 3376 color |= 0x00ffffff; 3377 } 3378 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3379 3380 return drawColorRects(rects, count, color, mode); 3381} 3382 3383status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3384 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3385 if (count == 0) { 3386 return DrawGlInfo::kStatusDone; 3387 } 3388 3389 float left = FLT_MAX; 3390 float top = FLT_MAX; 3391 float right = FLT_MIN; 3392 float bottom = FLT_MIN; 3393 3394 Vertex mesh[count]; 3395 Vertex* vertex = mesh; 3396 3397 for (int index = 0; index < count; index += 4) { 3398 float l = rects[index + 0]; 3399 float t = rects[index + 1]; 3400 float r = rects[index + 2]; 3401 float b = rects[index + 3]; 3402 3403 Vertex::set(vertex++, l, t); 3404 Vertex::set(vertex++, r, t); 3405 Vertex::set(vertex++, l, b); 3406 Vertex::set(vertex++, r, b); 3407 3408 left = fminf(left, l); 3409 top = fminf(top, t); 3410 right = fmaxf(right, r); 3411 bottom = fmaxf(bottom, b); 3412 } 3413 3414 if (clip && quickReject(left, top, right, bottom)) { 3415 return DrawGlInfo::kStatusDone; 3416 } 3417 3418 setupDraw(); 3419 setupDrawNoTexture(); 3420 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3421 setupDrawShader(); 3422 setupDrawColorFilter(); 3423 setupDrawBlending(mode); 3424 setupDrawProgram(); 3425 setupDrawDirtyRegionsDisabled(); 3426 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3427 setupDrawColorUniforms(); 3428 setupDrawShaderUniforms(); 3429 setupDrawColorFilterUniforms(); 3430 3431 if (dirty && hasLayer()) { 3432 dirtyLayer(left, top, right, bottom, currentTransform()); 3433 } 3434 3435 drawIndexedQuads(&mesh[0], count / 4); 3436 3437 return DrawGlInfo::kStatusDrew; 3438} 3439 3440void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3441 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3442 // If a shader is set, preserve only the alpha 3443 if (mDrawModifiers.mShader) { 3444 color |= 0x00ffffff; 3445 } 3446 3447 setupDraw(); 3448 setupDrawNoTexture(); 3449 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3450 setupDrawShader(); 3451 setupDrawColorFilter(); 3452 setupDrawBlending(mode); 3453 setupDrawProgram(); 3454 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3455 setupDrawColorUniforms(); 3456 setupDrawShaderUniforms(ignoreTransform); 3457 setupDrawColorFilterUniforms(); 3458 setupDrawSimpleMesh(); 3459 3460 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3461} 3462 3463void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3464 Texture* texture, SkPaint* paint) { 3465 int alpha; 3466 SkXfermode::Mode mode; 3467 getAlphaAndMode(paint, &alpha, &mode); 3468 3469 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3470 3471 GLvoid* vertices = (GLvoid*) NULL; 3472 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3473 3474 if (texture->uvMapper) { 3475 vertices = &mMeshVertices[0].position[0]; 3476 texCoords = &mMeshVertices[0].texture[0]; 3477 3478 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3479 texture->uvMapper->map(uvs); 3480 3481 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3482 } 3483 3484 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3485 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3486 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3487 3488 texture->setFilter(GL_NEAREST, true); 3489 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3490 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3491 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3492 } else { 3493 texture->setFilter(FILTER(paint), true); 3494 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3495 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3496 } 3497 3498 if (texture->uvMapper) { 3499 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3500 } 3501} 3502 3503void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3504 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3505 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3506 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3507} 3508 3509void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3510 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3511 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3512 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3513 3514 setupDraw(); 3515 setupDrawWithTexture(); 3516 setupDrawColor(alpha, alpha, alpha, alpha); 3517 setupDrawColorFilter(); 3518 setupDrawBlending(blend, mode, swapSrcDst); 3519 setupDrawProgram(); 3520 if (!dirty) setupDrawDirtyRegionsDisabled(); 3521 if (!ignoreScale) { 3522 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3523 } else { 3524 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3525 } 3526 setupDrawTexture(texture); 3527 setupDrawPureColorUniforms(); 3528 setupDrawColorFilterUniforms(); 3529 setupDrawMesh(vertices, texCoords, vbo); 3530 3531 