OpenGLRenderer.cpp revision 53e51e4aa933f9603587e1780f446c18816bf9be
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#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "GammaFontRenderer.h" 21#include "Glop.h" 22#include "GlopBuilder.h" 23#include "Patch.h" 24#include "PathTessellator.h" 25#include "Properties.h" 26#include "RenderNode.h" 27#include "renderstate/MeshState.h" 28#include "renderstate/RenderState.h" 29#include "ShadowTessellator.h" 30#include "SkiaShader.h" 31#include "Vector.h" 32#include "VertexBuffer.h" 33#include "utils/GLUtils.h" 34#include "utils/PaintUtils.h" 35#include "utils/TraceUtils.h" 36 37#include <stdlib.h> 38#include <stdint.h> 39#include <sys/types.h> 40 41#include <SkCanvas.h> 42#include <SkColor.h> 43#include <SkPathOps.h> 44#include <SkShader.h> 45#include <SkTypeface.h> 46 47#include <utils/Log.h> 48#include <utils/StopWatch.h> 49 50#include <private/hwui/DrawGlInfo.h> 51 52#include <ui/Rect.h> 53 54#if DEBUG_DETAILED_EVENTS 55 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 56#else 57 #define EVENT_LOGD(...) 58#endif 59 60namespace android { 61namespace uirenderer { 62 63/////////////////////////////////////////////////////////////////////////////// 64// Constructors/destructor 65/////////////////////////////////////////////////////////////////////////////// 66 67OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 68 : mState(*this) 69 , mCaches(Caches::getInstance()) 70 , mRenderState(renderState) 71 , mFrameStarted(false) 72 , mScissorOptimizationDisabled(false) 73 , mSuppressTiling(false) 74 , mFirstFrameAfterResize(true) 75 , mDirty(false) 76 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 77 , mLightRadius(FLT_MIN) 78 , mAmbientShadowAlpha(0) 79 , mSpotShadowAlpha(0) { 80} 81 82OpenGLRenderer::~OpenGLRenderer() { 83 // The context has already been destroyed at this point, do not call 84 // GL APIs. All GL state should be kept in Caches.h 85} 86 87void OpenGLRenderer::initProperties() { 88 char property[PROPERTY_VALUE_MAX]; 89 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 90 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 91 INIT_LOGD(" Scissor optimization %s", 92 mScissorOptimizationDisabled ? "disabled" : "enabled"); 93 } else { 94 INIT_LOGD(" Scissor optimization enabled"); 95 } 96} 97 98void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha, 99 uint8_t spotShadowAlpha) { 100 mLightRadius = lightRadius; 101 mAmbientShadowAlpha = ambientShadowAlpha; 102 mSpotShadowAlpha = spotShadowAlpha; 103} 104 105void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) { 106 mLightCenter = lightCenter; 107} 108 109/////////////////////////////////////////////////////////////////////////////// 110// Setup 111/////////////////////////////////////////////////////////////////////////////// 112 113void OpenGLRenderer::onViewportInitialized() { 114 glDisable(GL_DITHER); 115 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 116 mFirstFrameAfterResize = true; 117} 118 119void OpenGLRenderer::setupFrameState(float left, float top, 120 float right, float bottom, bool opaque) { 121 mCaches.clearGarbage(); 122 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 123 mOpaque = opaque; 124 mTilingClip.set(left, top, right, bottom); 125} 126 127void OpenGLRenderer::startFrame() { 128 if (mFrameStarted) return; 129 mFrameStarted = true; 130 131 mState.setDirtyClip(true); 132 133 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 134 135 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 136 137 // Functors break the tiling extension in pretty spectacular ways 138 // This ensures we don't use tiling when a functor is going to be 139 // invoked during the frame 140 mSuppressTiling = mCaches.hasRegisteredFunctors() 141 || mFirstFrameAfterResize; 142 mFirstFrameAfterResize = false; 143 144 startTilingCurrentClip(true); 145 146 debugOverdraw(true, true); 147 148 clear(mTilingClip.left, mTilingClip.top, 149 mTilingClip.right, mTilingClip.bottom, mOpaque); 150} 151 152void OpenGLRenderer::prepareDirty(float left, float top, 153 float right, float bottom, bool opaque) { 154 155 setupFrameState(left, top, right, bottom, opaque); 156 157 // Layer renderers will start the frame immediately 158 // The framebuffer renderer will first defer the display list 159 // for each layer and wait until the first drawing command 160 // to start the frame 161 if (currentSnapshot()->fbo == 0) { 162 mRenderState.blend().syncEnabled(); 163 updateLayers(); 164 } else { 165 startFrame(); 166 } 167} 168 169void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 170 // If we know that we are going to redraw the entire framebuffer, 171 // perform a discard to let the driver know we don't need to preserve 172 // the back buffer for this frame. 173 if (mCaches.extensions().hasDiscardFramebuffer() && 174 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 175 const bool isFbo = getTargetFbo() == 0; 176 const GLenum attachments[] = { 177 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 178 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 179 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 180 } 181} 182 183void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 184 if (!opaque) { 185 mRenderState.scissor().setEnabled(true); 186 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 187 glClear(GL_COLOR_BUFFER_BIT); 188 mDirty = true; 189 return; 190 } 191 192 mRenderState.scissor().reset(); 193} 194 195void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 196 if (!mSuppressTiling) { 197 const Snapshot* snapshot = currentSnapshot(); 198 199 const Rect* clip = &mTilingClip; 200 if (snapshot->flags & Snapshot::kFlagFboTarget) { 201 clip = &(snapshot->layer->clipRect); 202 } 203 204 startTiling(*clip, getViewportHeight(), opaque, expand); 205 } 206} 207 208void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 209 if (!mSuppressTiling) { 210 if(expand) { 211 // Expand the startTiling region by 1 212 int leftNotZero = (clip.left > 0) ? 1 : 0; 213 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 214 215 mCaches.startTiling( 216 clip.left - leftNotZero, 217 windowHeight - clip.bottom - topNotZero, 218 clip.right - clip.left + leftNotZero + 1, 219 clip.bottom - clip.top + topNotZero + 1, 220 opaque); 221 } else { 222 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 223 clip.right - clip.left, clip.bottom - clip.top, opaque); 224 } 225 } 226} 227 228void OpenGLRenderer::endTiling() { 229 if (!mSuppressTiling) mCaches.endTiling(); 230} 231 232bool OpenGLRenderer::finish() { 233 renderOverdraw(); 234 endTiling(); 235 mTempPaths.clear(); 236 237 // When finish() is invoked on FBO 0 we've reached the end 238 // of the current frame 239 if (getTargetFbo() == 0) { 240 mCaches.pathCache.trim(); 241 mCaches.tessellationCache.trim(); 242 } 243 244 if (!suppressErrorChecks()) { 245#if DEBUG_OPENGL 246 GLUtils::dumpGLErrors(); 247#endif 248 249#if DEBUG_MEMORY_USAGE 250 mCaches.dumpMemoryUsage(); 251#else 252 if (Properties::debugLevel & kDebugMemory) { 253 mCaches.dumpMemoryUsage(); 254 } 255#endif 256 } 257 258 mFrameStarted = false; 259 260 return reportAndClearDirty(); 261} 262 263void OpenGLRenderer::resumeAfterLayer() { 264 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 265 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 266 debugOverdraw(true, false); 267 268 mRenderState.scissor().reset(); 269 dirtyClip(); 270} 271 272void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 273 if (mState.currentlyIgnored()) return; 274 275 Rect clip(mState.currentClipRect()); 276 clip.snapToPixelBoundaries(); 277 278 // Since we don't know what the functor will draw, let's dirty 279 // the entire clip region 280 if (hasLayer()) { 281 dirtyLayerUnchecked(clip, getRegion()); 282 } 283 284 DrawGlInfo info; 285 info.clipLeft = clip.left; 286 info.clipTop = clip.top; 287 info.clipRight = clip.right; 288 info.clipBottom = clip.bottom; 289 info.isLayer = hasLayer(); 290 info.width = getViewportWidth(); 291 info.height = getViewportHeight(); 292 currentTransform()->copyTo(&info.transform[0]); 293 294 bool prevDirtyClip = mState.getDirtyClip(); 295 // setup GL state for functor 296 if (mState.getDirtyClip()) { 297 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 298 } 