OpenGLRenderer.cpp revision 487a92caef2eb90a62e8f8d7a6fe6315f1c1d8d8
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "GammaFontRenderer.h" 40#include "Patch.h" 41#include "PathTessellator.h" 42#include "Properties.h" 43#include "RenderNode.h" 44#include "RenderState.h" 45#include "ShadowTessellator.h" 46#include "SkiaShader.h" 47#include "Vector.h" 48#include "VertexBuffer.h" 49#include "utils/GLUtils.h" 50#include "utils/PaintUtils.h" 51#include "utils/TraceUtils.h" 52 53#if DEBUG_DETAILED_EVENTS 54 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 55#else 56 #define EVENT_LOGD(...) 57#endif 58 59namespace android { 60namespace uirenderer { 61 62static GLenum getFilter(const SkPaint* paint) { 63 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 64 return GL_LINEAR; 65 } 66 return GL_NEAREST; 67} 68 69/////////////////////////////////////////////////////////////////////////////// 70// Globals 71/////////////////////////////////////////////////////////////////////////////// 72 73/** 74 * Structure mapping Skia xfermodes to OpenGL blending factors. 75 */ 76struct Blender { 77 SkXfermode::Mode mode; 78 GLenum src; 79 GLenum dst; 80}; // struct Blender 81 82// In this array, the index of each Blender equals the value of the first 83// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 84static const Blender gBlends[] = { 85 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 88 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 90 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 92 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 96 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 98 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 99 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 100}; 101 102// This array contains the swapped version of each SkXfermode. For instance 103// this array's SrcOver blending mode is actually DstOver. You can refer to 104// createLayer() for more information on the purpose of this array. 105static const Blender gBlendsSwap[] = { 106 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 107 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 108 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 109 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 110 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 111 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 112 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 113 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 114 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 115 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 116 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 117 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 118 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 119 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 120 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 121}; 122 123/////////////////////////////////////////////////////////////////////////////// 124// Functions 125/////////////////////////////////////////////////////////////////////////////// 126 127template<typename T> 128static inline T min(T a, T b) { 129 return a < b ? a : b; 130} 131 132/////////////////////////////////////////////////////////////////////////////// 133// Constructors/destructor 134/////////////////////////////////////////////////////////////////////////////// 135 136OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 137 : mState(*this) 138 , mFrameStarted(false) 139 , mCaches(Caches::getInstance()) 140 , mExtensions(Extensions::getInstance()) 141 , mRenderState(renderState) 142 , mScissorOptimizationDisabled(false) 143 , mSuppressTiling(false) 144 , mFirstFrameAfterResize(true) 145 , mDirty(false) 146 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 147 , mLightRadius(FLT_MIN) 148 , mAmbientShadowAlpha(0) 149 , mSpotShadowAlpha(0) { 150 // *set* draw modifiers to be 0 151 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 152 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 153 154 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 155} 156 157OpenGLRenderer::~OpenGLRenderer() { 158 // The context has already been destroyed at this point, do not call 159 // GL APIs. All GL state should be kept in Caches.h 160} 161 162void OpenGLRenderer::initProperties() { 163 char property[PROPERTY_VALUE_MAX]; 164 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 165 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 166 INIT_LOGD(" Scissor optimization %s", 167 mScissorOptimizationDisabled ? "disabled" : "enabled"); 168 } else { 169 INIT_LOGD(" Scissor optimization enabled"); 170 } 171} 172 173void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 174 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 175 mLightCenter = lightCenter; 176 mLightRadius = lightRadius; 177 mAmbientShadowAlpha = ambientShadowAlpha; 178 mSpotShadowAlpha = spotShadowAlpha; 179} 180 181/////////////////////////////////////////////////////////////////////////////// 182// Setup 183/////////////////////////////////////////////////////////////////////////////// 184 185void OpenGLRenderer::onViewportInitialized() { 186 glDisable(GL_DITHER); 187 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 188 189 glEnableVertexAttribArray(Program::kBindingPosition); 190 mFirstFrameAfterResize = true; 191} 192 193void OpenGLRenderer::setupFrameState(float left, float top, 194 float right, float bottom, bool opaque) { 195 mCaches.clearGarbage(); 196 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 197 mOpaque = opaque; 198 mTilingClip.set(left, top, right, bottom); 199} 200 201void OpenGLRenderer::startFrame() { 202 if (mFrameStarted) return; 203 mFrameStarted = true; 204 205 mState.setDirtyClip(true); 206 207 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 208 209 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 210 211 // Functors break the tiling extension in pretty spectacular ways 212 // This ensures we don't use tiling when a functor is going to be 213 // invoked during the frame 214 mSuppressTiling = mCaches.hasRegisteredFunctors() 215 || mFirstFrameAfterResize; 216 mFirstFrameAfterResize = false; 217 218 startTilingCurrentClip(true); 219 220 debugOverdraw(true, true); 221 222 clear(mTilingClip.left, mTilingClip.top, 223 mTilingClip.right, mTilingClip.bottom, mOpaque); 224} 225 226void OpenGLRenderer::prepareDirty(float left, float top, 227 float right, float bottom, bool opaque) { 228 229 setupFrameState(left, top, right, bottom, opaque); 230 231 // Layer renderers will start the frame immediately 232 // The framebuffer renderer will first defer the display list 233 // for each layer and wait until the first drawing command 234 // to start the frame 235 if (currentSnapshot()->fbo == 0) { 236 syncState(); 237 updateLayers(); 238 } else { 239 startFrame(); 240 } 241} 242 243void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 244 // If we know that we are going to redraw the entire framebuffer, 245 // perform a discard to let the driver know we don't need to preserve 246 // the back buffer for this frame. 247 if (mExtensions.hasDiscardFramebuffer() && 248 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 249 const bool isFbo = onGetTargetFbo() == 0; 250 const GLenum attachments[] = { 251 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 252 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 253 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 254 } 255} 256 257void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 258 if (!opaque) { 259 mCaches.enableScissor(); 260 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 261 glClear(GL_COLOR_BUFFER_BIT); 262 mDirty = true; 263 return; 264 } 265 266 mCaches.resetScissor(); 267} 268 269void OpenGLRenderer::syncState() { 270 if (mCaches.blend) { 271 glEnable(GL_BLEND); 272 } else { 273 glDisable(GL_BLEND); 274 } 275} 276 277void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 278 if (!mSuppressTiling) { 279 const Snapshot* snapshot = currentSnapshot(); 280 281 const Rect* clip = &mTilingClip; 282 if (snapshot->flags & Snapshot::kFlagFboTarget) { 283 clip = &(snapshot->layer->clipRect); 284 } 285 286 startTiling(*clip, getViewportHeight(), opaque, expand); 287 } 288} 289 290void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 291 if (!mSuppressTiling) { 292 if(expand) { 293 // Expand the startTiling region by 1 294 int leftNotZero = (clip.left > 0) ? 1 : 0; 295 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 296 297 mCaches.startTiling( 298 clip.left - leftNotZero, 299 windowHeight - clip.bottom - topNotZero, 300 clip.right - clip.left + leftNotZero + 1, 301 clip.bottom - clip.top + topNotZero + 1, 302 opaque); 303 } else { 304 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 305 clip.right - clip.left, clip.bottom - clip.top, opaque); 306 } 307 } 308} 309 310void OpenGLRenderer::endTiling() { 311 if (!mSuppressTiling) mCaches.endTiling(); 312} 313 314bool OpenGLRenderer::finish() { 315 renderOverdraw(); 316 endTiling(); 317 mTempPaths.clear(); 318 319 // When finish() is invoked on FBO 0 we've reached the end 320 // of the current frame 321 if (onGetTargetFbo() == 0) { 322 mCaches.pathCache.trim(); 323 mCaches.tessellationCache.trim(); 324 } 325 326 if (!suppressErrorChecks()) { 327#if DEBUG_OPENGL 328 GLUtils::dumpGLErrors(); 329#endif 330 331#if DEBUG_MEMORY_USAGE 332 mCaches.dumpMemoryUsage(); 333#else 334 if (mCaches.getDebugLevel() & kDebugMemory) { 335 mCaches.dumpMemoryUsage(); 336 } 337#endif 338 } 339 340 mFrameStarted = false; 341 342 return reportAndClearDirty(); 343} 344 345void OpenGLRenderer::resumeAfterLayer() { 346 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 347 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 348 debugOverdraw(true, false); 349 350 mCaches.resetScissor(); 351 dirtyClip(); 352} 353 354void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 355 if (mState.currentlyIgnored()) return; 356 357 Rect clip(mState.currentClipRect()); 358 clip.snapToPixelBoundaries(); 359 360 // Since we don't know what the functor will draw, let's dirty 361 // the entire clip region 362 if (hasLayer()) { 363 dirtyLayerUnchecked(clip, getRegion()); 364 } 365 366 DrawGlInfo info; 367 info.clipLeft = clip.left; 368 info.clipTop = clip.top; 369 info.clipRight = clip.right; 370 info.clipBottom = clip.bottom; 371 info.isLayer = hasLayer(); 372 info.width = getViewportWidth(); 373 info.height = getViewportHeight(); 374 currentTransform()->copyTo(&info.transform[0]); 375 376 bool prevDirtyClip = mState.getDirtyClip(); 377 // setup GL state for functor 378 if (mState.getDirtyClip()) { 379 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 380 } 381 if (mCaches.enableScissor() || prevDirtyClip) { 382 setScissorFromClip(); 383 } 384 385 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 386 // Scissor may have been modified, reset dirty clip 387 dirtyClip(); 388 389 mDirty = true; 390} 391 392/////////////////////////////////////////////////////////////////////////////// 393// Debug 394/////////////////////////////////////////////////////////////////////////////// 395 396void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 397#if DEBUG_DETAILED_EVENTS 398 const int BUFFER_SIZE = 256; 399 va_list ap; 400 char buf[BUFFER_SIZE]; 401 402 va_start(ap, fmt); 403 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 404 va_end(ap); 405 406 eventMark(buf); 407#endif 408} 409 410 411void OpenGLRenderer::eventMark(const char* name) const { 412 mCaches.eventMark(0, name); 413} 414 415void OpenGLRenderer::startMark(const char* name) const { 416 mCaches.startMark(0, name); 417} 418 419void OpenGLRenderer::endMark() const { 420 mCaches.endMark(); 421} 422 423void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 424 mRenderState.debugOverdraw(enable, clear); 425} 426 427void OpenGLRenderer::renderOverdraw() { 428 if (mCaches.debugOverdraw && onGetTargetFbo() == 0) { 429 const Rect* clip = &mTilingClip; 430 431 mCaches.enableScissor(); 432 mCaches.setScissor(clip->left, mState.firstSnapshot()->getViewportHeight() - clip->bottom, 433 clip->right - clip->left, clip->bottom - clip->top); 434 435 // 1x overdraw 436 mCaches.stencil.enableDebugTest(2); 437 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 438 439 // 2x overdraw 440 mCaches.stencil.enableDebugTest(3); 441 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 442 443 // 3x overdraw 444 mCaches.stencil.enableDebugTest(4); 445 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 446 447 // 4x overdraw and higher 448 mCaches.stencil.enableDebugTest(4, true); 449 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 450 451 mCaches.stencil.disable(); 452 } 453} 454 455/////////////////////////////////////////////////////////////////////////////// 456// Layers 457/////////////////////////////////////////////////////////////////////////////// 458 459bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 460 if (layer->deferredUpdateScheduled && layer->renderer 461 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 462 463 if (inFrame) { 464 endTiling(); 465 debugOverdraw(false, false); 466 } 467 468 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 469 layer->render(*this); 470 } else { 471 layer->defer(*this); 472 } 473 474 if (inFrame) { 475 resumeAfterLayer(); 476 startTilingCurrentClip(); 477 } 478 479 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 480 layer->hasDrawnSinceUpdate = false; 481 482 return true; 483 } 484 485 return false; 486} 487 488void OpenGLRenderer::updateLayers() { 489 // If draw deferring is enabled this method will simply defer 490 // the display list of each individual layer. The layers remain 491 // in the layer updates list which will be cleared by flushLayers(). 492 int count = mLayerUpdates.size(); 493 if (count > 0) { 494 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 495 startMark("Layer Updates"); 496 } else { 497 startMark("Defer Layer Updates"); 498 } 499 500 // Note: it is very important to update the layers in order 501 for (int i = 0; i < count; i++) { 502 Layer* layer = mLayerUpdates.itemAt(i).get(); 503 updateLayer(layer, false); 504 } 505 506 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 507 mLayerUpdates.clear(); 508 mRenderState.bindFramebuffer(onGetTargetFbo()); 509 } 510 endMark(); 511 } 512} 513 514void OpenGLRenderer::flushLayers() { 515 int count = mLayerUpdates.size(); 516 if (count > 0) { 517 startMark("Apply Layer Updates"); 518 519 // Note: it is very important to update the layers in order 520 for (int i = 0; i < count; i++) { 521 mLayerUpdates.itemAt(i)->flush(); 522 } 523 524 mLayerUpdates.clear(); 525 mRenderState.bindFramebuffer(onGetTargetFbo()); 526 527 endMark(); 528 } 529} 530 531void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 532 if (layer) { 533 // Make sure we don't introduce duplicates. 