OpenGLRenderer.cpp revision 4c2547fa9244e78115cde0a259291053108c3dc7
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "PathTessellator.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): 113 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 114 // *set* draw modifiers to be 0 115 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 116 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 mFrameStarted = false; 122 mCountOverdraw = false; 123 124 mScissorOptimizationDisabled = false; 125} 126 127OpenGLRenderer::~OpenGLRenderer() { 128 // The context has already been destroyed at this point, do not call 129 // GL APIs. All GL state should be kept in Caches.h 130} 131 132void OpenGLRenderer::initProperties() { 133 char property[PROPERTY_VALUE_MAX]; 134 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 135 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 136 INIT_LOGD(" Scissor optimization %s", 137 mScissorOptimizationDisabled ? "disabled" : "enabled"); 138 } else { 139 INIT_LOGD(" Scissor optimization enabled"); 140 } 141} 142 143/////////////////////////////////////////////////////////////////////////////// 144// Setup 145/////////////////////////////////////////////////////////////////////////////// 146 147void OpenGLRenderer::setName(const char* name) { 148 if (name) { 149 mName.setTo(name); 150 } else { 151 mName.clear(); 152 } 153} 154 155const char* OpenGLRenderer::getName() const { 156 return mName.string(); 157} 158 159bool OpenGLRenderer::isDeferred() { 160 return false; 161} 162 163void OpenGLRenderer::setViewport(int width, int height) { 164 initViewport(width, height); 165 166 glDisable(GL_DITHER); 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 169 glEnableVertexAttribArray(Program::kBindingPosition); 170} 171 172void OpenGLRenderer::initViewport(int width, int height) { 173 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 174 175 mWidth = width; 176 mHeight = height; 177 178 mFirstSnapshot->height = height; 179 mFirstSnapshot->viewport.set(0, 0, width, height); 180} 181 182void OpenGLRenderer::setupFrameState(float left, float top, 183 float right, float bottom, bool opaque) { 184 mCaches.clearGarbage(); 185 186 mOpaque = opaque; 187 mSnapshot = new Snapshot(mFirstSnapshot, 188 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 189 mSnapshot->fbo = getTargetFbo(); 190 mSaveCount = 1; 191 192 mSnapshot->setClip(left, top, right, bottom); 193 mTilingClip.set(left, top, right, bottom); 194} 195 196status_t OpenGLRenderer::startFrame() { 197 if (mFrameStarted) return DrawGlInfo::kStatusDone; 198 mFrameStarted = true; 199 200 mDirtyClip = true; 201 202 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 203 204 glViewport(0, 0, mWidth, mHeight); 205 206 // Functors break the tiling extension in pretty spectacular ways 207 // This ensures we don't use tiling when a functor is going to be 208 // invoked during the frame 209 mSuppressTiling = mCaches.hasRegisteredFunctors(); 210 211 startTiling(mSnapshot, true); 212 213 debugOverdraw(true, true); 214 215 return clear(mTilingClip.left, mTilingClip.top, 216 mTilingClip.right, mTilingClip.bottom, mOpaque); 217} 218 219status_t OpenGLRenderer::prepare(bool opaque) { 220 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 221} 222 223status_t OpenGLRenderer::prepareDirty(float left, float top, 224 float right, float bottom, bool opaque) { 225 226 setupFrameState(left, top, right, bottom, opaque); 227 228 // Layer renderers will start the frame immediately 229 // The framebuffer renderer will first defer the display list 230 // for each layer and wait until the first drawing command 231 // to start the frame 232 if (mSnapshot->fbo == 0) { 233 syncState(); 234 updateLayers(); 235 } else { 236 return startFrame(); 237 } 238 239 return DrawGlInfo::kStatusDone; 240} 241 242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 243 // If we know that we are going to redraw the entire framebuffer, 244 // perform a discard to let the driver know we don't need to preserve 245 // the back buffer for this frame. 246 if (mExtensions.hasDiscardFramebuffer() && 247 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 248 const bool isFbo = getTargetFbo() == 0; 249 const GLenum attachments[] = { 250 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 251 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 252 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 253 } 254} 255 256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 257 if (!opaque || mCountOverdraw) { 258 mCaches.enableScissor(); 259 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 260 glClear(GL_COLOR_BUFFER_BIT); 261 return DrawGlInfo::kStatusDrew; 262 } 263 264 mCaches.resetScissor(); 265 return DrawGlInfo::kStatusDone; 266} 267 268void OpenGLRenderer::syncState() { 269 if (mCaches.blend) { 270 glEnable(GL_BLEND); 271 } else { 272 glDisable(GL_BLEND); 273 } 274} 275 276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 277 if (!mSuppressTiling) { 278 Rect* clip = &mTilingClip; 279 if (s->flags & Snapshot::kFlagFboTarget) { 280 clip = &(s->layer->clipRect); 281 } 282 283 startTiling(*clip, s->height, opaque); 284 } 285} 286 287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 288 if (!mSuppressTiling) { 289 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 290 clip.right - clip.left, clip.bottom - clip.top, opaque); 291 } 292} 293 294void OpenGLRenderer::endTiling() { 295 if (!mSuppressTiling) mCaches.endTiling(); 296} 297 298void OpenGLRenderer::finish() { 299 renderOverdraw(); 300 endTiling(); 301 302 // When finish() is invoked on FBO 0 we've reached the end 303 // of the current frame 304 if (getTargetFbo() == 0) { 305 mCaches.pathCache.trim(); 306 } 307 308 if (!suppressErrorChecks()) { 309#if DEBUG_OPENGL 310 GLenum status = GL_NO_ERROR; 311 while ((status = glGetError()) != GL_NO_ERROR) { 312 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 313 switch (status) { 314 case GL_INVALID_ENUM: 315 ALOGE(" GL_INVALID_ENUM"); 316 break; 317 case GL_INVALID_VALUE: 318 ALOGE(" GL_INVALID_VALUE"); 319 break; 320 case GL_INVALID_OPERATION: 321 ALOGE(" GL_INVALID_OPERATION"); 322 break; 323 case GL_OUT_OF_MEMORY: 324 ALOGE(" Out of memory!"); 325 break; 326 } 327 } 328#endif 329 330#if DEBUG_MEMORY_USAGE 331 mCaches.dumpMemoryUsage(); 332#else 333 if (mCaches.getDebugLevel() & kDebugMemory) { 334 mCaches.dumpMemoryUsage(); 335 } 336#endif 337 } 338 339 if (mCountOverdraw) { 340 countOverdraw(); 341 } 342 343 mFrameStarted = false; 344} 345 346void OpenGLRenderer::interrupt() { 347 if (mCaches.currentProgram) { 348 if (mCaches.currentProgram->isInUse()) { 349 mCaches.currentProgram->remove(); 350 mCaches.currentProgram = NULL; 351 } 352 } 353 mCaches.unbindMeshBuffer(); 354 mCaches.unbindIndicesBuffer(); 355 mCaches.resetVertexPointers(); 356 mCaches.disableTexCoordsVertexArray(); 357 debugOverdraw(false, false); 358} 359 360void OpenGLRenderer::resume() { 361 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 362 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 363 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 364 debugOverdraw(true, false); 365 366 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 367 368 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 369 mCaches.enableScissor(); 370 mCaches.resetScissor(); 371 dirtyClip(); 372 373 mCaches.activeTexture(0); 374 mCaches.resetBoundTextures(); 375 376 mCaches.blend = true; 377 glEnable(GL_BLEND); 378 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 379 glBlendEquation(GL_FUNC_ADD); 380} 381 382void OpenGLRenderer::resumeAfterLayer() { 383 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 384 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 385 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 386 debugOverdraw(true, false); 387 388 mCaches.resetScissor(); 389 dirtyClip(); 390} 391 392void OpenGLRenderer::detachFunctor(Functor* functor) { 393 mFunctors.remove(functor); 394} 395 396void OpenGLRenderer::attachFunctor(Functor* functor) { 397 mFunctors.add(functor); 398} 399 400status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 401 status_t result = DrawGlInfo::kStatusDone; 402 size_t count = mFunctors.size(); 403 404 if (count > 0) { 405 interrupt(); 406 SortedVector<Functor*> functors(mFunctors); 407 mFunctors.clear(); 408 409 DrawGlInfo info; 410 info.clipLeft = 0; 411 info.clipTop = 0; 412 info.clipRight = 0; 413 info.clipBottom = 0; 414 info.isLayer = false; 415 info.width = 0; 416 info.height = 0; 417 memset(info.transform, 0, sizeof(float) * 16); 418 419 for (size_t i = 0; i < count; i++) { 420 Functor* f = functors.itemAt(i); 421 result |= (*f)(DrawGlInfo::kModeProcess, &info); 422 423 if (result & DrawGlInfo::kStatusDraw) { 424 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 425 dirty.unionWith(localDirty); 426 } 427 428 if (result & DrawGlInfo::kStatusInvoke) { 429 mFunctors.add(f); 430 } 431 } 432 resume(); 433 } 434 435 return result; 436} 437 438status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 439 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 440 441 interrupt(); 442 detachFunctor(functor); 443 444 mCaches.enableScissor(); 445 if (mDirtyClip) { 446 setScissorFromClip(); 447 } 448 449 Rect clip(*mSnapshot->clipRect); 450 clip.snapToPixelBoundaries(); 451 452 // Since we don't know what the functor will draw, let's dirty 453 // tne entire clip region 454 if (hasLayer()) { 455 dirtyLayerUnchecked(clip, getRegion()); 456 } 457 458 DrawGlInfo info; 459 info.clipLeft = clip.left; 460 info.clipTop = clip.top; 461 info.clipRight = clip.right; 462 info.clipBottom = clip.bottom; 463 info.isLayer = hasLayer(); 464 info.width = getSnapshot()->viewport.getWidth(); 465 info.height = getSnapshot()->height; 466 getSnapshot()->transform->copyTo(&info.transform[0]); 467 468 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 469 470 if (result != DrawGlInfo::kStatusDone) { 471 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 472 dirty.unionWith(localDirty); 473 474 if (result & DrawGlInfo::kStatusInvoke) { 475 mFunctors.add(functor); 476 } 477 } 478 479 resume(); 480 return result | DrawGlInfo::kStatusDrew; 481} 482 483/////////////////////////////////////////////////////////////////////////////// 484// Debug 485/////////////////////////////////////////////////////////////////////////////// 486 487void OpenGLRenderer::eventMark(const char* name) const { 488 mCaches.eventMark(0, name); 489} 490 491void OpenGLRenderer::startMark(const char* name) const { 492 mCaches.startMark(0, name); 493} 494 495void OpenGLRenderer::endMark() const { 496 mCaches.endMark(); 497} 498 499void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 500 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 501 if (clear) { 502 mCaches.disableScissor(); 503 mCaches.stencil.clear(); 504 } 505 if (enable) { 506 mCaches.stencil.enableDebugWrite(); 507 } else { 508 mCaches.stencil.disable(); 509 } 510 } 511} 512 513void OpenGLRenderer::renderOverdraw() { 514 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 515 const Rect* clip = &mTilingClip; 516 517 mCaches.enableScissor(); 518 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 519 clip->right - clip->left, clip->bottom - clip->top); 520 521 mCaches.stencil.enableDebugTest(2); 522 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 523 mCaches.stencil.enableDebugTest(3); 524 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 525 mCaches.stencil.enableDebugTest(4); 526 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 527 mCaches.stencil.enableDebugTest(4, true); 528 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 529 mCaches.stencil.disable(); 530 } 531} 532 533void OpenGLRenderer::countOverdraw() { 534 size_t count = mWidth * mHeight; 535 uint32_t* buffer = new uint32_t[count]; 536 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 537 538 size_t total = 0; 539 for (size_t i = 0; i < count; i++) { 540 total += buffer[i] & 0xff; 541 } 542 543 mOverdraw = total / float(count); 544 545 delete[] buffer; 546} 547 548/////////////////////////////////////////////////////////////////////////////// 549// Layers 550/////////////////////////////////////////////////////////////////////////////// 551 552bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 553 if (layer->deferredUpdateScheduled && layer->renderer && 554 layer->displayList && layer->displayList->isRenderable()) { 555 Rect& dirty = layer->dirtyRect; 556 557 if (inFrame) { 558 endTiling(); 559 debugOverdraw(false, false); 560 } 561 562 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 563 layer->render(); 564 } else { 565 layer->defer(); 566 } 567 568 if (inFrame) { 569 resumeAfterLayer(); 570 startTiling(mSnapshot); 571 } 572 573 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 574 layer->hasDrawnSinceUpdate = false; 575 576 return true; 577 } 578 579 return false; 580} 581 582void OpenGLRenderer::updateLayers() { 583 // If draw deferring is enabled this method will simply defer 584 // the display list of each individual layer. The layers remain 585 // in the layer updates list which will be cleared by flushLayers(). 586 int count = mLayerUpdates.size(); 587 if (count > 0) { 588 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 589 startMark("Layer Updates"); 590 } else { 591 startMark("Defer Layer Updates"); 592 } 593 594 // Note: it is very important to update the layers in order 595 for (int i = 0; i < count; i++) { 596 Layer* layer = mLayerUpdates.itemAt(i); 597 updateLayer(layer, false); 598 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 599 mCaches.resourceCache.decrementRefcount(layer); 600 } 601 } 602 603 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 604 mLayerUpdates.clear(); 605 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 606 } 607 endMark(); 608 } 609} 610 611void OpenGLRenderer::flushLayers() { 612 int count = mLayerUpdates.size(); 613 if (count > 0) { 614 startMark("Apply Layer Updates"); 615 char layerName[12]; 616 617 // Note: it is very important to update the layers in order 618 for (int i = 0; i < count; i++) { 619 sprintf(layerName, "Layer #%d", i); 620 startMark(layerName); 621 622 Layer* layer = mLayerUpdates.itemAt(i); 623 layer->flush(); 624 mCaches.resourceCache.decrementRefcount(layer); 625 626 endMark(); 627 } 628 629 mLayerUpdates.clear(); 630 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 631 632 endMark(); 633 } 634} 635 636void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 637 if (layer) { 638 // Make sure we don't introduce duplicates. 