glDrawArrays(drawMode, 0, elementsCount); 3532 3533 finishDrawTexture(); 3534} 3535 3536void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3537 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3538 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3539 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3540 3541 setupDraw(); 3542 setupDrawWithTexture(); 3543 setupDrawColor(alpha, alpha, alpha, alpha); 3544 setupDrawColorFilter(); 3545 setupDrawBlending(blend, mode, swapSrcDst); 3546 setupDrawProgram(); 3547 if (!dirty) setupDrawDirtyRegionsDisabled(); 3548 if (!ignoreScale) { 3549 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3550 } else { 3551 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3552 } 3553 setupDrawTexture(texture); 3554 setupDrawPureColorUniforms(); 3555 setupDrawColorFilterUniforms(); 3556 setupDrawMeshIndices(vertices, texCoords, vbo); 3557 3558 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3559 3560 finishDrawTexture(); 3561} 3562 3563void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3564 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3565 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3566 bool ignoreTransform, bool ignoreScale, bool dirty) { 3567 3568 setupDraw(); 3569 setupDrawWithTexture(true); 3570 if (hasColor) { 3571 setupDrawAlpha8Color(color, alpha); 3572 } 3573 setupDrawColorFilter(); 3574 setupDrawShader(); 3575 setupDrawBlending(true, mode); 3576 setupDrawProgram(); 3577 if (!dirty) setupDrawDirtyRegionsDisabled(); 3578 if (!ignoreScale) { 3579 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3580 } else { 3581 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3582 } 3583 setupDrawTexture(texture); 3584 setupDrawPureColorUniforms(); 3585 setupDrawColorFilterUniforms(); 3586 setupDrawShaderUniforms(); 3587 setupDrawMesh(vertices, texCoords); 3588 3589 glDrawArrays(drawMode, 0, elementsCount); 3590 3591 finishDrawTexture(); 3592} 3593 3594void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3595 ProgramDescription& description, bool swapSrcDst) { 3596 if (mCountOverdraw) { 3597 if (!mCaches.blend) glEnable(GL_BLEND); 3598 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3599 glBlendFunc(GL_ONE, GL_ONE); 3600 } 3601 3602 mCaches.blend = true; 3603 mCaches.lastSrcMode = GL_ONE; 3604 mCaches.lastDstMode = GL_ONE; 3605 3606 return; 3607 } 3608 3609 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3610 3611 if (blend) { 3612 // These blend modes are not supported by OpenGL directly and have 3613 // to be implemented using shaders. Since the shader will perform 3614 // the blending, turn blending off here 3615 // If the blend mode cannot be implemented using shaders, fall 3616 // back to the default SrcOver blend mode instead 3617 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3618 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3619 description.framebufferMode = mode; 3620 description.swapSrcDst = swapSrcDst; 3621 3622 if (mCaches.blend) { 3623 glDisable(GL_BLEND); 3624 mCaches.blend = false; 3625 } 3626 3627 return; 3628 } else { 3629 mode = SkXfermode::kSrcOver_Mode; 3630 } 3631 } 3632 3633 if (!mCaches.blend) { 3634 glEnable(GL_BLEND); 3635 } 3636 3637 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3638 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3639 3640 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3641 glBlendFunc(sourceMode, destMode); 3642 mCaches.lastSrcMode = sourceMode; 3643 mCaches.lastDstMode = destMode; 3644 } 3645 } else if (mCaches.blend) { 3646 glDisable(GL_BLEND); 3647 } 3648 mCaches.blend = blend; 3649} 3650 3651bool OpenGLRenderer::useProgram(Program* program) { 3652 if (!program->isInUse()) { 3653 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3654 program->use(); 3655 mCaches.currentProgram = program; 3656 return false; 3657 } 3658 return true; 3659} 3660 3661void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3662 TextureVertex* v = &mMeshVertices[0]; 3663 TextureVertex::setUV(v++, u1, v1); 3664 TextureVertex::setUV(v++, u2, v1); 3665 TextureVertex::setUV(v++, u1, v2); 3666 TextureVertex::setUV(v++, u2, v2); 3667} 3668 3669void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3670 getAlphaAndModeDirect(paint, alpha, mode); 3671 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3672 // if drawing a layer, ignore the paint's alpha 3673 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3674 } 3675 *alpha *= mSnapshot->alpha; 3676} 3677 3678float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3679 float alpha; 3680 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3681 alpha = mDrawModifiers.mOverrideLayerAlpha; 3682 } else { 3683 alpha = layer->getAlpha() / 255.0f; 3684 } 3685 return alpha * mSnapshot->alpha; 3686} 3687 3688}; // namespace uirenderer 3689}; // namespace android 3690