299 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 300 setScissorFromClip(); 301 } 302 303 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 304 // Scissor may have been modified, reset dirty clip 305 dirtyClip(); 306 307 mDirty = true; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Debug 312/////////////////////////////////////////////////////////////////////////////// 313 314void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 315#if DEBUG_DETAILED_EVENTS 316 const int BUFFER_SIZE = 256; 317 va_list ap; 318 char buf[BUFFER_SIZE]; 319 320 va_start(ap, fmt); 321 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 322 va_end(ap); 323 324 eventMark(buf); 325#endif 326} 327 328 329void OpenGLRenderer::eventMark(const char* name) const { 330 mCaches.eventMark(0, name); 331} 332 333void OpenGLRenderer::startMark(const char* name) const { 334 mCaches.startMark(0, name); 335} 336 337void OpenGLRenderer::endMark() const { 338 mCaches.endMark(); 339} 340 341void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 342 mRenderState.debugOverdraw(enable, clear); 343} 344 345void OpenGLRenderer::renderOverdraw() { 346 if (Properties::debugOverdraw && getTargetFbo() == 0) { 347 const Rect* clip = &mTilingClip; 348 349 mRenderState.scissor().setEnabled(true); 350 mRenderState.scissor().set(clip->left, 351 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 352 clip->right - clip->left, 353 clip->bottom - clip->top); 354 355 // 1x overdraw 356 mRenderState.stencil().enableDebugTest(2); 357 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 358 359 // 2x overdraw 360 mRenderState.stencil().enableDebugTest(3); 361 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 362 363 // 3x overdraw 364 mRenderState.stencil().enableDebugTest(4); 365 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 366 367 // 4x overdraw and higher 368 mRenderState.stencil().enableDebugTest(4, true); 369 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 370 371 mRenderState.stencil().disable(); 372 } 373} 374 375/////////////////////////////////////////////////////////////////////////////// 376// Layers 377/////////////////////////////////////////////////////////////////////////////// 378 379bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 380 if (layer->deferredUpdateScheduled && layer->renderer 381 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 382 383 if (inFrame) { 384 endTiling(); 385 debugOverdraw(false, false); 386 } 387 388 if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) { 389 layer->render(*this); 390 } else { 391 layer->defer(*this); 392 } 393 394 if (inFrame) { 395 resumeAfterLayer(); 396 startTilingCurrentClip(); 397 } 398 399 layer->debugDrawUpdate = Properties::debugLayersUpdates; 400 layer->hasDrawnSinceUpdate = false; 401 402 return true; 403 } 404 405 return false; 406} 407 408void OpenGLRenderer::updateLayers() { 409 // If draw deferring is enabled this method will simply defer 410 // the display list of each individual layer. The layers remain 411 // in the layer updates list which will be cleared by flushLayers(). 412 int count = mLayerUpdates.size(); 413 if (count > 0) { 414 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 415 startMark("Layer Updates"); 416 } else { 417 startMark("Defer Layer Updates"); 418 } 419 420 // Note: it is very important to update the layers in order 421 for (int i = 0; i < count; i++) { 422 Layer* layer = mLayerUpdates.itemAt(i).get(); 423 updateLayer(layer, false); 424 } 425 426 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 427 mLayerUpdates.clear(); 428 mRenderState.bindFramebuffer(getTargetFbo()); 429 } 430 endMark(); 431 } 432} 433 434void OpenGLRenderer::flushLayers() { 435 int count = mLayerUpdates.size(); 436 if (count > 0) { 437 startMark("Apply Layer Updates"); 438 439 // Note: it is very important to update the layers in order 440 for (int i = 0; i < count; i++) { 441 mLayerUpdates.itemAt(i)->flush(); 442 } 443 444 mLayerUpdates.clear(); 445 mRenderState.bindFramebuffer(getTargetFbo()); 446 447 endMark(); 448 } 449} 450 451void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 452 if (layer) { 453 // Make sure we don't introduce duplicates. 454 // SortedVector would do this automatically but we need to respect 455 // the insertion order. The linear search is not an issue since 456 // this list is usually very short (typically one item, at most a few) 457 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 458 if (mLayerUpdates.itemAt(i) == layer) { 459 return; 460 } 461 } 462 mLayerUpdates.push_back(layer); 463 } 464} 465 466void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 467 if (layer) { 468 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 469 if (mLayerUpdates.itemAt(i) == layer) { 470 mLayerUpdates.removeAt(i); 471 break; 472 } 473 } 474 } 475} 476 477void OpenGLRenderer::flushLayerUpdates() { 478 ATRACE_NAME("Update HW Layers"); 479 mRenderState.blend().syncEnabled(); 480 updateLayers(); 481 flushLayers(); 482 // Wait for all the layer updates to be executed 483 glFinish(); 484} 485 486void OpenGLRenderer::markLayersAsBuildLayers() { 487 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 488 mLayerUpdates[i]->wasBuildLayered = true; 489 } 490} 491 492/////////////////////////////////////////////////////////////////////////////// 493// State management 494/////////////////////////////////////////////////////////////////////////////// 495 496void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 497 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 498 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 499 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 500 501 if (restoreViewport) { 502 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 503 } 504 505 if (restoreClip) { 506 dirtyClip(); 507 } 508 509 if (restoreLayer) { 510 endMark(); // Savelayer 511 ATRACE_END(); // SaveLayer 512 startMark("ComposeLayer"); 513 composeLayer(removed, restored); 514 endMark(); 515 } 516} 517 518/////////////////////////////////////////////////////////////////////////////// 519// Layers 520/////////////////////////////////////////////////////////////////////////////// 521 522int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 523 const SkPaint* paint, int flags, const SkPath* convexMask) { 524 // force matrix/clip isolation for layer 525 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 526 527 const int count = mState.saveSnapshot(flags); 528 529 if (!mState.currentlyIgnored()) { 530 createLayer(left, top, right, bottom, paint, flags, convexMask); 531 } 532 533 return count; 534} 535 536void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 537 const Rect untransformedBounds(bounds); 538 539 currentTransform()->mapRect(bounds); 540 541 // Layers only make sense if they are in the framebuffer's bounds 542 if (bounds.intersect(mState.currentClipRect())) { 543 // We cannot work with sub-pixels in this case 544 bounds.snapToPixelBoundaries(); 545 546 // When the layer is not an FBO, we may use glCopyTexImage so we 547 // need to make sure the layer does not extend outside the bounds 548 // of the framebuffer 549 const Snapshot& previous = *(currentSnapshot()->previous); 550 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 551 if (!bounds.intersect(previousViewport)) { 552 bounds.setEmpty(); 553 } else if (fboLayer) { 554 clip.set(bounds); 555 mat4 inverse; 556 inverse.loadInverse(*currentTransform()); 557 inverse.mapRect(clip); 558 clip.snapToPixelBoundaries(); 559 if (clip.intersect(untransformedBounds)) { 560 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 561 bounds.set(untransformedBounds); 562 } else { 563 clip.setEmpty(); 564 } 565 } 566 } else { 567 bounds.setEmpty(); 568 } 569} 570 571void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 572 bool fboLayer, int alpha) { 573 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 574 bounds.getHeight() > mCaches.maxTextureSize || 575 (fboLayer && clip.isEmpty())) { 576 writableSnapshot()->empty = fboLayer; 577 } else { 578 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 579 } 580} 581 582int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 583 const SkPaint* paint, int flags) { 584 const int count = mState.saveSnapshot(flags); 