639 // SortedVector would do this automatically but we need to respect 640 // the insertion order. The linear search is not an issue since 641 // this list is usually very short (typically one item, at most a few) 642 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 643 if (mLayerUpdates.itemAt(i) == layer) { 644 return; 645 } 646 } 647 mLayerUpdates.push_back(layer); 648 mCaches.resourceCache.incrementRefcount(layer); 649 } 650} 651 652void OpenGLRenderer::clearLayerUpdates() { 653 size_t count = mLayerUpdates.size(); 654 if (count > 0) { 655 mCaches.resourceCache.lock(); 656 for (size_t i = 0; i < count; i++) { 657 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 658 } 659 mCaches.resourceCache.unlock(); 660 mLayerUpdates.clear(); 661 } 662} 663 664/////////////////////////////////////////////////////////////////////////////// 665// State management 666/////////////////////////////////////////////////////////////////////////////// 667 668int OpenGLRenderer::getSaveCount() const { 669 return mSaveCount; 670} 671 672int OpenGLRenderer::save(int flags) { 673 return saveSnapshot(flags); 674} 675 676void OpenGLRenderer::restore() { 677 if (mSaveCount > 1) { 678 restoreSnapshot(); 679 } 680} 681 682void OpenGLRenderer::restoreToCount(int saveCount) { 683 if (saveCount < 1) saveCount = 1; 684 685 while (mSaveCount > saveCount) { 686 restoreSnapshot(); 687 } 688} 689 690int OpenGLRenderer::saveSnapshot(int flags) { 691 mSnapshot = new Snapshot(mSnapshot, flags); 692 return mSaveCount++; 693} 694 695bool OpenGLRenderer::restoreSnapshot() { 696 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 697 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 698 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 699 700 sp<Snapshot> current = mSnapshot; 701 sp<Snapshot> previous = mSnapshot->previous; 702 703 if (restoreOrtho) { 704 Rect& r = previous->viewport; 705 glViewport(r.left, r.top, r.right, r.bottom); 706 mOrthoMatrix.load(current->orthoMatrix); 707 } 708 709 mSaveCount--; 710 mSnapshot = previous; 711 712 if (restoreClip) { 713 dirtyClip(); 714 } 715 716 if (restoreLayer) { 717 endMark(); // Savelayer 718 startMark("ComposeLayer"); 719 composeLayer(current, previous); 720 endMark(); 721 } 722 723 return restoreClip; 724} 725 726/////////////////////////////////////////////////////////////////////////////// 727// Layers 728/////////////////////////////////////////////////////////////////////////////// 729 730int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 731 int alpha, SkXfermode::Mode mode, int flags) { 732 const GLuint previousFbo = mSnapshot->fbo; 733 const int count = saveSnapshot(flags); 734 735 if (!mSnapshot->isIgnored()) { 736 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 737 } 738 739 return count; 740} 741 742void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 743 const Rect untransformedBounds(bounds); 744 745 currentTransform().mapRect(bounds); 746 747 // Layers only make sense if they are in the framebuffer's bounds 748 if (bounds.intersect(*mSnapshot->clipRect)) { 749 // We cannot work with sub-pixels in this case 750 bounds.snapToPixelBoundaries(); 751 752 // When the layer is not an FBO, we may use glCopyTexImage so we 753 // need to make sure the layer does not extend outside the bounds 754 // of the framebuffer 755 if (!bounds.intersect(mSnapshot->previous->viewport)) { 756 bounds.setEmpty(); 757 } else if (fboLayer) { 758 clip.set(bounds); 759 mat4 inverse; 760 inverse.loadInverse(currentTransform()); 761 inverse.mapRect(clip); 762 clip.snapToPixelBoundaries(); 763 if (clip.intersect(untransformedBounds)) { 764 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 765 bounds.set(untransformedBounds); 766 } else { 767 clip.setEmpty(); 768 } 769 } 770 } else { 771 bounds.setEmpty(); 772 } 773} 774 775void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 776 bool fboLayer, int alpha) { 777 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 778 bounds.getHeight() > mCaches.maxTextureSize || 779 (fboLayer && clip.isEmpty())) { 780 mSnapshot->empty = fboLayer; 781 } else { 782 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 783 } 784} 785 786int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 787 int alpha, SkXfermode::Mode mode, int flags) { 788 const GLuint previousFbo = mSnapshot->fbo; 789 const int count = saveSnapshot(flags); 790 791 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 792 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 793 // operations will be able to store and restore the current clip and transform info, and 794 // quick rejection will be correct (for display lists) 795 796 Rect bounds(left, top, right, bottom); 797 Rect clip; 798 calculateLayerBoundsAndClip(bounds, clip, true); 799 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 800 801 if (!mSnapshot->isIgnored()) { 802 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 803 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 804 } 805 } 806 807 return count; 808} 809 810 811/** 812 * Layers are viewed by Skia are slightly different than layers in image editing 813 * programs (for instance.) When a layer is created, previously created layers 814 * and the frame buffer still receive every drawing command. For instance, if a 815 * layer is created and a shape intersecting the bounds of the layers and the 816 * framebuffer is draw, the shape will be drawn on both (unless the layer was 817 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 818 * 819 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 820 * texture. Unfortunately, this is inefficient as it requires every primitive to 821 * be drawn n + 1 times, where n is the number of active layers. In practice this 822 * means, for every primitive: 823 * - Switch active frame buffer 824 * - Change viewport, clip and projection matrix 825 * - Issue the drawing 826 * 827 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 828 * To avoid this, layers are implemented in a different way here, at least in the 829 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 830 * is set. When this flag is set we can redirect all drawing operations into a 831 * single FBO. 832 * 833 * This implementation relies on the frame buffer being at least RGBA 8888. When 834 * a layer is created, only a texture is created, not an FBO. The content of the 835 * frame buffer contained within the layer's bounds is copied into this texture 836 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 837 * buffer and drawing continues as normal. This technique therefore treats the 838 * frame buffer as a scratch buffer for the layers. 839 * 840 * To compose the layers back onto the frame buffer, each layer texture 841 * (containing the original frame buffer data) is drawn as a simple quad over 842 * the frame buffer. The trick is that the quad is set as the composition 843 * destination in the blending equation, and the frame buffer becomes the source 844 * of the composition. 845 * 846 * Drawing layers with an alpha value requires an extra step before composition. 847 * An empty quad is drawn over the layer's region in the frame buffer. This quad 848 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 849 * quad is used to multiply the colors in the frame buffer. This is achieved by 850 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 851 * GL_ZERO, GL_SRC_ALPHA. 852 * 853 * Because glCopyTexImage2D() can be slow, an alternative implementation might 854 * be use to draw a single clipped layer. The implementation described above 855 * is correct in every case. 856 * 857 * (1) The frame buffer is actually not cleared right away. To allow the GPU 858 * to potentially optimize series of calls to glCopyTexImage2D, the frame 859 * buffer is left untouched until the first drawing operation. Only when 860 * something actually gets drawn are the layers regions cleared. 861 */ 862bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 863 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 864 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 865 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 866 867 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 868 869 // Window coordinates of the layer 870 Rect clip; 871 Rect bounds(left, top, right, bottom); 872 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 873 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 874 875 // Bail out if we won't draw in this snapshot 876 if (mSnapshot->isIgnored()) { 877 return false; 878 } 879 880 mCaches.activeTexture(0); 881 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 882 if (!layer) { 883 return false; 884 } 885 886 layer->setAlpha(alpha, mode); 887 layer->layer.set(bounds); 888 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 889 bounds.getWidth() / float(layer->getWidth()), 0.0f); 890 layer->setColorFilter(mDrawModifiers.mColorFilter); 891 layer->setBlend(true); 892 layer->setDirty(false); 893 894 // Save the layer in the snapshot 895 mSnapshot->flags |= Snapshot::kFlagIsLayer; 896 mSnapshot->layer = layer; 897 898 startMark("SaveLayer"); 899 if (fboLayer) { 900 return createFboLayer(layer, bounds, clip, previousFbo); 901 } else { 902 // Copy the framebuffer into the layer 903 layer->bindTexture(); 904 if (!bounds.isEmpty()) { 905 if (layer->isEmpty()) { 906 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 907 bounds.left, mSnapshot->height - bounds.bottom, 908 layer->getWidth(), layer->getHeight(), 0); 909 layer->setEmpty(false); 910 } else { 911 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 912 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 913 } 914 915 // Enqueue the buffer coordinates to clear the corresponding region later 916 mLayers.push(new Rect(bounds)); 917 } 918 } 919 920 return true; 921} 922 923bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 924 layer->clipRect.set(clip); 925 layer->setFbo(mCaches.fboCache.get()); 926 927 mSnapshot->region = &mSnapshot->layer->region; 928 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 929 Snapshot::kFlagDirtyOrtho; 930 mSnapshot->fbo = layer->getFbo(); 931 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 932 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 933 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 934 mSnapshot->height = bounds.getHeight(); 935 mSnapshot->orthoMatrix.load(mOrthoMatrix); 936 937 endTiling(); 938 debugOverdraw(false, false); 939 // Bind texture to FBO 940 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 941 layer->bindTexture(); 942 943 // Initialize the texture if needed 944 if (layer->isEmpty()) { 945 layer->allocateTexture(); 946 layer->setEmpty(false); 947 } 948 949 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 950 layer->getTexture(), 0); 951 952 startTiling(mSnapshot, true); 953 954 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 955 mCaches.enableScissor(); 956 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 957 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 958 glClear(GL_COLOR_BUFFER_BIT); 959 960 dirtyClip(); 961 962 // Change the ortho projection 963 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 964 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 965 966 return true; 967} 968 969/** 970 * Read the documentation of createLayer() before doing anything in this method. 