OpenGLRenderer.cpp revision 51d6a3db97bdd5315f1a17a4b447d10a92217b98
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "GammaFontRenderer.h" 40#include "Patch.h" 41#include "PathTessellator.h" 42#include "Properties.h" 43#include "RenderNode.h" 44#include "RenderState.h" 45#include "ShadowTessellator.h" 46#include "SkiaShader.h" 47#include "Vector.h" 48#include "VertexBuffer.h" 49#include "utils/GLUtils.h" 50#include "utils/TraceUtils.h" 51 52#if DEBUG_DETAILED_EVENTS 53 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 54#else 55 #define EVENT_LOGD(...) 56#endif 57 58namespace android { 59namespace uirenderer { 60 61static GLenum getFilter(const SkPaint* paint) { 62 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 63 return GL_LINEAR; 64 } 65 return GL_NEAREST; 66} 67 68/////////////////////////////////////////////////////////////////////////////// 69// Globals 70/////////////////////////////////////////////////////////////////////////////// 71 72/** 73 * Structure mapping Skia xfermodes to OpenGL blending factors. 74 */ 75struct Blender { 76 SkXfermode::Mode mode; 77 GLenum src; 78 GLenum dst; 79}; // struct Blender 80 81// In this array, the index of each Blender equals the value of the first 82// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 83static const Blender gBlends[] = { 84 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 86 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 88 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 89 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 91 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 97 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 98 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 99}; 100 101// This array contains the swapped version of each SkXfermode. For instance 102// this array's SrcOver blending mode is actually DstOver. You can refer to 103// createLayer() for more information on the purpose of this array. 104static const Blender gBlendsSwap[] = { 105 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 106 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 107 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 108 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 109 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 110 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 111 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 112 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 114 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 115 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 116 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 117 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 118 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 119 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 120}; 121 122/////////////////////////////////////////////////////////////////////////////// 123// Functions 124/////////////////////////////////////////////////////////////////////////////// 125 126template<typename T> 127static inline T min(T a, T b) { 128 return a < b ? a : b; 129} 130 131/////////////////////////////////////////////////////////////////////////////// 132// Constructors/destructor 133/////////////////////////////////////////////////////////////////////////////// 134 135OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 136 : mState(*this) 137 , mFrameStarted(false) 138 , mCaches(Caches::getInstance()) 139 , mExtensions(Extensions::getInstance()) 140 , mRenderState(renderState) 141 , mScissorOptimizationDisabled(false) 142 , mSuppressTiling(false) 143 , mFirstFrameAfterResize(true) 144 , mDirty(false) 145 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 146 , mLightRadius(FLT_MIN) 147 , mAmbientShadowAlpha(0) 148 , mSpotShadowAlpha(0) { 149 // *set* draw modifiers to be 0 150 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 151 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 152 153 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 154} 155 156OpenGLRenderer::~OpenGLRenderer() { 157 // The context has already been destroyed at this point, do not call 158 // GL APIs. All GL state should be kept in Caches.h 159} 160 161void OpenGLRenderer::initProperties() { 162 char property[PROPERTY_VALUE_MAX]; 163 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 164 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 165 INIT_LOGD(" Scissor optimization %s", 166 mScissorOptimizationDisabled ? "disabled" : "enabled"); 167 } else { 168 INIT_LOGD(" Scissor optimization enabled"); 169 } 170} 171 172void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 173 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 174 mLightCenter = lightCenter; 175 mLightRadius = lightRadius; 176 mAmbientShadowAlpha = ambientShadowAlpha; 177 mSpotShadowAlpha = spotShadowAlpha; 178} 179 180/////////////////////////////////////////////////////////////////////////////// 181// Setup 182/////////////////////////////////////////////////////////////////////////////// 183 184void OpenGLRenderer::onViewportInitialized() { 185 glDisable(GL_DITHER); 186 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 187 188 glEnableVertexAttribArray(Program::kBindingPosition); 189 mFirstFrameAfterResize = true; 190} 191 192void OpenGLRenderer::setupFrameState(float left, float top, 193 float right, float bottom, bool opaque) { 194 mCaches.clearGarbage(); 195 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 196 mOpaque = opaque; 197 mTilingClip.set(left, top, right, bottom); 198} 199 200void OpenGLRenderer::startFrame() { 201 if (mFrameStarted) return; 202 mFrameStarted = true; 203 204 mState.setDirtyClip(true); 205 206 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 207 208 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 209 210 // Functors break the tiling extension in pretty spectacular ways 211 // This ensures we don't use tiling when a functor is going to be 212 // invoked during the frame 213 mSuppressTiling = mCaches.hasRegisteredFunctors() 214 || mFirstFrameAfterResize; 215 mFirstFrameAfterResize = false; 216 217 startTilingCurrentClip(true); 218 219 debugOverdraw(true, true); 220 221 clear(mTilingClip.left, mTilingClip.top, 222 mTilingClip.right, mTilingClip.bottom, mOpaque); 223} 224 225void OpenGLRenderer::prepareDirty(float left, float top, 226 float right, float bottom, bool opaque) { 227 228 setupFrameState(left, top, right, bottom, opaque); 229 230 // Layer renderers will start the frame immediately 231 // The framebuffer renderer will first defer the display list 232 // for each layer and wait until the first drawing command 233 // to start the frame 234 if (currentSnapshot()->fbo == 0) { 235 syncState(); 236 updateLayers(); 237 } else { 238 startFrame(); 239 } 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 >= mState.getWidth() && bottom >= mState.getHeight()) { 248 const bool isFbo = onGetTargetFbo() == 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 256void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 257 if (!opaque) { 258 mCaches.enableScissor(); 259 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 260 glClear(GL_COLOR_BUFFER_BIT); 261 mDirty = true; 262 return; 263 } 264 265 mCaches.resetScissor(); 266} 267 268void OpenGLRenderer::syncState() { 269 if (mCaches.blend) { 270 glEnable(GL_BLEND); 271 } else { 272 glDisable(GL_BLEND); 273 } 274} 275 276void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 277 if (!mSuppressTiling) { 278 const Snapshot* snapshot = currentSnapshot(); 279 280 const Rect* clip = &mTilingClip; 281 if (snapshot->flags & Snapshot::kFlagFboTarget) { 282 clip = &(snapshot->layer->clipRect); 283 } 284 285 startTiling(*clip, getViewportHeight(), opaque, expand); 286 } 287} 288 289void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 290 if (!mSuppressTiling) { 291 if(expand) { 292 // Expand the startTiling region by 1 293 int leftNotZero = (clip.left > 0) ? 1 : 0; 294 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 295 296 mCaches.startTiling( 297 clip.left - leftNotZero, 298 windowHeight - clip.bottom - topNotZero, 299 clip.right - clip.left + leftNotZero + 1, 300 clip.bottom - clip.top + topNotZero + 1, 301 opaque); 302 } else { 303 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 304 clip.right - clip.left, clip.bottom - clip.top, opaque); 305 } 306 } 307} 308 309void OpenGLRenderer::endTiling() { 310 if (!mSuppressTiling) mCaches.endTiling(); 311} 312 313bool OpenGLRenderer::finish() { 314 renderOverdraw(); 315 endTiling(); 316 mTempPaths.clear(); 317 318 // When finish() is invoked on FBO 0 we've reached the end 319 // of the current frame 320 if (onGetTargetFbo() == 0) { 321 mCaches.pathCache.trim(); 322 mCaches.tessellationCache.trim(); 323 } 324 325 if (!suppressErrorChecks()) { 326#if DEBUG_OPENGL 327 GLUtils::dumpGLErrors(); 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 mFrameStarted = false; 340 341 return reportAndClearDirty(); 342} 343 344void OpenGLRenderer::resumeAfterLayer() { 345 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 346 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 347 debugOverdraw(true, false); 348 349 mCaches.resetScissor(); 350 dirtyClip(); 351} 352 353void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 354 if (mState.currentlyIgnored()) return; 355 356 Rect clip(*mState.currentClipRect()); 357 clip.snapToPixelBoundaries(); 358 359 // Since we don't know what the functor will draw, let's dirty 360 // the entire clip region 361 if (hasLayer()) { 362 dirtyLayerUnchecked(clip, getRegion()); 363 } 364 365 DrawGlInfo info; 366 info.clipLeft = clip.left; 367 info.clipTop = clip.top; 368 info.clipRight = clip.right; 369 info.clipBottom = clip.bottom; 370 info.isLayer = hasLayer(); 371 info.width = getViewportWidth(); 372 info.height = getViewportHeight(); 373 currentTransform()->copyTo(&info.transform[0]); 374 375 bool prevDirtyClip = mState.getDirtyClip(); 376 // setup GL state for functor 377 if (mState.getDirtyClip()) { 378 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 379 } 380 if (mCaches.enableScissor() || prevDirtyClip) { 381 setScissorFromClip(); 382 } 383 384 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 385 // Scissor may have been modified, reset dirty clip 386 dirtyClip(); 387 388 mDirty = true; 389} 390 391/////////////////////////////////////////////////////////////////////////////// 392// Debug 393/////////////////////////////////////////////////////////////////////////////// 394 395void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 396#if DEBUG_DETAILED_EVENTS 397 const int BUFFER_SIZE = 256; 398 va_list ap; 399 char buf[BUFFER_SIZE]; 400 401 va_start(ap, fmt); 402 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 403 va_end(ap); 404 405 eventMark(buf); 406#endif 407} 408 409 410void OpenGLRenderer::eventMark(const char* name) const { 411 mCaches.eventMark(0, name); 412} 413 414void OpenGLRenderer::startMark(const char* name) const { 415 mCaches.startMark(0, name); 416} 417 418void OpenGLRenderer::endMark() const { 419 mCaches.endMark(); 420} 421 422void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 423 mRenderState.debugOverdraw(enable, clear); 424} 425 426void OpenGLRenderer::renderOverdraw() { 427 if (mCaches.debugOverdraw && onGetTargetFbo() == 0) { 428 const Rect* clip = &mTilingClip; 429 430 mCaches.enableScissor(); 431 mCaches.setScissor(clip->left, mState.firstSnapshot()->getViewportHeight() - clip->bottom, 432 clip->right - clip->left, clip->bottom - clip->top); 433 434 // 1x overdraw 435 mCaches.stencil.enableDebugTest(2); 436 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 437 438 // 2x overdraw 439 mCaches.stencil.enableDebugTest(3); 440 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 441 442 // 3x overdraw 443 mCaches.stencil.enableDebugTest(4); 444 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 445 446 // 4x overdraw and higher 447 mCaches.stencil.enableDebugTest(4, true); 448 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 449 450 mCaches.stencil.disable(); 451 } 452} 453 454/////////////////////////////////////////////////////////////////////////////// 455// Layers 456/////////////////////////////////////////////////////////////////////////////// 457 458bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 459 if (layer->deferredUpdateScheduled && layer->renderer 460 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 461 462 if (inFrame) { 463 endTiling(); 464 debugOverdraw(false, false); 465 } 466 467 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 468 layer->render(*this); 469 } else { 470 layer->defer(*this); 471 } 472 473 if (inFrame) { 474 resumeAfterLayer(); 475 startTilingCurrentClip(); 476 } 477 478 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 479 layer->hasDrawnSinceUpdate = false; 480 481 return true; 482 } 483 484 return false; 485} 486 487void OpenGLRenderer::updateLayers() { 488 // If draw deferring is enabled this method will simply defer 489 // the display list of each individual layer. The layers remain 490 // in the layer updates list which will be cleared by flushLayers(). 491 int count = mLayerUpdates.size(); 492 if (count > 0) { 493 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 494 startMark("Layer Updates"); 495 } else { 496 startMark("Defer Layer Updates"); 497 } 498 499 // Note: it is very important to update the layers in order 500 for (int i = 0; i < count; i++) { 501 Layer* layer = mLayerUpdates.itemAt(i).get(); 502 updateLayer(layer, false); 503 } 504 505 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 506 mLayerUpdates.clear(); 507 mRenderState.bindFramebuffer(onGetTargetFbo()); 508 } 509 endMark(); 510 } 511} 512 513void OpenGLRenderer::flushLayers() { 514 int count = mLayerUpdates.size(); 515 if (count > 0) { 516 startMark("Apply Layer Updates"); 517 518 // Note: it is very important to update the layers in order 519 for (int i = 0; i < count; i++) { 520 mLayerUpdates.itemAt(i)->flush(); 521 } 522 523 mLayerUpdates.clear(); 524 mRenderState.bindFramebuffer(onGetTargetFbo()); 525 526 endMark(); 527 } 528} 529 530void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 531 if (layer) { 532 // Make sure we don't introduce duplicates. 