585 586 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 587 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 588 // operations will be able to store and restore the current clip and transform info, and 589 // quick rejection will be correct (for display lists) 590 591 Rect bounds(left, top, right, bottom); 592 Rect clip; 593 calculateLayerBoundsAndClip(bounds, clip, true); 594 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 595 596 if (!mState.currentlyIgnored()) { 597 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 598 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 599 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 600 writableSnapshot()->roundRectClipState = nullptr; 601 } 602 } 603 604 return count; 605} 606 607/** 608 * Layers are viewed by Skia are slightly different than layers in image editing 609 * programs (for instance.) When a layer is created, previously created layers 610 * and the frame buffer still receive every drawing command. For instance, if a 611 * layer is created and a shape intersecting the bounds of the layers and the 612 * framebuffer is draw, the shape will be drawn on both (unless the layer was 613 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 614 * 615 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 616 * texture. Unfortunately, this is inefficient as it requires every primitive to 617 * be drawn n + 1 times, where n is the number of active layers. In practice this 618 * means, for every primitive: 619 * - Switch active frame buffer 620 * - Change viewport, clip and projection matrix 621 * - Issue the drawing 622 * 623 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 624 * To avoid this, layers are implemented in a different way here, at least in the 625 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 626 * is set. When this flag is set we can redirect all drawing operations into a 627 * single FBO. 628 * 629 * This implementation relies on the frame buffer being at least RGBA 8888. When 630 * a layer is created, only a texture is created, not an FBO. The content of the 631 * frame buffer contained within the layer's bounds is copied into this texture 632 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 633 * buffer and drawing continues as normal. This technique therefore treats the 634 * frame buffer as a scratch buffer for the layers. 635 * 636 * To compose the layers back onto the frame buffer, each layer texture 637 * (containing the original frame buffer data) is drawn as a simple quad over 638 * the frame buffer. The trick is that the quad is set as the composition 639 * destination in the blending equation, and the frame buffer becomes the source 640 * of the composition. 641 * 642 * Drawing layers with an alpha value requires an extra step before composition. 643 * An empty quad is drawn over the layer's region in the frame buffer. This quad 644 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 645 * quad is used to multiply the colors in the frame buffer. This is achieved by 646 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 647 * GL_ZERO, GL_SRC_ALPHA. 648 * 649 * Because glCopyTexImage2D() can be slow, an alternative implementation might 650 * be use to draw a single clipped layer. The implementation described above 651 * is correct in every case. 652 * 653 * (1) The frame buffer is actually not cleared right away. To allow the GPU 654 * to potentially optimize series of calls to glCopyTexImage2D, the frame 655 * buffer is left untouched until the first drawing operation. Only when 656 * something actually gets drawn are the layers regions cleared. 657 */ 658bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 659 const SkPaint* paint, int flags, const SkPath* convexMask) { 660 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 661 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 662 663 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 664 665 // Window coordinates of the layer 666 Rect clip; 667 Rect bounds(left, top, right, bottom); 668 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 669 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 670 671 // Bail out if we won't draw in this snapshot 672 if (mState.currentlyIgnored()) { 673 return false; 674 } 675 676 mCaches.textureState().activateTexture(0); 677 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 678 if (!layer) { 679 return false; 680 } 681 682 layer->setPaint(paint); 683 layer->layer.set(bounds); 684 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 685 bounds.getWidth() / float(layer->getWidth()), 0.0f); 686 687 layer->setBlend(true); 688 layer->setDirty(false); 689 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 690 691 // Save the layer in the snapshot 692 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 693 writableSnapshot()->layer = layer; 694 695 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 696 fboLayer ? "" : "unclipped ", 697 layer->getWidth(), layer->getHeight()); 698 startMark("SaveLayer"); 699 if (fboLayer) { 700 return createFboLayer(layer, bounds, clip); 701 } else { 702 // Copy the framebuffer into the layer 703 layer->bindTexture(); 704 if (!bounds.isEmpty()) { 705 if (layer->isEmpty()) { 706 // Workaround for some GL drivers. When reading pixels lying outside 707 // of the window we should get undefined values for those pixels. 708 // Unfortunately some drivers will turn the entire target texture black 709 // when reading outside of the window. 710 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 711 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 712 layer->setEmpty(false); 713 } 714 715 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 716 bounds.left, getViewportHeight() - bounds.bottom, 717 bounds.getWidth(), bounds.getHeight()); 718 719 // Enqueue the buffer coordinates to clear the corresponding region later 720 mLayers.push_back(Rect(bounds)); 721 } 722 } 723 724 return true; 725} 726 727bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 728 layer->clipRect.set(clip); 729 layer->setFbo(mCaches.fboCache.get()); 730 731 writableSnapshot()->region = &writableSnapshot()->layer->region; 732 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 733 writableSnapshot()->fbo = layer->getFbo(); 734 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 735 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 736 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 737 writableSnapshot()->roundRectClipState = nullptr; 738 739 endTiling(); 740 debugOverdraw(false, false); 741 // Bind texture to FBO 742 mRenderState.bindFramebuffer(layer->getFbo()); 743 layer->bindTexture(); 744 745 // Initialize the texture if needed 746 if (layer->isEmpty()) { 747 layer->allocateTexture(); 748 layer->setEmpty(false); 749 } 750 751 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 752 layer->getTextureId(), 0); 753 754 // Expand the startTiling region by 1 755 startTilingCurrentClip(true, true); 756 757 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 758 mRenderState.scissor().setEnabled(true); 759 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 760 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 761 glClear(GL_COLOR_BUFFER_BIT); 762 763 dirtyClip(); 764 765 // Change the ortho projection 766 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 767 return true; 768} 769 770/** 771 * Read the documentation of createLayer() before doing anything in this method. 