534 // SortedVector would do this automatically but we need to respect 535 // the insertion order. The linear search is not an issue since 536 // this list is usually very short (typically one item, at most a few) 537 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 538 if (mLayerUpdates.itemAt(i) == layer) { 539 return; 540 } 541 } 542 mLayerUpdates.push_back(layer); 543 } 544} 545 546void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 547 if (layer) { 548 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 549 if (mLayerUpdates.itemAt(i) == layer) { 550 mLayerUpdates.removeAt(i); 551 break; 552 } 553 } 554 } 555} 556 557void OpenGLRenderer::flushLayerUpdates() { 558 ATRACE_NAME("Update HW Layers"); 559 syncState(); 560 updateLayers(); 561 flushLayers(); 562 // Wait for all the layer updates to be executed 563 AutoFence fence; 564} 565 566void OpenGLRenderer::markLayersAsBuildLayers() { 567 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 568 mLayerUpdates[i]->wasBuildLayered = true; 569 } 570} 571 572/////////////////////////////////////////////////////////////////////////////// 573// State management 574/////////////////////////////////////////////////////////////////////////////// 575 576void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 577 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 578 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 579 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 580 581 if (restoreViewport) { 582 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 583 } 584 585 if (restoreClip) { 586 dirtyClip(); 587 } 588 589 if (restoreLayer) { 590 endMark(); // Savelayer 591 ATRACE_END(); // SaveLayer 592 startMark("ComposeLayer"); 593 composeLayer(removed, restored); 594 endMark(); 595 } 596} 597 598/////////////////////////////////////////////////////////////////////////////// 599// Layers 600/////////////////////////////////////////////////////////////////////////////// 601 602int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 603 const SkPaint* paint, int flags, const SkPath* convexMask) { 604 // force matrix/clip isolation for layer 605 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 606 607 const int count = mState.saveSnapshot(flags); 608 609 if (!mState.currentlyIgnored()) { 610 createLayer(left, top, right, bottom, paint, flags, convexMask); 611 } 612 613 return count; 614} 615 616void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 617 const Rect untransformedBounds(bounds); 618 619 currentTransform()->mapRect(bounds); 620 621 // Layers only make sense if they are in the framebuffer's bounds 622 if (bounds.intersect(mState.currentClipRect())) { 623 // We cannot work with sub-pixels in this case 624 bounds.snapToPixelBoundaries(); 625 626 // When the layer is not an FBO, we may use glCopyTexImage so we 627 // need to make sure the layer does not extend outside the bounds 628 // of the framebuffer 629 const Snapshot& previous = *(currentSnapshot()->previous); 630 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 631 if (!bounds.intersect(previousViewport)) { 632 bounds.setEmpty(); 633 } else if (fboLayer) { 634 clip.set(bounds); 635 mat4 inverse; 636 inverse.loadInverse(*currentTransform()); 637 inverse.mapRect(clip); 638 clip.snapToPixelBoundaries(); 639 if (clip.intersect(untransformedBounds)) { 640 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 641 bounds.set(untransformedBounds); 642 } else { 643 clip.setEmpty(); 644 } 645 } 646 } else { 647 bounds.setEmpty(); 648 } 649} 650 651void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 652 bool fboLayer, int alpha) { 653 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 654 bounds.getHeight() > mCaches.maxTextureSize || 655 (fboLayer && clip.isEmpty())) { 656 writableSnapshot()->empty = fboLayer; 657 } else { 658 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 659 } 660} 661 662int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 663 const SkPaint* paint, int flags) { 664 const int count = mState.saveSnapshot(flags); 665 666 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 667 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 668 // operations will be able to store and restore the current clip and transform info, and 669 // quick rejection will be correct (for display lists) 670 671 Rect bounds(left, top, right, bottom); 672 Rect clip; 673 calculateLayerBoundsAndClip(bounds, clip, true); 674 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 675 676 if (!mState.currentlyIgnored()) { 677 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 678 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 679 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 680 writableSnapshot()->roundRectClipState = nullptr; 681 } 682 } 683 684 return count; 685} 686 687/** 688 * Layers are viewed by Skia are slightly different than layers in image editing 689 * programs (for instance.) When a layer is created, previously created layers 690 * and the frame buffer still receive every drawing command. For instance, if a 691 * layer is created and a shape intersecting the bounds of the layers and the 692 * framebuffer is draw, the shape will be drawn on both (unless the layer was 693 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 694 * 695 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 696 * texture. Unfortunately, this is inefficient as it requires every primitive to 697 * be drawn n + 1 times, where n is the number of active layers. In practice this 698 * means, for every primitive: 699 * - Switch active frame buffer 700 * - Change viewport, clip and projection matrix 701 * - Issue the drawing 702 * 703 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 704 * To avoid this, layers are implemented in a different way here, at least in the 705 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 706 * is set. When this flag is set we can redirect all drawing operations into a 707 * single FBO. 708 * 709 * This implementation relies on the frame buffer being at least RGBA 8888. When 710 * a layer is created, only a texture is created, not an FBO. The content of the 711 * frame buffer contained within the layer's bounds is copied into this texture 712 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 713 * buffer and drawing continues as normal. This technique therefore treats the 714 * frame buffer as a scratch buffer for the layers. 715 * 716 * To compose the layers back onto the frame buffer, each layer texture 717 * (containing the original frame buffer data) is drawn as a simple quad over 718 * the frame buffer. The trick is that the quad is set as the composition 719 * destination in the blending equation, and the frame buffer becomes the source 720 * of the composition. 721 * 722 * Drawing layers with an alpha value requires an extra step before composition. 723 * An empty quad is drawn over the layer's region in the frame buffer. This quad 724 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 725 * quad is used to multiply the colors in the frame buffer. This is achieved by 726 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 727 * GL_ZERO, GL_SRC_ALPHA. 728 * 729 * Because glCopyTexImage2D() can be slow, an alternative implementation might 730 * be use to draw a single clipped layer. The implementation described above 731 * is correct in every case. 732 * 733 * (1) The frame buffer is actually not cleared right away. To allow the GPU 734 * to potentially optimize series of calls to glCopyTexImage2D, the frame 735 * buffer is left untouched until the first drawing operation. Only when 736 * something actually gets drawn are the layers regions cleared. 737 */ 738bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 739 const SkPaint* paint, int flags, const SkPath* convexMask) { 740 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 741 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 742 743 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 744 745 // Window coordinates of the layer 746 Rect clip; 747 Rect bounds(left, top, right, bottom); 748 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 749 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 750 751 // Bail out if we won't draw in this snapshot 752 if (mState.currentlyIgnored()) { 753 return false; 754 } 755 756 mCaches.activeTexture(0); 757 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 758 if (!layer) { 759 return false; 760 } 761 762 layer->setPaint(paint); 763 layer->layer.set(bounds); 764 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 765 bounds.getWidth() / float(layer->getWidth()), 0.0f); 766 767 layer->setBlend(true); 768 layer->setDirty(false); 769 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 770 771 // Save the layer in the snapshot 772 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 773 writableSnapshot()->layer = layer; 774 775 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 776 fboLayer ? "" : "unclipped ", 777 layer->getWidth(), layer->getHeight()); 778 startMark("SaveLayer"); 779 if (fboLayer) { 780 return createFboLayer(layer, bounds, clip); 781 } else { 782 // Copy the framebuffer into the layer 783 layer->bindTexture(); 784 if (!bounds.isEmpty()) { 785 if (layer->isEmpty()) { 786 // Workaround for some GL drivers. When reading pixels lying outside 787 // of the window we should get undefined values for those pixels. 788 // Unfortunately some drivers will turn the entire target texture black 789 // when reading outside of the window. 790 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 791 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 792 layer->setEmpty(false); 793 } 794 795 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 796 bounds.left, getViewportHeight() - bounds.bottom, 797 bounds.getWidth(), bounds.getHeight()); 798 799 // Enqueue the buffer coordinates to clear the corresponding region later 800 mLayers.push_back(Rect(bounds)); 801 } 802 } 803 804 return true; 805} 806 807bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 808 layer->clipRect.set(clip); 809 layer->setFbo(mCaches.fboCache.get()); 810 811 writableSnapshot()->region = &writableSnapshot()->layer->region; 812 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 813 writableSnapshot()->fbo = layer->getFbo(); 814 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 815 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 816 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 817 writableSnapshot()->roundRectClipState = nullptr; 818 819 endTiling(); 820 debugOverdraw(false, false); 821 // Bind texture to FBO 822 mRenderState.bindFramebuffer(layer->getFbo()); 823 layer->bindTexture(); 824 825 // Initialize the texture if needed 826 if (layer->isEmpty()) { 827 layer->allocateTexture(); 828 layer->setEmpty(false); 829 } 830 831 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 832 layer->getTexture(), 0); 833 834 // Expand the startTiling region by 1 835 startTilingCurrentClip(true, true); 836 837 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 838 mCaches.enableScissor(); 839 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 840 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 841 glClear(GL_COLOR_BUFFER_BIT); 842 843 dirtyClip(); 844 845 // Change the ortho projection 846 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 847 return true; 848} 849 850/** 851 * Read the documentation of createLayer() before doing anything in this method. 852 */ 853void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 854 if (!removed.layer) { 855 ALOGE("Attempting to compose a layer that does not exist"); 856 return; 857 } 858 859 Layer* layer = removed.layer; 860 const Rect& rect = layer->layer; 861 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 862 863 bool clipRequired = false; 864 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 865 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 866 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 867 868 if (fboLayer) { 869 endTiling(); 870 871 // Detach the texture from the FBO 872 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 873 874 layer->removeFbo(false); 875 876 // Unbind current FBO and restore previous one 877 mRenderState.bindFramebuffer(restored.fbo); 878 debugOverdraw(true, false); 879 880 startTilingCurrentClip(); 881 } 882 883 if (!fboLayer && layer->getAlpha() < 255) { 884 SkPaint layerPaint; 885 layerPaint.setAlpha(layer->getAlpha()); 886 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 887 layerPaint.setColorFilter(layer->getColorFilter()); 888 889 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 890 // Required below, composeLayerRect() will divide by 255 891 layer->setAlpha(255); 892 } 893 894 mCaches.unbindMeshBuffer(); 895 896 mCaches.activeTexture(0); 897 898 // When the layer is stored in an FBO, we can save a bit of fillrate by 899 // drawing only the dirty region 900 if (fboLayer) { 901 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 902 composeLayerRegion(layer, rect); 903 } else if (!rect.isEmpty()) { 904 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 905 906 save(0); 907 // the layer contains screen buffer content that shouldn't be alpha modulated 908 // (and any necessary alpha modulation was handled drawing into the layer) 909 writableSnapshot()->alpha = 1.0f; 910 composeLayerRect(layer, rect, true); 911 restore(); 912 } 913 914 dirtyClip(); 915 916 // Failing to add the layer to the cache should happen only if the layer is too large 917 layer->setConvexMask(nullptr); 918 if (!mCaches.layerCache.put(layer)) { 919 LAYER_LOGD("Deleting layer"); 920 layer->decStrong(nullptr); 921 } 922} 923 924void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 925 float alpha = getLayerAlpha(layer); 926 927 setupDraw(); 928 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 929 setupDrawWithTexture(); 930 } else { 931 setupDrawWithExternalTexture(); 932 } 933 setupDrawTextureTransform(); 934 setupDrawColor(alpha, alpha, alpha, alpha); 935 setupDrawColorFilter(layer->getColorFilter()); 936 setupDrawBlending(layer); 937 setupDrawProgram(); 938 setupDrawPureColorUniforms(); 939 setupDrawColorFilterUniforms(layer->getColorFilter()); 940 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 