533 // SortedVector would do this automatically but we need to respect 534 // the insertion order. The linear search is not an issue since 535 // this list is usually very short (typically one item, at most a few) 536 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 537 if (mLayerUpdates.itemAt(i) == layer) { 538 return; 539 } 540 } 541 mLayerUpdates.push_back(layer); 542 } 543} 544 545void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 546 if (layer) { 547 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 548 if (mLayerUpdates.itemAt(i) == layer) { 549 mLayerUpdates.removeAt(i); 550 break; 551 } 552 } 553 } 554} 555 556void OpenGLRenderer::flushLayerUpdates() { 557 ATRACE_NAME("Update HW Layers"); 558 syncState(); 559 updateLayers(); 560 flushLayers(); 561 // Wait for all the layer updates to be executed 562 AutoFence fence; 563} 564 565void OpenGLRenderer::markLayersAsBuildLayers() { 566 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 567 mLayerUpdates[i]->wasBuildLayered = true; 568 } 569} 570 571/////////////////////////////////////////////////////////////////////////////// 572// State management 573/////////////////////////////////////////////////////////////////////////////// 574 575void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 576 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 577 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 578 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 579 580 if (restoreViewport) { 581 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 582 } 583 584 if (restoreClip) { 585 dirtyClip(); 586 } 587 588 if (restoreLayer) { 589 endMark(); // Savelayer 590 ATRACE_END(); // SaveLayer 591 startMark("ComposeLayer"); 592 composeLayer(removed, restored); 593 endMark(); 594 } 595} 596 597/////////////////////////////////////////////////////////////////////////////// 598// Layers 599/////////////////////////////////////////////////////////////////////////////// 600 601int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 602 const SkPaint* paint, int flags, const SkPath* convexMask) { 603 // force matrix/clip isolation for layer 604 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 605 606 const int count = mState.saveSnapshot(flags); 607 608 if (!mState.currentlyIgnored()) { 609 createLayer(left, top, right, bottom, paint, flags, convexMask); 610 } 611 612 return count; 613} 614 615void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 616 const Rect untransformedBounds(bounds); 617 618 currentTransform()->mapRect(bounds); 619 620 // Layers only make sense if they are in the framebuffer's bounds 621 if (bounds.intersect(*mState.currentClipRect())) { 622 // We cannot work with sub-pixels in this case 623 bounds.snapToPixelBoundaries(); 624 625 // When the layer is not an FBO, we may use glCopyTexImage so we 626 // need to make sure the layer does not extend outside the bounds 627 // of the framebuffer 628 const Snapshot& previous = *(currentSnapshot()->previous); 629 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 630 if (!bounds.intersect(previousViewport)) { 631 bounds.setEmpty(); 632 } else if (fboLayer) { 633 clip.set(bounds); 634 mat4 inverse; 635 inverse.loadInverse(*currentTransform()); 636 inverse.mapRect(clip); 637 clip.snapToPixelBoundaries(); 638 if (clip.intersect(untransformedBounds)) { 639 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 640 bounds.set(untransformedBounds); 641 } else { 642 clip.setEmpty(); 643 } 644 } 645 } else { 646 bounds.setEmpty(); 647 } 648} 649 650void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 651 bool fboLayer, int alpha) { 652 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 653 bounds.getHeight() > mCaches.maxTextureSize || 654 (fboLayer && clip.isEmpty())) { 655 writableSnapshot()->empty = fboLayer; 656 } else { 657 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 658 } 659} 660 661int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 662 const SkPaint* paint, int flags) { 663 const int count = mState.saveSnapshot(flags); 664 665 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 666 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 667 // operations will be able to store and restore the current clip and transform info, and 668 // quick rejection will be correct (for display lists) 669 670 Rect bounds(left, top, right, bottom); 671 Rect clip; 672 calculateLayerBoundsAndClip(bounds, clip, true); 673 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 674 675 if (!mState.currentlyIgnored()) { 676 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 677 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 678 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 679 writableSnapshot()->roundRectClipState = nullptr; 680 } 681 } 682 683 return count; 684} 685 686/** 687 * Layers are viewed by Skia are slightly different than layers in image editing 688 * programs (for instance.) When a layer is created, previously created layers 689 * and the frame buffer still receive every drawing command. For instance, if a 690 * layer is created and a shape intersecting the bounds of the layers and the 691 * framebuffer is draw, the shape will be drawn on both (unless the layer was 692 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 693 * 694 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 695 * texture. Unfortunately, this is inefficient as it requires every primitive to 696 * be drawn n + 1 times, where n is the number of active layers. In practice this 697 * means, for every primitive: 698 * - Switch active frame buffer 699 * - Change viewport, clip and projection matrix 700 * - Issue the drawing 701 * 702 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 703 * To avoid this, layers are implemented in a different way here, at least in the 704 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 705 * is set. When this flag is set we can redirect all drawing operations into a 706 * single FBO. 707 * 708 * This implementation relies on the frame buffer being at least RGBA 8888. When 709 * a layer is created, only a texture is created, not an FBO. The content of the 710 * frame buffer contained within the layer's bounds is copied into this texture 711 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 712 * buffer and drawing continues as normal. This technique therefore treats the 713 * frame buffer as a scratch buffer for the layers. 714 * 715 * To compose the layers back onto the frame buffer, each layer texture 716 * (containing the original frame buffer data) is drawn as a simple quad over 717 * the frame buffer. The trick is that the quad is set as the composition 718 * destination in the blending equation, and the frame buffer becomes the source 719 * of the composition. 720 * 721 * Drawing layers with an alpha value requires an extra step before composition. 722 * An empty quad is drawn over the layer's region in the frame buffer. This quad 723 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 724 * quad is used to multiply the colors in the frame buffer. This is achieved by 725 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 726 * GL_ZERO, GL_SRC_ALPHA. 727 * 728 * Because glCopyTexImage2D() can be slow, an alternative implementation might 729 * be use to draw a single clipped layer. The implementation described above 730 * is correct in every case. 731 * 732 * (1) The frame buffer is actually not cleared right away. To allow the GPU 733 * to potentially optimize series of calls to glCopyTexImage2D, the frame 734 * buffer is left untouched until the first drawing operation. Only when 735 * something actually gets drawn are the layers regions cleared. 736 */ 737bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 738 const SkPaint* paint, int flags, const SkPath* convexMask) { 739 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 740 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 741 742 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 743 744 // Window coordinates of the layer 745 Rect clip; 746 Rect bounds(left, top, right, bottom); 747 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 748 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 749 750 // Bail out if we won't draw in this snapshot 751 if (mState.currentlyIgnored()) { 752 return false; 753 } 754 755 mCaches.activeTexture(0); 756 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 757 if (!layer) { 758 return false; 759 } 760 761 layer->setPaint(paint); 762 layer->layer.set(bounds); 763 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 764 bounds.getWidth() / float(layer->getWidth()), 0.0f); 765 766 layer->setBlend(true); 767 layer->setDirty(false); 768 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 769 770 // Save the layer in the snapshot 771 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 772 writableSnapshot()->layer = layer; 773 774 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 775 fboLayer ? "" : "unclipped ", 776 layer->getWidth(), layer->getHeight()); 777 startMark("SaveLayer"); 778 if (fboLayer) { 779 return createFboLayer(layer, bounds, clip); 780 } else { 781 // Copy the framebuffer into the layer 782 layer->bindTexture(); 783 if (!bounds.isEmpty()) { 784 if (layer->isEmpty()) { 785 // Workaround for some GL drivers. When reading pixels lying outside 786 // of the window we should get undefined values for those pixels. 787 // Unfortunately some drivers will turn the entire target texture black 788 // when reading outside of the window. 789 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 790 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 791 layer->setEmpty(false); 792 } 793 794 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 795 bounds.left, getViewportHeight() - bounds.bottom, 796 bounds.getWidth(), bounds.getHeight()); 797 798 // Enqueue the buffer coordinates to clear the corresponding region later 799 mLayers.push_back(Rect(bounds)); 800 } 801 } 802 803 return true; 804} 805 806bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 807 layer->clipRect.set(clip); 808 layer->setFbo(mCaches.fboCache.get()); 809 810 writableSnapshot()->region = &writableSnapshot()->layer->region; 811 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 812 writableSnapshot()->fbo = layer->getFbo(); 813 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 814 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 815 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 816 writableSnapshot()->roundRectClipState = nullptr; 817 818 endTiling(); 819 debugOverdraw(false, false); 820 // Bind texture to FBO 821 mRenderState.bindFramebuffer(layer->getFbo()); 822 layer->bindTexture(); 823 824 // Initialize the texture if needed 825 if (layer->isEmpty()) { 826 layer->allocateTexture(); 827 layer->setEmpty(false); 828 } 829 830 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 831 layer->getTexture(), 0); 832 833 // Expand the startTiling region by 1 834 startTilingCurrentClip(true, true); 835 836 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 837 mCaches.enableScissor(); 838 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 839 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 840 glClear(GL_COLOR_BUFFER_BIT); 841 842 dirtyClip(); 843 844 // Change the ortho projection 845 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 846 return true; 847} 848 849/** 850 * Read the documentation of createLayer() before doing anything in this method. 851 */ 852void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 853 if (!removed.layer) { 854 ALOGE("Attempting to compose a layer that does not exist"); 855 return; 856 } 857 858 Layer* layer = removed.layer; 859 const Rect& rect = layer->layer; 860 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 861 862 bool clipRequired = false; 863 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 864 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 865 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 866 867 if (fboLayer) { 868 endTiling(); 869 870 // Detach the texture from the FBO 871 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 872 873 layer->removeFbo(false); 874 875 // Unbind current FBO and restore previous one 876 mRenderState.bindFramebuffer(restored.fbo); 877 debugOverdraw(true, false); 878 879 startTilingCurrentClip(); 880 } 881 882 if (!fboLayer && layer->getAlpha() < 255) { 883 SkPaint layerPaint; 884 layerPaint.setAlpha(layer->getAlpha()); 885 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 886 layerPaint.setColorFilter(layer->getColorFilter()); 887 888 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 889 // Required below, composeLayerRect() will divide by 255 890 layer->setAlpha(255); 891 } 892 893 mCaches.unbindMeshBuffer(); 894 895 mCaches.activeTexture(0); 896 897 // When the layer is stored in an FBO, we can save a bit of fillrate by 898 // drawing only the dirty region 899 if (fboLayer) { 900 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 901 composeLayerRegion(layer, rect); 902 } else if (!rect.isEmpty()) { 903 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 904 905 save(0); 906 // the layer contains screen buffer content that shouldn't be alpha modulated 907 // (and any necessary alpha modulation was handled drawing into the layer) 908 writableSnapshot()->alpha = 1.0f; 909 composeLayerRect(layer, rect, true); 910 restore(); 911 } 912 913 dirtyClip(); 914 915 // Failing to add the layer to the cache should happen only if the layer is too large 916 layer->setConvexMask(nullptr); 917 if (!mCaches.layerCache.put(layer)) { 918 LAYER_LOGD("Deleting layer"); 919 layer->decStrong(nullptr); 920 } 921} 922 923void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 924 float alpha = getLayerAlpha(layer); 925 926 setupDraw(); 927 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 928 setupDrawWithTexture(); 929 } else { 930 setupDrawWithExternalTexture(); 931 } 932 setupDrawTextureTransform(); 933 setupDrawColor(alpha, alpha, alpha, alpha); 934 