772 */ 773void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 774 if (!removed.layer) { 775 ALOGE("Attempting to compose a layer that does not exist"); 776 return; 777 } 778 779 Layer* layer = removed.layer; 780 const Rect& rect = layer->layer; 781 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 782 783 bool clipRequired = false; 784 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 785 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 786 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 787 788 if (fboLayer) { 789 endTiling(); 790 791 // Detach the texture from the FBO 792 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 793 794 layer->removeFbo(false); 795 796 // Unbind current FBO and restore previous one 797 mRenderState.bindFramebuffer(restored.fbo); 798 debugOverdraw(true, false); 799 800 startTilingCurrentClip(); 801 } 802 803 if (!fboLayer && layer->getAlpha() < 255) { 804 SkPaint layerPaint; 805 layerPaint.setAlpha(layer->getAlpha()); 806 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 807 layerPaint.setColorFilter(layer->getColorFilter()); 808 809 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 810 // Required below, composeLayerRect() will divide by 255 811 layer->setAlpha(255); 812 } 813 814 mRenderState.meshState().unbindMeshBuffer(); 815 816 mCaches.textureState().activateTexture(0); 817 818 // When the layer is stored in an FBO, we can save a bit of fillrate by 819 // drawing only the dirty region 820 if (fboLayer) { 821 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 822 composeLayerRegion(layer, rect); 823 } else if (!rect.isEmpty()) { 824 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 825 826 save(0); 827 // the layer contains screen buffer content that shouldn't be alpha modulated 828 // (and any necessary alpha modulation was handled drawing into the layer) 829 writableSnapshot()->alpha = 1.0f; 830 composeLayerRectSwapped(layer, rect); 831 restore(); 832 } 833 834 dirtyClip(); 835 836 // Failing to add the layer to the cache should happen only if the layer is too large 837 layer->setConvexMask(nullptr); 838 if (!mCaches.layerCache.put(layer)) { 839 LAYER_LOGD("Deleting layer"); 840 layer->decStrong(nullptr); 841 } 842} 843 844void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 845 const bool tryToSnap = !layer->getForceFilter() 846 && layer->getWidth() == (uint32_t) rect.getWidth() 847 && layer->getHeight() == (uint32_t) rect.getHeight(); 848 Glop glop; 849 GlopBuilder(mRenderState, mCaches, &glop) 850 .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 851 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 852 .setTransform(*currentSnapshot(), TransformFlags::None) 853 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 854 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 855 .build(); 856 renderGlop(glop); 857} 858 859void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) { 860 Glop glop; 861 GlopBuilder(mRenderState, mCaches, &glop) 862 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 863 .setFillLayer(layer->getTexture(), layer->getColorFilter(), 864 getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap) 865 .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform) 866 .setModelViewMapUnitToRect(rect) 867 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 868 .build(); 869 renderGlop(glop); 870} 871 872void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) { 873 if (layer->isTextureLayer()) { 874 EVENT_LOGD("composeTextureLayerRect"); 875 drawTextureLayer(layer, rect); 876 } else { 877 EVENT_LOGD("composeHardwareLayerRect"); 878 879 const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth()) 880 && layer->getHeight() == static_cast<uint32_t>(rect.getHeight()); 881 Glop glop; 882 GlopBuilder(mRenderState, mCaches, &glop) 883 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 884 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 885 .setTransform(*currentSnapshot(), TransformFlags::None) 886 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 887 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 888 .build(); 889 renderGlop(glop); 890 } 891} 892 893/** 894 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 895 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 896 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 897 * by saveLayer's restore 898 */ 899#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 900 DRAW_COMMAND; \ 901 if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \ 902 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 903 DRAW_COMMAND; \ 904 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 905 } \ 906 } 907 908#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 909 910// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 911// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 912class LayerShader : public SkShader { 913public: 914 LayerShader(Layer* layer, const SkMatrix* localMatrix) 915 : INHERITED(localMatrix) 916 , mLayer(layer) { 917 } 918 919 virtual bool asACustomShader(void** data) const override { 920 if (data) { 921 *data = static_cast<void*>(mLayer); 922 } 923 return true; 924 } 925 926 virtual bool isOpaque() const override { 927 return !mLayer->isBlend(); 928 } 929 930protected: 931 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 932 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 933 } 934 935 virtual void flatten(SkWriteBuffer&) const override { 936 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 937 } 938 939 virtual Factory getFactory() const override { 940 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 941 return nullptr; 942 } 943private: 944 // Unowned. 945 Layer* mLayer; 946 typedef SkShader INHERITED; 947}; 948 949void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 950 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 951 952 if (layer->getConvexMask()) { 953 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 954 955 // clip to the area of the layer the mask can be larger 956 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 957 958 SkPaint paint; 959 paint.setAntiAlias(true); 960 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 961 962 // create LayerShader to map SaveLayer content into subsequent draw 963 SkMatrix shaderMatrix; 964 shaderMatrix.setTranslate(rect.left, rect.bottom); 965 shaderMatrix.preScale(1, -1); 966 LayerShader layerShader(layer, &shaderMatrix); 967 paint.setShader(&layerShader); 968 969 // Since the drawing primitive is defined in local drawing space, 970 // we don't need to modify the draw matrix 971 const SkPath* maskPath = layer->getConvexMask(); 972 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 973 974 paint.setShader(nullptr); 975 restore(); 976 977 return; 978 } 979 980 if (layer->region.isRect()) { 981 layer->setRegionAsRect(); 982 983 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 984 985 layer->region.clear(); 986 return; 987 } 988 989 EVENT_LOGD("composeLayerRegion"); 990 // standard Region based draw 991 size_t count; 992 const android::Rect* rects; 993 Region safeRegion; 994 if (CC_LIKELY(hasRectToRectTransform())) { 995 rects = layer->region.getArray(&count); 996 } else { 997 safeRegion = Region::createTJunctionFreeRegion(layer->region); 998 rects = safeRegion.getArray(&count); 999 } 1000 1001 const float texX = 1.0f / float(layer->getWidth()); 1002 const float texY = 1.0f / float(layer->getHeight()); 1003 const float height = rect.getHeight(); 1004 1005 TextureVertex quadVertices[count * 4]; 1006 TextureVertex* mesh = &quadVertices[0]; 1007 for (size_t i = 0; i < count; i++) { 1008 const android::Rect* r = &rects[i]; 1009 1010 const float u1 = r->left * texX; 1011 const float v1 = (height - r->top) * texY; 1012 const float u2 = r->right * texX; 1013 const float v2 = (height - r->bottom) * texY; 1014 1015 // TODO: Reject quads outside of the clip 1016 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1017 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1018 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1019 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1020 } 1021 Rect modelRect = Rect(rect.getWidth(), rect.getHeight()); 1022 Glop glop; 1023 GlopBuilder(mRenderState, mCaches, &glop) 1024 .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6) 1025 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 1026 .setTransform(*currentSnapshot(), TransformFlags::None) 1027 .