971 */ 972void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 973 if (!current->layer) { 974 ALOGE("Attempting to compose a layer that does not exist"); 975 return; 976 } 977 978 Layer* layer = current->layer; 979 const Rect& rect = layer->layer; 980 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 981 982 if (fboLayer) { 983 endTiling(); 984 985 // Detach the texture from the FBO 986 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 987 988 layer->removeFbo(false); 989 990 // Unbind current FBO and restore previous one 991 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 992 debugOverdraw(true, false); 993 994 startTiling(previous); 995 } 996 997 if (!fboLayer && layer->getAlpha() < 255) { 998 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 999 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1000 // Required below, composeLayerRect() will divide by 255 1001 layer->setAlpha(255); 1002 } 1003 1004 mCaches.unbindMeshBuffer(); 1005 1006 mCaches.activeTexture(0); 1007 1008 // When the layer is stored in an FBO, we can save a bit of fillrate by 1009 // drawing only the dirty region 1010 if (fboLayer) { 1011 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1012 if (layer->getColorFilter()) { 1013 setupColorFilter(layer->getColorFilter()); 1014 } 1015 composeLayerRegion(layer, rect); 1016 if (layer->getColorFilter()) { 1017 resetColorFilter(); 1018 } 1019 } else if (!rect.isEmpty()) { 1020 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1021 composeLayerRect(layer, rect, true); 1022 } 1023 1024 dirtyClip(); 1025 1026 // Failing to add the layer to the cache should happen only if the layer is too large 1027 if (!mCaches.layerCache.put(layer)) { 1028 LAYER_LOGD("Deleting layer"); 1029 Caches::getInstance().resourceCache.decrementRefcount(layer); 1030 } 1031} 1032 1033void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1034 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1035 1036 setupDraw(); 1037 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1038 setupDrawWithTexture(); 1039 } else { 1040 setupDrawWithExternalTexture(); 1041 } 1042 setupDrawTextureTransform(); 1043 setupDrawColor(alpha, alpha, alpha, alpha); 1044 setupDrawColorFilter(); 1045 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1046 setupDrawProgram(); 1047 setupDrawPureColorUniforms(); 1048 setupDrawColorFilterUniforms(); 1049 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1050 setupDrawTexture(layer->getTexture()); 1051 } else { 1052 setupDrawExternalTexture(layer->getTexture()); 1053 } 1054 if (currentTransform().isPureTranslate() && 1055 layer->getWidth() == (uint32_t) rect.getWidth() && 1056 layer->getHeight() == (uint32_t) rect.getHeight()) { 1057 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1058 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1059 1060 layer->setFilter(GL_NEAREST); 1061 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1062 } else { 1063 layer->setFilter(GL_LINEAR); 1064 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1065 } 1066 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1067 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1068 1069 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1070 1071 finishDrawTexture(); 1072} 1073 1074void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1075 if (!layer->isTextureLayer()) { 1076 const Rect& texCoords = layer->texCoords; 1077 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1078 texCoords.right, texCoords.bottom); 1079 1080 float x = rect.left; 1081 float y = rect.top; 1082 bool simpleTransform = currentTransform().isPureTranslate() && 1083 layer->getWidth() == (uint32_t) rect.getWidth() && 1084 layer->getHeight() == (uint32_t) rect.getHeight(); 1085 1086 if (simpleTransform) { 1087 // When we're swapping, the layer is already in screen coordinates 1088 if (!swap) { 1089 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1090 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1091 } 1092 1093 layer->setFilter(GL_NEAREST, true); 1094 } else { 1095 layer->setFilter(GL_LINEAR, true); 1096 } 1097 1098 float alpha = getLayerAlpha(layer); 1099 bool blend = layer->isBlend() || alpha < 1.0f; 1100 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1101 layer->getTexture(), alpha, layer->getMode(), blend, 1102 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1103 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1104 1105 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1106 } else { 1107 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1108 drawTextureLayer(layer, rect); 1109 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1110 } 1111} 1112 1113/** 1114 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1115 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1116 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1117 * by saveLayer's restore 1118 */ 1119#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1120 DRAW_COMMAND; \ 1121 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1122 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1123 DRAW_COMMAND; \ 1124 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1125 } \ 1126 } 1127 1128#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1129 1130void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1131 if (layer->region.isRect()) { 1132 layer->setRegionAsRect(); 1133 1134 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1135 1136 layer->region.clear(); 1137 return; 1138 } 1139 1140 // TODO: See LayerRenderer.cpp::generateMesh() for important 1141 // information about this implementation 1142 if (CC_LIKELY(!layer->region.isEmpty())) { 1143 size_t count; 1144 const android::Rect* rects; 1145 Region safeRegion; 1146 if (CC_LIKELY(hasRectToRectTransform())) { 1147 rects = layer->region.getArray(&count); 1148 } else { 1149 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1150 rects = safeRegion.getArray(&count); 1151 } 1152 1153 const float alpha = getLayerAlpha(layer); 1154 const float texX = 1.0f / float(layer->getWidth()); 1155 const float texY = 1.0f / float(layer->getHeight()); 1156 const float height = rect.getHeight(); 1157 1158 setupDraw(); 1159 1160 // We must get (and therefore bind) the region mesh buffer 1161 // after we setup drawing in case we need to mess with the 1162 // stencil buffer in setupDraw() 1163 TextureVertex* mesh = mCaches.getRegionMesh(); 1164 GLsizei numQuads = 0; 1165 1166 setupDrawWithTexture(); 1167 setupDrawColor(alpha, alpha, alpha, alpha); 1168 setupDrawColorFilter(); 1169 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1170 setupDrawProgram(); 1171 setupDrawDirtyRegionsDisabled(); 1172 setupDrawPureColorUniforms(); 1173 setupDrawColorFilterUniforms(); 1174 setupDrawTexture(layer->getTexture()); 1175 if (currentTransform().isPureTranslate()) { 1176 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1177 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1178 1179 layer->setFilter(GL_NEAREST); 1180 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1181 } else { 1182 layer->setFilter(GL_LINEAR); 1183 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1184 } 1185 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1186 1187 for (size_t i = 0; i < count; i++) { 1188 const android::Rect* r = &rects[i]; 1189 1190 const float u1 = r->left * texX; 1191 const float v1 = (height - r->top) * texY; 1192 const float u2 = r->right * texX; 1193 const float v2 = (height - r->bottom) * texY; 1194 1195 // TODO: Reject quads outside of the clip 1196 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1197 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1198 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1199 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1200 1201 numQuads++; 1202 1203 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1204 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1205 GL_UNSIGNED_SHORT, NULL)); 1206 numQuads = 0; 1207 mesh = mCaches.getRegionMesh(); 1208 } 1209 } 1210 1211 if (numQuads > 0) { 1212 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1213 GL_UNSIGNED_SHORT, NULL)); 1214 } 1215 1216 finishDrawTexture(); 1217 1218#if DEBUG_LAYERS_AS_REGIONS 1219 drawRegionRects(layer->region); 1220#endif 1221 1222 layer->region.clear(); 1223 } 1224} 1225 1226void OpenGLRenderer::drawRegionRects(const Region& region) { 1227#if DEBUG_LAYERS_AS_REGIONS 1228 size_t count; 1229 const android::Rect* rects = region.getArray(&count); 1230 1231 uint32_t colors[] = { 1232 0x7fff0000, 0x7f00ff00, 1233 0x7f0000ff, 0x7fff00ff, 1234 }; 1235 1236 int offset = 0; 1237 int32_t top = rects[0].top; 1238 1239 for (size_t i = 0; i < count; i++) { 1240 if (top != rects[i].top) { 1241 offset ^= 0x2; 1242 top = rects[i].top; 1243 } 1244 1245 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1246 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1247 SkXfermode::kSrcOver_Mode); 1248 } 1249#endif 1250} 1251 1252void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1253 SkXfermode::Mode mode, bool dirty) { 1254 int count = 0; 1255 Vector<float> rects; 1256 1257 SkRegion::Iterator it(region); 1258 while (!it.done()) { 1259 const SkIRect& r = it.rect(); 1260 rects.push(r.fLeft); 1261 rects.push(r.fTop); 1262 rects.push(r.fRight); 1263 rects.push(r.fBottom); 1264 count += 4; 1265 it.next(); 1266 } 1267 1268 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1269} 1270 1271void OpenGLRenderer::dirtyLayer(const float left, const float top, 1272 const float right, const float bottom, const mat4 transform) { 1273 if (hasLayer()) { 1274 Rect bounds(left, top, right, bottom); 1275 transform.mapRect(bounds); 1276 dirtyLayerUnchecked(bounds, getRegion()); 1277 } 1278} 1279 1280void OpenGLRenderer::dirtyLayer(const float left, const float top, 1281 const float right, const float bottom) { 1282 if (hasLayer()) { 1283 Rect bounds(left, top, right, bottom); 1284 dirtyLayerUnchecked(bounds, getRegion()); 1285 } 1286} 1287 1288void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1289 if (bounds.intersect(*mSnapshot->clipRect)) { 1290 bounds.snapToPixelBoundaries(); 1291 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1292 if (!dirty.isEmpty()) { 1293 region->orSelf(dirty); 1294 } 1295 } 1296} 1297 1298void OpenGLRenderer::clearLayerRegions() { 1299 const size_t count = mLayers.size(); 1300 if (count == 0) return; 1301 1302 if (!mSnapshot->isIgnored()) { 1303 // Doing several glScissor/glClear here can negatively impact 1304 // GPUs with a tiler architecture, instead we draw quads with 1305 // the Clear blending mode 1306 1307 // The list contains bounds that have already been clipped 1308 // against their initial clip rect, and the current clip 1309 // is likely different so we need to disable clipping here 1310 bool scissorChanged = mCaches.disableScissor(); 1311 1312 Vertex mesh[count * 6]; 1313 Vertex* vertex = mesh; 1314 1315 for (uint32_t i = 0; i < count; i++) { 1316 Rect* bounds = mLayers.itemAt(i); 1317 1318 Vertex::set(vertex++, bounds->left, bounds->bottom); 1319 Vertex::set(vertex++, bounds->left, bounds->top); 1320 Vertex::set(vertex++, bounds->right, bounds->top); 1321 Vertex::set(vertex++, bounds->left, bounds->bottom); 1322 Vertex::set(vertex++, bounds->right, bounds->top); 1323 Vertex::set(vertex++, bounds->right, bounds->bottom); 1324 1325 delete bounds; 1326 } 1327 // We must clear the list of dirty rects before we 1328 // call setupDraw() to prevent stencil setup to do 1329 // the same thing again 1330 mLayers.clear(); 1331 1332 setupDraw(false); 1333 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1334 setupDrawBlending(true, SkXfermode::kClear_Mode); 1335 setupDrawProgram(); 1336 setupDrawPureColorUniforms(); 1337 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1338 setupDrawVertices(&mesh[0].position[0]); 1339 1340 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1341 1342 if (scissorChanged) mCaches.enableScissor(); 1343 } else { 1344 for (uint32_t i = 0; i < count; i++) { 1345 delete mLayers.itemAt(i); 1346 } 1347 mLayers.clear(); 1348 } 1349} 1350 1351/////////////////////////////////////////////////////////////////////////////// 1352// State Deferral 1353/////////////////////////////////////////////////////////////////////////////// 1354 1355bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1356 const Rect& currentClip = *(mSnapshot->clipRect); 1357 const mat4& currentMatrix = *(mSnapshot->transform); 1358 1359 if (stateDeferFlags & kStateDeferFlag_Draw) { 1360 // state has bounds initialized in local coordinates 1361 if (!state.mBounds.isEmpty()) { 1362 currentMatrix.mapRect(state.mBounds); 1363 state.mClipped = !currentClip.contains(state.mBounds); 1364 if (!state.mBounds.intersect(currentClip)) { 1365 // quick rejected 1366 return true; 1367 } 1368 } else { 1369 // If we don't have bounds, let's assume we're clipped 1370 // to prevent merging 1371 state.mClipped = true; 1372 state.mBounds.set(currentClip); 1373 } 1374 } 1375 1376 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1377 if (state.mClipValid) { 1378 state.mClip.set(currentClip); 1379 } 1380 1381 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1382 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1383 state.mMatrix.load(currentMatrix); 1384 state.mDrawModifiers = mDrawModifiers; 1385 state.mAlpha = mSnapshot->alpha; 1386 return false; 1387} 1388 1389void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1390 currentTransform().load(state.mMatrix); 1391 mDrawModifiers = state.mDrawModifiers; 1392 mSnapshot->alpha = state.mAlpha; 1393 1394 if (state.mClipValid && !skipClipRestore) { 1395 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1396 dirtyClip(); 1397 } 1398} 1399 1400void OpenGLRenderer::setFullScreenClip() { 1401 mSnapshot->setClip(0, 0, mWidth, mHeight); 1402 dirtyClip(); 1403} 1404 1405/////////////////////////////////////////////////////////////////////////////// 1406// Transforms 1407/////////////////////////////////////////////////////////////////////////////// 1408 1409void OpenGLRenderer::translate(float dx, float dy) { 1410 currentTransform().translate(dx, dy); 1411} 1412 1413void OpenGLRenderer::rotate(float degrees) { 1414 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1415} 1416 1417void OpenGLRenderer::scale(float sx, float sy) { 1418 currentTransform().scale(sx, sy, 1.0f); 1419} 1420 1421void OpenGLRenderer::skew(float sx, float sy) { 1422 currentTransform().skew(sx, sy); 1423} 1424 1425void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1426 if (matrix) { 1427 currentTransform().load(*matrix); 1428 } else { 1429 currentTransform().loadIdentity(); 1430 } 1431} 1432 1433bool OpenGLRenderer::hasRectToRectTransform() { 1434 return CC_LIKELY(currentTransform().rectToRect()); 1435} 1436 1437void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1438 currentTransform().copyTo(*matrix); 1439} 1440 1441void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1442 SkMatrix transform; 1443 currentTransform().copyTo(transform); 1444 transform.preConcat(*matrix); 1445 currentTransform().load(transform); 1446} 1447 1448/////////////////////////////////////////////////////////////////////////////// 1449// Clipping 1450/////////////////////////////////////////////////////////////////////////////// 1451 1452void OpenGLRenderer::setScissorFromClip() { 1453 Rect clip(*mSnapshot->clipRect); 1454 clip.snapToPixelBoundaries(); 1455 1456 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1457 clip.getWidth(), clip.getHeight())) { 1458 mDirtyClip = false; 1459 } 1460} 1461 1462void OpenGLRenderer::ensureStencilBuffer() { 1463 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1464 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1465 // just hope we have one when hasLayer() returns false. 