941 setupDrawTexture(layer->getTexture()); 942 } else { 943 setupDrawExternalTexture(layer->getTexture()); 944 } 945 if (currentTransform()->isPureTranslate() && 946 !layer->getForceFilter() && 947 layer->getWidth() == (uint32_t) rect.getWidth() && 948 layer->getHeight() == (uint32_t) rect.getHeight()) { 949 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 950 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 951 952 layer->setFilter(GL_NEAREST); 953 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 954 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 955 } else { 956 layer->setFilter(GL_LINEAR); 957 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 958 rect.left, rect.top, rect.right, rect.bottom); 959 } 960 setupDrawTextureTransformUniforms(layer->getTexTransform()); 961 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 962 963 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 964} 965 966void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 967 if (layer->isTextureLayer()) { 968 EVENT_LOGD("composeTextureLayerRect"); 969 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 970 drawTextureLayer(layer, rect); 971 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 972 } else { 973 EVENT_LOGD("composeHardwareLayerRect"); 974 const Rect& texCoords = layer->texCoords; 975 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 976 texCoords.right, texCoords.bottom); 977 978 float x = rect.left; 979 float y = rect.top; 980 bool simpleTransform = currentTransform()->isPureTranslate() && 981 layer->getWidth() == (uint32_t) rect.getWidth() && 982 layer->getHeight() == (uint32_t) rect.getHeight(); 983 984 if (simpleTransform) { 985 // When we're swapping, the layer is already in screen coordinates 986 if (!swap) { 987 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 988 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 989 } 990 991 layer->setFilter(GL_NEAREST, true); 992 } else { 993 layer->setFilter(GL_LINEAR, true); 994 } 995 996 SkPaint layerPaint; 997 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 998 layerPaint.setXfermodeMode(layer->getMode()); 999 layerPaint.setColorFilter(layer->getColorFilter()); 1000 1001 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1002 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1003 layer->getTexture(), &layerPaint, blend, 1004 &mMeshVertices[0].x, &mMeshVertices[0].u, 1005 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1006 1007 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1008 } 1009} 1010 1011/** 1012 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1013 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1014 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1015 * by saveLayer's restore 1016 */ 1017#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1018 DRAW_COMMAND; \ 1019 if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \ 1020 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1021 DRAW_COMMAND; \ 1022 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1023 } \ 1024 } 1025 1026#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1027 1028// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1029// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1030class LayerShader : public SkShader { 1031public: 1032 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1033 : INHERITED(localMatrix) 1034 , mLayer(layer) { 1035 } 1036 1037 virtual bool asACustomShader(void** data) const override { 1038 if (data) { 1039 *data = static_cast<void*>(mLayer); 1040 } 1041 return true; 1042 } 1043 1044 virtual bool isOpaque() const override { 1045 return !mLayer->isBlend(); 1046 } 1047 1048protected: 1049 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1050 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1051 } 1052 1053 virtual void flatten(SkWriteBuffer&) const override { 1054 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1055 } 1056 1057 virtual Factory getFactory() const override { 1058 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1059 return nullptr; 1060 } 1061private: 1062 // Unowned. 1063 Layer* mLayer; 1064 typedef SkShader INHERITED; 1065}; 1066 1067void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1068 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1069 1070 if (layer->getConvexMask()) { 1071 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1072 1073 // clip to the area of the layer the mask can be larger 1074 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1075 1076 SkPaint paint; 1077 paint.setAntiAlias(true); 1078 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1079 1080 // create LayerShader to map SaveLayer content into subsequent draw 1081 SkMatrix shaderMatrix; 1082 shaderMatrix.setTranslate(rect.left, rect.bottom); 1083 shaderMatrix.preScale(1, -1); 1084 LayerShader layerShader(layer, &shaderMatrix); 1085 paint.setShader(&layerShader); 1086 1087 // Since the drawing primitive is defined in local drawing space, 1088 // we don't need to modify the draw matrix 1089 const SkPath* maskPath = layer->getConvexMask(); 1090 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1091 1092 paint.setShader(nullptr); 1093 restore(); 1094 1095 return; 1096 } 1097 1098 if (layer->region.isRect()) { 1099 layer->setRegionAsRect(); 1100 1101 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1102 1103 layer->region.clear(); 1104 return; 1105 } 1106 1107 EVENT_LOGD("composeLayerRegion"); 1108 // standard Region based draw 1109 size_t count; 1110 const android::Rect* rects; 1111 Region safeRegion; 1112 if (CC_LIKELY(hasRectToRectTransform())) { 1113 rects = layer->region.getArray(&count); 1114 } else { 1115 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1116 rects = safeRegion.getArray(&count); 1117 } 1118 1119 const float alpha = getLayerAlpha(layer); 1120 const float texX = 1.0f / float(layer->getWidth()); 1121 const float texY = 1.0f / float(layer->getHeight()); 1122 const float height = rect.getHeight(); 1123 1124 setupDraw(); 1125 1126 // We must get (and therefore bind) the region mesh buffer 1127 // after we setup drawing in case we need to mess with the 1128 // stencil buffer in setupDraw() 1129 TextureVertex* mesh = mCaches.getRegionMesh(); 1130 uint32_t numQuads = 0; 1131 1132 setupDrawWithTexture(); 1133 setupDrawColor(alpha, alpha, alpha, alpha); 1134 setupDrawColorFilter(layer->getColorFilter()); 1135 setupDrawBlending(layer); 1136 setupDrawProgram(); 1137 setupDrawDirtyRegionsDisabled(); 1138 setupDrawPureColorUniforms(); 1139 setupDrawColorFilterUniforms(layer->getColorFilter()); 1140 setupDrawTexture(layer->getTexture()); 1141 if (currentTransform()->isPureTranslate()) { 1142 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1143 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1144 1145 layer->setFilter(GL_NEAREST); 1146 setupDrawModelView(kModelViewMode_Translate, false, 1147 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1148 } else { 1149 layer->setFilter(GL_LINEAR); 1150 setupDrawModelView(kModelViewMode_Translate, false, 1151 rect.left, rect.top, rect.right, rect.bottom); 1152 } 1153 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1154 1155 for (size_t i = 0; i < count; i++) { 1156 const android::Rect* r = &rects[i]; 1157 1158 const float u1 = r->left * texX; 1159 const float v1 = (height - r->top) * texY; 1160 const float u2 = r->right * texX; 1161 const float v2 = (height - r->bottom) * texY; 1162 1163 // TODO: Reject quads outside of the clip 1164 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1165 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1166 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1167 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1168 1169 numQuads++; 1170 1171 if (numQuads >= gMaxNumberOfQuads) { 1172 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1173 GL_UNSIGNED_SHORT, nullptr)); 1174 numQuads = 0; 1175 mesh = mCaches.getRegionMesh(); 1176 } 1177 } 1178 1179 if (numQuads > 0) { 1180 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1181 GL_UNSIGNED_SHORT, nullptr)); 1182 } 1183 1184#if DEBUG_LAYERS_AS_REGIONS 1185 drawRegionRectsDebug(layer->region); 1186#endif 1187 1188 layer->region.clear(); 1189} 1190 1191#if DEBUG_LAYERS_AS_REGIONS 1192void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1193 size_t count; 1194 const android::Rect* rects = region.getArray(&count); 1195 1196 uint32_t colors[] = { 1197 0x7fff0000, 0x7f00ff00, 1198 0x7f0000ff, 0x7fff00ff, 1199 }; 1200 1201 int offset = 0; 1202 int32_t top = rects[0].top; 1203 1204 for (size_t i = 0; i < count; i++) { 1205 if (top != rects[i].top) { 1206 offset ^= 0x2; 1207 top = rects[i].top; 1208 } 1209 1210 SkPaint paint; 1211 paint.setColor(colors[offset + (i & 0x1)]); 1212 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1213 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1214 } 1215} 1216#endif 1217 1218void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1219 Vector<float> rects; 1220 1221 SkRegion::Iterator it(region); 1222 while (!it.done()) { 1223 const SkIRect& r = it.rect(); 1224 rects.push(r.fLeft); 1225 rects.push(r.fTop); 1226 rects.push(r.fRight); 1227 rects.push(r.fBottom); 1228 it.next(); 1229 } 1230 1231 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1232} 1233 1234void OpenGLRenderer::dirtyLayer(const float left, const float top, 1235 const float right, const float bottom, const mat4 transform) { 1236 if (hasLayer()) { 1237 Rect bounds(left, top, right, bottom); 1238 transform.mapRect(bounds); 1239 dirtyLayerUnchecked(bounds, getRegion()); 1240 } 1241} 1242 1243void OpenGLRenderer::dirtyLayer(const float left, const float top, 1244 const float right, const float bottom) { 1245 if (hasLayer()) { 1246 Rect bounds(left, top, right, bottom); 1247 dirtyLayerUnchecked(bounds, getRegion()); 1248 } 1249} 1250 1251void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1252 if (bounds.intersect(mState.currentClipRect())) { 1253 bounds.snapToPixelBoundaries(); 1254 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1255 if (!dirty.isEmpty()) { 1256 region->orSelf(dirty); 1257 } 1258 } 1259} 1260 1261void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1262 GLsizei elementsCount = quadsCount * 6; 1263 while (elementsCount > 0) { 1264 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1265 1266 setupDrawIndexedVertices(&mesh[0].x); 1267 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1268 1269 elementsCount -= drawCount; 1270 // Though there are 4 vertices in a quad, we use 6 indices per 1271 // quad to draw with GL_TRIANGLES 1272 mesh += (drawCount / 6) * 4; 1273 } 1274} 1275 1276void OpenGLRenderer::clearLayerRegions() { 1277 const size_t count = mLayers.size(); 1278 if (count == 0) return; 1279 1280 if (!mState.currentlyIgnored()) { 1281 EVENT_LOGD("clearLayerRegions"); 1282 // Doing several glScissor/glClear here can negatively impact 1283 // GPUs with a tiler architecture, instead we draw quads with 1284 // the Clear blending mode 1285 1286 // The list contains bounds that have already been clipped 1287 // against their initial clip rect, and the current clip 1288 // is likely different so we need to disable clipping here 1289 bool scissorChanged = mCaches.disableScissor(); 1290 1291 Vertex mesh[count * 4]; 1292 Vertex* vertex = mesh; 1293 1294 for (uint32_t i = 0; i < count; i++) { 1295 const Rect& bounds = mLayers[i]; 1296 1297 Vertex::set(vertex++, bounds.left, bounds.top); 1298 Vertex::set(vertex++, bounds.right, bounds.top); 1299 Vertex::set(vertex++, bounds.left, bounds.bottom); 1300 Vertex::set(vertex++, bounds.right, bounds.bottom); 1301 } 1302 // We must clear the list of dirty rects before we 1303 // call setupDraw() to prevent stencil setup to do 1304 // the same thing again 1305 mLayers.clear(); 1306 1307 SkPaint clearPaint; 1308 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1309 1310 setupDraw(false); 1311 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1312 setupDrawBlending(&clearPaint, true); 1313 setupDrawProgram(); 1314 setupDrawPureColorUniforms(); 1315 setupDrawModelView(kModelViewMode_Translate, false, 1316 0.0f, 0.0f, 0.0f, 0.0f, true); 1317 1318 issueIndexedQuadDraw(&mesh[0], count); 1319 1320 if (scissorChanged) mCaches.enableScissor(); 1321 } else { 1322 mLayers.clear(); 1323 } 1324} 1325 1326/////////////////////////////////////////////////////////////////////////////// 1327// State Deferral 1328/////////////////////////////////////////////////////////////////////////////// 1329 1330bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1331 const Rect& currentClip = mState.currentClipRect(); 1332 const mat4* currentMatrix = currentTransform(); 1333 1334 if (stateDeferFlags & kStateDeferFlag_Draw) { 1335 // state has bounds initialized in local coordinates 1336 if (!state.mBounds.isEmpty()) { 1337 currentMatrix->mapRect(state.mBounds); 1338 Rect clippedBounds(state.mBounds); 1339 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1340 // is used, it should more closely duplicate the quickReject logic (in how it uses 1341 // snapToPixelBoundaries) 1342 1343 if (!clippedBounds.intersect(currentClip)) { 1344 // quick rejected 1345 return true; 1346 } 1347 1348 state.mClipSideFlags = kClipSide_None; 1349 if (!currentClip.contains(state.mBounds)) { 1350 int& flags = state.mClipSideFlags; 1351 // op partially clipped, so record which sides are clipped for clip-aware merging 1352 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1353 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1354 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1355 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1356 } 1357 state.mBounds.set(clippedBounds); 1358 } else { 1359 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1360 // overdraw avoidance (since we don't know what it overlaps) 1361 state.mClipSideFlags = kClipSide_ConservativeFull; 1362 state.mBounds.set(currentClip); 1363 } 1364 } 1365 1366 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1367 if (state.mClipValid) { 1368 state.mClip.set(currentClip); 1369 } 1370 1371 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1372 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1373 state.mMatrix.load(*currentMatrix); 1374 state.mDrawModifiers = mDrawModifiers; 1375 state.mAlpha = currentSnapshot()->alpha; 1376 1377 // always store/restore, since it's just a pointer 1378 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1379 return false; 1380} 1381 1382void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1383 setMatrix(state.mMatrix); 1384 writableSnapshot()->alpha = state.mAlpha; 1385 mDrawModifiers = state.mDrawModifiers; 1386 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1387 1388 if (state.mClipValid && !skipClipRestore) { 1389 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1390 state.mClip.right, state.mClip.bottom); 1391 dirtyClip(); 1392 } 1393} 1394 1395/** 1396 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1397 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1398 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1399 * 1400 * This method should be called when restoreDisplayState() won't be restoring the clip 1401 */ 1402void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1403 if (clipRect != nullptr) { 1404 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1405 } else { 1406 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1407 } 1408 dirtyClip(); 1409 mCaches.setScissorEnabled(clipRect != nullptr || mScissorOptimizationDisabled); 1410} 1411 1412/////////////////////////////////////////////////////////////////////////////// 1413// Clipping 1414/////////////////////////////////////////////////////////////////////////////// 1415 1416void OpenGLRenderer::setScissorFromClip() { 1417 Rect clip(mState.currentClipRect()); 1418 clip.snapToPixelBoundaries(); 1419 1420 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1421 clip.getWidth(), clip.getHeight())) { 1422 mState.setDirtyClip(false); 1423 } 1424} 1425 1426void OpenGLRenderer::ensureStencilBuffer() { 1427 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1428 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1429 // just hope we have one when hasLayer() returns false. 