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect) 1028 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1029 .build(); 1030 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 1031 1032#if DEBUG_LAYERS_AS_REGIONS 1033 drawRegionRectsDebug(layer->region); 1034#endif 1035 1036 layer->region.clear(); 1037} 1038 1039#if DEBUG_LAYERS_AS_REGIONS 1040void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1041 size_t count; 1042 const android::Rect* rects = region.getArray(&count); 1043 1044 uint32_t colors[] = { 1045 0x7fff0000, 0x7f00ff00, 1046 0x7f0000ff, 0x7fff00ff, 1047 }; 1048 1049 int offset = 0; 1050 int32_t top = rects[0].top; 1051 1052 for (size_t i = 0; i < count; i++) { 1053 if (top != rects[i].top) { 1054 offset ^= 0x2; 1055 top = rects[i].top; 1056 } 1057 1058 SkPaint paint; 1059 paint.setColor(colors[offset + (i & 0x1)]); 1060 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1061 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1062 } 1063} 1064#endif 1065 1066void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1067 Vector<float> rects; 1068 1069 SkRegion::Iterator it(region); 1070 while (!it.done()) { 1071 const SkIRect& r = it.rect(); 1072 rects.push(r.fLeft); 1073 rects.push(r.fTop); 1074 rects.push(r.fRight); 1075 rects.push(r.fBottom); 1076 it.next(); 1077 } 1078 1079 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1080} 1081 1082void OpenGLRenderer::dirtyLayer(const float left, const float top, 1083 const float right, const float bottom, const Matrix4& transform) { 1084 if (hasLayer()) { 1085 Rect bounds(left, top, right, bottom); 1086 transform.mapRect(bounds); 1087 dirtyLayerUnchecked(bounds, getRegion()); 1088 } 1089} 1090 1091void OpenGLRenderer::dirtyLayer(const float left, const float top, 1092 const float right, const float bottom) { 1093 if (hasLayer()) { 1094 Rect bounds(left, top, right, bottom); 1095 dirtyLayerUnchecked(bounds, getRegion()); 1096 } 1097} 1098 1099void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1100 if (bounds.intersect(mState.currentClipRect())) { 1101 bounds.snapToPixelBoundaries(); 1102 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1103 if (!dirty.isEmpty()) { 1104 region->orSelf(dirty); 1105 } 1106 } 1107} 1108 1109void OpenGLRenderer::clearLayerRegions() { 1110 const size_t quadCount = mLayers.size(); 1111 if (quadCount == 0) return; 1112 1113 if (!mState.currentlyIgnored()) { 1114 EVENT_LOGD("clearLayerRegions"); 1115 // Doing several glScissor/glClear here can negatively impact 1116 // GPUs with a tiler architecture, instead we draw quads with 1117 // the Clear blending mode 1118 1119 // The list contains bounds that have already been clipped 1120 // against their initial clip rect, and the current clip 1121 // is likely different so we need to disable clipping here 1122 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1123 1124 Vertex mesh[quadCount * 4]; 1125 Vertex* vertex = mesh; 1126 1127 for (uint32_t i = 0; i < quadCount; i++) { 1128 const Rect& bounds = mLayers[i]; 1129 1130 Vertex::set(vertex++, bounds.left, bounds.top); 1131 Vertex::set(vertex++, bounds.right, bounds.top); 1132 Vertex::set(vertex++, bounds.left, bounds.bottom); 1133 Vertex::set(vertex++, bounds.right, bounds.bottom); 1134 } 1135 // We must clear the list of dirty rects before we 1136 // call clearLayerRegions() in renderGlop to prevent 1137 // stencil setup from doing the same thing again 1138 mLayers.clear(); 1139 1140 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1141 Glop glop; 1142 GlopBuilder(mRenderState, mCaches, &glop) 1143 .setMeshIndexedQuads(&mesh[0], quadCount) 1144 .setFillClear() 1145 .setTransform(*currentSnapshot(), transformFlags) 1146 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect())) 1147 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1148 .build(); 1149 renderGlop(glop, false); 1150 1151 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1152 } else { 1153 mLayers.clear(); 1154 } 1155} 1156 1157/////////////////////////////////////////////////////////////////////////////// 1158// State Deferral 1159/////////////////////////////////////////////////////////////////////////////// 1160 1161bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1162 const Rect& currentClip = mState.currentClipRect(); 1163 const mat4* currentMatrix = currentTransform(); 1164 1165 if (stateDeferFlags & kStateDeferFlag_Draw) { 1166 // state has bounds initialized in local coordinates 1167 if (!state.mBounds.isEmpty()) { 1168 currentMatrix->mapRect(state.mBounds); 1169 Rect clippedBounds(state.mBounds); 1170 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1171 // is used, it should more closely duplicate the quickReject logic (in how it uses 1172 // snapToPixelBoundaries) 1173 1174 if (!clippedBounds.intersect(currentClip)) { 1175 // quick rejected 1176 return true; 1177 } 1178 1179 state.mClipSideFlags = kClipSide_None; 1180 if (!currentClip.contains(state.mBounds)) { 1181 int& flags = state.mClipSideFlags; 1182 // op partially clipped, so record which sides are clipped for clip-aware merging 1183 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1184 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1185 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1186 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1187 } 1188 state.mBounds.set(clippedBounds); 1189 } else { 1190 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1191 // overdraw avoidance (since we don't know what it overlaps) 1192 state.mClipSideFlags = kClipSide_ConservativeFull; 1193 state.mBounds.set(currentClip); 1194 } 1195 } 1196 1197 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1198 if (state.mClipValid) { 1199 state.mClip.set(currentClip); 1200 } 1201 1202 // Transform and alpha always deferred, since they are used by state operations 1203 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1204 state.mMatrix.load(*currentMatrix); 1205 state.mAlpha = currentSnapshot()->alpha; 1206 1207 // always store/restore, since these are just pointers 1208 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1209 state.mProjectionPathMask = currentSnapshot()->projectionPathMask; 1210 return false; 1211} 1212 1213void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1214 setMatrix(state.mMatrix); 1215 writableSnapshot()->alpha = state.mAlpha; 1216 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1217 writableSnapshot()->projectionPathMask = state.mProjectionPathMask; 1218 1219 if (state.mClipValid && !skipClipRestore) { 1220 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1221 state.mClip.right, state.mClip.bottom); 1222 dirtyClip(); 1223 } 1224} 1225 1226/** 1227 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1228 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1229 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1230 * 1231 * This method should be called when restoreDisplayState() won't be restoring the clip 1232 */ 1233void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1234 if (clipRect != nullptr) { 1235 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1236 } else { 1237 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1238 } 1239 dirtyClip(); 1240 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1241 mRenderState.scissor().setEnabled(enableScissor); 1242} 1243 1244/////////////////////////////////////////////////////////////////////////////// 1245// Clipping 1246/////////////////////////////////////////////////////////////////////////////// 1247 1248void OpenGLRenderer::setScissorFromClip() { 1249 Rect clip(mState.currentClipRect()); 1250 clip.snapToPixelBoundaries(); 1251 1252 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1253 clip.getWidth(), clip.getHeight())) { 1254 mState.setDirtyClip(false); 1255 } 1256} 1257 1258void OpenGLRenderer::ensureStencilBuffer() { 1259 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1260 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1261 // just hope we have one when hasLayer() returns false. 