1466 if (hasLayer()) { 1467 attachStencilBufferToLayer(mSnapshot->layer); 1468 } 1469} 1470 1471void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1472 // The layer's FBO is already bound when we reach this stage 1473 if (!layer->getStencilRenderBuffer()) { 1474 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1475 // is attached after we initiated tiling. We must turn it off, 1476 // attach the new render buffer then turn tiling back on 1477 endTiling(); 1478 1479 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1480 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1481 layer->setStencilRenderBuffer(buffer); 1482 1483 startTiling(layer->clipRect, layer->layer.getHeight()); 1484 } 1485} 1486 1487void OpenGLRenderer::setStencilFromClip() { 1488 if (!mCaches.debugOverdraw) { 1489 if (!mSnapshot->clipRegion->isEmpty()) { 1490 // NOTE: The order here is important, we must set dirtyClip to false 1491 // before any draw call to avoid calling back into this method 1492 mDirtyClip = false; 1493 1494 ensureStencilBuffer(); 1495 1496 mCaches.stencil.enableWrite(); 1497 1498 // Clear the stencil but first make sure we restrict drawing 1499 // to the region's bounds 1500 bool resetScissor = mCaches.enableScissor(); 1501 if (resetScissor) { 1502 // The scissor was not set so we now need to update it 1503 setScissorFromClip(); 1504 } 1505 mCaches.stencil.clear(); 1506 if (resetScissor) mCaches.disableScissor(); 1507 1508 // NOTE: We could use the region contour path to generate a smaller mesh 1509 // Since we are using the stencil we could use the red book path 1510 // drawing technique. It might increase bandwidth usage though. 1511 1512 // The last parameter is important: we are not drawing in the color buffer 1513 // so we don't want to dirty the current layer, if any 1514 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1515 1516 mCaches.stencil.enableTest(); 1517 1518 // Draw the region used to generate the stencil if the appropriate debug 1519 // mode is enabled 1520 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1521 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1522 } 1523 } else { 1524 mCaches.stencil.disable(); 1525 } 1526 } 1527} 1528 1529const Rect& OpenGLRenderer::getClipBounds() { 1530 return mSnapshot->getLocalClip(); 1531} 1532 1533bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1534 if (mSnapshot->isIgnored()) { 1535 return true; 1536 } 1537 1538 Rect r(left, top, right, bottom); 1539 currentTransform().mapRect(r); 1540 r.snapToPixelBoundaries(); 1541 1542 Rect clipRect(*mSnapshot->clipRect); 1543 clipRect.snapToPixelBoundaries(); 1544 1545 return !clipRect.intersects(r); 1546} 1547 1548bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1549 Rect& transformed, Rect& clip) { 1550 if (mSnapshot->isIgnored()) { 1551 return true; 1552 } 1553 1554 transformed.set(left, top, right, bottom); 1555 currentTransform().mapRect(transformed); 1556 transformed.snapToPixelBoundaries(); 1557 1558 clip.set(*mSnapshot->clipRect); 1559 clip.snapToPixelBoundaries(); 1560 1561 return !clip.intersects(transformed); 1562} 1563 1564bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1565 SkPaint* paint) { 1566 if (paint->getStyle() != SkPaint::kFill_Style) { 1567 float outset = paint->getStrokeWidth() * 0.5f; 1568 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1569 } else { 1570 return quickReject(left, top, right, bottom); 1571 } 1572} 1573 1574bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1575 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1576 return true; 1577 } 1578 1579 Rect r(left, top, right, bottom); 1580 currentTransform().mapRect(r); 1581 r.snapToPixelBoundaries(); 1582 1583 Rect clipRect(*mSnapshot->clipRect); 1584 clipRect.snapToPixelBoundaries(); 1585 1586 bool rejected = !clipRect.intersects(r); 1587 if (!isDeferred() && !rejected) { 1588 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1589 } 1590 1591 return rejected; 1592} 1593 1594void OpenGLRenderer::debugClip() { 1595#if DEBUG_CLIP_REGIONS 1596 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1597 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1598 } 1599#endif 1600} 1601 1602bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1603 if (CC_LIKELY(currentTransform().rectToRect())) { 1604 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1605 if (clipped) { 1606 dirtyClip(); 1607 } 1608 return !mSnapshot->clipRect->isEmpty(); 1609 } 1610 1611 SkPath path; 1612 path.addRect(left, top, right, bottom); 1613 1614 return clipPath(&path, op); 1615} 1616 1617bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1618 SkMatrix transform; 1619 currentTransform().copyTo(transform); 1620 1621 SkPath transformed; 1622 path->transform(transform, &transformed); 1623 1624 SkRegion clip; 1625 if (!mSnapshot->clipRegion->isEmpty()) { 1626 clip.setRegion(*mSnapshot->clipRegion); 1627 } else { 1628 Rect* bounds = mSnapshot->clipRect; 1629 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1630 } 1631 1632 SkRegion region; 1633 region.setPath(transformed, clip); 1634 1635 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1636 if (clipped) { 1637 dirtyClip(); 1638 } 1639 return !mSnapshot->clipRect->isEmpty(); 1640} 1641 1642bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1643 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1644 if (clipped) { 1645 dirtyClip(); 1646 } 1647 return !mSnapshot->clipRect->isEmpty(); 1648} 1649 1650Rect* OpenGLRenderer::getClipRect() { 1651 return mSnapshot->clipRect; 1652} 1653 1654/////////////////////////////////////////////////////////////////////////////// 1655// Drawing commands 1656/////////////////////////////////////////////////////////////////////////////// 1657 1658void OpenGLRenderer::setupDraw(bool clear) { 1659 // TODO: It would be best if we could do this before quickReject() 1660 // changes the scissor test state 1661 if (clear) clearLayerRegions(); 1662 // Make sure setScissor & setStencil happen at the beginning of 1663 // this method 1664 if (mDirtyClip) { 1665 if (mCaches.scissorEnabled) { 1666 setScissorFromClip(); 1667 } 1668 setStencilFromClip(); 1669 } 1670 1671 mDescription.reset(); 1672 1673 mSetShaderColor = false; 1674 mColorSet = false; 1675 mColorA = mColorR = mColorG = mColorB = 0.0f; 1676 mTextureUnit = 0; 1677 mTrackDirtyRegions = true; 1678 1679 // Enable debug highlight when what we're about to draw is tested against 1680 // the stencil buffer and if stencil highlight debugging is on 1681 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1682 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1683 mCaches.stencil.isTestEnabled(); 1684 1685 mDescription.emulateStencil = mCountOverdraw; 1686} 1687 1688void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1689 mDescription.hasTexture = true; 1690 mDescription.hasAlpha8Texture = isAlpha8; 1691} 1692 1693void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1694 mDescription.hasTexture = true; 1695 mDescription.hasColors = true; 1696 mDescription.hasAlpha8Texture = isAlpha8; 1697} 1698 1699void OpenGLRenderer::setupDrawWithExternalTexture() { 1700 mDescription.hasExternalTexture = true; 1701} 1702 1703void OpenGLRenderer::setupDrawNoTexture() { 1704 mCaches.disableTexCoordsVertexArray(); 1705} 1706 1707void OpenGLRenderer::setupDrawAA() { 1708 mDescription.isAA = true; 1709} 1710 1711void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1712 mColorA = alpha / 255.0f; 1713 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1714 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1715 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1716 mColorSet = true; 1717 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1718} 1719 1720void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1721 mColorA = alpha / 255.0f; 1722 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1723 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1724 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1725 mColorSet = true; 1726 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1727} 1728 1729void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1730 mCaches.fontRenderer->describe(mDescription, paint); 1731} 1732 1733void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1734 mColorA = a; 1735 mColorR = r; 1736 mColorG = g; 1737 mColorB = b; 1738 mColorSet = true; 1739 mSetShaderColor = mDescription.setColor(r, g, b, a); 1740} 1741 1742void OpenGLRenderer::setupDrawShader() { 1743 if (mDrawModifiers.mShader) { 1744 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1745 } 1746} 1747 1748void OpenGLRenderer::setupDrawColorFilter() { 1749 if (mDrawModifiers.mColorFilter) { 1750 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1751 } 1752} 1753 1754void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1755 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1756 mColorA = 1.0f; 1757 mColorR = mColorG = mColorB = 0.0f; 1758 mSetShaderColor = mDescription.modulate = true; 1759 } 1760} 1761 1762void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1763 // When the blending mode is kClear_Mode, we need to use a modulate color 1764 // argb=1,0,0,0 1765 accountForClear(mode); 1766 bool blend = (mColorSet && mColorA < 1.0f) || 1767 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1768 chooseBlending(blend, mode, mDescription, swapSrcDst); 1769} 1770 1771void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1772 // When the blending mode is kClear_Mode, we need to use a modulate color 1773 // argb=1,0,0,0 1774 accountForClear(mode); 1775 blend |= (mColorSet && mColorA < 1.0f) || 1776 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1777 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1778 chooseBlending(blend, mode, mDescription, swapSrcDst); 1779} 1780 1781void OpenGLRenderer::setupDrawProgram() { 1782 useProgram(mCaches.programCache.get(mDescription)); 1783} 1784 1785void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1786 mTrackDirtyRegions = false; 1787} 1788 1789void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1790 bool ignoreTransform) { 1791 mModelView.loadTranslate(left, top, 0.0f); 1792 if (!ignoreTransform) { 1793 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1794 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1795 } else { 1796 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1797 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1798 } 1799} 1800 1801void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1802 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1803} 1804 1805void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1806 bool ignoreTransform, bool ignoreModelView) { 1807 if (!ignoreModelView) { 1808 mModelView.loadTranslate(left, top, 0.0f); 1809 mModelView.scale(right - left, bottom - top, 1.0f); 1810 } else { 1811 mModelView.loadIdentity(); 1812 } 1813 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1814 if (!ignoreTransform) { 1815 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1816 if (mTrackDirtyRegions && dirty) { 1817 dirtyLayer(left, top, right, bottom, currentTransform()); 1818 } 1819 } else { 1820 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1821 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1822 } 1823} 1824 1825void OpenGLRenderer::setupDrawColorUniforms() { 1826 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1827 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1828 } 1829} 1830 1831void OpenGLRenderer::setupDrawPureColorUniforms() { 1832 if (mSetShaderColor) { 1833 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1834 } 1835} 1836 1837void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1838 if (mDrawModifiers.mShader) { 1839 if (ignoreTransform) { 1840 mModelView.loadInverse(currentTransform()); 1841 } 1842 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1843 mModelView, *mSnapshot, &mTextureUnit); 1844 } 1845} 1846 1847void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1848 if (mDrawModifiers.mShader) { 1849 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1850 mat4::identity(), *mSnapshot, &mTextureUnit); 1851 } 1852} 1853 1854void OpenGLRenderer::setupDrawColorFilterUniforms() { 1855 if (mDrawModifiers.mColorFilter) { 1856 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1857 } 1858} 1859 1860void OpenGLRenderer::setupDrawTextGammaUniforms() { 1861 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1862} 1863 1864void OpenGLRenderer::setupDrawSimpleMesh() { 1865 bool force = mCaches.bindMeshBuffer(); 1866 mCaches.bindPositionVertexPointer(force, 0); 1867 mCaches.unbindIndicesBuffer(); 1868} 1869 1870void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1871 if (texture) bindTexture(texture); 1872 mTextureUnit++; 1873 mCaches.enableTexCoordsVertexArray(); 1874} 1875 1876void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1877 bindExternalTexture(texture); 1878 mTextureUnit++; 1879 mCaches.enableTexCoordsVertexArray(); 1880} 1881 1882void OpenGLRenderer::setupDrawTextureTransform() { 1883 mDescription.hasTextureTransform = true; 1884} 1885 1886void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1887 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1888 GL_FALSE, &transform.data[0]); 1889} 1890 1891void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1892 bool force = false; 1893 if (!vertices || vbo) { 1894 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1895 } else { 1896 force = mCaches.unbindMeshBuffer(); 1897 } 1898 1899 mCaches.bindPositionVertexPointer(force, vertices); 1900 if (mCaches.currentProgram->texCoords >= 0) { 1901 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1902 } 1903 1904 mCaches.unbindIndicesBuffer(); 1905} 1906 1907void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1908 bool force = mCaches.unbindMeshBuffer(); 1909 GLsizei stride = sizeof(ColorTextureVertex); 1910 1911 mCaches.bindPositionVertexPointer(force, vertices, stride); 1912 if (mCaches.currentProgram->texCoords >= 0) { 1913 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1914 } 1915 int slot = mCaches.currentProgram->getAttrib("colors"); 1916 if (slot >= 0) { 1917 glEnableVertexAttribArray(slot); 1918 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1919 } 1920 1921 mCaches.unbindIndicesBuffer(); 1922} 1923 1924void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1925 bool force = false; 1926 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1927 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1928 // use the default VBO found in Caches 1929 if (!vertices || vbo) { 1930 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1931 } else { 1932 force = mCaches.unbindMeshBuffer(); 1933 } 1934 mCaches.bindIndicesBuffer(); 1935 1936 mCaches.bindPositionVertexPointer(force, vertices); 1937 if (mCaches.currentProgram->texCoords >= 0) { 1938 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1939 } 1940} 1941 1942void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1943 bool force = mCaches.unbindMeshBuffer(); 1944 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1945 mCaches.unbindIndicesBuffer(); 1946} 1947 1948void OpenGLRenderer::finishDrawTexture() { 1949} 1950 1951/////////////////////////////////////////////////////////////////////////////// 1952// Drawing 1953/////////////////////////////////////////////////////////////////////////////// 1954 1955status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1956 int32_t replayFlags) { 1957 status_t status; 1958 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1959 // will be performed by the display list itself 1960 if (displayList && displayList->isRenderable()) { 1961 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1962 status = startFrame(); 1963 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1964 displayList->replay(replayStruct, 0); 1965 return status | replayStruct.mDrawGlStatus; 1966 } 1967 1968 DeferredDisplayList deferredList; 1969 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1970 displayList->defer(deferStruct, 0); 1971 1972 flushLayers(); 1973 status = startFrame(); 1974 1975 return status | deferredList.flush(*this, dirty); 1976 } 1977 1978 return DrawGlInfo::kStatusDone; 1979} 1980 1981void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1982 if (displayList) { 1983 displayList->output(1); 1984 } 1985} 1986 1987void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1988 int alpha; 1989 SkXfermode::Mode mode; 1990 getAlphaAndMode(paint, &alpha, &mode); 1991 1992 int color = paint != NULL ? paint->getColor() : 0; 1993 1994 float x = left; 1995 float y = top; 1996 1997 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1998 1999 bool ignoreTransform = false; 2000 if (currentTransform().isPureTranslate()) { 2001 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2002 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2003 ignoreTransform = true; 2004 2005 texture->setFilter(GL_NEAREST, true); 2006 } else { 2007 texture->setFilter(FILTER(paint), true); 2008 } 2009 2010 // No need to check for a UV mapper on the texture object, only ARGB_8888 2011 // bitmaps get packed in the atlas 2012 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2013 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2014 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2015} 2016 2017status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices, 2018 bool transformed, const Rect& bounds, SkPaint* paint) { 2019 2020 // merged draw operations don't need scissor, but clip should still be valid 2021 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2022 2023 mCaches.activeTexture(0); 2024 Texture* texture = getTexture(bitmap); 2025 if (!texture) return DrawGlInfo::kStatusDone; 2026 2027 const AutoTexture autoCleanup(texture); 2028 2029 int alpha; 2030 SkXfermode::Mode mode; 2031 getAlphaAndMode(paint, &alpha, &mode); 2032 2033 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2034 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2035 2036 const float x = (int) floorf(bounds.left + 0.5f); 2037 const float y = (int) floorf(bounds.top + 0.5f); 2038 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2039 int color = paint != NULL ? paint->getColor() : 0; 2040 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2041 texture->id, paint != NULL, color, alpha, mode, 2042 &vertices[0].position[0], &vertices[0].texture[0], 2043 GL_TRIANGLES, bitmapCount * 6, true, true); 2044 } else { 2045 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2046 texture->id, alpha / 255.0f, mode, texture->blend, 2047 &vertices[0].position[0], &vertices[0].texture[0], 2048 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true); 2049 } 2050 2051 return DrawGlInfo::kStatusDrew; 2052} 2053 2054status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2055 const float right = left + bitmap->width(); 2056 const float bottom = top + bitmap->height(); 2057 2058 if (quickReject(left, top, right, bottom)) { 2059 return DrawGlInfo::kStatusDone; 2060 } 2061 2062 mCaches.activeTexture(0); 2063 Texture* texture = getTexture(bitmap); 2064 if (!texture) return DrawGlInfo::kStatusDone; 2065 const AutoTexture autoCleanup(texture); 2066 2067 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2068 drawAlphaBitmap(texture, left, top, paint); 2069 } else { 2070 drawTextureRect(left, top, right, bottom, texture, paint); 2071 } 2072 2073 return DrawGlInfo::kStatusDrew; 2074} 2075 2076status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2077 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2078 const mat4 transform(*matrix); 2079 transform.mapRect(r); 2080 2081 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2082 return DrawGlInfo::kStatusDone; 2083 } 2084 2085 mCaches.activeTexture(0); 2086 Texture* texture = getTexture(bitmap); 2087 if (!texture) return DrawGlInfo::kStatusDone; 2088 const AutoTexture autoCleanup(texture); 2089 2090 // This could be done in a cheaper way, all we need is pass the matrix 2091 // to the vertex shader. The save/restore is a bit overkill. 2092 save(SkCanvas::kMatrix_SaveFlag); 2093 concatMatrix(matrix); 2094 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2095 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2096 } else { 2097 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2098 } 2099 restore(); 2100 2101 return DrawGlInfo::kStatusDrew; 2102} 2103 2104status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2105 const float right = left + bitmap->width(); 2106 const float bottom = top + bitmap->height(); 2107 2108 if (quickReject(left, top, right, bottom)) { 2109 return DrawGlInfo::kStatusDone; 2110 } 2111 2112 mCaches.activeTexture(0); 2113 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2114 const AutoTexture autoCleanup(texture); 2115 2116 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2117 drawAlphaBitmap(texture, left, top, paint); 2118 } else { 2119 drawTextureRect(left, top, right, bottom, texture, paint); 2120 } 2121 2122 return DrawGlInfo::kStatusDrew; 2123} 2124 2125status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2126 float* vertices, int* colors, SkPaint* paint) { 2127 if (!vertices || mSnapshot->isIgnored()) { 2128 return DrawGlInfo::kStatusDone; 2129 } 2130 2131 float left = FLT_MAX; 2132 float top = FLT_MAX; 2133 float right = FLT_MIN; 2134 float bottom = FLT_MIN; 2135 2136 const uint32_t count = meshWidth * meshHeight * 6; 2137 2138 ColorTextureVertex mesh[count]; 2139 ColorTextureVertex* vertex = mesh; 2140 2141 bool cleanupColors = false; 2142 if (!colors) { 2143 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2144 colors = new int[colorsCount]; 2145 memset(colors, 0xff, colorsCount * sizeof(int)); 2146 cleanupColors = true; 2147 } 2148 2149 mCaches.activeTexture(0); 2150 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2151 const UvMapper& mapper(getMapper(texture)); 2152 2153 for (int32_t y = 0; y < meshHeight; y++) { 2154 for (int32_t x = 0; x < meshWidth; x++) { 2155 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2156 2157 float u1 = float(x) / meshWidth; 2158 float u2 = float(x + 1) / meshWidth; 2159 float v1 = float(y) / meshHeight; 2160 float v2 = float(y + 1) / meshHeight; 2161 2162 mapper.map(u1, v1, u2, v2); 2163 2164 int ax = i + (meshWidth + 1) * 2; 2165 int ay = ax + 1; 2166 int bx = i; 2167 int by = bx + 1; 2168 int cx = i + 2; 2169 int cy = cx + 1; 2170 int dx = i + (meshWidth + 1) * 2 + 2; 2171 int dy = dx + 1; 2172 2173 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2174 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2175 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2176 2177 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2178 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2179 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2180 2181 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2182 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2183 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2184 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2185 } 2186 } 2187 2188 if (quickReject(left, top, right, bottom)) { 2189 if (cleanupColors) delete[] colors; 2190 return DrawGlInfo::kStatusDone; 2191 } 2192 2193 if (!texture) { 2194 texture = mCaches.textureCache.get(bitmap); 2195 if (!texture) { 2196 if (cleanupColors) delete[] colors; 2197 return DrawGlInfo::kStatusDone; 2198 } 2199 } 2200 const AutoTexture autoCleanup(texture); 2201 2202 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2203 texture->setFilter(FILTER(paint), true); 2204 2205 int alpha; 2206 SkXfermode::Mode mode; 2207 getAlphaAndMode(paint, &alpha, &mode); 2208 2209 float a = alpha / 255.0f; 2210 2211 if (hasLayer()) { 2212 dirtyLayer(left, top, right, bottom, currentTransform()); 2213 } 2214 2215 setupDraw(); 2216 setupDrawWithTextureAndColor(); 2217 setupDrawColor(a, a, a, a); 2218 setupDrawColorFilter(); 2219 setupDrawBlending(true, mode, false); 2220 setupDrawProgram(); 2221 setupDrawDirtyRegionsDisabled(); 2222 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2223 setupDrawTexture(texture->id); 2224 setupDrawPureColorUniforms(); 2225 setupDrawColorFilterUniforms(); 2226 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2227 2228 glDrawArrays(GL_TRIANGLES, 0, count); 2229 2230 finishDrawTexture(); 2231 2232 int slot = mCaches.currentProgram->getAttrib("colors"); 2233 if (slot >= 0) { 2234 glDisableVertexAttribArray(slot); 2235 } 2236 2237 if (cleanupColors) delete[] colors; 2238 2239 return DrawGlInfo::kStatusDrew; 2240} 2241 2242status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2243 float srcLeft, float srcTop, float srcRight, float srcBottom, 2244 float dstLeft, float dstTop, float dstRight, float dstBottom, 2245 SkPaint* paint) { 2246 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2247 return DrawGlInfo::kStatusDone; 2248 } 2249 2250 mCaches.activeTexture(0); 2251 Texture* texture = getTexture(bitmap); 2252 if (!texture) return DrawGlInfo::kStatusDone; 2253 const AutoTexture autoCleanup(texture); 2254 2255 const float width = texture->width; 2256 const float height = texture->height; 2257 2258 float u1 = fmax(0.0f, srcLeft / width); 2259 float v1 = fmax(0.0f, srcTop / height); 2260 float u2 = fmin(1.0f, srcRight / width); 2261 float v2 = fmin(1.0f, srcBottom / height); 2262 2263 getMapper(texture).map(u1, v1, u2, v2); 2264 2265 mCaches.unbindMeshBuffer(); 2266 resetDrawTextureTexCoords(u1, v1, u2, v2); 2267 2268 int alpha; 2269 SkXfermode::Mode mode; 2270 getAlphaAndMode(paint, &alpha, &mode); 2271 2272 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2273 2274 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2275 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2276 2277 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2278 // Apply a scale transform on the canvas only when a shader is in use 2279 // Skia handles the ratio between the dst and src rects as a scale factor 2280 // when a shader is set 2281 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2282 bool ignoreTransform = false; 2283 2284 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2285 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2286 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2287 2288 dstRight = x + (dstRight - dstLeft); 2289 dstBottom = y + (dstBottom - dstTop); 2290 2291 dstLeft = x; 2292 dstTop = y; 2293 2294 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2295 ignoreTransform = true; 2296 } else { 2297 texture->setFilter(FILTER(paint), true); 2298 } 2299 2300 if (CC_UNLIKELY(useScaleTransform)) { 2301 save(SkCanvas::kMatrix_SaveFlag); 2302 translate(dstLeft, dstTop); 2303 scale(scaleX, scaleY); 2304 2305 dstLeft = 0.0f; 2306 dstTop = 0.0f; 2307 2308 dstRight = srcRight - srcLeft; 2309 dstBottom = srcBottom - srcTop; 2310 } 2311 2312 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2313 int color = paint ? paint->getColor() : 0; 2314 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2315 texture->id, paint != NULL, color, alpha, mode, 2316 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2317 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2318 } else { 2319 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2320 texture->id, alpha / 255.0f, mode, texture->blend, 2321 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2322 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2323 } 2324 2325 if (CC_UNLIKELY(useScaleTransform)) { 2326 restore(); 2327 } 2328 2329 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2330 2331 return DrawGlInfo::kStatusDrew; 2332} 2333 2334status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2335 float left, float top, float right, float