1430 if (hasLayer()) { 1431 attachStencilBufferToLayer(currentSnapshot()->layer); 1432 } 1433} 1434 1435void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1436 // The layer's FBO is already bound when we reach this stage 1437 if (!layer->getStencilRenderBuffer()) { 1438 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1439 // is attached after we initiated tiling. We must turn it off, 1440 // attach the new render buffer then turn tiling back on 1441 endTiling(); 1442 1443 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1444 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1445 layer->setStencilRenderBuffer(buffer); 1446 1447 startTiling(layer->clipRect, layer->layer.getHeight()); 1448 } 1449} 1450 1451static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1452 float x, float y) { 1453 Vertex v; 1454 v.x = x; 1455 v.y = y; 1456 transform.mapPoint(v.x, v.y); 1457 rectangleVertices.push_back(v); 1458} 1459 1460static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1461 Vertex v; 1462 v.x = x; 1463 v.y = y; 1464 rectangleVertices.push_back(v); 1465} 1466 1467void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1468 int count = rectangleList.getTransformedRectanglesCount(); 1469 std::vector<Vertex> rectangleVertices(count * 4); 1470 Rect scissorBox = rectangleList.calculateBounds(); 1471 scissorBox.snapToPixelBoundaries(); 1472 for (int i = 0; i < count; ++i) { 1473 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1474 const Matrix4& transform = tr.getTransform(); 1475 Rect bounds = tr.getBounds(); 1476 if (transform.rectToRect()) { 1477 transform.mapRect(bounds); 1478 if (!bounds.intersect(scissorBox)) { 1479 bounds.setEmpty(); 1480 } else { 1481 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1482 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1483 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1484 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1485 } 1486 } else { 1487 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1488 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1489 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1490 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1491 } 1492 } 1493 1494 mCaches.setScissor(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1495 scissorBox.getWidth(), scissorBox.getHeight()); 1496 1497 const SkPaint* paint = nullptr; 1498 setupDraw(); 1499 setupDrawNoTexture(); 1500 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1501 setupDrawShader(getShader(paint)); 1502 setupDrawColorFilter(getColorFilter(paint)); 1503 setupDrawBlending(paint); 1504 setupDrawProgram(); 1505 setupDrawDirtyRegionsDisabled(); 1506 setupDrawModelView(kModelViewMode_Translate, false, 1507 0.0f, 0.0f, 0.0f, 0.0f, true); 1508 setupDrawColorUniforms(getShader(paint)); 1509 setupDrawShaderUniforms(getShader(paint)); 1510 setupDrawColorFilterUniforms(getColorFilter(paint)); 1511 1512 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1513} 1514 1515void OpenGLRenderer::setStencilFromClip() { 1516 if (!mCaches.debugOverdraw) { 1517 if (!currentSnapshot()->clipIsSimple()) { 1518 int incrementThreshold; 1519 EVENT_LOGD("setStencilFromClip - enabling"); 1520 1521 // NOTE: The order here is important, we must set dirtyClip to false 1522 // before any draw call to avoid calling back into this method 1523 mState.setDirtyClip(false); 1524 1525 ensureStencilBuffer(); 1526 1527 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1528 1529 bool isRectangleList = clipArea.isRectangleList(); 1530 if (isRectangleList) { 1531 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1532 } else { 1533 incrementThreshold = 0; 1534 } 1535 1536 mCaches.stencil.enableWrite(incrementThreshold); 1537 1538 // Clean and update the stencil, but first make sure we restrict drawing 1539 // to the region's bounds 1540 bool resetScissor = mCaches.enableScissor(); 1541 if (resetScissor) { 1542 // The scissor was not set so we now need to update it 1543 setScissorFromClip(); 1544 } 1545 1546 mCaches.stencil.clear(); 1547 1548 // stash and disable the outline clip state, since stencil doesn't account for outline 1549 bool storedSkipOutlineClip = mSkipOutlineClip; 1550 mSkipOutlineClip = true; 1551 1552 SkPaint paint; 1553 paint.setColor(SK_ColorBLACK); 1554 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1555 1556 if (isRectangleList) { 1557 drawRectangleList(clipArea.getRectangleList()); 1558 } else { 1559 // NOTE: We could use the region contour path to generate a smaller mesh 1560 // Since we are using the stencil we could use the red book path 1561 // drawing technique. It might increase bandwidth usage though. 1562 1563 // The last parameter is important: we are not drawing in the color buffer 1564 // so we don't want to dirty the current layer, if any 1565 drawRegionRects(clipArea.getClipRegion(), paint, false); 1566 } 1567 if (resetScissor) mCaches.disableScissor(); 1568 mSkipOutlineClip = storedSkipOutlineClip; 1569 1570 mCaches.stencil.enableTest(incrementThreshold); 1571 1572 // Draw the region used to generate the stencil if the appropriate debug 1573 // mode is enabled 1574 // TODO: Implement for rectangle list clip areas 1575 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1576 !clipArea.isRectangleList()) { 1577 paint.setColor(0x7f0000ff); 1578 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1579 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1580 } 1581 } else { 1582 EVENT_LOGD("setStencilFromClip - disabling"); 1583 mCaches.stencil.disable(); 1584 } 1585 } 1586} 1587 1588/** 1589 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1590 * 1591 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1592 * style, and tessellated AA ramp 1593 */ 1594bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1595 const SkPaint* paint) { 1596 bool snapOut = paint && paint->isAntiAlias(); 1597 1598 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1599 float outset = paint->getStrokeWidth() * 0.5f; 1600 left -= outset; 1601 top -= outset; 1602 right += outset; 1603 bottom += outset; 1604 } 1605 1606 bool clipRequired = false; 1607 bool roundRectClipRequired = false; 1608 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1609 &clipRequired, &roundRectClipRequired, snapOut)) { 1610 return true; 1611 } 1612 1613 // not quick rejected, so enable the scissor if clipRequired 1614 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1615 mSkipOutlineClip = !roundRectClipRequired; 1616 return false; 1617} 1618 1619void OpenGLRenderer::debugClip() { 1620#if DEBUG_CLIP_REGIONS 1621 if (!currentSnapshot()->clipRegion->isEmpty()) { 1622 SkPaint paint; 1623 paint.setColor(0x7f00ff00); 1624 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1625 1626 } 1627#endif 1628} 1629 1630/////////////////////////////////////////////////////////////////////////////// 1631// Drawing commands 1632/////////////////////////////////////////////////////////////////////////////// 1633 1634void OpenGLRenderer::setupDraw(bool clearLayer) { 1635 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1636 // changes the scissor test state 1637 if (clearLayer) clearLayerRegions(); 1638 // Make sure setScissor & setStencil happen at the beginning of 1639 // this method 1640 if (mState.getDirtyClip()) { 1641 if (mCaches.scissorEnabled) { 1642 setScissorFromClip(); 1643 } 1644 1645 setStencilFromClip(); 1646 } 1647 1648 mDescription.reset(); 1649 1650 mSetShaderColor = false; 1651 mColorSet = false; 1652 mColorA = mColorR = mColorG = mColorB = 0.0f; 1653 mTextureUnit = 0; 1654 mTrackDirtyRegions = true; 1655 1656 // Enable debug highlight when what we're about to draw is tested against 1657 // the stencil buffer and if stencil highlight debugging is on 1658 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1659 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1660 mCaches.stencil.isTestEnabled(); 1661} 1662 1663void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1664 mDescription.hasTexture = true; 1665 mDescription.hasAlpha8Texture = isAlpha8; 1666} 1667 1668void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1669 mDescription.hasTexture = true; 1670 mDescription.hasColors = true; 1671 mDescription.hasAlpha8Texture = isAlpha8; 1672} 1673 1674void OpenGLRenderer::setupDrawWithExternalTexture() { 1675 mDescription.hasExternalTexture = true; 1676} 1677 1678void OpenGLRenderer::setupDrawNoTexture() { 1679 mCaches.disableTexCoordsVertexArray(); 1680} 1681 1682void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1683 mDescription.hasVertexAlpha = true; 1684 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1685} 1686 1687void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1688 mColorA = alpha / 255.0f; 1689 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1690 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1691 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1692 mColorSet = true; 1693 mSetShaderColor = mDescription.setColorModulate(mColorA); 1694} 1695 1696void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1697 mColorA = alpha / 255.0f; 1698 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1699 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1700 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1701 mColorSet = true; 1702 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1703} 1704 1705void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1706 mCaches.fontRenderer->describe(mDescription, paint); 1707} 1708 1709void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1710 mColorA = a; 1711 mColorR = r; 1712 mColorG = g; 1713 mColorB = b; 1714 mColorSet = true; 1715 mSetShaderColor = mDescription.setColorModulate(a); 1716} 1717 1718void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1719 if (shader != nullptr) { 1720 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1721 } 1722} 1723 1724void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1725 if (filter == nullptr) { 1726 return; 1727 } 1728 1729 SkXfermode::Mode mode; 1730 if (filter->asColorMode(nullptr, &mode)) { 1731 mDescription.colorOp = ProgramDescription::kColorBlend; 1732 mDescription.colorMode = mode; 1733 } else if (filter->asColorMatrix(nullptr)) { 1734 mDescription.colorOp = ProgramDescription::kColorMatrix; 1735 } 1736} 1737 1738void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1739 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1740 mColorA = 1.0f; 1741 mColorR = mColorG = mColorB = 0.0f; 1742 mSetShaderColor = mDescription.modulate = true; 1743 } 1744} 1745 1746void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1747 SkXfermode::Mode mode = layer->getMode(); 1748 // When the blending mode is kClear_Mode, we need to use a modulate color 1749 // argb=1,0,0,0 1750 accountForClear(mode); 1751 // TODO: check shader blending, once we have shader drawing support for layers. 1752 bool blend = layer->isBlend() 1753 || getLayerAlpha(layer) < 1.0f 1754 || (mColorSet && mColorA < 1.0f) 1755 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1756 chooseBlending(blend, mode, mDescription, swapSrcDst); 1757} 1758 1759void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1760 SkXfermode::Mode mode = getXfermodeDirect(paint); 1761 // When the blending mode is kClear_Mode, we need to use a modulate color 1762 // argb=1,0,0,0 1763 accountForClear(mode); 1764 blend |= (mColorSet && mColorA < 1.0f) || 1765 (getShader(paint) && !getShader(paint)->isOpaque()) || 1766 PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1767 chooseBlending(blend, mode, mDescription, swapSrcDst); 1768} 1769 1770void OpenGLRenderer::setupDrawProgram() { 1771 useProgram(mCaches.programCache.get(mDescription)); 1772 if (mDescription.hasRoundRectClip) { 1773 // TODO: avoid doing this repeatedly, stashing state pointer in program 1774 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1775 const Rect& innerRect = state->innerRect; 1776 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1777 innerRect.left, innerRect.top, 1778 innerRect.right, innerRect.bottom); 1779 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1780 1, GL_FALSE, &state->matrix.data[0]); 1781 1782 // add half pixel to round out integer rect space to cover pixel centers 1783 float roundedOutRadius = state->radius + 0.5f; 1784 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1785 roundedOutRadius); 1786 } 1787} 1788 1789void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1790 mTrackDirtyRegions = false; 1791} 1792 1793void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1794 float left, float top, float right, float bottom, bool ignoreTransform) { 1795 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1796 if (mode == kModelViewMode_TranslateAndScale) { 1797 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1798 } 1799 1800 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1801 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1802 mCaches.currentProgram->set(writableSnapshot()->getOrthoMatrix(), 1803 mModelViewMatrix, transformMatrix, offset); 1804 if (dirty && mTrackDirtyRegions) { 1805 if (!ignoreTransform) { 1806 dirtyLayer(left, top, right, bottom, *currentTransform()); 1807 } else { 1808 dirtyLayer(left, top, right, bottom); 1809 } 1810 } 1811} 1812 1813void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1814 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1815 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1816 } 1817} 1818 1819void OpenGLRenderer::setupDrawPureColorUniforms() { 1820 if (mSetShaderColor) { 1821 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1822 } 1823} 1824 1825void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1826 if (shader == nullptr) { 1827 return; 1828 } 1829 1830 if (ignoreTransform) { 1831 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1832 // because it was built into modelView / the geometry, and the description needs to 1833 // compensate. 