setupDrawColorFilter(layer->getColorFilter()); 935 setupDrawBlending(layer); 936 setupDrawProgram(); 937 setupDrawPureColorUniforms(); 938 setupDrawColorFilterUniforms(layer->getColorFilter()); 939 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 940 setupDrawTexture(layer->getTexture()); 941 } else { 942 setupDrawExternalTexture(layer->getTexture()); 943 } 944 if (currentTransform()->isPureTranslate() && 945 !layer->getForceFilter() && 946 layer->getWidth() == (uint32_t) rect.getWidth() && 947 layer->getHeight() == (uint32_t) rect.getHeight()) { 948 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 949 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 950 951 layer->setFilter(GL_NEAREST); 952 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 953 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 954 } else { 955 layer->setFilter(GL_LINEAR); 956 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 957 rect.left, rect.top, rect.right, rect.bottom); 958 } 959 setupDrawTextureTransformUniforms(layer->getTexTransform()); 960 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 961 962 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 963} 964 965void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 966 if (layer->isTextureLayer()) { 967 EVENT_LOGD("composeTextureLayerRect"); 968 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 969 drawTextureLayer(layer, rect); 970 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 971 } else { 972 EVENT_LOGD("composeHardwareLayerRect"); 973 const Rect& texCoords = layer->texCoords; 974 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 975 texCoords.right, texCoords.bottom); 976 977 float x = rect.left; 978 float y = rect.top; 979 bool simpleTransform = currentTransform()->isPureTranslate() && 980 layer->getWidth() == (uint32_t) rect.getWidth() && 981 layer->getHeight() == (uint32_t) rect.getHeight(); 982 983 if (simpleTransform) { 984 // When we're swapping, the layer is already in screen coordinates 985 if (!swap) { 986 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 987 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 988 } 989 990 layer->setFilter(GL_NEAREST, true); 991 } else { 992 layer->setFilter(GL_LINEAR, true); 993 } 994 995 SkPaint layerPaint; 996 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 997 layerPaint.setXfermodeMode(layer->getMode()); 998 layerPaint.setColorFilter(layer->getColorFilter()); 999 1000 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1001 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1002 layer->getTexture(), &layerPaint, blend, 1003 &mMeshVertices[0].x, &mMeshVertices[0].u, 1004 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1005 1006 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1007 } 1008} 1009 1010/** 1011 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1012 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1013 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1014 * by saveLayer's restore 1015 */ 1016#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1017 DRAW_COMMAND; \ 1018 if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \ 1019 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1020 DRAW_COMMAND; \ 1021 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1022 } \ 1023 } 1024 1025#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1026 1027// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1028// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1029class LayerShader : public SkShader { 1030public: 1031 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1032 : INHERITED(localMatrix) 1033 , mLayer(layer) { 1034 } 1035 1036 virtual bool asACustomShader(void** data) const override { 1037 if (data) { 1038 *data = static_cast<void*>(mLayer); 1039 } 1040 return true; 1041 } 1042 1043 virtual bool isOpaque() const override { 1044 return !mLayer->isBlend(); 1045 } 1046 1047protected: 1048 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1049 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1050 } 1051 1052 virtual void flatten(SkWriteBuffer&) const override { 1053 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1054 } 1055 1056 virtual Factory getFactory() const override { 1057 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1058 return nullptr; 1059 } 1060private: 1061 // Unowned. 1062 Layer* mLayer; 1063 typedef SkShader INHERITED; 1064}; 1065 1066void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1067 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1068 1069 if (layer->getConvexMask()) { 1070 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1071 1072 // clip to the area of the layer the mask can be larger 1073 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1074 1075 SkPaint paint; 1076 paint.setAntiAlias(true); 1077 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1078 1079 // create LayerShader to map SaveLayer content into subsequent draw 1080 SkMatrix shaderMatrix; 1081 shaderMatrix.setTranslate(rect.left, rect.bottom); 1082 shaderMatrix.preScale(1, -1); 1083 LayerShader layerShader(layer, &shaderMatrix); 1084 paint.setShader(&layerShader); 1085 1086 // Since the drawing primitive is defined in local drawing space, 1087 // we don't need to modify the draw matrix 1088 const SkPath* maskPath = layer->getConvexMask(); 1089 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1090 1091 paint.setShader(nullptr); 1092 restore(); 1093 1094 return; 1095 } 1096 1097 if (layer->region.isRect()) { 1098 layer->setRegionAsRect(); 1099 1100 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1101 1102 layer->region.clear(); 1103 return; 1104 } 1105 1106 EVENT_LOGD("composeLayerRegion"); 1107 // standard Region based draw 1108 size_t count; 1109 const android::Rect* rects; 1110 Region safeRegion; 1111 if (CC_LIKELY(hasRectToRectTransform())) { 1112 rects = layer->region.getArray(&count); 1113 } else { 1114 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1115 rects = safeRegion.getArray(&count); 1116 } 1117 1118 const float alpha = getLayerAlpha(layer); 1119 const float texX = 1.0f / float(layer->getWidth()); 1120 const float texY = 1.0f / float(layer->getHeight()); 1121 const float height = rect.getHeight(); 1122 1123 setupDraw(); 1124 1125 // We must get (and therefore bind) the region mesh buffer 1126 // after we setup drawing in case we need to mess with the 1127 // stencil buffer in setupDraw() 1128 TextureVertex* mesh = mCaches.getRegionMesh(); 1129 uint32_t numQuads = 0; 1130 1131 setupDrawWithTexture(); 1132 setupDrawColor(alpha, alpha, alpha, alpha); 1133 setupDrawColorFilter(layer->getColorFilter()); 1134 setupDrawBlending(layer); 1135 setupDrawProgram(); 1136 setupDrawDirtyRegionsDisabled(); 1137 setupDrawPureColorUniforms(); 1138 setupDrawColorFilterUniforms(layer->getColorFilter()); 1139 setupDrawTexture(layer->getTexture()); 1140 if (currentTransform()->isPureTranslate()) { 1141 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1142 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1143 1144 layer->setFilter(GL_NEAREST); 1145 setupDrawModelView(kModelViewMode_Translate, false, 1146 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1147 } else { 1148 layer->setFilter(GL_LINEAR); 1149 setupDrawModelView(kModelViewMode_Translate, false, 1150 rect.left, rect.top, rect.right, rect.bottom); 1151 } 1152 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1153 1154 for (size_t i = 0; i < count; i++) { 1155 const android::Rect* r = &rects[i]; 1156 1157 const float u1 = r->left * texX; 1158 const float v1 = (height - r->top) * texY; 1159 const float u2 = r->right * texX; 1160 const float v2 = (height - r->bottom) * texY; 1161 1162 // TODO: Reject quads outside of the clip 1163 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1164 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1165 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1166 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1167 1168 numQuads++; 1169 1170 if (numQuads >= gMaxNumberOfQuads) { 1171 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1172 GL_UNSIGNED_SHORT, nullptr)); 1173 numQuads = 0; 1174 mesh = mCaches.getRegionMesh(); 1175 } 1176 } 1177 1178 if (numQuads > 0) { 1179 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1180 GL_UNSIGNED_SHORT, nullptr)); 1181 } 1182 1183#if DEBUG_LAYERS_AS_REGIONS 1184 drawRegionRectsDebug(layer->region); 1185#endif 1186 1187 layer->region.clear(); 1188} 1189 1190#if DEBUG_LAYERS_AS_REGIONS 1191void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1192 size_t count; 1193 const android::Rect* rects = region.getArray(&count); 1194 1195 uint32_t colors[] = { 1196 0x7fff0000, 0x7f00ff00, 1197 0x7f0000ff, 0x7fff00ff, 1198 }; 1199 1200 int offset = 0; 1201 int32_t top = rects[0].top; 1202 1203 for (size_t i = 0; i < count; i++) { 1204 if (top != rects[i].top) { 1205 offset ^= 0x2; 1206 top = rects[i].top; 1207 } 1208 1209 SkPaint paint; 1210 paint.setColor(colors[offset + (i & 0x1)]); 1211 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1212 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1213 } 1214} 1215#endif 1216 1217void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1218 Vector<float> rects; 1219 1220 SkRegion::Iterator it(region); 1221 while (!it.done()) { 1222 const SkIRect& r = it.rect(); 1223 rects.push(r.fLeft); 1224 rects.push(r.fTop); 1225 rects.push(r.fRight); 1226 rects.push(r.fBottom); 1227 it.next(); 1228 } 1229 1230 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1231} 1232 1233void OpenGLRenderer::dirtyLayer(const float left, const float top, 1234 const float right, const float bottom, const mat4 transform) { 1235 if (hasLayer()) { 1236 Rect bounds(left, top, right, bottom); 1237 transform.mapRect(bounds); 1238 dirtyLayerUnchecked(bounds, getRegion()); 1239 } 1240} 1241 1242void OpenGLRenderer::dirtyLayer(const float left, const float top, 1243 const float right, const float bottom) { 1244 if (hasLayer()) { 1245 Rect bounds(left, top, right, bottom); 1246 dirtyLayerUnchecked(bounds, getRegion()); 1247 } 1248} 1249 1250void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1251 if (bounds.intersect(*mState.currentClipRect())) { 1252 bounds.snapToPixelBoundaries(); 1253 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1254 if (!dirty.isEmpty()) { 1255 region->orSelf(dirty); 1256 } 1257 } 1258} 1259 1260void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1261 GLsizei elementsCount = quadsCount * 6; 1262 while (elementsCount > 0) { 1263 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1264 1265 setupDrawIndexedVertices(&mesh[0].x); 1266 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1267 1268 elementsCount -= drawCount; 1269 // Though there are 4 vertices in a quad, we use 6 indices per 1270 // quad to draw with GL_TRIANGLES 1271 mesh += (drawCount / 6) * 4; 1272 } 1273} 1274 1275void OpenGLRenderer::clearLayerRegions() { 1276 const size_t count = mLayers.size(); 1277 if (count == 0) return; 1278 1279 if (!mState.currentlyIgnored()) { 1280 EVENT_LOGD("clearLayerRegions"); 1281 // Doing several glScissor/glClear here can negatively impact 1282 // GPUs with a tiler architecture, instead we draw quads with 1283 // the Clear blending mode 1284 1285 // The list contains bounds that have already been clipped 1286 // against their initial clip rect, and the current clip 1287 // is likely different so we need to disable clipping here 1288 bool scissorChanged = mCaches.disableScissor(); 1289 1290 Vertex mesh[count * 4]; 1291 Vertex* vertex = mesh; 1292 1293 for (uint32_t i = 0; i < count; i++) { 1294 const Rect& bounds = mLayers[i]; 1295 1296 Vertex::set(vertex++, bounds.left, bounds.top); 1297 Vertex::set(vertex++, bounds.right, bounds.top); 1298 Vertex::set(vertex++, bounds.left, bounds.bottom); 1299 Vertex::set(vertex++, bounds.right, bounds.bottom); 1300 } 1301 // We must clear the list of dirty rects before we 1302 // call setupDraw() to prevent stencil setup to do 1303 // the same thing again 1304 mLayers.clear(); 1305 1306 SkPaint clearPaint; 1307 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1308 1309 setupDraw(false); 1310 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1311 setupDrawBlending(&clearPaint, true); 1312 setupDrawProgram(); 1313 setupDrawPureColorUniforms(); 1314 setupDrawModelView(kModelViewMode_Translate, false, 1315 0.0f, 0.0f, 0.0f, 0.0f, true); 1316 1317 issueIndexedQuadDraw(&mesh[0], count); 1318 1319 if (scissorChanged) mCaches.enableScissor(); 1320 } else { 1321 mLayers.clear(); 1322 } 1323} 1324 1325/////////////////////////////////////////////////////////////////////////////// 1326// State Deferral 1327/////////////////////////////////////////////////////////////////////////////// 1328 1329bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1330 const Rect* currentClip = mState.currentClipRect(); 1331 const mat4* currentMatrix = currentTransform(); 1332 1333 if (stateDeferFlags & kStateDeferFlag_Draw) { 1334 // state has bounds initialized in local coordinates 1335 if (!state.mBounds.isEmpty()) { 1336 currentMatrix->mapRect(state.mBounds); 1337 Rect clippedBounds(state.mBounds); 1338 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1339 // is used, it should more closely duplicate the quickReject logic (in how it uses 1340 // snapToPixelBoundaries) 1341 1342 if(!clippedBounds.intersect(*currentClip)) { 1343 // quick rejected 1344 return true; 1345 } 1346 1347 state.mClipSideFlags = kClipSide_None; 1348 if (!currentClip->contains(state.mBounds)) { 1349 int& flags = state.mClipSideFlags; 1350 // op partially clipped, so record which sides are clipped for clip-aware merging 1351 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1352 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1353 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1354 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1355 } 1356 state.mBounds.set(clippedBounds); 1357 } else { 1358 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1359 // overdraw avoidance (since we don't know what it overlaps) 1360 state.mClipSideFlags = kClipSide_ConservativeFull; 