1262 if (hasLayer()) { 1263 attachStencilBufferToLayer(currentSnapshot()->layer); 1264 } 1265} 1266 1267void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1268 // The layer's FBO is already bound when we reach this stage 1269 if (!layer->getStencilRenderBuffer()) { 1270 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1271 // is attached after we initiated tiling. We must turn it off, 1272 // attach the new render buffer then turn tiling back on 1273 endTiling(); 1274 1275 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1276 Stencil::getLayerStencilFormat(), 1277 layer->getWidth(), layer->getHeight()); 1278 layer->setStencilRenderBuffer(buffer); 1279 1280 startTiling(layer->clipRect, layer->layer.getHeight()); 1281 } 1282} 1283 1284static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1285 float x, float y) { 1286 Vertex v; 1287 v.x = x; 1288 v.y = y; 1289 transform.mapPoint(v.x, v.y); 1290 rectangleVertices.push_back(v); 1291} 1292 1293static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1294 Vertex v; 1295 v.x = x; 1296 v.y = y; 1297 rectangleVertices.push_back(v); 1298} 1299 1300void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1301 int quadCount = rectangleList.getTransformedRectanglesCount(); 1302 std::vector<Vertex> rectangleVertices(quadCount * 4); 1303 Rect scissorBox = rectangleList.calculateBounds(); 1304 scissorBox.snapToPixelBoundaries(); 1305 for (int i = 0; i < quadCount; ++i) { 1306 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1307 const Matrix4& transform = tr.getTransform(); 1308 Rect bounds = tr.getBounds(); 1309 if (transform.rectToRect()) { 1310 transform.mapRect(bounds); 1311 if (!bounds.intersect(scissorBox)) { 1312 bounds.setEmpty(); 1313 } else { 1314 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1315 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1316 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1317 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1318 } 1319 } else { 1320 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1321 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1322 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1323 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1324 } 1325 } 1326 1327 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1328 scissorBox.getWidth(), scissorBox.getHeight()); 1329 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1330 Glop glop; 1331 Vertex* vertices = &rectangleVertices[0]; 1332 GlopBuilder(mRenderState, mCaches, &glop) 1333 .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4) 1334 .setFillBlack() 1335 .setTransform(*currentSnapshot(), transformFlags) 1336 .setModelViewOffsetRect(0, 0, scissorBox) 1337 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1338 .build(); 1339 renderGlop(glop); 1340} 1341 1342void OpenGLRenderer::setStencilFromClip() { 1343 if (!Properties::debugOverdraw) { 1344 if (!currentSnapshot()->clipIsSimple()) { 1345 int incrementThreshold; 1346 EVENT_LOGD("setStencilFromClip - enabling"); 1347 1348 // NOTE: The order here is important, we must set dirtyClip to false 1349 // before any draw call to avoid calling back into this method 1350 mState.setDirtyClip(false); 1351 1352 ensureStencilBuffer(); 1353 1354 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1355 1356 bool isRectangleList = clipArea.isRectangleList(); 1357 if (isRectangleList) { 1358 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1359 } else { 1360 incrementThreshold = 0; 1361 } 1362 1363 mRenderState.stencil().enableWrite(incrementThreshold); 1364 1365 // Clean and update the stencil, but first make sure we restrict drawing 1366 // to the region's bounds 1367 bool resetScissor = mRenderState.scissor().setEnabled(true); 1368 if (resetScissor) { 1369 // The scissor was not set so we now need to update it 1370 setScissorFromClip(); 1371 } 1372 1373 mRenderState.stencil().clear(); 1374 1375 // stash and disable the outline clip state, since stencil doesn't account for outline 1376 bool storedSkipOutlineClip = mSkipOutlineClip; 1377 mSkipOutlineClip = true; 1378 1379 SkPaint paint; 1380 paint.setColor(SK_ColorBLACK); 1381 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1382 1383 if (isRectangleList) { 1384 drawRectangleList(clipArea.getRectangleList()); 1385 } else { 1386 // NOTE: We could use the region contour path to generate a smaller mesh 1387 // Since we are using the stencil we could use the red book path 1388 // drawing technique. It might increase bandwidth usage though. 1389 1390 // The last parameter is important: we are not drawing in the color buffer 1391 // so we don't want to dirty the current layer, if any 1392 drawRegionRects(clipArea.getClipRegion(), paint, false); 1393 } 1394 if (resetScissor) mRenderState.scissor().setEnabled(false); 1395 mSkipOutlineClip = storedSkipOutlineClip; 1396 1397 mRenderState.stencil().enableTest(incrementThreshold); 1398 1399 // Draw the region used to generate the stencil if the appropriate debug 1400 // mode is enabled 1401 // TODO: Implement for rectangle list clip areas 1402 if (Properties::debugStencilClip == StencilClipDebug::ShowRegion 1403 && !clipArea.isRectangleList()) { 1404 paint.setColor(0x7f0000ff); 1405 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1406 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1407 } 1408 } else { 1409 EVENT_LOGD("setStencilFromClip - disabling"); 1410 mRenderState.stencil().disable(); 1411 } 1412 } 1413} 1414 1415/** 1416 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1417 * 1418 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1419 * style, and tessellated AA ramp 1420 */ 1421bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1422 const SkPaint* paint) { 1423 bool snapOut = paint && paint->isAntiAlias(); 1424 1425 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1426 float outset = paint->getStrokeWidth() * 0.5f; 1427 left -= outset; 1428 top -= outset; 1429 right += outset; 1430 bottom += outset; 1431 } 1432 1433 bool clipRequired = false; 1434 bool roundRectClipRequired = false; 1435 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1436 &clipRequired, &roundRectClipRequired, snapOut)) { 1437 return true; 1438 } 1439 1440 // not quick rejected, so enable the scissor if clipRequired 1441 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1442 mSkipOutlineClip = !roundRectClipRequired; 1443 return false; 1444} 1445 1446void OpenGLRenderer::debugClip() { 1447#if DEBUG_CLIP_REGIONS 1448 if (!currentSnapshot()->clipRegion->isEmpty()) { 1449 SkPaint paint; 1450 paint.setColor(0x7f00ff00); 1451 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1452 1453 } 1454#endif 1455} 1456 1457void OpenGLRenderer::renderGlop(const Glop& glop, bool clearLayer) { 1458 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1459 // changes the scissor test state 1460 if (clearLayer) clearLayerRegions(); 1461 1462 if (mState.getDirtyClip()) { 1463 if (mRenderState.scissor().isEnabled()) { 1464 setScissorFromClip(); 1465 } 1466 1467 setStencilFromClip(); 1468 } 1469 mRenderState.render(glop); 1470 if (!mRenderState.stencil().isWriteEnabled()) { 1471 // TODO: specify more clearly when a draw should dirty the layer. 1472 // is writing to the stencil the only time we should ignore this? 1473 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1474 mDirty = true; 1475 } 1476} 1477 1478/////////////////////////////////////////////////////////////////////////////// 1479// Drawing 1480/////////////////////////////////////////////////////////////////////////////// 1481 1482void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1483 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1484 // will be performed by the display list itself 1485 if (renderNode && renderNode->isRenderable()) { 1486 // compute 3d ordering 1487 renderNode->computeOrdering(); 1488 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 1489 startFrame(); 1490 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1491 renderNode->replay(replayStruct, 0); 1492 return; 1493 } 1494 1495 // Don't avoid overdraw when visualizing, since that makes it harder to 1496 // debug where it's coming from, and when the problem occurs. 1497 bool avoidOverdraw = !Properties::debugOverdraw; 1498 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1499 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1500 renderNode->defer(deferStruct, 0); 1501 1502 flushLayers(); 1503 startFrame(); 1504 1505 deferredList.flush(*this, dirty); 1506 } else { 1507 // Even if there is no drawing command(Ex: invisible), 1508 // it still needs startFrame to clear buffer and start tiling. 1509 startFrame(); 1510 } 1511} 1512 1513/** 1514 * Important note: this method is intended to draw batches of bitmaps and 1515 * will not set the scissor enable or dirty the current layer, if any. 1516 * The caller is responsible for properly dirtying the current layer. 1517 */ 1518void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1519 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1520 const Rect& bounds, const SkPaint* paint) { 1521 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1522 if (!texture) return; 1523 1524 const AutoTexture autoCleanup(texture); 1525 1526 // TODO: remove layer dirty in multi-draw callers 1527 // TODO: snap doesn't need to touch transform, only texture filter. 