1834 mat4 modelViewWithoutTransform; 1835 modelViewWithoutTransform.loadInverse(*currentTransform()); 1836 modelViewWithoutTransform.multiply(mModelViewMatrix); 1837 mModelViewMatrix.load(modelViewWithoutTransform); 1838 } 1839 1840 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1841} 1842 1843void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1844 if (nullptr == filter) { 1845 return; 1846 } 1847 1848 SkColor color; 1849 SkXfermode::Mode mode; 1850 if (filter->asColorMode(&color, &mode)) { 1851 const int alpha = SkColorGetA(color); 1852 const GLfloat a = alpha / 255.0f; 1853 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1854 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1855 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1856 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1857 return; 1858 } 1859 1860 SkScalar srcColorMatrix[20]; 1861 if (filter->asColorMatrix(srcColorMatrix)) { 1862 1863 float colorMatrix[16]; 1864 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1865 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1866 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1867 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1868 1869 // Skia uses the range [0..255] for the addition vector, but we need 1870 // the [0..1] range to apply the vector in GLSL 1871 float colorVector[4]; 1872 colorVector[0] = srcColorMatrix[4] / 255.0f; 1873 colorVector[1] = srcColorMatrix[9] / 255.0f; 1874 colorVector[2] = srcColorMatrix[14] / 255.0f; 1875 colorVector[3] = srcColorMatrix[19] / 255.0f; 1876 1877 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1878 GL_FALSE, colorMatrix); 1879 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1880 return; 1881 } 1882 1883 // it is an error if we ever get here 1884} 1885 1886void OpenGLRenderer::setupDrawTextGammaUniforms() { 1887 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1888} 1889 1890void OpenGLRenderer::setupDrawSimpleMesh() { 1891 bool force = mCaches.bindMeshBuffer(); 1892 mCaches.bindPositionVertexPointer(force, nullptr); 1893 mCaches.unbindIndicesBuffer(); 1894} 1895 1896void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1897 if (texture) bindTexture(texture); 1898 mTextureUnit++; 1899 mCaches.enableTexCoordsVertexArray(); 1900} 1901 1902void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1903 bindExternalTexture(texture); 1904 mTextureUnit++; 1905 mCaches.enableTexCoordsVertexArray(); 1906} 1907 1908void OpenGLRenderer::setupDrawTextureTransform() { 1909 mDescription.hasTextureTransform = true; 1910} 1911 1912void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1913 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1914 GL_FALSE, &transform.data[0]); 1915} 1916 1917void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1918 const GLvoid* texCoords, GLuint vbo) { 1919 bool force = false; 1920 if (!vertices || vbo) { 1921 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1922 } else { 1923 force = mCaches.unbindMeshBuffer(); 1924 } 1925 1926 mCaches.bindPositionVertexPointer(force, vertices); 1927 if (mCaches.currentProgram->texCoords >= 0) { 1928 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1929 } 1930 1931 mCaches.unbindIndicesBuffer(); 1932} 1933 1934void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1935 const GLvoid* texCoords, const GLvoid* colors) { 1936 bool force = mCaches.unbindMeshBuffer(); 1937 GLsizei stride = sizeof(ColorTextureVertex); 1938 1939 mCaches.bindPositionVertexPointer(force, vertices, stride); 1940 if (mCaches.currentProgram->texCoords >= 0) { 1941 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1942 } 1943 int slot = mCaches.currentProgram->getAttrib("colors"); 1944 if (slot >= 0) { 1945 glEnableVertexAttribArray(slot); 1946 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1947 } 1948 1949 mCaches.unbindIndicesBuffer(); 1950} 1951 1952void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1953 const GLvoid* texCoords, GLuint vbo) { 1954 bool force = false; 1955 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1956 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1957 // use the default VBO found in Caches 1958 if (!vertices || vbo) { 1959 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1960 } else { 1961 force = mCaches.unbindMeshBuffer(); 1962 } 1963 mCaches.bindQuadIndicesBuffer(); 1964 1965 mCaches.bindPositionVertexPointer(force, vertices); 1966 if (mCaches.currentProgram->texCoords >= 0) { 1967 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1968 } 1969} 1970 1971void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1972 bool force = mCaches.unbindMeshBuffer(); 1973 mCaches.bindQuadIndicesBuffer(); 1974 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1975} 1976 1977/////////////////////////////////////////////////////////////////////////////// 1978// Drawing 1979/////////////////////////////////////////////////////////////////////////////// 1980 1981void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1982 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1983 // will be performed by the display list itself 1984 if (renderNode && renderNode->isRenderable()) { 1985 // compute 3d ordering 1986 renderNode->computeOrdering(); 1987 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1988 startFrame(); 1989 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1990 renderNode->replay(replayStruct, 0); 1991 return; 1992 } 1993 1994 // Don't avoid overdraw when visualizing, since that makes it harder to 1995 // debug where it's coming from, and when the problem occurs. 1996 bool avoidOverdraw = !mCaches.debugOverdraw; 1997 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1998 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1999 renderNode->defer(deferStruct, 0); 2000 2001 flushLayers(); 2002 startFrame(); 2003 2004 deferredList.flush(*this, dirty); 2005 } else { 2006 // Even if there is no drawing command(Ex: invisible), 2007 // it still needs startFrame to clear buffer and start tiling. 2008 startFrame(); 2009 } 2010} 2011 2012void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, 2013 const SkPaint* paint) { 2014 float x = left; 2015 float y = top; 2016 2017 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2018 2019 bool ignoreTransform = false; 2020 if (currentTransform()->isPureTranslate()) { 2021 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2022 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2023 ignoreTransform = true; 2024 2025 texture->setFilter(GL_NEAREST, true); 2026 } else { 2027 texture->setFilter(getFilter(paint), true); 2028 } 2029 2030 // No need to check for a UV mapper on the texture object, only ARGB_8888 2031 // bitmaps get packed in the atlas 2032 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2033 paint, (GLvoid*) nullptr, (GLvoid*) gMeshTextureOffset, 2034 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2035} 2036 2037/** 2038 * Important note: this method is intended to draw batches of bitmaps and 2039 * will not set the scissor enable or dirty the current layer, if any. 2040 * The caller is responsible for properly dirtying the current layer. 2041 */ 2042void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2043 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2044 const Rect& bounds, const SkPaint* paint) { 2045 mCaches.activeTexture(0); 2046 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2047 if (!texture) return; 2048 2049 const AutoTexture autoCleanup(texture); 2050 2051 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2052 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 2053 2054 const float x = (int) floorf(bounds.left + 0.5f); 2055 const float y = (int) floorf(bounds.top + 0.5f); 2056 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2057 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2058 texture->id, paint, &vertices[0].x, &vertices[0].u, 2059 GL_TRIANGLES, bitmapCount * 6, true, 2060 kModelViewMode_Translate, false); 2061 } else { 2062 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2063 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2064 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2065 kModelViewMode_Translate, false); 2066 } 2067 2068 mDirty = true; 2069} 2070 2071void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2072 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2073 return; 2074 } 2075 2076 mCaches.activeTexture(0); 2077 Texture* texture = getTexture(bitmap); 2078 if (!texture) return; 2079 const AutoTexture autoCleanup(texture); 2080 2081 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2082 drawAlphaBitmap(texture, 0, 0, paint); 2083 } else { 2084 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2085 } 2086 2087 mDirty = true; 2088} 2089 2090void OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2091 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2092 return; 2093 } 2094 2095 mCaches.activeTexture(0); 2096 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2097 const AutoTexture autoCleanup(texture); 2098 2099 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2100 drawAlphaBitmap(texture, 0, 0, paint); 2101 } else { 2102 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2103 } 2104 2105 mDirty = true; 2106} 2107 2108void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2109 const float* vertices, const int* colors, const SkPaint* paint) { 2110 if (!vertices || mState.currentlyIgnored()) { 2111 return; 2112 } 2113 2114 // TODO: use quickReject on bounds from vertices 2115 mCaches.enableScissor(); 2116 2117 float left = FLT_MAX; 2118 float top = FLT_MAX; 2119 float right = FLT_MIN; 2120 float bottom = FLT_MIN; 2121 2122 const uint32_t count = meshWidth * meshHeight * 6; 2123 2124 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]); 2125 ColorTextureVertex* vertex = &mesh[0]; 2126 2127 std::unique_ptr<int[]> tempColors; 2128 if (!colors) { 2129 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2130 tempColors.reset(new int[colorsCount]); 2131 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2132 colors = tempColors.get(); 2133 } 2134 2135 mCaches.activeTexture(0); 2136 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2137 const UvMapper& mapper(getMapper(texture)); 2138 2139 for (int32_t y = 0; y < meshHeight; y++) { 2140 for (int32_t x = 0; x < meshWidth; x++) { 2141 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2142 2143 float u1 = float(x) / meshWidth; 2144 float u2 = float(x + 1) / meshWidth; 2145 float v1 = float(y) / meshHeight; 2146 float v2 = float(y + 1) / meshHeight; 2147 2148 mapper.map(u1, v1, u2, v2); 2149 2150 int ax = i + (meshWidth + 1) * 2; 2151 int ay = ax + 1; 2152 int bx = i; 2153 int by = bx + 1; 2154 int cx = i + 2; 2155 int cy = cx + 1; 2156 int dx = i + (meshWidth + 1) * 2 + 2; 2157 int dy = dx + 1; 2158 2159 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2160 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2161 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2162 2163 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2164 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2165 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2166 2167 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2168 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2169 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2170 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2171 } 2172 } 2173 2174 if (quickRejectSetupScissor(left, top, right, bottom)) { 2175 return; 2176 } 2177 2178 if (!texture) { 2179 texture = mCaches.textureCache.get(bitmap); 2180 if (!texture) { 2181 return; 2182 } 2183 } 2184 const AutoTexture autoCleanup(texture); 2185 2186 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2187 texture->setFilter(getFilter(paint), true); 2188 2189 int alpha; 2190 SkXfermode::Mode mode; 2191 getAlphaAndMode(paint, &alpha, &mode); 2192 2193 float a = alpha / 255.0f; 2194 2195 if (hasLayer()) { 2196 dirtyLayer(left, top, right, bottom, *currentTransform()); 2197 } 2198 2199 setupDraw(); 2200 setupDrawWithTextureAndColor(); 2201 setupDrawColor(a, a, a, a); 2202 setupDrawColorFilter(getColorFilter(paint)); 2203 setupDrawBlending(paint, true); 2204 setupDrawProgram(); 2205 setupDrawDirtyRegionsDisabled(); 2206 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2207 setupDrawTexture(texture->id); 2208 setupDrawPureColorUniforms(); 2209 setupDrawColorFilterUniforms(getColorFilter(paint)); 2210 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2211 2212 glDrawArrays(GL_TRIANGLES, 0, count); 2213 2214 int slot = mCaches.currentProgram->getAttrib("colors"); 2215 if (slot >= 0) { 2216 glDisableVertexAttribArray(slot); 2217 } 2218 2219 mDirty = true; 2220} 2221 2222void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2223 float srcLeft, float srcTop, float srcRight, float srcBottom, 2224 float dstLeft, float dstTop, float dstRight, float dstBottom, 2225 const SkPaint* paint) { 2226 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2227 return; 2228 } 2229 2230 mCaches.activeTexture(0); 2231 Texture* texture = getTexture(bitmap); 2232 if (!texture) return; 2233 const AutoTexture autoCleanup(texture); 2234 2235 const float width = texture->width; 2236 const float height = texture->height; 2237 2238 float u1 = fmax(0.0f, srcLeft / width); 2239 float v1 = fmax(0.0f, srcTop / height); 2240 float u2 = fmin(1.0f, srcRight / width); 2241 float v2 = fmin(1.0f, srcBottom / height); 2242 2243 getMapper(texture).map(u1, v1, u2, v2); 2244 2245 