1361 state.mBounds.set(*currentClip); 1362 } 1363 } 1364 1365 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1366 if (state.mClipValid) { 1367 state.mClip.set(*currentClip); 1368 } 1369 1370 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1371 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1372 state.mMatrix.load(*currentMatrix); 1373 state.mDrawModifiers = mDrawModifiers; 1374 state.mAlpha = currentSnapshot()->alpha; 1375 1376 // always store/restore, since it's just a pointer 1377 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1378 return false; 1379} 1380 1381void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1382 setMatrix(state.mMatrix); 1383 writableSnapshot()->alpha = state.mAlpha; 1384 mDrawModifiers = state.mDrawModifiers; 1385 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1386 1387 if (state.mClipValid && !skipClipRestore) { 1388 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1389 state.mClip.right, state.mClip.bottom); 1390 dirtyClip(); 1391 } 1392} 1393 1394/** 1395 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1396 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1397 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1398 * 1399 * This method should be called when restoreDisplayState() won't be restoring the clip 1400 */ 1401void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1402 if (clipRect != nullptr) { 1403 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1404 } else { 1405 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1406 } 1407 dirtyClip(); 1408 mCaches.setScissorEnabled(clipRect != nullptr || mScissorOptimizationDisabled); 1409} 1410 1411/////////////////////////////////////////////////////////////////////////////// 1412// Clipping 1413/////////////////////////////////////////////////////////////////////////////// 1414 1415void OpenGLRenderer::setScissorFromClip() { 1416 Rect clip(*mState.currentClipRect()); 1417 clip.snapToPixelBoundaries(); 1418 1419 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1420 clip.getWidth(), clip.getHeight())) { 1421 mState.setDirtyClip(false); 1422 } 1423} 1424 1425void OpenGLRenderer::ensureStencilBuffer() { 1426 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1427 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1428 // just hope we have one when hasLayer() returns false. 1429 if (hasLayer()) { 1430 attachStencilBufferToLayer(currentSnapshot()->layer); 1431 } 1432} 1433 1434void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1435 // The layer's FBO is already bound when we reach this stage 1436 if (!layer->getStencilRenderBuffer()) { 1437 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1438 // is attached after we initiated tiling. We must turn it off, 1439 // attach the new render buffer then turn tiling back on 1440 endTiling(); 1441 1442 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1443 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1444 layer->setStencilRenderBuffer(buffer); 1445 1446 startTiling(layer->clipRect, layer->layer.getHeight()); 1447 } 1448} 1449 1450void OpenGLRenderer::setStencilFromClip() { 1451 if (!mCaches.debugOverdraw) { 1452 if (!currentSnapshot()->clipRegion->isEmpty()) { 1453 EVENT_LOGD("setStencilFromClip - enabling"); 1454 1455 // NOTE: The order here is important, we must set dirtyClip to false 1456 // before any draw call to avoid calling back into this method 1457 mState.setDirtyClip(false); 1458 1459 ensureStencilBuffer(); 1460 1461 mCaches.stencil.enableWrite(); 1462 1463 // Clear and update the stencil, but first make sure we restrict drawing 1464 // to the region's bounds 1465 bool resetScissor = mCaches.enableScissor(); 1466 if (resetScissor) { 1467 // The scissor was not set so we now need to update it 1468 setScissorFromClip(); 1469 } 1470 mCaches.stencil.clear(); 1471 1472 // stash and disable the outline clip state, since stencil doesn't account for outline 1473 bool storedSkipOutlineClip = mSkipOutlineClip; 1474 mSkipOutlineClip = true; 1475 1476 SkPaint paint; 1477 paint.setColor(SK_ColorBLACK); 1478 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1479 1480 // NOTE: We could use the region contour path to generate a smaller mesh 1481 // Since we are using the stencil we could use the red book path 1482 // drawing technique. It might increase bandwidth usage though. 1483 1484 // The last parameter is important: we are not drawing in the color buffer 1485 // so we don't want to dirty the current layer, if any 1486 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1487 if (resetScissor) mCaches.disableScissor(); 1488 mSkipOutlineClip = storedSkipOutlineClip; 1489 1490 mCaches.stencil.enableTest(); 1491 1492 // Draw the region used to generate the stencil if the appropriate debug 1493 // mode is enabled 1494 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1495 paint.setColor(0x7f0000ff); 1496 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1497 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1498 } 1499 } else { 1500 EVENT_LOGD("setStencilFromClip - disabling"); 1501 mCaches.stencil.disable(); 1502 } 1503 } 1504} 1505 1506/** 1507 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1508 * 1509 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1510 * style, and tessellated AA ramp 1511 */ 1512bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1513 const SkPaint* paint) { 1514 bool snapOut = paint && paint->isAntiAlias(); 1515 1516 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1517 float outset = paint->getStrokeWidth() * 0.5f; 1518 left -= outset; 1519 top -= outset; 1520 right += outset; 1521 bottom += outset; 1522 } 1523 1524 bool clipRequired = false; 1525 bool roundRectClipRequired = false; 1526 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1527 &clipRequired, &roundRectClipRequired, snapOut)) { 1528 return true; 1529 } 1530 1531 // not quick rejected, so enable the scissor if clipRequired 1532 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1533 mSkipOutlineClip = !roundRectClipRequired; 1534 return false; 1535} 1536 1537void OpenGLRenderer::debugClip() { 1538#if DEBUG_CLIP_REGIONS 1539 if (!currentSnapshot()->clipRegion->isEmpty()) { 1540 SkPaint paint; 1541 paint.setColor(0x7f00ff00); 1542 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1543 1544 } 1545#endif 1546} 1547 1548/////////////////////////////////////////////////////////////////////////////// 1549// Drawing commands 1550/////////////////////////////////////////////////////////////////////////////// 1551 1552void OpenGLRenderer::setupDraw(bool clearLayer) { 1553 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1554 // changes the scissor test state 1555 if (clearLayer) clearLayerRegions(); 1556 // Make sure setScissor & setStencil happen at the beginning of 1557 // this method 1558 if (mState.getDirtyClip()) { 1559 if (mCaches.scissorEnabled) { 1560 setScissorFromClip(); 1561 } 1562 1563 setStencilFromClip(); 1564 } 1565 1566 mDescription.reset(); 1567 1568 mSetShaderColor = false; 1569 mColorSet = false; 1570 mColorA = mColorR = mColorG = mColorB = 0.0f; 1571 mTextureUnit = 0; 1572 mTrackDirtyRegions = true; 1573 1574 // Enable debug highlight when what we're about to draw is tested against 1575 // the stencil buffer and if stencil highlight debugging is on 1576 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1577 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1578 mCaches.stencil.isTestEnabled(); 1579} 1580 1581void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1582 mDescription.hasTexture = true; 1583 mDescription.hasAlpha8Texture = isAlpha8; 1584} 1585 1586void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1587 mDescription.hasTexture = true; 1588 mDescription.hasColors = true; 1589 mDescription.hasAlpha8Texture = isAlpha8; 1590} 1591 1592void OpenGLRenderer::setupDrawWithExternalTexture() { 1593 mDescription.hasExternalTexture = true; 1594} 1595 1596void OpenGLRenderer::setupDrawNoTexture() { 1597 mCaches.disableTexCoordsVertexArray(); 1598} 1599 1600void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1601 mDescription.hasVertexAlpha = true; 1602 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1603} 1604 1605void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1606 mColorA = alpha / 255.0f; 1607 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1608 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1609 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1610 mColorSet = true; 1611 mSetShaderColor = mDescription.setColorModulate(mColorA); 1612} 1613 1614void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1615 mColorA = alpha / 255.0f; 1616 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1617 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1618 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1619 mColorSet = true; 1620 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1621} 1622 1623void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1624 mCaches.fontRenderer->describe(mDescription, paint); 1625} 1626 1627void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1628 mColorA = a; 1629 mColorR = r; 1630 mColorG = g; 1631 mColorB = b; 1632 mColorSet = true; 1633 mSetShaderColor = mDescription.setColorModulate(a); 1634} 1635 1636void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1637 if (shader != nullptr) { 1638 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1639 } 1640} 1641 1642void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1643 if (filter == nullptr) { 1644 return; 1645 } 1646 1647 SkXfermode::Mode mode; 1648 if (filter->asColorMode(nullptr, &mode)) { 1649 mDescription.colorOp = ProgramDescription::kColorBlend; 1650 mDescription.colorMode = mode; 1651 } else if (filter->asColorMatrix(nullptr)) { 1652 mDescription.colorOp = ProgramDescription::kColorMatrix; 1653 } 1654} 1655 1656void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1657 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1658 mColorA = 1.0f; 1659 mColorR = mColorG = mColorB = 0.0f; 1660 mSetShaderColor = mDescription.modulate = true; 1661 } 1662} 1663 1664void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1665 SkXfermode::Mode mode = layer->getMode(); 1666 // When the blending mode is kClear_Mode, we need to use a modulate color 1667 // argb=1,0,0,0 1668 accountForClear(mode); 1669 // TODO: check shader blending, once we have shader drawing support for layers. 1670 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1671 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1672 chooseBlending(blend, mode, mDescription, swapSrcDst); 1673} 1674 1675void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1676 SkXfermode::Mode mode = getXfermodeDirect(paint); 1677 // When the blending mode is kClear_Mode, we need to use a modulate color 1678 // argb=1,0,0,0 1679 accountForClear(mode); 1680 blend |= (mColorSet && mColorA < 1.0f) || 1681 (getShader(paint) && !getShader(paint)->isOpaque()) || 1682 isBlendedColorFilter(getColorFilter(paint)); 1683 chooseBlending(blend, mode, mDescription, swapSrcDst); 1684} 1685 1686void OpenGLRenderer::setupDrawProgram() { 1687 useProgram(mCaches.programCache.get(mDescription)); 1688 if (mDescription.hasRoundRectClip) { 1689 // TODO: avoid doing this repeatedly, stashing state pointer in program 1690 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1691 const Rect& innerRect = state->innerRect; 1692 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1693 innerRect.left, innerRect.top, 1694 innerRect.right, innerRect.bottom); 1695 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1696 1, GL_FALSE, &state->matrix.data[0]); 1697 1698 // add half pixel to round out integer rect space to cover pixel centers 1699 float roundedOutRadius = state->radius + 0.5f; 1700 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1701 roundedOutRadius); 1702 } 1703} 1704 1705void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1706 mTrackDirtyRegions = false; 1707} 1708 1709void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1710 float left, float top, float right, float bottom, bool ignoreTransform) { 1711 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1712 if (mode == kModelViewMode_TranslateAndScale) { 1713 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1714 } 1715 1716 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1717 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1718 mCaches.currentProgram->set(writableSnapshot()->getOrthoMatrix(), 1719 mModelViewMatrix, transformMatrix, offset); 1720 if (dirty && mTrackDirtyRegions) { 1721 if (!ignoreTransform) { 1722 dirtyLayer(left, top, right, bottom, *currentTransform()); 1723 } else { 1724 dirtyLayer(left, top, right, bottom); 1725 } 1726 } 1727} 1728 1729void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1730 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1731 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1732 } 1733} 1734 1735void OpenGLRenderer::setupDrawPureColorUniforms() { 1736 if (mSetShaderColor) { 1737 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1738 } 1739} 1740 1741void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1742 if (shader == nullptr) { 1743 return; 1744 } 1745 1746 if (ignoreTransform) { 1747 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1748 // because it was built into modelView / the geometry, and the description needs to 1749 // compensate. 