bottom, SkPaint* paint) { 2336 int alpha; 2337 SkXfermode::Mode mode; 2338 getAlphaAndMode(paint, &alpha, &mode); 2339 2340 if (quickReject(left, top, right, bottom)) { 2341 return DrawGlInfo::kStatusDone; 2342 } 2343 2344 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2345 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2346 right - left, bottom - top, patch); 2347 2348 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, alpha, mode); 2349} 2350 2351status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, 2352 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2353 int alpha, SkXfermode::Mode mode) { 2354 2355 if (quickReject(left, top, right, bottom)) { 2356 return DrawGlInfo::kStatusDone; 2357 } 2358 2359 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2360 mCaches.activeTexture(0); 2361 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2362 if (!texture) return DrawGlInfo::kStatusDone; 2363 const AutoTexture autoCleanup(texture); 2364 2365 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2366 texture->setFilter(GL_LINEAR, true); 2367 2368 const bool pureTranslate = currentTransform().isPureTranslate(); 2369 // Mark the current layer dirty where we are going to draw the patch 2370 if (hasLayer() && mesh->hasEmptyQuads) { 2371 const float offsetX = left + currentTransform().getTranslateX(); 2372 const float offsetY = top + currentTransform().getTranslateY(); 2373 const size_t count = mesh->quads.size(); 2374 for (size_t i = 0; i < count; i++) { 2375 const Rect& bounds = mesh->quads.itemAt(i); 2376 if (CC_LIKELY(pureTranslate)) { 2377 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2378 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2379 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2380 } else { 2381 dirtyLayer(left + bounds.left, top + bounds.top, 2382 left + bounds.right, top + bounds.bottom, currentTransform()); 2383 } 2384 } 2385 } 2386 2387 alpha *= mSnapshot->alpha; 2388 2389 if (CC_LIKELY(pureTranslate)) { 2390 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2391 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2392 2393 right = x + right - left; 2394 bottom = y + bottom - top; 2395 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2396 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2397 GL_TRIANGLES, mesh->indexCount, false, true, 2398 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2399 } else { 2400 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2401 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2402 GL_TRIANGLES, mesh->indexCount, false, false, 2403 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2404 } 2405 } 2406 2407 return DrawGlInfo::kStatusDrew; 2408} 2409 2410status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2411 bool useOffset) { 2412 if (!vertexBuffer.getVertexCount()) { 2413 // no vertices to draw 2414 return DrawGlInfo::kStatusDone; 2415 } 2416 2417 int color = paint->getColor(); 2418 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2419 bool isAA = paint->isAntiAlias(); 2420 2421 setupDraw(); 2422 setupDrawNoTexture(); 2423 if (isAA) setupDrawAA(); 2424 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2425 setupDrawColorFilter(); 2426 setupDrawShader(); 2427 setupDrawBlending(isAA, mode); 2428 setupDrawProgram(); 2429 setupDrawModelViewIdentity(useOffset); 2430 setupDrawColorUniforms(); 2431 setupDrawColorFilterUniforms(); 2432 setupDrawShaderIdentityUniforms(); 2433 2434 void* vertices = vertexBuffer.getBuffer(); 2435 bool force = mCaches.unbindMeshBuffer(); 2436 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2437 mCaches.resetTexCoordsVertexPointer(); 2438 mCaches.unbindIndicesBuffer(); 2439 2440 int alphaSlot = -1; 2441 if (isAA) { 2442 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2443 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2444 2445 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2446 glEnableVertexAttribArray(alphaSlot); 2447 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2448 } 2449 2450 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2451 2452 if (isAA) { 2453 glDisableVertexAttribArray(alphaSlot); 2454 } 2455 2456 return DrawGlInfo::kStatusDrew; 2457} 2458 2459/** 2460 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2461 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2462 * screen space in all directions. However, instead of using a fragment shader to compute the 2463 * translucency of the color from its position, we simply use a varying parameter to define how far 2464 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2465 * 2466 * Doesn't yet support joins, caps, or path effects. 2467 */ 2468status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2469 VertexBuffer vertexBuffer; 2470 // TODO: try clipping large paths to viewport 2471 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2472 2473 if (hasLayer()) { 2474 SkRect bounds = path.getBounds(); 2475 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2476 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2477 } 2478 2479 return drawVertexBuffer(vertexBuffer, paint); 2480} 2481 2482/** 2483 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2484 * and additional geometry for defining an alpha slope perimeter. 2485 * 2486 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2487 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2488 * in-shader alpha region, but found it to be taxing on some GPUs. 2489 * 2490 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2491 * memory transfer by removing need for degenerate vertices. 2492 */ 2493status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2494 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2495 2496 count &= ~0x3; // round down to nearest four 2497 2498 VertexBuffer buffer; 2499 SkRect bounds; 2500 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2501 2502 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2503 return DrawGlInfo::kStatusDone; 2504 } 2505 2506 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2507 2508 bool useOffset = !paint->isAntiAlias(); 2509 return drawVertexBuffer(buffer, paint, useOffset); 2510} 2511 2512status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2513 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2514 2515 count &= ~0x1; // round down to nearest two 2516 2517 VertexBuffer buffer; 2518 SkRect bounds; 2519 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2520 2521 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2522 return DrawGlInfo::kStatusDone; 2523 } 2524 2525 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2526 2527 bool useOffset = !paint->isAntiAlias(); 2528 return drawVertexBuffer(buffer, paint, useOffset); 2529} 2530 2531status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2532 // No need to check against the clip, we fill the clip region 2533 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2534 2535 Rect& clip(*mSnapshot->clipRect); 2536 clip.snapToPixelBoundaries(); 2537 2538 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2539 2540 return DrawGlInfo::kStatusDrew; 2541} 2542 2543status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2544 SkPaint* paint) { 2545 if (!texture) return DrawGlInfo::kStatusDone; 2546 const AutoTexture autoCleanup(texture); 2547 2548 const float x = left + texture->left - texture->offset; 2549 const float y = top + texture->top - texture->offset; 2550 2551 drawPathTexture(texture, x, y, paint); 2552 2553 return DrawGlInfo::kStatusDrew; 2554} 2555 2556status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2557 float rx, float ry, SkPaint* p) { 2558 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2559 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2560 return DrawGlInfo::kStatusDone; 2561 } 2562 2563 if (p->getPathEffect() != 0) { 2564 mCaches.activeTexture(0); 2565 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2566 right - left, bottom - top, rx, ry, p); 2567 return drawShape(left, top, texture, p); 2568 } 2569 2570 SkPath path; 2571 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2572 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2573 float outset = p->getStrokeWidth() / 2; 2574 rect.outset(outset, outset); 2575 rx += outset; 2576 ry += outset; 2577 } 2578 path.addRoundRect(rect, rx, ry); 2579 return drawConvexPath(path, p); 2580} 2581 2582status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2583 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2584 x + radius, y + radius, p) || 2585 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2586 return DrawGlInfo::kStatusDone; 2587 } 2588 if (p->getPathEffect() != 0) { 2589 mCaches.activeTexture(0); 2590 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2591 return drawShape(x - radius, y - radius, texture, p); 2592 } 2593 2594 SkPath path; 2595 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2596 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2597 } else { 2598 path.addCircle(x, y, radius); 2599 } 2600 return drawConvexPath(path, p); 2601} 2602 2603status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2604 SkPaint* p) { 2605 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2606 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2607 return DrawGlInfo::kStatusDone; 2608 } 2609 2610 if (p->getPathEffect() != 0) { 2611 mCaches.activeTexture(0); 2612 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2613 return drawShape(left, top, texture, p); 2614 } 2615 2616 SkPath path; 2617 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2618 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2619 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2620 } 2621 path.addOval(rect); 2622 return drawConvexPath(path, p); 2623} 2624 2625status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2626 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2627 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2628 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2629 return DrawGlInfo::kStatusDone; 2630 } 2631 2632 if (fabs(sweepAngle) >= 360.0f) { 2633 return drawOval(left, top, right, bottom, p); 2634 } 2635 2636 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2637 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2638 mCaches.activeTexture(0); 2639 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2640 startAngle, sweepAngle, useCenter, p); 2641 return drawShape(left, top, texture, p); 2642 } 2643 2644 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2645 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2646 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2647 } 2648 2649 SkPath path; 2650 if (useCenter) { 2651 path.moveTo(rect.centerX(), rect.centerY()); 2652 } 2653 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2654 if (useCenter) { 2655 path.close(); 2656 } 2657 return drawConvexPath(path, p); 2658} 2659 2660// See SkPaintDefaults.h 2661#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2662 2663status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2664 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2665 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2666 return DrawGlInfo::kStatusDone; 2667 } 2668 2669 if (p->getStyle() != SkPaint::kFill_Style) { 2670 // only fill style is supported by drawConvexPath, since others have to handle joins 2671 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2672 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2673 mCaches.activeTexture(0); 2674 const PathTexture* texture = 2675 mCaches.pathCache.getRect(right - left, bottom - top, p); 2676 return drawShape(left, top, texture, p); 2677 } 2678 2679 SkPath path; 2680 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2681 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2682 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2683 } 2684 path.addRect(rect); 2685 return drawConvexPath(path, p); 2686 } 2687 2688 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2689 SkPath path; 2690 path.addRect(left, top, right, bottom); 2691 return drawConvexPath(path, p); 2692 } else { 2693 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2694 return DrawGlInfo::kStatusDrew; 2695 } 2696} 2697 2698void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2699 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2700 float x, float y) { 2701 mCaches.activeTexture(0); 2702 2703 // NOTE: The drop shadow will not perform gamma correction 2704 // if shader-based correction is enabled 2705 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2706 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2707 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2708 // If the drop shadow exceeds the max texture size or couldn't be 2709 // allocated, skip drawing 2710 if (!shadow) return; 2711 const AutoTexture autoCleanup(shadow); 2712 2713 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2714 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2715 2716 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2717 int shadowColor = mDrawModifiers.mShadowColor; 2718 if (mDrawModifiers.mShader) { 2719 shadowColor = 0xffffffff; 2720 } 2721 2722 setupDraw(); 2723 setupDrawWithTexture(true); 2724 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2725 setupDrawColorFilter(); 2726 setupDrawShader(); 2727 setupDrawBlending(true, mode); 2728 setupDrawProgram(); 2729 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2730 setupDrawTexture(shadow->id); 2731 setupDrawPureColorUniforms(); 2732 setupDrawColorFilterUniforms(); 2733 setupDrawShaderUniforms(); 2734 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2735 2736 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2737} 2738 2739bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2740 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2741 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2742} 