mCaches.unbindMeshBuffer(); 2246 resetDrawTextureTexCoords(u1, v1, u2, v2); 2247 2248 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2249 2250 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2251 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2252 2253 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2254 // Apply a scale transform on the canvas only when a shader is in use 2255 // Skia handles the ratio between the dst and src rects as a scale factor 2256 // when a shader is set 2257 bool useScaleTransform = getShader(paint) && scaled; 2258 bool ignoreTransform = false; 2259 2260 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2261 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2262 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2263 2264 dstRight = x + (dstRight - dstLeft); 2265 dstBottom = y + (dstBottom - dstTop); 2266 2267 dstLeft = x; 2268 dstTop = y; 2269 2270 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2271 ignoreTransform = true; 2272 } else { 2273 texture->setFilter(getFilter(paint), true); 2274 } 2275 2276 if (CC_UNLIKELY(useScaleTransform)) { 2277 save(SkCanvas::kMatrix_SaveFlag); 2278 translate(dstLeft, dstTop); 2279 scale(scaleX, scaleY); 2280 2281 dstLeft = 0.0f; 2282 dstTop = 0.0f; 2283 2284 dstRight = srcRight - srcLeft; 2285 dstBottom = srcBottom - srcTop; 2286 } 2287 2288 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2289 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2290 texture->id, paint, 2291 &mMeshVertices[0].x, &mMeshVertices[0].u, 2292 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2293 } else { 2294 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2295 texture->id, paint, texture->blend, 2296 &mMeshVertices[0].x, &mMeshVertices[0].u, 2297 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2298 } 2299 2300 if (CC_UNLIKELY(useScaleTransform)) { 2301 restore(); 2302 } 2303 2304 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2305 2306 mDirty = true; 2307} 2308 2309void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2310 float left, float top, float right, float bottom, const SkPaint* paint) { 2311 if (quickRejectSetupScissor(left, top, right, bottom)) { 2312 return; 2313 } 2314 2315 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2316 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2317 right - left, bottom - top, patch); 2318 2319 drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2320} 2321 2322void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2323 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2324 const SkPaint* paint) { 2325 if (quickRejectSetupScissor(left, top, right, bottom)) { 2326 return; 2327 } 2328 2329 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2330 mCaches.activeTexture(0); 2331 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2332 if (!texture) return; 2333 const AutoTexture autoCleanup(texture); 2334 2335 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2336 texture->setFilter(GL_LINEAR, true); 2337 2338 const bool pureTranslate = currentTransform()->isPureTranslate(); 2339 // Mark the current layer dirty where we are going to draw the patch 2340 if (hasLayer() && mesh->hasEmptyQuads) { 2341 const float offsetX = left + currentTransform()->getTranslateX(); 2342 const float offsetY = top + currentTransform()->getTranslateY(); 2343 const size_t count = mesh->quads.size(); 2344 for (size_t i = 0; i < count; i++) { 2345 const Rect& bounds = mesh->quads.itemAt(i); 2346 if (CC_LIKELY(pureTranslate)) { 2347 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2348 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2349 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2350 } else { 2351 dirtyLayer(left + bounds.left, top + bounds.top, 2352 left + bounds.right, top + bounds.bottom, *currentTransform()); 2353 } 2354 } 2355 } 2356 2357 bool ignoreTransform = false; 2358 if (CC_LIKELY(pureTranslate)) { 2359 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2360 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2361 2362 right = x + right - left; 2363 bottom = y + bottom - top; 2364 left = x; 2365 top = y; 2366 ignoreTransform = true; 2367 } 2368 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2369 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2370 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2371 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2372 } 2373 2374 mDirty = true; 2375} 2376 2377/** 2378 * Important note: this method is intended to draw batches of 9-patch objects and 2379 * will not set the scissor enable or dirty the current layer, if any. 2380 * The caller is responsible for properly dirtying the current layer. 2381 */ 2382void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2383 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2384 mCaches.activeTexture(0); 2385 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2386 if (!texture) return; 2387 const AutoTexture autoCleanup(texture); 2388 2389 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2390 texture->setFilter(GL_LINEAR, true); 2391 2392 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2393 texture->blend, &vertices[0].x, &vertices[0].u, 2394 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2395 2396 mDirty = true; 2397} 2398 2399void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2400 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2401 // not missing call to quickReject/dirtyLayer, always done at a higher level 2402 if (!vertexBuffer.getVertexCount()) { 2403 // no vertices to draw 2404 return; 2405 } 2406 2407 Rect bounds(vertexBuffer.getBounds()); 2408 bounds.translate(translateX, translateY); 2409 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2410 2411 int color = paint->getColor(); 2412 bool isAA = paint->isAntiAlias(); 2413 2414 setupDraw(); 2415 setupDrawNoTexture(); 2416 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2417 setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha); 2418 setupDrawColorFilter(getColorFilter(paint)); 2419 setupDrawShader(getShader(paint)); 2420 setupDrawBlending(paint, isAA); 2421 setupDrawProgram(); 2422 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2423 translateX, translateY, 0, 0); 2424 setupDrawColorUniforms(getShader(paint)); 2425 setupDrawColorFilterUniforms(getColorFilter(paint)); 2426 setupDrawShaderUniforms(getShader(paint)); 2427 2428 const void* vertices = vertexBuffer.getBuffer(); 2429 mCaches.unbindMeshBuffer(); 2430 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2431 mCaches.resetTexCoordsVertexPointer(); 2432 2433 int alphaSlot = -1; 2434 if (isAA) { 2435 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2436 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2437 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2438 glEnableVertexAttribArray(alphaSlot); 2439 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2440 } 2441 2442 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2443 if (mode == VertexBuffer::kStandard) { 2444 mCaches.unbindIndicesBuffer(); 2445 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2446 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2447 mCaches.bindShadowIndicesBuffer(); 2448 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, 2449 GL_UNSIGNED_SHORT, nullptr); 2450 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2451 mCaches.bindShadowIndicesBuffer(); 2452 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, 2453 GL_UNSIGNED_SHORT, nullptr); 2454 } else if (mode == VertexBuffer::kIndices) { 2455 mCaches.unbindIndicesBuffer(); 2456 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2457 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2458 } 2459 2460 if (isAA) { 2461 glDisableVertexAttribArray(alphaSlot); 2462 } 2463 2464 mDirty = true; 2465} 2466 2467/** 2468 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2469 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2470 * screen space in all directions. However, instead of using a fragment shader to compute the 2471 * translucency of the color from its position, we simply use a varying parameter to define how far 2472 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2473 * 2474 * Doesn't yet support joins, caps, or path effects. 2475 */ 2476void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2477 VertexBuffer vertexBuffer; 2478 // TODO: try clipping large paths to viewport 2479 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2480 drawVertexBuffer(vertexBuffer, paint); 2481} 2482 2483/** 2484 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2485 * and additional geometry for defining an alpha slope perimeter. 2486 * 2487 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2488 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2489 * in-shader alpha region, but found it to be taxing on some GPUs. 2490 * 2491 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2492 * memory transfer by removing need for degenerate vertices. 2493 */ 2494void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2495 if (mState.currentlyIgnored() || count < 4) return; 2496 2497 count &= ~0x3; // round down to nearest four 2498 2499 VertexBuffer buffer; 2500 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2501 const Rect& bounds = buffer.getBounds(); 2502 2503 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2504 return; 2505 } 2506 2507 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2508 drawVertexBuffer(buffer, paint, displayFlags); 2509} 2510 2511void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2512 if (mState.currentlyIgnored() || count < 2) return; 2513 2514 count &= ~0x1; // round down to nearest two 2515 2516 VertexBuffer buffer; 2517 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2518 2519 const Rect& bounds = buffer.getBounds(); 2520 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2521 return; 2522 } 2523 2524 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2525 drawVertexBuffer(buffer, paint, displayFlags); 2526 2527 mDirty = true; 2528} 2529 2530void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2531 // No need to check against the clip, we fill the clip region 2532 if (mState.currentlyIgnored()) return; 2533 2534 Rect clip(mState.currentClipRect()); 2535 clip.snapToPixelBoundaries(); 2536 2537 SkPaint paint; 2538 paint.setColor(color); 2539 paint.setXfermodeMode(mode); 2540 2541 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2542 2543 mDirty = true; 2544} 2545 2546void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2547 const SkPaint* paint) { 2548 if (!texture) return; 2549 const AutoTexture autoCleanup(texture); 2550 2551 const float x = left + texture->left - texture->offset; 2552 const float y = top + texture->top - texture->offset; 2553 2554 drawPathTexture(texture, x, y, paint); 2555 2556 mDirty = true; 2557} 2558 2559void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2560 float rx, float ry, const SkPaint* p) { 2561 if (mState.currentlyIgnored() 2562 || quickRejectSetupScissor(left, top, right, bottom, p) 2563 || PaintUtils::paintWillNotDraw(*p)) { 2564 return; 2565 } 2566 2567 if (p->getPathEffect() != nullptr) { 2568 mCaches.activeTexture(0); 2569 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2570 right - left, bottom - top, rx, ry, p); 2571 drawShape(left, top, texture, p); 2572 } else { 2573 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2574 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2575 drawVertexBuffer(left, top, *vertexBuffer, p); 2576 } 2577} 2578 2579void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2580 if (mState.currentlyIgnored() 2581 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2582 || PaintUtils::paintWillNotDraw(*p)) { 2583 return; 2584 } 2585 if (p->getPathEffect() != nullptr) { 2586 mCaches.activeTexture(0); 2587 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2588 drawShape(x - radius, y - radius, texture, p); 2589 } else { 2590 SkPath path; 2591 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2592 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2593 } else { 2594 path.addCircle(x, y, radius); 2595 } 2596 drawConvexPath(path, p); 2597 } 2598} 2599 2600void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2601 const SkPaint* p) { 2602 if (mState.currentlyIgnored() 2603 || quickRejectSetupScissor(left, top, right, bottom, p) 2604 || PaintUtils::paintWillNotDraw(*p)) { 2605 return; 2606 } 2607 2608 if (p->getPathEffect() != nullptr) { 2609 mCaches.activeTexture(0); 2610 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2611 drawShape(left, top, texture, p); 2612 } else { 2613 SkPath path; 2614 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2615 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2616 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2617 } 2618 path.addOval(rect); 2619 drawConvexPath(path, p); 2620 } 2621} 2622 2623void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2624 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2625 if (mState.currentlyIgnored() 2626 || quickRejectSetupScissor(left, top, right, bottom, p) 2627 || PaintUtils::paintWillNotDraw(*p)) { 2628 return; 2629 } 2630 2631 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2632 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2633 mCaches.activeTexture(0); 2634 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2635 startAngle, sweepAngle, useCenter, p); 2636 drawShape(left, top, texture, p); 2637 return; 2638 } 2639 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2640 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2641 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2642 } 2643 2644 SkPath path; 2645 if (useCenter) { 2646 path.moveTo(rect.centerX(), rect.centerY()); 2647 } 2648 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2649 if (useCenter) { 2650 path.close(); 2651 } 2652 drawConvexPath(path, p); 2653} 2654 2655// See SkPaintDefaults.h 2656#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2657 2658void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2659 const SkPaint* p) { 2660 if (mState.currentlyIgnored() 2661 || quickRejectSetupScissor(left, top, right, bottom, p) 2662 || PaintUtils::paintWillNotDraw(*p)) { 2663 return; 2664 } 2665 2666 if (p->getStyle() != SkPaint::kFill_Style) { 2667 // only fill style is supported by drawConvexPath, since others have to handle joins 2668 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2669 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2670 mCaches.activeTexture(0); 2671 const