1750 mat4 modelViewWithoutTransform; 1751 modelViewWithoutTransform.loadInverse(*currentTransform()); 1752 modelViewWithoutTransform.multiply(mModelViewMatrix); 1753 mModelViewMatrix.load(modelViewWithoutTransform); 1754 } 1755 1756 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1757} 1758 1759void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1760 if (nullptr == filter) { 1761 return; 1762 } 1763 1764 SkColor color; 1765 SkXfermode::Mode mode; 1766 if (filter->asColorMode(&color, &mode)) { 1767 const int alpha = SkColorGetA(color); 1768 const GLfloat a = alpha / 255.0f; 1769 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1770 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1771 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1772 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1773 return; 1774 } 1775 1776 SkScalar srcColorMatrix[20]; 1777 if (filter->asColorMatrix(srcColorMatrix)) { 1778 1779 float colorMatrix[16]; 1780 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1781 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1782 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1783 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1784 1785 // Skia uses the range [0..255] for the addition vector, but we need 1786 // the [0..1] range to apply the vector in GLSL 1787 float colorVector[4]; 1788 colorVector[0] = srcColorMatrix[4] / 255.0f; 1789 colorVector[1] = srcColorMatrix[9] / 255.0f; 1790 colorVector[2] = srcColorMatrix[14] / 255.0f; 1791 colorVector[3] = srcColorMatrix[19] / 255.0f; 1792 1793 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1794 GL_FALSE, colorMatrix); 1795 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1796 return; 1797 } 1798 1799 // it is an error if we ever get here 1800} 1801 1802void OpenGLRenderer::setupDrawTextGammaUniforms() { 1803 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1804} 1805 1806void OpenGLRenderer::setupDrawSimpleMesh() { 1807 bool force = mCaches.bindMeshBuffer(); 1808 mCaches.bindPositionVertexPointer(force, nullptr); 1809 mCaches.unbindIndicesBuffer(); 1810} 1811 1812void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1813 if (texture) bindTexture(texture); 1814 mTextureUnit++; 1815 mCaches.enableTexCoordsVertexArray(); 1816} 1817 1818void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1819 bindExternalTexture(texture); 1820 mTextureUnit++; 1821 mCaches.enableTexCoordsVertexArray(); 1822} 1823 1824void OpenGLRenderer::setupDrawTextureTransform() { 1825 mDescription.hasTextureTransform = true; 1826} 1827 1828void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1829 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1830 GL_FALSE, &transform.data[0]); 1831} 1832 1833void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1834 const GLvoid* texCoords, GLuint vbo) { 1835 bool force = false; 1836 if (!vertices || vbo) { 1837 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1838 } else { 1839 force = mCaches.unbindMeshBuffer(); 1840 } 1841 1842 mCaches.bindPositionVertexPointer(force, vertices); 1843 if (mCaches.currentProgram->texCoords >= 0) { 1844 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1845 } 1846 1847 mCaches.unbindIndicesBuffer(); 1848} 1849 1850void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1851 const GLvoid* texCoords, const GLvoid* colors) { 1852 bool force = mCaches.unbindMeshBuffer(); 1853 GLsizei stride = sizeof(ColorTextureVertex); 1854 1855 mCaches.bindPositionVertexPointer(force, vertices, stride); 1856 if (mCaches.currentProgram->texCoords >= 0) { 1857 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1858 } 1859 int slot = mCaches.currentProgram->getAttrib("colors"); 1860 if (slot >= 0) { 1861 glEnableVertexAttribArray(slot); 1862 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1863 } 1864 1865 mCaches.unbindIndicesBuffer(); 1866} 1867 1868void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1869 const GLvoid* texCoords, GLuint vbo) { 1870 bool force = false; 1871 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1872 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1873 // use the default VBO found in Caches 1874 if (!vertices || vbo) { 1875 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1876 } else { 1877 force = mCaches.unbindMeshBuffer(); 1878 } 1879 mCaches.bindQuadIndicesBuffer(); 1880 1881 mCaches.bindPositionVertexPointer(force, vertices); 1882 if (mCaches.currentProgram->texCoords >= 0) { 1883 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1884 } 1885} 1886 1887void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1888 bool force = mCaches.unbindMeshBuffer(); 1889 mCaches.bindQuadIndicesBuffer(); 1890 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1891} 1892 1893/////////////////////////////////////////////////////////////////////////////// 1894// Drawing 1895/////////////////////////////////////////////////////////////////////////////// 1896 1897void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1898 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1899 // will be performed by the display list itself 1900 if (renderNode && renderNode->isRenderable()) { 1901 // compute 3d ordering 1902 renderNode->computeOrdering(); 1903 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1904 startFrame(); 1905 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1906 renderNode->replay(replayStruct, 0); 1907 return; 1908 } 1909 1910 // Don't avoid overdraw when visualizing, since that makes it harder to 1911 // debug where it's coming from, and when the problem occurs. 1912 bool avoidOverdraw = !mCaches.debugOverdraw; 1913 DeferredDisplayList deferredList(*mState.currentClipRect(), avoidOverdraw); 1914 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1915 renderNode->defer(deferStruct, 0); 1916 1917 flushLayers(); 1918 startFrame(); 1919 1920 deferredList.flush(*this, dirty); 1921 } else { 1922 // Even if there is no drawing command(Ex: invisible), 1923 // it still needs startFrame to clear buffer and start tiling. 1924 startFrame(); 1925 } 1926} 1927 1928void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, 1929 const SkPaint* paint) { 1930 float x = left; 1931 float y = top; 1932 1933 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1934 1935 bool ignoreTransform = false; 1936 if (currentTransform()->isPureTranslate()) { 1937 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1938 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1939 ignoreTransform = true; 1940 1941 texture->setFilter(GL_NEAREST, true); 1942 } else { 1943 texture->setFilter(getFilter(paint), true); 1944 } 1945 1946 // No need to check for a UV mapper on the texture object, only ARGB_8888 1947 // bitmaps get packed in the atlas 1948 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1949 paint, (GLvoid*) nullptr, (GLvoid*) gMeshTextureOffset, 1950 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1951} 1952 1953/** 1954 * Important note: this method is intended to draw batches of bitmaps and 1955 * will not set the scissor enable or dirty the current layer, if any. 1956 * The caller is responsible for properly dirtying the current layer. 1957 */ 1958void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1959 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1960 const Rect& bounds, const SkPaint* paint) { 1961 mCaches.activeTexture(0); 1962 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1963 if (!texture) return; 1964 1965 const AutoTexture autoCleanup(texture); 1966 1967 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1968 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1969 1970 const float x = (int) floorf(bounds.left + 0.5f); 1971 const float y = (int) floorf(bounds.top + 0.5f); 1972 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1973 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1974 texture->id, paint, &vertices[0].x, &vertices[0].u, 1975 GL_TRIANGLES, bitmapCount * 6, true, 1976 kModelViewMode_Translate, false); 1977 } else { 1978 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1979 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1980 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1981 kModelViewMode_Translate, false); 1982 } 1983 1984 mDirty = true; 1985} 1986 1987void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1988 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1989 return; 1990 } 1991 1992 mCaches.activeTexture(0); 1993 Texture* texture = getTexture(bitmap); 1994 if (!texture) return; 1995 const AutoTexture autoCleanup(texture); 1996 1997 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1998 drawAlphaBitmap(texture, 0, 0, paint); 1999 } else { 2000 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2001 } 2002 2003 mDirty = true; 2004} 2005 2006void OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2007 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2008 return; 2009 } 2010 2011 mCaches.activeTexture(0); 2012 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2013 const AutoTexture autoCleanup(texture); 2014 2015 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2016 drawAlphaBitmap(texture, 0, 0, paint); 2017 } else { 2018 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2019 } 2020 2021 mDirty = true; 2022} 2023 2024void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2025 const float* vertices, const int* colors, const SkPaint* paint) { 2026 if (!vertices || mState.currentlyIgnored()) { 2027 return; 2028 } 2029 2030 // TODO: use quickReject on bounds from vertices 2031 mCaches.enableScissor(); 2032 2033 float left = FLT_MAX; 2034 float top = FLT_MAX; 2035 float right = FLT_MIN; 2036 float bottom = FLT_MIN; 2037 2038 const uint32_t count = meshWidth * meshHeight * 6; 2039 2040 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]); 2041 ColorTextureVertex* vertex = &mesh[0]; 2042 2043 std::unique_ptr<int[]> tempColors; 2044 if (!colors) { 2045 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2046 tempColors.reset(new int[colorsCount]); 2047 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2048 colors = tempColors.get(); 2049 } 2050 2051 mCaches.activeTexture(0); 2052 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2053 const UvMapper& mapper(getMapper(texture)); 2054 2055 for (int32_t y = 0; y < meshHeight; y++) { 2056 for (int32_t x = 0; x < meshWidth; x++) { 2057 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2058 2059 float u1 = float(x) / meshWidth; 2060 float u2 = float(x + 1) / meshWidth; 2061 float v1 = float(y) / meshHeight; 2062 float v2 = float(y + 1) / meshHeight; 2063 2064 mapper.map(u1, v1, u2, v2); 2065 2066 int ax = i + (meshWidth + 1) * 2; 2067 int ay = ax + 1; 2068 int bx = i; 2069 int by = bx + 1; 2070 int cx = i + 2; 2071 int cy = cx + 1; 2072 int dx = i + (meshWidth + 1) * 2 + 2; 2073 int dy = dx + 1; 2074 2075 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2076 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2077 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2078 2079 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2080 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2081 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2082 2083 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2084 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2085 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2086 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2087 } 2088 } 2089 2090 if (quickRejectSetupScissor(left, top, right, bottom)) { 2091 return; 2092 } 2093 2094 if (!texture) { 2095 texture = mCaches.textureCache.get(bitmap); 2096 if (!texture) { 2097 return; 2098 } 2099 } 2100 const AutoTexture autoCleanup(texture); 2101 2102 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2103 texture->setFilter(getFilter(paint), true); 2104 2105 int alpha; 2106 SkXfermode::Mode mode; 2107 getAlphaAndMode(paint, &alpha, &mode); 2108 2109 float a = alpha / 255.0f; 2110 2111 if (hasLayer()) { 2112 dirtyLayer(left, top, right, bottom, *currentTransform()); 2113 } 2114 2115 setupDraw(); 2116 setupDrawWithTextureAndColor(); 2117 setupDrawColor(a, a, a, a); 2118 setupDrawColorFilter(getColorFilter(paint)); 2119 setupDrawBlending(paint, true); 2120 setupDrawProgram(); 2121 setupDrawDirtyRegionsDisabled(); 2122 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2123 setupDrawTexture(texture->id); 2124 setupDrawPureColorUniforms(); 2125 setupDrawColorFilterUniforms(getColorFilter(paint)); 2126 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2127 2128 glDrawArrays(GL_TRIANGLES, 0, count); 2129 2130 int slot = mCaches.currentProgram->getAttrib("colors"); 2131 if (slot >= 0) { 2132 glDisableVertexAttribArray(slot); 2133 } 2134 2135 mDirty = true; 2136} 2137 2138void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2139 float srcLeft, float srcTop, float srcRight, float srcBottom, 2140 float dstLeft, float dstTop, float dstRight, float dstBottom, 2141 const SkPaint* paint) { 2142 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2143 return; 2144 } 2145 2146 mCaches.activeTexture(0); 2147 Texture* texture = getTexture(bitmap); 2148 if (!texture) return; 2149 const AutoTexture autoCleanup(texture); 2150 2151 const float width = texture->width; 2152 const float height = texture->height; 2153 2154 float u1 = fmax(0.0f, srcLeft / width); 2155 float v1 = fmax(0.0f, srcTop / height); 2156 float u2 = fmin(1.0f, srcRight / width); 2157 float v2 = fmin(1.0f, srcBottom / height); 2158 2159 getMapper(texture).map(u1, v1, u2, v2); 2160 2161 mCaches.unbindMeshBuffer(); 2162 resetDrawTextureTexCoords(u1, v1, u2, v2); 2163 2164 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2165 2166 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2167 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2168 2169 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2170 // Apply a scale transform on the canvas only when a shader is in use 2171 // Skia handles the ratio between the dst and src rects as a scale factor 2172 // when a shader is set 2173 bool useScaleTransform = getShader(paint) && scaled; 2174 bool ignoreTransform = false; 2175 2176 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2177 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2178 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2179 2180 dstRight = x + (dstRight - dstLeft); 2181 dstBottom = y + (dstBottom - dstTop); 2182 2183 dstLeft = x; 2184 dstTop = y; 2185 2186 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2187 ignoreTransform = true; 2188 } else { 2189 texture->setFilter(getFilter(paint), true); 2190 } 2191 2192 if (CC_UNLIKELY(useScaleTransform)) { 2193 save(SkCanvas::kMatrix_SaveFlag); 2194 translate(dstLeft, dstTop); 2195 scale(scaleX, scaleY); 2196 2197 dstLeft = 0.0f; 2198 dstTop = 0.0f; 2199 2200 dstRight = srcRight - srcLeft; 2201 dstBottom = srcBottom - srcTop; 2202 } 2203 2204 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2205 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2206 texture->id, paint, 2207 &mMeshVertices[0].x, &mMeshVertices[0].u, 2208 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2209 } else { 2210 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2211 texture->id, paint, texture->blend, 2212 &mMeshVertices[0].x, &mMeshVertices[0].u, 2213 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2214 } 2215 2216 if (CC_UNLIKELY(useScaleTransform)) { 2217 restore(); 2218 } 2219 2220 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2221 2222 mDirty = true; 2223} 2224 2225void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2226 float left, float top, float right, float bottom, const SkPaint* paint) { 2227 if (quickRejectSetupScissor(left, top, right, bottom)) { 2228 return; 2229 } 2230 2231 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2232 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2233 right - left, bottom - top, patch); 2234 2235 drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2236} 2237 2238void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2239 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2240 const SkPaint* paint) { 2241 if (quickRejectSetupScissor(left, top, right, bottom)) { 2242 return; 2243 } 2244 2245 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2246 mCaches.activeTexture(0); 2247 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2248 if (!texture) return; 2249 const AutoTexture autoCleanup(texture); 2250 2251 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2252 texture->setFilter(GL_LINEAR, true); 2253 2254 const bool pureTranslate = currentTransform()->isPureTranslate(); 2255 // Mark the current layer dirty where we are going to draw the patch 2256 if (hasLayer() && mesh->hasEmptyQuads) { 2257 const float offsetX = left + currentTransform()->getTranslateX(); 2258 const float offsetY = top + currentTransform()->getTranslateY(); 2259 const size_t count = mesh->quads.size(); 2260 for (size_t i = 0; i < count; i++) { 2261 const Rect& bounds = mesh->quads.itemAt(i); 2262 if (CC_LIKELY(pureTranslate)) { 2263 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2264 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2265 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2266 } else { 2267 dirtyLayer(left + bounds.left, top + bounds.top, 2268 left + bounds.right, top + bounds.bottom, *currentTransform()); 2269 } 2270 } 2271 } 2272 2273 bool ignoreTransform = false; 2274 if (CC_LIKELY(pureTranslate)) { 2275 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2276 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2277 2278 right = x + right - left; 2279 bottom = y + bottom - top; 2280 left = x; 2281 top = y; 2282 ignoreTransform = true; 2283 } 2284 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2285 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2286 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2287 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2288 } 2289 2290 mDirty = true; 2291} 2292 2293/** 2294 * Important note: this method is intended to draw batches of 9-patch objects and 2295 * will not set the scissor enable or dirty the current layer, if any. 2296 * The caller is responsible for properly dirtying the current layer. 2297 */ 2298void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2299 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2300 mCaches.activeTexture(0); 2301 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2302 if (!texture) return; 2303 const AutoTexture autoCleanup(texture); 2304 2305 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2306 texture->setFilter(GL_LINEAR, true); 2307 2308 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2309 texture->blend, &vertices[0].x, &vertices[0].u, 2310 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2311 2312 mDirty = true; 2313} 2314 2315void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2316 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2317 // not missing call to quickReject/dirtyLayer, always done at a higher level 2318 if (!vertexBuffer.getVertexCount()) { 2319 // no vertices to draw 2320 return; 2321 } 2322 2323 Rect bounds(vertexBuffer.getBounds()); 2324 bounds.translate(translateX, translateY); 2325 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2326 2327 int color = paint->getColor(); 2328 bool isAA = paint->isAntiAlias(); 2329 2330 setupDraw(); 2331 setupDrawNoTexture(); 2332 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2333 setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha); 2334 setupDrawColorFilter(getColorFilter(paint)); 2335 setupDrawShader(getShader(paint)); 2336 setupDrawBlending(paint, isAA); 2337 setupDrawProgram(); 2338 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2339 translateX, translateY, 0, 0); 2340 setupDrawColorUniforms(getShader(paint)); 2341 setupDrawColorFilterUniforms(getColorFilter(paint)); 2342 setupDrawShaderUniforms(getShader(paint)); 2343 2344 const void* vertices = vertexBuffer.getBuffer(); 2345 mCaches.unbindMeshBuffer(); 2346 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2347 mCaches.resetTexCoordsVertexPointer(); 2348 2349 int alphaSlot = -1; 2350 if (isAA) { 2351 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2352 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2353 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2354 glEnableVertexAttribArray(alphaSlot); 2355 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2356 } 2357 2358 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2359 if (mode == VertexBuffer::kStandard) { 2360 mCaches.unbindIndicesBuffer(); 2361 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2362 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2363 mCaches.bindShadowIndicesBuffer(); 2364 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, 2365 GL_UNSIGNED_SHORT, nullptr); 2366 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2367 mCaches.bindShadowIndicesBuffer(); 2368 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, 2369 GL_UNSIGNED_SHORT, nullptr); 2370 } else if (mode == VertexBuffer::kIndices) { 2371 mCaches.unbindIndicesBuffer(); 2372 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2373 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2374 } 2375 2376 if (isAA) { 2377 glDisableVertexAttribArray(alphaSlot); 2378 } 2379 2380 mDirty = true; 2381} 2382 2383/** 2384 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2385 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2386 * screen space in all directions. However, instead of using a fragment shader to compute the 2387 * translucency of the color from its position, we simply use a varying parameter to define how far 2388 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2389 * 2390 * Doesn't yet support joins, caps, or path effects. 2391 */ 2392void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2393 VertexBuffer vertexBuffer; 2394 // TODO: try clipping large paths to viewport 2395 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2396 drawVertexBuffer(vertexBuffer, paint); 2397} 2398 2399/** 2400 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2401 * and additional geometry for defining an alpha slope perimeter. 2402 * 2403 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2404 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2405 * in-shader alpha region, but found it to be taxing on some GPUs. 2406 * 2407 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2408 * memory transfer by removing need for degenerate vertices. 2409 */ 2410void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2411 if (mState.currentlyIgnored() || count < 4) return; 2412 2413 count &= ~0x3; // round down to nearest four 2414 2415 VertexBuffer buffer; 2416 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2417 const Rect& bounds = buffer.getBounds(); 2418 2419 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2420 return; 2421 } 2422 2423 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2424 drawVertexBuffer(buffer, paint, displayFlags); 2425} 2426 2427void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2428 if (mState.currentlyIgnored() || count < 2) return; 2429 2430 count &= ~0x1; // round down to nearest two 2431 2432 VertexBuffer buffer; 2433 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2434 2435 const Rect& bounds = buffer.getBounds(); 2436 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2437 return; 2438 } 2439 2440 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2441 drawVertexBuffer(buffer, paint, displayFlags); 2442 2443 mDirty = true; 2444} 2445 2446void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2447 // No need to check against the clip, we fill the clip region 2448 if (mState.currentlyIgnored()) return; 2449 2450 Rect clip(*mState.currentClipRect()); 2451 clip.snapToPixelBoundaries(); 2452 2453 SkPaint paint; 2454 paint.setColor(color); 2455 paint.setXfermodeMode(mode); 2456 2457 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2458 2459 mDirty = true; 2460} 2461 2462void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2463 const SkPaint* paint) { 2464 if (!texture) return; 2465 const AutoTexture autoCleanup(texture); 2466 2467 const float x = left + texture->left - texture->offset; 2468 const float y = top + texture->top - texture->offset; 2469 2470 drawPathTexture(texture, x, y, paint); 2471 2472 mDirty = true; 2473} 2474 2475void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2476 float rx, float ry, const SkPaint* p) { 2477 if (mState.currentlyIgnored() 2478 || quickRejectSetupScissor(left, top, right, bottom, p) 2479 || paintWillNotDraw(*p)) { 2480 return; 2481 } 2482 2483 if (p->getPathEffect() != nullptr) { 2484 mCaches.activeTexture(0); 2485 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2486 right - left, bottom - top, rx, ry, p); 2487 drawShape(left, top, texture, p); 2488 } else { 2489 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2490 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2491 drawVertexBuffer(left, top, *vertexBuffer, p); 2492 } 2493} 2494 2495void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2496 if (mState.currentlyIgnored() 2497 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2498 || paintWillNotDraw(*p)) { 2499 return; 2500 } 2501 if (p->getPathEffect() != nullptr) { 2502 mCaches.activeTexture(0); 2503 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2504 drawShape(x - radius, y - radius, texture, p); 2505 } else { 2506 SkPath path; 2507 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2508 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2509 } else { 2510 path.addCircle(x, y, radius); 2511 } 2512 drawConvexPath(path, p); 2513 } 2514} 2515 2516void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2517 const SkPaint* p) { 2518 if (mState.currentlyIgnored() 2519 || quickRejectSetupScissor(left, top, right, bottom, p) 2520 || paintWillNotDraw(*p)) { 2521 return; 2522 } 2523 2524 if (p->getPathEffect() != nullptr) { 2525 mCaches.activeTexture(0); 2526 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2527 drawShape(left, top, texture, p); 2528 } else { 2529 SkPath path; 2530 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2531 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2532 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2533 } 2534 path.addOval(rect); 2535 drawConvexPath(path, p); 2536 } 2537} 2538 2539void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2540 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2541 if (mState.currentlyIgnored() 2542 || quickRejectSetupScissor(left, top, right, bottom, p) 2543 || paintWillNotDraw(*p)) { 2544 return; 2545 } 2546 2547 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2548 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2549 mCaches.activeTexture(0); 2550 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2551 startAngle, sweepAngle, useCenter, p); 2552 drawShape(left, top, texture, p); 2553 return; 2554 } 2555 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2556 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2557 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2558 } 2559 2560 SkPath path; 2561 if (useCenter) { 2562 path.moveTo(rect.centerX(), rect.centerY()); 2563 } 2564 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2565 if (useCenter) { 2566 path.close(); 2567 } 2568 drawConvexPath(path, p); 2569} 2570 2571// See SkPaintDefaults.h 2572#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2573 2574void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2575 const SkPaint* p) { 2576 if (mState.currentlyIgnored() 2577 || quickRejectSetupScissor(left, top, right, bottom, p) 2578 || paintWillNotDraw(*p)) { 2579 return; 2580 } 2581 2582 if (p->getStyle() != SkPaint::kFill_Style) { 2583 // only fill style is supported by drawConvexPath, since others have to handle joins 2584 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2585 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2586 mCaches.activeTexture(0); 2587 const PathTexture* texture = 2588 mCaches.pathCache.getRect(right - left, bottom - top, p); 2589 drawShape(left, top, texture, p); 2590 } else { 2591 SkPath path; 2592 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2593 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2594 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2595 } 2596 path.addRect(rect); 2597 drawConvexPath(path, p); 2598 } 2599 } else { 2600 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2601 SkPath path; 2602 path.addRect(left, top, right, bottom); 2603 drawConvexPath(path, p); 2604 } else { 2605 drawColorRect(left, top, right, bottom, p); 2606 2607 mDirty = true; 2608 } 2609 } 2610} 2611 2612void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2613 int bytesCount, int count, const float* positions, 2614 FontRenderer& fontRenderer, int alpha, float x, float y) { 2615 mCaches.activeTexture(0); 2616 2617 