1528 bool snap = pureTranslate; 1529 const float x = floorf(bounds.left + 0.5f); 1530 const float y = floorf(bounds.top + 0.5f); 1531 1532 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1533 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1534 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1535 Glop glop; 1536 GlopBuilder(mRenderState, mCaches, &glop) 1537 .setMeshTexturedMesh(vertices, bitmapCount * 6) 1538 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1539 .setTransform(*currentSnapshot(), transformFlags) 1540 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight())) 1541 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1542 .build(); 1543 renderGlop(glop); 1544} 1545 1546void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1547 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1548 return; 1549 } 1550 1551 mCaches.textureState().activateTexture(0); 1552 Texture* texture = getTexture(bitmap); 1553 if (!texture) return; 1554 const AutoTexture autoCleanup(texture); 1555 1556 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1557 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1558 Glop glop; 1559 GlopBuilder(mRenderState, mCaches, &glop) 1560 .setMeshTexturedUnitQuad(texture->uvMapper) 1561 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1562 .setTransform(*currentSnapshot(), TransformFlags::None) 1563 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 1564 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1565 .build(); 1566 renderGlop(glop); 1567} 1568 1569void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 1570 const float* vertices, const int* colors, const SkPaint* paint) { 1571 if (!vertices || mState.currentlyIgnored()) { 1572 return; 1573 } 1574 1575 float left = FLT_MAX; 1576 float top = FLT_MAX; 1577 float right = FLT_MIN; 1578 float bottom = FLT_MIN; 1579 1580 const uint32_t elementCount = meshWidth * meshHeight * 6; 1581 1582 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 1583 ColorTextureVertex* vertex = &mesh[0]; 1584 1585 std::unique_ptr<int[]> tempColors; 1586 if (!colors) { 1587 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1588 tempColors.reset(new int[colorsCount]); 1589 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 1590 colors = tempColors.get(); 1591 } 1592 1593 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 1594 const UvMapper& mapper(getMapper(texture)); 1595 1596 for (int32_t y = 0; y < meshHeight; y++) { 1597 for (int32_t x = 0; x < meshWidth; x++) { 1598 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1599 1600 float u1 = float(x) / meshWidth; 1601 float u2 = float(x + 1) / meshWidth; 1602 float v1 = float(y) / meshHeight; 1603 float v2 = float(y + 1) / meshHeight; 1604 1605 mapper.map(u1, v1, u2, v2); 1606 1607 int ax = i + (meshWidth + 1) * 2; 1608 int ay = ax + 1; 1609 int bx = i; 1610 int by = bx + 1; 1611 int cx = i + 2; 1612 int cy = cx + 1; 1613 int dx = i + (meshWidth + 1) * 2 + 2; 1614 int dy = dx + 1; 1615 1616 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1617 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1618 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1619 1620 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1621 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1622 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1623 1624 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1625 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1626 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1627 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1628 } 1629 } 1630 1631 if (quickRejectSetupScissor(left, top, right, bottom)) { 1632 return; 1633 } 1634 1635 if (!texture) { 1636 texture = mCaches.textureCache.get(bitmap); 1637 if (!texture) { 1638 return; 1639 } 1640 } 1641 const AutoTexture autoCleanup(texture); 1642 1643 /* 1644 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 1645 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 1646 */ 1647 const int textureFillFlags = TextureFillFlags::None; 1648 Glop glop; 1649 GlopBuilder(mRenderState, mCaches, &glop) 1650 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 1651 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1652 .setTransform(*currentSnapshot(), TransformFlags::None) 1653 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 1654 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1655 .build(); 1656 renderGlop(glop); 1657} 1658 1659void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 1660 if (quickRejectSetupScissor(dst)) { 1661 return; 1662 } 1663 1664 Texture* texture = getTexture(bitmap); 1665 if (!texture) return; 1666 const AutoTexture autoCleanup(texture); 1667 1668 Rect uv(fmax(0.0f, src.left / texture->width), 1669 fmax(0.0f, src.top / texture->height), 1670 fmin(1.0f, src.right / texture->width), 1671 fmin(1.0f, src.bottom / texture->height)); 1672 1673 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1674 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1675 const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth()) 1676 && MathUtils::areEqual(src.getHeight(), dst.getHeight()); 1677 Glop glop; 1678 GlopBuilder(mRenderState, mCaches, &glop) 1679 .setMeshTexturedUvQuad(texture->uvMapper, uv) 1680 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1681 .setTransform(*currentSnapshot(), TransformFlags::None) 1682 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst) 1683 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1684 .build(); 1685 renderGlop(glop); 1686} 1687 1688void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 1689 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 1690 const SkPaint* paint) { 1691 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 1692 return; 1693 } 1694 1695 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1696 if (!texture) return; 1697 1698 // 9 patches are built for stretching - always filter 1699 int textureFillFlags = TextureFillFlags::ForceFilter; 1700 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1701 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1702 } 1703 Glop glop; 1704 GlopBuilder(mRenderState, mCaches, &glop) 1705 .setMeshPatchQuads(*mesh) 1706 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1707 .setTransform(*currentSnapshot(), TransformFlags::None) 1708 .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch 1709 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1710 .build(); 1711 renderGlop(glop); 1712} 1713 1714/** 1715 * Important note: this method is intended to draw batches of 9-patch objects and 1716 * will not set the scissor enable or dirty the current layer, if any. 1717 * The caller is responsible for properly dirtying the current layer. 1718 */ 1719void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1720 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 1721 mCaches.textureState().activateTexture(0); 1722 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1723 if (!texture) return; 1724 const AutoTexture autoCleanup(texture); 1725 1726 // TODO: get correct bounds from caller 1727 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1728 // 9 patches are built for stretching - always filter 1729 int textureFillFlags = TextureFillFlags::ForceFilter; 1730 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1731 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1732 } 1733 Glop glop; 1734 GlopBuilder(mRenderState, mCaches, &glop) 1735 .setMeshTexturedIndexedQuads(vertices, elementCount) 1736 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1737 .setTransform(*currentSnapshot(), transformFlags) 1738 .