PathTexture* texture = 2672 mCaches.pathCache.getRect(right - left, bottom - top, p); 2673 drawShape(left, top, texture, p); 2674 } else { 2675 SkPath path; 2676 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2677 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2678 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2679 } 2680 path.addRect(rect); 2681 drawConvexPath(path, p); 2682 } 2683 } else { 2684 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2685 SkPath path; 2686 path.addRect(left, top, right, bottom); 2687 drawConvexPath(path, p); 2688 } else { 2689 drawColorRect(left, top, right, bottom, p); 2690 2691 mDirty = true; 2692 } 2693 } 2694} 2695 2696void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2697 int bytesCount, int count, const float* positions, 2698 FontRenderer& fontRenderer, int alpha, float x, float y) { 2699 mCaches.activeTexture(0); 2700 2701 TextShadow textShadow; 2702 if (!getTextShadow(paint, &textShadow)) { 2703 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2704 } 2705 2706 // NOTE: The drop shadow will not perform gamma correction 2707 // if shader-based correction is enabled 2708 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2709 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2710 paint, text, bytesCount, count, textShadow.radius, positions); 2711 // If the drop shadow exceeds the max texture size or couldn't be 2712 // allocated, skip drawing 2713 if (!shadow) return; 2714 const AutoTexture autoCleanup(shadow); 2715 2716 const float sx = x - shadow->left + textShadow.dx; 2717 const float sy = y - shadow->top + textShadow.dy; 2718 2719 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha; 2720 if (getShader(paint)) { 2721 textShadow.color = SK_ColorWHITE; 2722 } 2723 2724 setupDraw(); 2725 setupDrawWithTexture(true); 2726 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2727 setupDrawColorFilter(getColorFilter(paint)); 2728 setupDrawShader(getShader(paint)); 2729 setupDrawBlending(paint, true); 2730 setupDrawProgram(); 2731 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2732 sx, sy, sx + shadow->width, sy + shadow->height); 2733 setupDrawTexture(shadow->id); 2734 setupDrawPureColorUniforms(); 2735 setupDrawColorFilterUniforms(getColorFilter(paint)); 2736 setupDrawShaderUniforms(getShader(paint)); 2737 setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset); 2738 2739 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2740} 2741 2742bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2743 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2744 return MathUtils::isZero(alpha) 2745 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2746} 2747 2748void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2749 const float* positions, const SkPaint* paint) { 2750 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2751 return; 2752 } 2753 2754 // NOTE: Skia does not support perspective transform on drawPosText yet 2755 if (!currentTransform()->isSimple()) { 2756 return; 2757 } 2758 2759 mCaches.enableScissor(); 2760 2761 float x = 0.0f; 2762 float y = 0.0f; 2763 const bool pureTranslate = currentTransform()->isPureTranslate(); 2764 if (pureTranslate) { 2765 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2766 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2767 } 2768 2769 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2770 fontRenderer.setFont(paint, SkMatrix::I()); 2771 2772 int alpha; 2773 SkXfermode::Mode mode; 2774 getAlphaAndMode(paint, &alpha, &mode); 2775 2776 if (CC_UNLIKELY(hasTextShadow(paint))) { 2777 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2778 alpha, 0.0f, 0.0f); 2779 } 2780 2781 // Pick the appropriate texture filtering 2782 bool linearFilter = currentTransform()->changesBounds(); 2783 if (pureTranslate && !linearFilter) { 2784 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2785 } 2786 fontRenderer.setTextureFiltering(linearFilter); 2787 2788 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2789 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2790 2791 const bool hasActiveLayer = hasLayer(); 2792 2793 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2794 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2795 positions, hasActiveLayer ? &bounds : nullptr, &functor)) { 2796 if (hasActiveLayer) { 2797 if (!pureTranslate) { 2798 currentTransform()->mapRect(bounds); 2799 } 2800 dirtyLayerUnchecked(bounds, getRegion()); 2801 } 2802 } 2803 2804 mDirty = true; 2805} 2806 2807bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2808 if (CC_LIKELY(transform.isPureTranslate())) { 2809 outMatrix->setIdentity(); 2810 return false; 2811 } else if (CC_UNLIKELY(transform.isPerspective())) { 2812 outMatrix->setIdentity(); 2813 return true; 2814 } 2815 2816 /** 2817 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2818 * with values rounded to the nearest int. 2819 */ 2820 float sx, sy; 2821 transform.decomposeScale(sx, sy); 2822 outMatrix->setScale( 2823 roundf(fmaxf(1.0f, sx)), 2824 roundf(fmaxf(1.0f, sy))); 2825 return true; 2826} 2827 2828int OpenGLRenderer::getSaveCount() const { 2829 return mState.getSaveCount(); 2830} 2831 2832int OpenGLRenderer::save(int flags) { 2833 return mState.save(flags); 2834} 2835 2836void OpenGLRenderer::restore() { 2837 return mState.restore(); 2838} 2839 2840void OpenGLRenderer::restoreToCount(int saveCount) { 2841 return mState.restoreToCount(saveCount); 2842} 2843 2844void OpenGLRenderer::translate(float dx, float dy, float dz) { 2845 return mState.translate(dx, dy, dz); 2846} 2847 2848void OpenGLRenderer::rotate(float degrees) { 2849 return mState.rotate(degrees); 2850} 2851 2852void OpenGLRenderer::scale(float sx, float sy) { 2853 return mState.scale(sx, sy); 2854} 2855 2856void OpenGLRenderer::skew(float sx, float sy) { 2857 return mState.skew(sx, sy); 2858} 2859 2860void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2861 mState.setMatrix(matrix); 2862} 2863 2864void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2865 mState.concatMatrix(matrix); 2866} 2867 2868bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2869 return mState.clipRect(left, top, right, bottom, op); 2870} 2871 2872bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2873 return mState.clipPath(path, op); 2874} 2875 2876bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2877 return mState.clipRegion(region, op); 2878} 2879 2880void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2881 mState.setClippingOutline(allocator, outline); 2882} 2883 2884void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2885 const Rect& rect, float radius, bool highPriority) { 2886 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2887} 2888 2889 2890 2891void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2892 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2893 DrawOpMode drawOpMode) { 2894 2895 if (drawOpMode == kDrawOpMode_Immediate) { 2896 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2897 // drawing as ops from DeferredDisplayList are already filtered for these 2898 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2899 quickRejectSetupScissor(bounds)) { 2900 return; 2901 } 2902 } 2903 2904 const float oldX = x; 2905 const float oldY = y; 2906 2907 const mat4& transform = *currentTransform(); 2908 const bool pureTranslate = transform.isPureTranslate(); 2909 2910 if (CC_LIKELY(pureTranslate)) { 2911 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2912 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2913 } 2914 2915 int alpha; 2916 SkXfermode::Mode mode; 2917 getAlphaAndMode(paint, &alpha, &mode); 2918 2919 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2920 2921 if (CC_UNLIKELY(hasTextShadow(paint))) { 2922 fontRenderer.setFont(paint, SkMatrix::I()); 2923 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2924 alpha, oldX, oldY); 2925 } 2926 2927 const bool hasActiveLayer = hasLayer(); 2928 2929 // We only pass a partial transform to the font renderer. That partial 2930 // matrix defines how glyphs are rasterized. Typically we want glyphs 2931 // to be rasterized at their final size on screen, which means the partial 2932 // matrix needs to take the scale factor into account. 2933 // When a partial matrix is used to transform glyphs during rasterization, 2934 // the mesh is generated with the inverse transform (in the case of scale, 2935 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2936 // apply the full transform matrix at draw time in the vertex shader. 2937 // Applying the full matrix in the shader is the easiest way to handle 2938 // rotation and perspective and allows us to always generated quads in the 2939 // font renderer which greatly simplifies the code, clipping in particular. 2940 SkMatrix fontTransform; 2941 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2942 || fabs(y - (int) y) > 0.0f 2943 || fabs(x - (int) x) > 0.0f; 2944 fontRenderer.setFont(paint, fontTransform); 2945 fontRenderer.setTextureFiltering(linearFilter); 2946 2947 // TODO: Implement better clipping for scaled/rotated text 2948 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2949 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2950 2951 bool status; 2952 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2953 2954 // don't call issuedrawcommand, do it at end of batch 2955 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2956 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2957 SkPaint paintCopy(*paint); 2958 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2959 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2960 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2961 } else { 2962 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2963 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2964 } 2965 2966 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2967 if (!pureTranslate) { 2968 transform.mapRect(layerBounds); 2969 } 2970 dirtyLayerUnchecked(layerBounds, getRegion()); 2971 } 2972 2973 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2974 2975 mDirty = true; 2976} 2977 2978void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2979 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2980 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2981 return; 2982 } 2983 2984 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2985 mCaches.enableScissor(); 2986 2987 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2988 fontRenderer.setFont(paint, SkMatrix::I()); 2989 fontRenderer.setTextureFiltering(true); 2990 2991 int alpha; 2992 SkXfermode::Mode mode; 2993 getAlphaAndMode(paint, &alpha, &mode); 2994 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2995 2996 const Rect* clip = &writableSnapshot()->getLocalClip(); 2997 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2998 2999 const bool hasActiveLayer = hasLayer(); 3000 3001 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3002 hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) { 3003 if (hasActiveLayer) { 3004 currentTransform()->mapRect(bounds); 3005 dirtyLayerUnchecked(bounds, getRegion()); 3006 } 3007 } 3008 3009 mDirty = true; 3010} 3011 3012void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 3013 if (mState.currentlyIgnored()) return; 3014 3015 mCaches.activeTexture(0); 3016 3017 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3018 if (!texture) return; 3019 const AutoTexture autoCleanup(texture); 3020 3021 const float x = texture->left - texture->offset; 3022 const float y = texture->top - texture->offset; 3023 3024 drawPathTexture(texture, x, y, paint); 3025 mDirty = true; 3026} 3027 3028void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3029 if (!layer) { 3030 return; 3031 } 3032 3033 mat4* transform = nullptr; 3034 if (layer->isTextureLayer()) { 3035 transform = &layer->getTransform(); 3036 if (!transform->isIdentity()) { 3037 save(SkCanvas::kMatrix_SaveFlag); 3038 concatMatrix(*transform); 3039 } 3040 } 3041 3042 bool clipRequired = false; 3043 const bool rejected = mState.calculateQuickRejectForScissor( 3044 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3045 &clipRequired, nullptr, false); 3046 3047 if (rejected) { 3048 if (transform && !transform->isIdentity()) { 3049 restore(); 3050 } 3051 return; 3052 } 3053 3054 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 3055 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 3056 3057 updateLayer(layer, true); 3058 3059 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3060 mCaches.activeTexture(0); 3061 3062 if (CC_LIKELY(!layer->region.isEmpty())) { 3063 if (layer->region.isRect()) { 3064 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3065 composeLayerRect(layer, layer->regionRect)); 3066 } else if (layer->mesh) { 3067 3068 const float a = getLayerAlpha(layer); 3069 setupDraw(); 3070 setupDrawWithTexture(); 3071 setupDrawColor(a, a, a, a); 3072 setupDrawColorFilter(layer->getColorFilter()); 3073 setupDrawBlending(layer); 3074 setupDrawProgram(); 3075 setupDrawPureColorUniforms(); 3076 setupDrawColorFilterUniforms(layer->getColorFilter()); 3077 setupDrawTexture(layer->getTexture()); 3078 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3079 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3080 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3081 3082 layer->setFilter(GL_NEAREST); 3083 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3084 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3085 } else { 3086 layer->setFilter(GL_LINEAR); 3087 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3088 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3089 } 3090 3091 TextureVertex* mesh = &layer->mesh[0]; 3092 GLsizei elementsCount = layer->meshElementCount; 3093 3094 while (elementsCount > 0) { 3095 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3096 3097 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3098 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3099 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3100 3101 elementsCount -= drawCount; 3102 // Though there are 4 vertices in a quad, we use 6 indices per 3103 // quad to draw with GL_TRIANGLES 3104 mesh += (drawCount / 6) * 4; 3105 } 3106 3107#if DEBUG_LAYERS_AS_REGIONS 3108 drawRegionRectsDebug(layer->region); 3109#endif 3110 } 3111 3112 if (layer->debugDrawUpdate) { 3113 layer->debugDrawUpdate = false; 3114 3115 SkPaint paint; 3116 paint.setColor(0x7f00ff00); 3117 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3118 } 3119 } 3120 layer->hasDrawnSinceUpdate = true; 3121 3122 if (transform && !transform->isIdentity()) { 3123 restore(); 3124 } 3125 3126 mDirty = true; 3127} 3128 3129/////////////////////////////////////////////////////////////////////////////// 3130// Draw filters 3131/////////////////////////////////////////////////////////////////////////////// 3132void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3133 // We should never get here since we apply the draw filter when stashing 3134 // the paints in the DisplayList. 