TextShadow textShadow; 2618 if (!getTextShadow(paint, &textShadow)) { 2619 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2620 } 2621 2622 // NOTE: The drop shadow will not perform gamma correction 2623 // if shader-based correction is enabled 2624 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2625 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2626 paint, text, bytesCount, count, textShadow.radius, positions); 2627 // If the drop shadow exceeds the max texture size or couldn't be 2628 // allocated, skip drawing 2629 if (!shadow) return; 2630 const AutoTexture autoCleanup(shadow); 2631 2632 const float sx = x - shadow->left + textShadow.dx; 2633 const float sy = y - shadow->top + textShadow.dy; 2634 2635 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha; 2636 if (getShader(paint)) { 2637 textShadow.color = SK_ColorWHITE; 2638 } 2639 2640 setupDraw(); 2641 setupDrawWithTexture(true); 2642 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2643 setupDrawColorFilter(getColorFilter(paint)); 2644 setupDrawShader(getShader(paint)); 2645 setupDrawBlending(paint, true); 2646 setupDrawProgram(); 2647 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2648 sx, sy, sx + shadow->width, sy + shadow->height); 2649 setupDrawTexture(shadow->id); 2650 setupDrawPureColorUniforms(); 2651 setupDrawColorFilterUniforms(getColorFilter(paint)); 2652 setupDrawShaderUniforms(getShader(paint)); 2653 setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset); 2654 2655 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2656} 2657 2658bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2659 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2660 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2661} 2662 2663void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2664 const float* positions, const SkPaint* paint) { 2665 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2666 return; 2667 } 2668 2669 // NOTE: Skia does not support perspective transform on drawPosText yet 2670 if (!currentTransform()->isSimple()) { 2671 return; 2672 } 2673 2674 mCaches.enableScissor(); 2675 2676 float x = 0.0f; 2677 float y = 0.0f; 2678 const bool pureTranslate = currentTransform()->isPureTranslate(); 2679 if (pureTranslate) { 2680 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2681 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2682 } 2683 2684 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2685 fontRenderer.setFont(paint, SkMatrix::I()); 2686 2687 int alpha; 2688 SkXfermode::Mode mode; 2689 getAlphaAndMode(paint, &alpha, &mode); 2690 2691 if (CC_UNLIKELY(hasTextShadow(paint))) { 2692 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2693 alpha, 0.0f, 0.0f); 2694 } 2695 2696 // Pick the appropriate texture filtering 2697 bool linearFilter = currentTransform()->changesBounds(); 2698 if (pureTranslate && !linearFilter) { 2699 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2700 } 2701 fontRenderer.setTextureFiltering(linearFilter); 2702 2703 const Rect* clip = pureTranslate ? writableSnapshot()->clipRect : &writableSnapshot()->getLocalClip(); 2704 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2705 2706 const bool hasActiveLayer = hasLayer(); 2707 2708 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2709 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2710 positions, hasActiveLayer ? &bounds : nullptr, &functor)) { 2711 if (hasActiveLayer) { 2712 if (!pureTranslate) { 2713 currentTransform()->mapRect(bounds); 2714 } 2715 dirtyLayerUnchecked(bounds, getRegion()); 2716 } 2717 } 2718 2719 mDirty = true; 2720} 2721 2722bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2723 if (CC_LIKELY(transform.isPureTranslate())) { 2724 outMatrix->setIdentity(); 2725 return false; 2726 } else if (CC_UNLIKELY(transform.isPerspective())) { 2727 outMatrix->setIdentity(); 2728 return true; 2729 } 2730 2731 /** 2732 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2733 * with values rounded to the nearest int. 2734 */ 2735 float sx, sy; 2736 transform.decomposeScale(sx, sy); 2737 outMatrix->setScale( 2738 roundf(fmaxf(1.0f, sx)), 2739 roundf(fmaxf(1.0f, sy))); 2740 return true; 2741} 2742 2743int OpenGLRenderer::getSaveCount() const { 2744 return mState.getSaveCount(); 2745} 2746 2747int OpenGLRenderer::save(int flags) { 2748 return mState.save(flags); 2749} 2750 2751void OpenGLRenderer::restore() { 2752 return mState.restore(); 2753} 2754 2755void OpenGLRenderer::restoreToCount(int saveCount) { 2756 return mState.restoreToCount(saveCount); 2757} 2758 2759void OpenGLRenderer::translate(float dx, float dy, float dz) { 2760 return mState.translate(dx, dy, dz); 2761} 2762 2763void OpenGLRenderer::rotate(float degrees) { 2764 return mState.rotate(degrees); 2765} 2766 2767void OpenGLRenderer::scale(float sx, float sy) { 2768 return mState.scale(sx, sy); 2769} 2770 2771void OpenGLRenderer::skew(float sx, float sy) { 2772 return mState.skew(sx, sy); 2773} 2774 2775void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2776 mState.setMatrix(matrix); 2777} 2778 2779void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2780 mState.concatMatrix(matrix); 2781} 2782 2783bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2784 return mState.clipRect(left, top, right, bottom, op); 2785} 2786 2787bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2788 return mState.clipPath(path, op); 2789} 2790 2791bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2792 return mState.clipRegion(region, op); 2793} 2794 2795void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2796 mState.setClippingOutline(allocator, outline); 2797} 2798 2799void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2800 const Rect& rect, float radius, bool highPriority) { 2801 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2802} 2803 2804 2805 2806void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2807 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2808 DrawOpMode drawOpMode) { 2809 2810 if (drawOpMode == kDrawOpMode_Immediate) { 2811 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2812 // drawing as ops from DeferredDisplayList are already filtered for these 2813 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2814 quickRejectSetupScissor(bounds)) { 2815 return; 2816 } 2817 } 2818 2819 const float oldX = x; 2820 const float oldY = y; 2821 2822 const mat4& transform = *currentTransform(); 2823 const bool pureTranslate = transform.isPureTranslate(); 2824 2825 if (CC_LIKELY(pureTranslate)) { 2826 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2827 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2828 } 2829 2830 int alpha; 2831 SkXfermode::Mode mode; 2832 getAlphaAndMode(paint, &alpha, &mode); 2833 2834 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2835 2836 if (CC_UNLIKELY(hasTextShadow(paint))) { 2837 fontRenderer.setFont(paint, SkMatrix::I()); 2838 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2839 alpha, oldX, oldY); 2840 } 2841 2842 const bool hasActiveLayer = hasLayer(); 2843 2844 // We only pass a partial transform to the font renderer. That partial 2845 // matrix defines how glyphs are rasterized. Typically we want glyphs 2846 // to be rasterized at their final size on screen, which means the partial 2847 // matrix needs to take the scale factor into account. 2848 // When a partial matrix is used to transform glyphs during rasterization, 2849 // the mesh is generated with the inverse transform (in the case of scale, 2850 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2851 // apply the full transform matrix at draw time in the vertex shader. 2852 // Applying the full matrix in the shader is the easiest way to handle 2853 // rotation and perspective and allows us to always generated quads in the 2854 // font renderer which greatly simplifies the code, clipping in particular. 2855 SkMatrix fontTransform; 2856 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2857 || fabs(y - (int) y) > 0.0f 2858 || fabs(x - (int) x) > 0.0f; 2859 fontRenderer.setFont(paint, fontTransform); 2860 fontRenderer.setTextureFiltering(linearFilter); 2861 2862 // TODO: Implement better clipping for scaled/rotated text 2863 const Rect* clip = !pureTranslate ? nullptr : mState.currentClipRect(); 2864 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2865 2866 bool status; 2867 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2868 2869 // don't call issuedrawcommand, do it at end of batch 2870 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2871 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2872 SkPaint paintCopy(*paint); 2873 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2874 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2875 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2876 } else { 2877 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2878 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2879 } 2880 2881 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2882 if (!pureTranslate) { 2883 transform.mapRect(layerBounds); 2884 } 2885 dirtyLayerUnchecked(layerBounds, getRegion()); 2886 } 2887 2888 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2889 2890 mDirty = true; 2891} 2892 2893void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2894 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2895 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2896 return; 2897 } 2898 2899 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2900 mCaches.enableScissor(); 2901 2902 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2903 fontRenderer.setFont(paint, SkMatrix::I()); 2904 fontRenderer.setTextureFiltering(true); 2905 2906 int alpha; 2907 SkXfermode::Mode mode; 2908 getAlphaAndMode(paint, &alpha, &mode); 2909 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2910 2911 const Rect* clip = &writableSnapshot()->getLocalClip(); 2912 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2913 2914 const bool hasActiveLayer = hasLayer(); 2915 2916 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2917 hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) { 2918 if (hasActiveLayer) { 2919 currentTransform()->mapRect(bounds); 2920 dirtyLayerUnchecked(bounds, getRegion()); 2921 } 2922 } 2923 2924 mDirty = true; 2925} 2926 2927void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2928 if (mState.currentlyIgnored()) return; 2929 2930 mCaches.activeTexture(0); 2931 2932 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2933 if (!texture) return; 2934 const AutoTexture autoCleanup(texture); 2935 2936 const float x = texture->left - texture->offset; 2937 const float y = texture->top - texture->offset; 2938 2939 drawPathTexture(texture, x, y, paint); 2940 mDirty = true; 2941} 2942 2943void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2944 if (!layer) { 2945 return; 2946 } 2947 2948 mat4* transform = nullptr; 2949 if (layer->isTextureLayer()) { 2950 transform = &layer->getTransform(); 2951 if (!transform->isIdentity()) { 2952 save(SkCanvas::kMatrix_SaveFlag); 2953 concatMatrix(*transform); 2954 } 2955 } 2956 2957 bool clipRequired = false; 2958 const bool rejected = mState.calculateQuickRejectForScissor( 2959 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2960 &clipRequired, nullptr, false); 2961 2962 if (rejected) { 2963 if (transform && !transform->isIdentity()) { 2964 restore(); 2965 } 2966 return; 2967 } 2968 2969 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2970 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2971 2972 updateLayer(layer, true); 2973 2974 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2975 mCaches.activeTexture(0); 2976 2977 if (CC_LIKELY(!layer->region.isEmpty())) { 2978 if (layer->region.isRect()) { 2979 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2980 composeLayerRect(layer, layer->regionRect)); 2981 } else if (layer->mesh) { 2982 2983 const float a = getLayerAlpha(layer); 2984 setupDraw(); 2985 setupDrawWithTexture(); 2986 setupDrawColor(a, a, a, a); 2987 setupDrawColorFilter(layer->getColorFilter()); 2988 setupDrawBlending(layer); 2989 setupDrawProgram(); 2990 setupDrawPureColorUniforms(); 2991 setupDrawColorFilterUniforms(layer->getColorFilter()); 2992 setupDrawTexture(layer->getTexture()); 2993 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2994 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2995 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2996 2997 layer->setFilter(GL_NEAREST); 2998 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2999 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3000 } else { 3001 layer->setFilter(GL_LINEAR); 3002 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3003 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3004 } 3005 3006 TextureVertex* mesh = &layer->mesh[0]; 3007 GLsizei elementsCount = layer->meshElementCount; 3008 3009 while (elementsCount > 0) { 3010 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3011 3012 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3013 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3014 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3015 3016 elementsCount -= drawCount; 3017 // Though there are 4 vertices in a quad, we use 6 indices per 3018 // quad to draw with GL_TRIANGLES 3019 mesh += (drawCount / 6) * 4; 3020 } 3021 3022#if DEBUG_LAYERS_AS_REGIONS 3023 drawRegionRectsDebug(layer->region); 3024#endif 3025 } 3026 3027 if (layer->debugDrawUpdate) { 3028 layer->debugDrawUpdate = false; 3029 3030 SkPaint paint; 3031 paint.setColor(0x7f00ff00); 3032 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3033 } 3034 } 3035 layer->hasDrawnSinceUpdate = true; 3036 3037 if (transform && !transform->isIdentity()) { 3038 restore(); 3039 } 3040 3041 mDirty = true; 3042} 3043 3044/////////////////////////////////////////////////////////////////////////////// 3045// Draw filters 3046/////////////////////////////////////////////////////////////////////////////// 3047void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3048 // We should never get here since we apply the draw filter when stashing 3049 // the paints in the DisplayList. 