2743 2744class TextSetupFunctor: public Functor { 2745public: 2746 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2747 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2748 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2749 alpha(alpha), mode(mode), paint(paint) { 2750 } 2751 ~TextSetupFunctor() { } 2752 2753 status_t operator ()(int what, void* data) { 2754 renderer.setupDraw(); 2755 renderer.setupDrawTextGamma(paint); 2756 renderer.setupDrawDirtyRegionsDisabled(); 2757 renderer.setupDrawWithTexture(true); 2758 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2759 renderer.setupDrawColorFilter(); 2760 renderer.setupDrawShader(); 2761 renderer.setupDrawBlending(true, mode); 2762 renderer.setupDrawProgram(); 2763 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2764 // Calling setupDrawTexture with the name 0 will enable the 2765 // uv attributes and increase the texture unit count 2766 // texture binding will be performed by the font renderer as 2767 // needed 2768 renderer.setupDrawTexture(0); 2769 renderer.setupDrawPureColorUniforms(); 2770 renderer.setupDrawColorFilterUniforms(); 2771 renderer.setupDrawShaderUniforms(pureTranslate); 2772 renderer.setupDrawTextGammaUniforms(); 2773 2774 return NO_ERROR; 2775 } 2776 2777 OpenGLRenderer& renderer; 2778 float x; 2779 float y; 2780 bool pureTranslate; 2781 int alpha; 2782 SkXfermode::Mode mode; 2783 SkPaint* paint; 2784}; 2785 2786status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2787 const float* positions, SkPaint* paint) { 2788 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2789 return DrawGlInfo::kStatusDone; 2790 } 2791 2792 // NOTE: Skia does not support perspective transform on drawPosText yet 2793 if (!currentTransform().isSimple()) { 2794 return DrawGlInfo::kStatusDone; 2795 } 2796 2797 float x = 0.0f; 2798 float y = 0.0f; 2799 const bool pureTranslate = currentTransform().isPureTranslate(); 2800 if (pureTranslate) { 2801 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2802 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2803 } 2804 2805 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2806 fontRenderer.setFont(paint, mat4::identity()); 2807 2808 int alpha; 2809 SkXfermode::Mode mode; 2810 getAlphaAndMode(paint, &alpha, &mode); 2811 2812 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2813 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2814 alpha, mode, 0.0f, 0.0f); 2815 } 2816 2817 // Pick the appropriate texture filtering 2818 bool linearFilter = currentTransform().changesBounds(); 2819 if (pureTranslate && !linearFilter) { 2820 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2821 } 2822 fontRenderer.setTextureFiltering(linearFilter); 2823 2824 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2825 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2826 2827 const bool hasActiveLayer = hasLayer(); 2828 2829 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2830 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2831 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2832 if (hasActiveLayer) { 2833 if (!pureTranslate) { 2834 currentTransform().mapRect(bounds); 2835 } 2836 dirtyLayerUnchecked(bounds, getRegion()); 2837 } 2838 } 2839 2840 return DrawGlInfo::kStatusDrew; 2841} 2842 2843mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2844 mat4 fontTransform; 2845 if (CC_LIKELY(transform.isPureTranslate())) { 2846 fontTransform = mat4::identity(); 2847 } else { 2848 if (CC_UNLIKELY(transform.isPerspective())) { 2849 fontTransform = mat4::identity(); 2850 } else { 2851 float sx, sy; 2852 currentTransform().decomposeScale(sx, sy); 2853 fontTransform.loadScale(sx, sy, 1.0f); 2854 } 2855 } 2856 return fontTransform; 2857} 2858 2859status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2860 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2861 DrawOpMode drawOpMode) { 2862 2863 if (drawOpMode == kDrawOpMode_Immediate && 2864 (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) { 2865 return DrawGlInfo::kStatusDone; 2866 } 2867 2868 if (drawOpMode == kDrawOpMode_Immediate) { 2869 if (quickReject(bounds)) return DrawGlInfo::kStatusDone; 2870 } else { 2871 // merged draw operations don't need scissor, but clip should still be valid 2872 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2873 } 2874 2875 const float oldX = x; 2876 const float oldY = y; 2877 2878 const mat4& transform = currentTransform(); 2879 const bool pureTranslate = transform.isPureTranslate(); 2880 2881 if (CC_LIKELY(pureTranslate)) { 2882 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2883 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2884 } 2885 2886 int alpha; 2887 SkXfermode::Mode mode; 2888 getAlphaAndMode(paint, &alpha, &mode); 2889 2890 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2891 2892 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2893 fontRenderer.setFont(paint, mat4::identity()); 2894 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2895 alpha, mode, oldX, oldY); 2896 } 2897 2898 const bool hasActiveLayer = hasLayer(); 2899 2900 // We only pass a partial transform to the font renderer. That partial 2901 // matrix defines how glyphs are rasterized. Typically we want glyphs 2902 // to be rasterized at their final size on screen, which means the partial 2903 // matrix needs to take the scale factor into account. 2904 // When a partial matrix is used to transform glyphs during rasterization, 2905 // the mesh is generated with the inverse transform (in the case of scale, 2906 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2907 // apply the full transform matrix at draw time in the vertex shader. 2908 // Applying the full matrix in the shader is the easiest way to handle 2909 // rotation and perspective and allows us to always generated quads in the 2910 // font renderer which greatly simplifies the code, clipping in particular. 2911 mat4 fontTransform = findBestFontTransform(transform); 2912 fontRenderer.setFont(paint, fontTransform); 2913 2914 // Pick the appropriate texture filtering 2915 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2916 fontRenderer.setTextureFiltering(linearFilter); 2917 2918 // TODO: Implement better clipping for scaled/rotated text 2919 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2920 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2921 2922 bool status; 2923 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2924 2925 // don't call issuedrawcommand, do it at end of batch 2926 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2927 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2928 SkPaint paintCopy(*paint); 2929 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2930 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2931 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2932 } else { 2933 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2934 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2935 } 2936 2937 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2938 if (!pureTranslate) { 2939 transform.mapRect(layerBounds); 2940 } 2941 dirtyLayerUnchecked(layerBounds, getRegion()); 2942 } 2943 2944 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 2945 2946 return DrawGlInfo::kStatusDrew; 2947} 2948 2949status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2950 float hOffset, float vOffset, SkPaint* paint) { 2951 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2952 return DrawGlInfo::kStatusDone; 2953 } 2954 2955 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2956 fontRenderer.setFont(paint, mat4::identity()); 2957 fontRenderer.setTextureFiltering(true); 2958 2959 int alpha; 2960 SkXfermode::Mode mode; 2961 getAlphaAndMode(paint, &alpha, &mode); 2962 2963 setupDraw(); 2964 setupDrawTextGamma(paint); 2965 setupDrawDirtyRegionsDisabled(); 2966 setupDrawWithTexture(true); 2967 setupDrawAlpha8Color(paint->getColor(), alpha); 2968 setupDrawColorFilter(); 2969 setupDrawShader(); 2970 setupDrawBlending(true, mode); 2971 setupDrawProgram(); 2972 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2973 // Calling setupDrawTexture with the name 0 will enable the 2974 // uv attributes and increase the texture unit count 2975 // texture binding will be performed by the font renderer as 2976 // needed 2977 setupDrawTexture(0); 2978 setupDrawPureColorUniforms(); 2979 setupDrawColorFilterUniforms(); 2980 setupDrawShaderUniforms(false); 2981 setupDrawTextGammaUniforms(); 2982 2983 const Rect* clip = &mSnapshot->getLocalClip(); 2984 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2985 2986 const bool hasActiveLayer = hasLayer(); 2987 2988 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2989 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2990 if (hasActiveLayer) { 2991 currentTransform().mapRect(bounds); 2992 dirtyLayerUnchecked(bounds, getRegion()); 2993 } 2994 } 2995 2996 return DrawGlInfo::kStatusDrew; 2997} 2998 2999status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3000 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3001 3002 mCaches.activeTexture(0); 3003 3004 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3005 if (!texture) return DrawGlInfo::kStatusDone; 3006 const AutoTexture autoCleanup(texture); 3007 3008 const float x = texture->left - texture->offset; 3009 const float y = texture->top - texture->offset; 3010 3011 drawPathTexture(texture, x, y, paint); 3012 3013 return DrawGlInfo::kStatusDrew; 3014} 3015 3016status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3017 if (!layer) { 3018 return DrawGlInfo::kStatusDone; 3019 } 3020 3021 mat4* transform = NULL; 3022 if (layer->isTextureLayer()) { 3023 transform = &layer->getTransform(); 3024 if (!transform->isIdentity()) { 3025 save(0); 3026 currentTransform().multiply(*transform); 3027 } 3028 } 3029 3030 Rect transformed; 3031 Rect clip; 3032 const bool rejected = quickRejectNoScissor(x, y, 3033 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 3034 3035 if (rejected) { 3036 if (transform && !transform->isIdentity()) { 3037 restore(); 3038 } 3039 return DrawGlInfo::kStatusDone; 3040 } 3041 3042 updateLayer(layer, true); 3043 3044 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 3045 mCaches.activeTexture(0); 3046 3047 if (CC_LIKELY(!layer->region.isEmpty())) { 3048 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3049 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3050 3051 if (layer->region.isRect()) { 3052 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3053 composeLayerRect(layer, layer->regionRect)); 3054 } else if (layer->mesh) { 3055 const float a = getLayerAlpha(layer); 3056 setupDraw(); 3057 setupDrawWithTexture(); 3058 setupDrawColor(a, a, a, a); 3059 setupDrawColorFilter(); 3060 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3061 setupDrawProgram(); 3062 setupDrawPureColorUniforms(); 3063 setupDrawColorFilterUniforms(); 3064 setupDrawTexture(layer->getTexture()); 3065 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3066 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3067 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3068 3069 layer->setFilter(GL_NEAREST); 3070 setupDrawModelViewTranslate(tx, ty, 3071 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3072 } else { 3073 layer->setFilter(GL_LINEAR); 3074 setupDrawModelViewTranslate(x, y, 3075 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3076 } 3077 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3078 3079 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3080 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3081 GL_UNSIGNED_SHORT, layer->meshIndices)); 3082 3083 finishDrawTexture(); 3084 3085#if DEBUG_LAYERS_AS_REGIONS 3086 drawRegionRects(layer->region); 3087#endif 3088 } 3089 3090 mDrawModifiers.mColorFilter = oldFilter; 3091 3092 if (layer->debugDrawUpdate) { 3093 layer->debugDrawUpdate = false; 3094 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3095 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3096 } 3097 } 3098 layer->hasDrawnSinceUpdate = true; 3099 3100 if (transform && !transform->isIdentity()) { 3101 restore(); 3102 } 3103 3104 return DrawGlInfo::kStatusDrew; 3105} 3106 3107/////////////////////////////////////////////////////////////////////////////// 3108// Shaders 3109/////////////////////////////////////////////////////////////////////////////// 3110 3111void OpenGLRenderer::resetShader() { 3112 mDrawModifiers.mShader = NULL; 3113} 3114 3115void OpenGLRenderer::setupShader(SkiaShader* shader) { 3116 mDrawModifiers.mShader = shader; 3117 if (mDrawModifiers.mShader) { 3118 mDrawModifiers.mShader->setCaches(mCaches); 3119 } 3120} 3121 3122/////////////////////////////////////////////////////////////////////////////// 3123// Color filters 3124/////////////////////////////////////////////////////////////////////////////// 3125 3126void OpenGLRenderer::resetColorFilter() { 3127 mDrawModifiers.mColorFilter = NULL; 3128} 3129 3130void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3131 mDrawModifiers.mColorFilter = filter; 3132} 3133 3134/////////////////////////////////////////////////////////////////////////////// 3135// Drop shadow 3136/////////////////////////////////////////////////////////////////////////////// 3137 3138void OpenGLRenderer::resetShadow() { 3139 mDrawModifiers.mHasShadow = false; 3140} 3141 3142void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3143 mDrawModifiers.mHasShadow = true; 3144 mDrawModifiers.mShadowRadius = radius; 3145 mDrawModifiers.mShadowDx = dx; 3146 mDrawModifiers.mShadowDy = dy; 3147 mDrawModifiers.mShadowColor = color; 3148} 3149 3150/////////////////////////////////////////////////////////////////////////////// 3151// Draw filters 3152/////////////////////////////////////////////////////////////////////////////// 3153 3154void OpenGLRenderer::resetPaintFilter() { 3155 