3135 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3136} 3137 3138/////////////////////////////////////////////////////////////////////////////// 3139// Drawing implementation 3140/////////////////////////////////////////////////////////////////////////////// 3141 3142Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3143 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3144 if (!texture) { 3145 return mCaches.textureCache.get(bitmap); 3146 } 3147 return texture; 3148} 3149 3150void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3151 float x, float y, const SkPaint* paint) { 3152 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3153 return; 3154 } 3155 3156 int alpha; 3157 SkXfermode::Mode mode; 3158 getAlphaAndMode(paint, &alpha, &mode); 3159 3160 setupDraw(); 3161 setupDrawWithTexture(true); 3162 setupDrawAlpha8Color(paint->getColor(), alpha); 3163 setupDrawColorFilter(getColorFilter(paint)); 3164 setupDrawShader(getShader(paint)); 3165 setupDrawBlending(paint, true); 3166 setupDrawProgram(); 3167 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3168 x, y, x + texture->width, y + texture->height); 3169 setupDrawTexture(texture->id); 3170 setupDrawPureColorUniforms(); 3171 setupDrawColorFilterUniforms(getColorFilter(paint)); 3172 setupDrawShaderUniforms(getShader(paint)); 3173 setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset); 3174 3175 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3176} 3177 3178// Same values used by Skia 3179#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3180#define kStdUnderline_Offset (1.0f / 9.0f) 3181#define kStdUnderline_Thickness (1.0f / 18.0f) 3182 3183void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3184 const SkPaint* paint) { 3185 // Handle underline and strike-through 3186 uint32_t flags = paint->getFlags(); 3187 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3188 SkPaint paintCopy(*paint); 3189 3190 if (CC_LIKELY(underlineWidth > 0.0f)) { 3191 const float textSize = paintCopy.getTextSize(); 3192 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3193 3194 const float left = x; 3195 float top = 0.0f; 3196 3197 int linesCount = 0; 3198 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3199 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3200 3201 const int pointsCount = 4 * linesCount; 3202 float points[pointsCount]; 3203 int currentPoint = 0; 3204 3205 if (flags & SkPaint::kUnderlineText_Flag) { 3206 top = y + textSize * kStdUnderline_Offset; 3207 points[currentPoint++] = left; 3208 points[currentPoint++] = top; 3209 points[currentPoint++] = left + underlineWidth; 3210 points[currentPoint++] = top; 3211 } 3212 3213 if (flags & SkPaint::kStrikeThruText_Flag) { 3214 top = y + textSize * kStdStrikeThru_Offset; 3215 points[currentPoint++] = left; 3216 points[currentPoint++] = top; 3217 points[currentPoint++] = left + underlineWidth; 3218 points[currentPoint++] = top; 3219 } 3220 3221 paintCopy.setStrokeWidth(strokeWidth); 3222 3223 drawLines(&points[0], pointsCount, &paintCopy); 3224 } 3225 } 3226} 3227 3228void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3229 if (mState.currentlyIgnored()) { 3230 return; 3231 } 3232 3233 drawColorRects(rects, count, paint, false, true, true); 3234} 3235 3236void OpenGLRenderer::drawShadow(float casterAlpha, 3237 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3238 if (mState.currentlyIgnored()) return; 3239 3240 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3241 mCaches.enableScissor(); 3242 3243 SkPaint paint; 3244 paint.setAntiAlias(true); // want to use AlphaVertex 3245 3246 // The caller has made sure casterAlpha > 0. 3247 float ambientShadowAlpha = mAmbientShadowAlpha; 3248 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3249 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3250 } 3251 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3252 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3253 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3254 } 3255 3256 float spotShadowAlpha = mSpotShadowAlpha; 3257 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3258 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3259 } 3260 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3261 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3262 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3263 } 3264 3265 mDirty=true; 3266} 3267 3268void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3269 bool ignoreTransform, bool dirty, bool clip) { 3270 if (count == 0) { 3271 return; 3272 } 3273 3274 int color = paint->getColor(); 3275 // If a shader is set, preserve only the alpha 3276 if (getShader(paint)) { 3277 color |= 0x00ffffff; 3278 } 3279 3280 float left = FLT_MAX; 3281 float top = FLT_MAX; 3282 float right = FLT_MIN; 3283 float bottom = FLT_MIN; 3284 3285 Vertex mesh[count]; 3286 Vertex* vertex = mesh; 3287 3288 for (int index = 0; index < count; index += 4) { 3289 float l = rects[index + 0]; 3290 float t = rects[index + 1]; 3291 float r = rects[index + 2]; 3292 float b = rects[index + 3]; 3293 3294 Vertex::set(vertex++, l, t); 3295 Vertex::set(vertex++, r, t); 3296 Vertex::set(vertex++, l, b); 3297 Vertex::set(vertex++, r, b); 3298 3299 left = fminf(left, l); 3300 top = fminf(top, t); 3301 right = fmaxf(right, r); 3302 bottom = fmaxf(bottom, b); 3303 } 3304 3305 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3306 return; 3307 } 3308 3309 setupDraw(); 3310 setupDrawNoTexture(); 3311 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3312 setupDrawShader(getShader(paint)); 3313 setupDrawColorFilter(getColorFilter(paint)); 3314 setupDrawBlending(paint); 3315 setupDrawProgram(); 3316 setupDrawDirtyRegionsDisabled(); 3317 setupDrawModelView(kModelViewMode_Translate, false, 3318 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3319 setupDrawColorUniforms(getShader(paint)); 3320 setupDrawShaderUniforms(getShader(paint)); 3321 setupDrawColorFilterUniforms(getColorFilter(paint)); 3322 3323 if (dirty && hasLayer()) { 3324 dirtyLayer(left, top, right, bottom, *currentTransform()); 3325 } 3326 3327 issueIndexedQuadDraw(&mesh[0], count / 4); 3328 3329 mDirty = true; 3330} 3331 3332void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3333 const SkPaint* paint, bool ignoreTransform) { 3334 int color = paint->getColor(); 3335 // If a shader is set, preserve only the alpha 3336 if (getShader(paint)) { 3337 color |= 0x00ffffff; 3338 } 3339 3340 setupDraw(); 3341 setupDrawNoTexture(); 3342 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3343 setupDrawShader(getShader(paint)); 3344 setupDrawColorFilter(getColorFilter(paint)); 3345 setupDrawBlending(paint); 3346 setupDrawProgram(); 3347 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3348 left, top, right, bottom, ignoreTransform); 3349 setupDrawColorUniforms(getShader(paint)); 3350 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3351 setupDrawColorFilterUniforms(getColorFilter(paint)); 3352 setupDrawSimpleMesh(); 3353 3354 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3355} 3356 3357void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3358 Texture* texture, const SkPaint* paint) { 3359 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3360 3361 GLvoid* vertices = (GLvoid*) nullptr; 3362 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3363 3364 if (texture->uvMapper) { 3365 vertices = &mMeshVertices[0].x; 3366 texCoords = &mMeshVertices[0].u; 3367 3368 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3369 texture->uvMapper->map(uvs); 3370 3371 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3372 } 3373 3374 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3375 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3376 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3377 3378 texture->setFilter(GL_NEAREST, true); 3379 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3380 paint, texture->blend, vertices, texCoords, 3381 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3382 } else { 3383 texture->setFilter(getFilter(paint), true); 3384 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3385 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3386 } 3387 3388 if (texture->uvMapper) { 3389 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3390 } 3391} 3392 3393void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3394 GLuint texture, const SkPaint* paint, bool blend, 3395 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3396 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3397 ModelViewMode modelViewMode, bool dirty) { 3398 3399 int a; 3400 SkXfermode::Mode mode; 3401 getAlphaAndMode(paint, &a, &mode); 3402 const float alpha = a / 255.0f; 3403 3404 setupDraw(); 3405 setupDrawWithTexture(); 3406 setupDrawColor(alpha, alpha, alpha, alpha); 3407 setupDrawColorFilter(getColorFilter(paint)); 3408 setupDrawBlending(paint, blend, swapSrcDst); 3409 setupDrawProgram(); 3410 if (!dirty) setupDrawDirtyRegionsDisabled(); 3411 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3412 setupDrawTexture(texture); 3413 setupDrawPureColorUniforms(); 3414 setupDrawColorFilterUniforms(getColorFilter(paint)); 3415 setupDrawMesh(vertices, texCoords, vbo); 3416 3417 glDrawArrays(drawMode, 0, elementsCount); 3418} 3419 3420void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3421 GLuint texture, const SkPaint* paint, bool blend, 3422 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3423 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3424 ModelViewMode modelViewMode, bool dirty) { 3425 3426 int a; 3427 SkXfermode::Mode mode; 3428 getAlphaAndMode(paint, &a, &mode); 3429 const float alpha = a / 255.0f; 3430 3431 setupDraw(); 3432 setupDrawWithTexture(); 3433 setupDrawColor(alpha, alpha, alpha, alpha); 3434 setupDrawColorFilter(getColorFilter(paint)); 3435 setupDrawBlending(paint, blend, swapSrcDst); 3436 setupDrawProgram(); 3437 if (!dirty) setupDrawDirtyRegionsDisabled(); 3438 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3439 setupDrawTexture(texture); 3440 setupDrawPureColorUniforms(); 3441 setupDrawColorFilterUniforms(getColorFilter(paint)); 3442 setupDrawMeshIndices(vertices, texCoords, vbo); 3443 3444 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3445} 3446 3447void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3448 GLuint texture, const SkPaint* paint, 3449 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3450 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3451 3452 int color = paint != nullptr ? paint->getColor() : 0; 3453 int alpha; 3454 SkXfermode::Mode mode; 3455 getAlphaAndMode(paint, &alpha, &mode); 3456 3457 setupDraw(); 3458 setupDrawWithTexture(true); 3459 if (paint != nullptr) { 3460 setupDrawAlpha8Color(color, alpha); 3461 } 3462 setupDrawColorFilter(getColorFilter(paint)); 3463 setupDrawShader(getShader(paint)); 3464 setupDrawBlending(paint, true); 3465 setupDrawProgram(); 3466 if (!dirty) setupDrawDirtyRegionsDisabled(); 3467 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3468 setupDrawTexture(texture); 3469 setupDrawPureColorUniforms(); 3470 setupDrawColorFilterUniforms(getColorFilter(paint)); 3471 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3472 setupDrawMesh(vertices, texCoords); 3473 3474 glDrawArrays(drawMode, 0, elementsCount); 3475} 3476 3477void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3478 ProgramDescription& description, bool swapSrcDst) { 3479 3480 if (writableSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3481 blend = true; 3482 mDescription.hasRoundRectClip = true; 3483 } 3484 mSkipOutlineClip = true; 3485 3486 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3487 3488 if (blend) { 3489 // These blend modes are not supported by OpenGL directly and have 3490 // to be implemented using shaders. Since the shader will perform 3491 // the blending, turn blending off here 3492 // If the blend mode cannot be implemented using shaders, fall 3493 // back to the default SrcOver blend mode instead 3494 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3495 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3496 description.framebufferMode = mode; 3497 description.swapSrcDst = swapSrcDst; 3498 3499 if (mCaches.blend) { 3500 glDisable(GL_BLEND); 3501 mCaches.blend = false; 3502 } 3503 3504 return; 3505 } else { 3506 mode = SkXfermode::kSrcOver_Mode; 3507 } 3508 } 3509 3510 if (!mCaches.blend) { 3511 glEnable(GL_BLEND); 3512 } 3513 3514 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3515 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3516 3517 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3518 glBlendFunc(sourceMode, destMode); 3519 mCaches.lastSrcMode = sourceMode; 3520 mCaches.lastDstMode = destMode; 3521 } 3522 } else if (mCaches.blend) { 3523 glDisable(GL_BLEND); 3524 } 3525 mCaches.blend = blend; 3526} 3527 3528bool OpenGLRenderer::useProgram(Program* program) { 3529 if (!program->isInUse()) { 3530 if (mCaches.currentProgram != nullptr) mCaches.currentProgram->remove(); 3531 program->use(); 3532 mCaches.currentProgram = program; 3533 return false; 3534 } 3535 return true; 3536} 3537 3538void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3539 TextureVertex* v = &mMeshVertices[0]; 3540 TextureVertex::setUV(v++, u1, v1); 3541 TextureVertex::setUV(v++, u2, v1); 3542 TextureVertex::setUV(v++, u1, v2); 3543 TextureVertex::setUV(v++, u2, v2); 3544} 3545 3546void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3547 SkXfermode::Mode* mode) const { 3548 getAlphaAndModeDirect(paint, alpha, mode); 3549 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3550 // if drawing a layer, ignore the paint's alpha 3551 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3552 } 3553 *alpha *= currentSnapshot()->alpha; 3554} 3555 3556float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3557 float alpha; 3558 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3559 alpha = mDrawModifiers.mOverrideLayerAlpha; 3560 } else { 3561 alpha = layer->getAlpha() / 255.0f; 3562 } 3563 return alpha * currentSnapshot()->alpha; 3564} 3565 3566}; // namespace uirenderer 3567}; // namespace android 3568