3050 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3051} 3052 3053/////////////////////////////////////////////////////////////////////////////// 3054// Drawing implementation 3055/////////////////////////////////////////////////////////////////////////////// 3056 3057Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3058 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3059 if (!texture) { 3060 return mCaches.textureCache.get(bitmap); 3061 } 3062 return texture; 3063} 3064 3065void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3066 float x, float y, const SkPaint* paint) { 3067 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3068 return; 3069 } 3070 3071 int alpha; 3072 SkXfermode::Mode mode; 3073 getAlphaAndMode(paint, &alpha, &mode); 3074 3075 setupDraw(); 3076 setupDrawWithTexture(true); 3077 setupDrawAlpha8Color(paint->getColor(), alpha); 3078 setupDrawColorFilter(getColorFilter(paint)); 3079 setupDrawShader(getShader(paint)); 3080 setupDrawBlending(paint, true); 3081 setupDrawProgram(); 3082 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3083 x, y, x + texture->width, y + texture->height); 3084 setupDrawTexture(texture->id); 3085 setupDrawPureColorUniforms(); 3086 setupDrawColorFilterUniforms(getColorFilter(paint)); 3087 setupDrawShaderUniforms(getShader(paint)); 3088 setupDrawMesh(nullptr, (GLvoid*) gMeshTextureOffset); 3089 3090 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3091} 3092 3093// Same values used by Skia 3094#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3095#define kStdUnderline_Offset (1.0f / 9.0f) 3096#define kStdUnderline_Thickness (1.0f / 18.0f) 3097 3098void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3099 const SkPaint* paint) { 3100 // Handle underline and strike-through 3101 uint32_t flags = paint->getFlags(); 3102 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3103 SkPaint paintCopy(*paint); 3104 3105 if (CC_LIKELY(underlineWidth > 0.0f)) { 3106 const float textSize = paintCopy.getTextSize(); 3107 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3108 3109 const float left = x; 3110 float top = 0.0f; 3111 3112 int linesCount = 0; 3113 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3114 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3115 3116 const int pointsCount = 4 * linesCount; 3117 float points[pointsCount]; 3118 int currentPoint = 0; 3119 3120 if (flags & SkPaint::kUnderlineText_Flag) { 3121 top = y + textSize * kStdUnderline_Offset; 3122 points[currentPoint++] = left; 3123 points[currentPoint++] = top; 3124 points[currentPoint++] = left + underlineWidth; 3125 points[currentPoint++] = top; 3126 } 3127 3128 if (flags & SkPaint::kStrikeThruText_Flag) { 3129 top = y + textSize * kStdStrikeThru_Offset; 3130 points[currentPoint++] = left; 3131 points[currentPoint++] = top; 3132 points[currentPoint++] = left + underlineWidth; 3133 points[currentPoint++] = top; 3134 } 3135 3136 paintCopy.setStrokeWidth(strokeWidth); 3137 3138 drawLines(&points[0], pointsCount, &paintCopy); 3139 } 3140 } 3141} 3142 3143void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3144 if (mState.currentlyIgnored()) { 3145 return; 3146 } 3147 3148 drawColorRects(rects, count, paint, false, true, true); 3149} 3150 3151void OpenGLRenderer::drawShadow(float casterAlpha, 3152 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3153 if (mState.currentlyIgnored()) return; 3154 3155 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3156 mCaches.enableScissor(); 3157 3158 SkPaint paint; 3159 paint.setAntiAlias(true); // want to use AlphaVertex 3160 3161 // The caller has made sure casterAlpha > 0. 3162 float ambientShadowAlpha = mAmbientShadowAlpha; 3163 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3164 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3165 } 3166 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3167 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3168 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3169 } 3170 3171 float spotShadowAlpha = mSpotShadowAlpha; 3172 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3173 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3174 } 3175 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3176 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3177 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3178 } 3179 3180 mDirty=true; 3181} 3182 3183void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3184 bool ignoreTransform, bool dirty, bool clip) { 3185 if (count == 0) { 3186 return; 3187 } 3188 3189 int color = paint->getColor(); 3190 // If a shader is set, preserve only the alpha 3191 if (getShader(paint)) { 3192 color |= 0x00ffffff; 3193 } 3194 3195 float left = FLT_MAX; 3196 float top = FLT_MAX; 3197 float right = FLT_MIN; 3198 float bottom = FLT_MIN; 3199 3200 Vertex mesh[count]; 3201 Vertex* vertex = mesh; 3202 3203 for (int index = 0; index < count; index += 4) { 3204 float l = rects[index + 0]; 3205 float t = rects[index + 1]; 3206 float r = rects[index + 2]; 3207 float b = rects[index + 3]; 3208 3209 Vertex::set(vertex++, l, t); 3210 Vertex::set(vertex++, r, t); 3211 Vertex::set(vertex++, l, b); 3212 Vertex::set(vertex++, r, b); 3213 3214 left = fminf(left, l); 3215 top = fminf(top, t); 3216 right = fmaxf(right, r); 3217 bottom = fmaxf(bottom, b); 3218 } 3219 3220 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3221 return; 3222 } 3223 3224 setupDraw(); 3225 setupDrawNoTexture(); 3226 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3227 setupDrawShader(getShader(paint)); 3228 setupDrawColorFilter(getColorFilter(paint)); 3229 setupDrawBlending(paint); 3230 setupDrawProgram(); 3231 setupDrawDirtyRegionsDisabled(); 3232 setupDrawModelView(kModelViewMode_Translate, false, 3233 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3234 setupDrawColorUniforms(getShader(paint)); 3235 setupDrawShaderUniforms(getShader(paint)); 3236 setupDrawColorFilterUniforms(getColorFilter(paint)); 3237 3238 if (dirty && hasLayer()) { 3239 dirtyLayer(left, top, right, bottom, *currentTransform()); 3240 } 3241 3242 issueIndexedQuadDraw(&mesh[0], count / 4); 3243 3244 mDirty = true; 3245} 3246 3247void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3248 const SkPaint* paint, bool ignoreTransform) { 3249 int color = paint->getColor(); 3250 // If a shader is set, preserve only the alpha 3251 if (getShader(paint)) { 3252 color |= 0x00ffffff; 3253 } 3254 3255 setupDraw(); 3256 setupDrawNoTexture(); 3257 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3258 setupDrawShader(getShader(paint)); 3259 setupDrawColorFilter(getColorFilter(paint)); 3260 setupDrawBlending(paint); 3261 setupDrawProgram(); 3262 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3263 left, top, right, bottom, ignoreTransform); 3264 setupDrawColorUniforms(getShader(paint)); 3265 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3266 setupDrawColorFilterUniforms(getColorFilter(paint)); 3267 setupDrawSimpleMesh(); 3268 3269 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3270} 3271 3272void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3273 Texture* texture, const SkPaint* paint) { 3274 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3275 3276 GLvoid* vertices = (GLvoid*) nullptr; 3277 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3278 3279 if (texture->uvMapper) { 3280 vertices = &mMeshVertices[0].x; 3281 texCoords = &mMeshVertices[0].u; 3282 3283 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3284 texture->uvMapper->map(uvs); 3285 3286 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3287 } 3288 3289 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3290 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3291 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3292 3293 texture->setFilter(GL_NEAREST, true); 3294 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3295 paint, texture->blend, vertices, texCoords, 3296 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3297 } else { 3298 texture->setFilter(getFilter(paint), true); 3299 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3300 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3301 } 3302 3303 if (texture->uvMapper) { 3304 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3305 } 3306} 3307 3308void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3309 GLuint texture, const SkPaint* paint, bool blend, 3310 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3311 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3312 ModelViewMode modelViewMode, bool dirty) { 3313 3314 int a; 3315 SkXfermode::Mode mode; 3316 getAlphaAndMode(paint, &a, &mode); 3317 const float alpha = a / 255.0f; 3318 3319 setupDraw(); 3320 setupDrawWithTexture(); 3321 setupDrawColor(alpha, alpha, alpha, alpha); 3322 setupDrawColorFilter(getColorFilter(paint)); 3323 setupDrawBlending(paint, blend, swapSrcDst); 3324 setupDrawProgram(); 3325 if (!dirty) setupDrawDirtyRegionsDisabled(); 3326 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3327 setupDrawTexture(texture); 3328 setupDrawPureColorUniforms(); 3329 setupDrawColorFilterUniforms(getColorFilter(paint)); 3330 setupDrawMesh(vertices, texCoords, vbo); 3331 3332 glDrawArrays(drawMode, 0, elementsCount); 3333} 3334 3335void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3336 GLuint texture, const SkPaint* paint, bool blend, 3337 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3338 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3339 ModelViewMode modelViewMode, bool dirty) { 3340 3341 int a; 3342 SkXfermode::Mode mode; 3343 getAlphaAndMode(paint, &a, &mode); 3344 const float alpha = a / 255.0f; 3345 3346 setupDraw(); 3347 setupDrawWithTexture(); 3348 setupDrawColor(alpha, alpha, alpha, alpha); 3349 setupDrawColorFilter(getColorFilter(paint)); 3350 setupDrawBlending(paint, blend, swapSrcDst); 3351 setupDrawProgram(); 3352 if (!dirty) setupDrawDirtyRegionsDisabled(); 3353 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3354 setupDrawTexture(texture); 3355 setupDrawPureColorUniforms(); 3356 setupDrawColorFilterUniforms(getColorFilter(paint)); 3357 setupDrawMeshIndices(vertices, texCoords, vbo); 3358 3359 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3360} 3361 3362void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3363 GLuint texture, const SkPaint* paint, 3364 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3365 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3366 3367 int color = paint != nullptr ? paint->getColor() : 0; 3368 int alpha; 3369 SkXfermode::Mode mode; 3370 getAlphaAndMode(paint, &alpha, &mode); 3371 3372 setupDraw(); 3373 setupDrawWithTexture(true); 3374 if (paint != nullptr) { 3375 setupDrawAlpha8Color(color, alpha); 3376 } 3377 setupDrawColorFilter(getColorFilter(paint)); 3378 setupDrawShader(getShader(paint)); 3379 setupDrawBlending(paint, true); 3380 setupDrawProgram(); 3381 if (!dirty) setupDrawDirtyRegionsDisabled(); 3382 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3383 setupDrawTexture(texture); 3384 setupDrawPureColorUniforms(); 3385 setupDrawColorFilterUniforms(getColorFilter(paint)); 3386 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3387 setupDrawMesh(vertices, texCoords); 3388 3389 glDrawArrays(drawMode, 0, elementsCount); 3390} 3391 3392void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3393 ProgramDescription& description, bool swapSrcDst) { 3394 3395 if (writableSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3396 blend = true; 3397 mDescription.hasRoundRectClip = true; 3398 } 3399 mSkipOutlineClip = true; 3400 3401 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3402 3403 if (blend) { 3404 // These blend modes are not supported by OpenGL directly and have 3405 // to be implemented using shaders. Since the shader will perform 3406 // the blending, turn blending off here 3407 // If the blend mode cannot be implemented using shaders, fall 3408 // back to the default SrcOver blend mode instead 3409 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3410 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3411 description.framebufferMode = mode; 3412 description.swapSrcDst = swapSrcDst; 3413 3414 if (mCaches.blend) { 3415 glDisable(GL_BLEND); 3416 mCaches.blend = false; 3417 } 3418 3419 return; 3420 } else { 3421 mode = SkXfermode::kSrcOver_Mode; 3422 } 3423 } 3424 3425 if (!mCaches.blend) { 3426 glEnable(GL_BLEND); 3427 } 3428 3429 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3430 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3431 3432 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3433 glBlendFunc(sourceMode, destMode); 3434 mCaches.lastSrcMode = sourceMode; 3435 mCaches.lastDstMode = destMode; 3436 } 3437 } else if (mCaches.blend) { 3438 glDisable(GL_BLEND); 3439 } 3440 mCaches.blend = blend; 3441} 3442 3443bool OpenGLRenderer::useProgram(Program* program) { 3444 if (!program->isInUse()) { 3445 if (mCaches.currentProgram != nullptr) mCaches.currentProgram->remove(); 3446 program->use(); 3447 mCaches.currentProgram = program; 3448 return false; 3449 } 3450 return true; 3451} 3452 3453void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3454 TextureVertex* v = &mMeshVertices[0]; 3455 TextureVertex::setUV(v++, u1, v1); 3456 TextureVertex::setUV(v++, u2, v1); 3457 TextureVertex::setUV(v++, u1, v2); 3458 TextureVertex::setUV(v++, u2, v2); 3459} 3460 3461void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3462 SkXfermode::Mode* mode) const { 3463 getAlphaAndModeDirect(paint, alpha, mode); 3464 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3465 // if drawing a layer, ignore the paint's alpha 3466 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3467 } 3468 *alpha *= currentSnapshot()->alpha; 3469} 3470 3471float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3472 float alpha; 3473 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3474 alpha = mDrawModifiers.mOverrideLayerAlpha; 3475 } else { 3476 alpha = layer->getAlpha() / 255.0f; 3477 } 3478 return alpha * currentSnapshot()->alpha; 3479} 3480 3481}; // namespace uirenderer 3482}; // namespace android 3483