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3156 // comparison, see MergingDrawBatch::canMergeWith 3157 mDrawModifiers.mHasDrawFilter = false; 3158 mDrawModifiers.mPaintFilterClearBits = 0; 3159 mDrawModifiers.mPaintFilterSetBits = 0; 3160} 3161 3162void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3163 mDrawModifiers.mHasDrawFilter = true; 3164 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3165 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3166} 3167 3168SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3169 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3170 return paint; 3171 } 3172 3173 uint32_t flags = paint->getFlags(); 3174 3175 mFilteredPaint = *paint; 3176 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3177 mDrawModifiers.mPaintFilterSetBits); 3178 3179 return &mFilteredPaint; 3180} 3181 3182/////////////////////////////////////////////////////////////////////////////// 3183// Drawing implementation 3184/////////////////////////////////////////////////////////////////////////////// 3185 3186Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3187 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3188 if (!texture) { 3189 return mCaches.textureCache.get(bitmap); 3190 } 3191 return texture; 3192} 3193 3194void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3195 float x, float y, SkPaint* paint) { 3196 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3197 return; 3198 } 3199 3200 int alpha; 3201 SkXfermode::Mode mode; 3202 getAlphaAndMode(paint, &alpha, &mode); 3203 3204 setupDraw(); 3205 setupDrawWithTexture(true); 3206 setupDrawAlpha8Color(paint->getColor(), alpha); 3207 setupDrawColorFilter(); 3208 setupDrawShader(); 3209 setupDrawBlending(true, mode); 3210 setupDrawProgram(); 3211 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3212 setupDrawTexture(texture->id); 3213 setupDrawPureColorUniforms(); 3214 setupDrawColorFilterUniforms(); 3215 setupDrawShaderUniforms(); 3216 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3217 3218 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3219 3220 finishDrawTexture(); 3221} 3222 3223// Same values used by Skia 3224#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3225#define kStdUnderline_Offset (1.0f / 9.0f) 3226#define kStdUnderline_Thickness (1.0f / 18.0f) 3227 3228void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3229 float x, float y, SkPaint* paint) { 3230 // Handle underline and strike-through 3231 uint32_t flags = paint->getFlags(); 3232 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3233 SkPaint paintCopy(*paint); 3234 3235 if (CC_LIKELY(underlineWidth > 0.0f)) { 3236 const float textSize = paintCopy.getTextSize(); 3237 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3238 3239 const float left = x; 3240 float top = 0.0f; 3241 3242 int linesCount = 0; 3243 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3244 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3245 3246 const int pointsCount = 4 * linesCount; 3247 float points[pointsCount]; 3248 int currentPoint = 0; 3249 3250 if (flags & SkPaint::kUnderlineText_Flag) { 3251 top = y + textSize * kStdUnderline_Offset; 3252 points[currentPoint++] = left; 3253 points[currentPoint++] = top; 3254 points[currentPoint++] = left + underlineWidth; 3255 points[currentPoint++] = top; 3256 } 3257 3258 if (flags & SkPaint::kStrikeThruText_Flag) { 3259 top = y + textSize * kStdStrikeThru_Offset; 3260 points[currentPoint++] = left; 3261 points[currentPoint++] = top; 3262 points[currentPoint++] = left + underlineWidth; 3263 points[currentPoint++] = top; 3264 } 3265 3266 paintCopy.setStrokeWidth(strokeWidth); 3267 3268 drawLines(&points[0], pointsCount, &paintCopy); 3269 } 3270 } 3271} 3272 3273status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3274 if (mSnapshot->isIgnored()) { 3275 return DrawGlInfo::kStatusDone; 3276 } 3277 3278 int color = paint->getColor(); 3279 // If a shader is set, preserve only the alpha 3280 if (mDrawModifiers.mShader) { 3281 color |= 0x00ffffff; 3282 } 3283 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3284 3285 return drawColorRects(rects, count, color, mode); 3286} 3287 3288status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3289 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3290 if (count == 0) { 3291 return DrawGlInfo::kStatusDone; 3292 } 3293 3294 float left = FLT_MAX; 3295 float top = FLT_MAX; 3296 float right = FLT_MIN; 3297 float bottom = FLT_MIN; 3298 3299 int vertexCount = 0; 3300 Vertex mesh[count * 6]; 3301 Vertex* vertex = mesh; 3302 3303 for (int index = 0; index < count; index += 4) { 3304 float l = rects[index + 0]; 3305 float t = rects[index + 1]; 3306 float r = rects[index + 2]; 3307 float b = rects[index + 3]; 3308 3309 Vertex::set(vertex++, l, b); 3310 Vertex::set(vertex++, l, t); 3311 Vertex::set(vertex++, r, t); 3312 Vertex::set(vertex++, l, b); 3313 Vertex::set(vertex++, r, t); 3314 Vertex::set(vertex++, r, b); 3315 3316 vertexCount += 6; 3317 3318 left = fminf(left, l); 3319 top = fminf(top, t); 3320 right = fmaxf(right, r); 3321 bottom = fmaxf(bottom, b); 3322 } 3323 3324 if (clip && quickReject(left, top, right, bottom)) { 3325 return DrawGlInfo::kStatusDone; 3326 } 3327 3328 setupDraw(); 3329 setupDrawNoTexture(); 3330 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3331 setupDrawShader(); 3332 setupDrawColorFilter(); 3333 setupDrawBlending(mode); 3334 setupDrawProgram(); 3335 setupDrawDirtyRegionsDisabled(); 3336 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3337 setupDrawColorUniforms(); 3338 setupDrawShaderUniforms(); 3339 setupDrawColorFilterUniforms(); 3340 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3341 3342 if (dirty && hasLayer()) { 3343 dirtyLayer(left, top, right, bottom, currentTransform()); 3344 } 3345 3346 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3347 3348 return DrawGlInfo::kStatusDrew; 3349} 3350 3351void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3352 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3353 // If a shader is set, preserve only the alpha 3354 if (mDrawModifiers.mShader) { 3355 color |= 0x00ffffff; 3356 } 3357 3358 setupDraw(); 3359 setupDrawNoTexture(); 3360 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3361 setupDrawShader(); 3362 setupDrawColorFilter(); 3363 setupDrawBlending(mode); 3364 setupDrawProgram(); 3365 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3366 setupDrawColorUniforms(); 3367 setupDrawShaderUniforms(ignoreTransform); 3368 setupDrawColorFilterUniforms(); 3369 setupDrawSimpleMesh(); 3370 3371 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3372} 3373 3374void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3375 Texture* texture, SkPaint* paint) { 3376 int alpha; 3377 SkXfermode::Mode mode; 3378 getAlphaAndMode(paint, &alpha, &mode); 3379 3380 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3381 3382 GLvoid* vertices = (GLvoid*) NULL; 3383 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3384 3385 if (texture->uvMapper) { 3386 vertices = &mMeshVertices[0].position[0]; 3387 texCoords = &mMeshVertices[0].texture[0]; 3388 3389 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3390 texture->uvMapper->map(uvs); 3391 3392 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3393 } 3394 3395 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3396 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3397 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3398 3399 texture->setFilter(GL_NEAREST, true); 3400 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3401 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3402 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3403 } else { 3404 texture->setFilter(FILTER(paint), true); 3405 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3406 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3407 } 3408 3409 if (texture->uvMapper) { 3410 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3411 } 3412} 3413 3414void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3415 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3416 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3417 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3418} 3419 3420void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3421 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3422 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3423 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3424 3425 setupDraw(); 3426 setupDrawWithTexture(); 3427 setupDrawColor(alpha, alpha, alpha, alpha); 3428 setupDrawColorFilter(); 3429 setupDrawBlending(blend, mode, swapSrcDst); 3430 setupDrawProgram(); 3431 if (!dirty) setupDrawDirtyRegionsDisabled(); 3432 if (!ignoreScale) { 3433 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3434 } else { 3435 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3436 } 3437 setupDrawTexture(texture); 3438 setupDrawPureColorUniforms(); 3439 setupDrawColorFilterUniforms(); 3440 setupDrawMesh(vertices, texCoords, vbo); 3441 3442 glDrawArrays(drawMode, 0, elementsCount); 3443 3444 finishDrawTexture(); 3445} 3446 3447void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3448 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3449 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3450 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3451 3452 setupDraw(); 3453 setupDrawWithTexture(); 3454 setupDrawColor(alpha, alpha, alpha, alpha); 3455 setupDrawColorFilter(); 3456 setupDrawBlending(blend, mode, swapSrcDst); 3457 setupDrawProgram(); 3458 if (!dirty) setupDrawDirtyRegionsDisabled(); 3459 if (!ignoreScale) { 3460 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3461 } else { 3462 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3463 } 3464 setupDrawTexture(texture); 3465 setupDrawPureColorUniforms(); 3466 setupDrawColorFilterUniforms(); 3467 setupDrawMeshIndices(vertices, texCoords, vbo); 3468 3469 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3470 3471 finishDrawTexture(); 3472} 3473 3474void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3475 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3476 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3477 bool ignoreTransform, bool ignoreScale, bool dirty) { 3478 3479 setupDraw(); 3480 setupDrawWithTexture(true); 3481 if (hasColor) { 3482 setupDrawAlpha8Color(color, alpha); 3483 } 3484 setupDrawColorFilter(); 3485 setupDrawShader(); 3486 setupDrawBlending(true, mode); 3487 setupDrawProgram(); 3488 if (!dirty) setupDrawDirtyRegionsDisabled(); 3489 if (!ignoreScale) { 3490 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3491 } else { 3492 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3493 } 3494 setupDrawTexture(texture); 3495 setupDrawPureColorUniforms(); 3496 setupDrawColorFilterUniforms(); 3497 setupDrawShaderUniforms(); 3498 setupDrawMesh(vertices, texCoords); 3499 3500 glDrawArrays(drawMode, 0, elementsCount); 3501 3502 finishDrawTexture(); 3503} 3504 3505void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3506 ProgramDescription& description, bool swapSrcDst) { 3507 if (mCountOverdraw) { 3508 if (!mCaches.blend) glEnable(GL_BLEND); 3509 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3510 glBlendFunc(GL_ONE, GL_ONE); 3511 } 3512 3513 mCaches.blend = true; 3514 mCaches.lastSrcMode = GL_ONE; 3515 mCaches.lastDstMode = GL_ONE; 3516 3517 return; 3518 } 3519 3520 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3521 3522 if (blend) { 3523 // These blend modes are not supported by OpenGL directly and have 3524 // to be implemented using shaders. Since the shader will perform 3525 // the blending, turn blending off here 3526 // If the blend mode cannot be implemented using shaders, fall 3527 // back to the default SrcOver blend mode instead 3528 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3529 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3530 description.framebufferMode = mode; 3531 description.swapSrcDst = swapSrcDst; 3532 3533 if (mCaches.blend) { 3534 glDisable(GL_BLEND); 3535 mCaches.blend = false; 3536 } 3537 3538 return; 3539 } else { 3540 mode = SkXfermode::kSrcOver_Mode; 3541 } 3542 } 3543 3544 if (!mCaches.blend) { 3545 glEnable(GL_BLEND); 3546 } 3547 3548 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3549 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3550 3551 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3552 glBlendFunc(sourceMode, destMode); 3553 mCaches.lastSrcMode = sourceMode; 3554 mCaches.lastDstMode = destMode; 3555 } 3556 } else if (mCaches.blend) { 3557 glDisable(GL_BLEND); 3558 } 3559 mCaches.blend = blend; 3560} 3561 3562bool OpenGLRenderer::useProgram(Program* program) { 3563 if (!program->isInUse()) { 3564 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3565 program->use(); 3566 mCaches.currentProgram = program; 3567 return false; 3568 } 3569 return true; 3570} 3571 3572void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3573 TextureVertex* v = &mMeshVertices[0]; 3574 TextureVertex::setUV(v++, u1, v1); 3575 TextureVertex::setUV(v++, u2, v1); 3576 TextureVertex::setUV(v++, u1, v2); 3577 TextureVertex::setUV(v++, u2, v2); 3578} 3579 3580void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3581 getAlphaAndModeDirect(paint, alpha, mode); 3582 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3583 // if drawing a layer, ignore the paint's alpha 3584 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3585 } 3586 *alpha *= mSnapshot->alpha; 3587} 3588 3589float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3590 float alpha; 3591 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3592 alpha = mDrawModifiers.mOverrideLayerAlpha; 3593 } else { 3594 alpha = layer->getAlpha() / 255.0f; 3595 } 3596 return alpha * mSnapshot->alpha; 3597} 3598 3599}; // namespace uirenderer 3600}; // namespace android 3601