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0)) 1739 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1740 .build(); 1741 renderGlop(glop); 1742} 1743 1744void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 1745 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 1746 // not missing call to quickReject/dirtyLayer, always done at a higher level 1747 if (!vertexBuffer.getVertexCount()) { 1748 // no vertices to draw 1749 return; 1750 } 1751 1752 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 1753 const int transformFlags = TransformFlags::OffsetByFudgeFactor; 1754 Glop glop; 1755 GlopBuilder(mRenderState, mCaches, &glop) 1756 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 1757 .setFillPaint(*paint, currentSnapshot()->alpha) 1758 .setTransform(*currentSnapshot(), transformFlags) 1759 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 1760 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1761 .build(); 1762 renderGlop(glop); 1763} 1764 1765/** 1766 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1767 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1768 * screen space in all directions. However, instead of using a fragment shader to compute the 1769 * translucency of the color from its position, we simply use a varying parameter to define how far 1770 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1771 * 1772 * Doesn't yet support joins, caps, or path effects. 1773 */ 1774void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 1775 VertexBuffer vertexBuffer; 1776 // TODO: try clipping large paths to viewport 1777 1778 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 1779 drawVertexBuffer(vertexBuffer, paint); 1780} 1781 1782/** 1783 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 1784 * and additional geometry for defining an alpha slope perimeter. 1785 * 1786 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 1787 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 1788 * in-shader alpha region, but found it to be taxing on some GPUs. 1789 * 1790 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 1791 * memory transfer by removing need for degenerate vertices. 1792 */ 1793void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 1794 if (mState.currentlyIgnored() || count < 4) return; 1795 1796 count &= ~0x3; // round down to nearest four 1797 1798 VertexBuffer buffer; 1799 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 1800 const Rect& bounds = buffer.getBounds(); 1801 1802 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1803 return; 1804 } 1805 1806 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1807 drawVertexBuffer(buffer, paint, displayFlags); 1808} 1809 1810void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 1811 if (mState.currentlyIgnored() || count < 2) return; 1812 1813 count &= ~0x1; // round down to nearest two 1814 1815 VertexBuffer buffer; 1816 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 1817 1818 const Rect& bounds = buffer.getBounds(); 1819 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1820 return; 1821 } 1822 1823 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1824 drawVertexBuffer(buffer, paint, displayFlags); 1825 1826 mDirty = true; 1827} 1828 1829void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1830 // No need to check against the clip, we fill the clip region 1831 if (mState.currentlyIgnored()) return; 1832 1833 Rect clip(mState.currentClipRect()); 1834 clip.snapToPixelBoundaries(); 1835 1836 SkPaint paint; 1837 paint.setColor(color); 1838 paint.setXfermodeMode(mode); 1839 1840 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 1841 1842 mDirty = true; 1843} 1844 1845void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 1846 const SkPaint* paint) { 1847 if (!texture) return; 1848 const AutoTexture autoCleanup(texture); 1849 1850 const float x = left + texture->left - texture->offset; 1851 const float y = top + texture->top - texture->offset; 1852 1853 drawPathTexture(texture, x, y, paint); 1854 1855 mDirty = true; 1856} 1857 1858void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1859 float rx, float ry, const SkPaint* p) { 1860 if (mState.currentlyIgnored() 1861 || quickRejectSetupScissor(left, top, right, bottom, p) 1862 || PaintUtils::paintWillNotDraw(*p)) { 1863 return; 1864 } 1865 1866 if (p->getPathEffect() != nullptr) { 1867 mCaches.textureState().activateTexture(0); 1868 PathTexture* texture = mCaches.pathCache.getRoundRect( 1869 right - left, bottom - top, rx, ry, p); 1870 drawShape(left, top, texture, p); 1871 } else { 1872 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 1873 *currentTransform(), *p, right - left, bottom - top, rx, ry); 1874 drawVertexBuffer(left, top, *vertexBuffer, p); 1875 } 1876} 1877 1878void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 1879 if (mState.currentlyIgnored() 1880 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 1881 || PaintUtils::paintWillNotDraw(*p)) { 1882 return; 1883 } 1884 1885 if (p->getPathEffect() != nullptr) { 1886 mCaches.textureState().activateTexture(0); 1887 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 1888 drawShape(x - radius, y - radius, texture, p); 1889 return; 1890 } 1891 1892 SkPath path; 1893 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1894 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 1895 } else { 1896 path.addCircle(x, y, radius); 1897 } 1898 1899 if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) { 1900 // mask ripples with projection mask 1901 SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask); 1902 1903 Matrix4 screenSpaceTransform; 1904 currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform); 1905 1906 Matrix4 totalTransform; 1907 totalTransform.loadInverse(screenSpaceTransform); 1908 totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform); 1909 1910 SkMatrix skTotalTransform; 1911 totalTransform.copyTo(skTotalTransform); 1912 maskPath.transform(skTotalTransform); 1913 1914 // Mask the ripple path by the projection mask, now that it's 1915 // in local space. Note that this can create CCW paths. 1916 Op(path, maskPath, kIntersect_PathOp, &path); 1917 } 1918 drawConvexPath(path, p); 1919} 1920 1921void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 1922 const SkPaint* p) { 1923 if (mState.currentlyIgnored() 1924 || quickRejectSetupScissor(left, top, right, bottom, p) 1925 || PaintUtils::paintWillNotDraw(*p)) { 1926 return; 1927 } 1928 1929 if (p->getPathEffect() != nullptr) { 1930 mCaches.textureState().activateTexture(0); 1931 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 1932 drawShape(left, top, texture, p); 1933 } else { 1934 SkPath path; 1935 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1936 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1937 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1938 } 1939 path.addOval(rect); 1940 drawConvexPath(path, p); 1941 } 1942} 1943 1944void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1945 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 1946 if (mState.currentlyIgnored() 1947 || quickRejectSetupScissor(left, top, right, bottom, p) 1948 || PaintUtils::paintWillNotDraw(*p)) { 1949 return; 1950 } 1951 1952 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 1953 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 1954 mCaches.textureState().activateTexture(0); 1955 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 1956 startAngle, sweepAngle, useCenter, p); 1957 drawShape(left, top, texture, p); 1958 return; 1959 } 1960 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1961 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1962 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1963 } 1964 1965 SkPath path; 1966 if (useCenter) { 1967 path.moveTo(rect.centerX(), rect.centerY()); 1968 } 1969 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 1970 if (useCenter) { 1971 path.close(); 1972 } 1973 drawConvexPath(path, p); 1974} 1975 1976// See SkPaintDefaults.h 1977#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 1978 1979void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 1980 const SkPaint* p) { 1981 if (mState.currentlyIgnored() 1982 || quickRejectSetupScissor(left, top, right, bottom, p) 1983 || PaintUtils::paintWillNotDraw(*p)) { 1984 return; 1985 } 1986 1987 if (p->getStyle() != SkPaint::kFill_Style) { 1988 // only fill style is supported by drawConvexPath, since others have to handle joins 1989 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 1990 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 1991 mCaches.textureState().activateTexture(0); 1992 PathTexture* texture = 1993 mCaches.pathCache.getRect(right - left, bottom - top, p); 1994 drawShape(left, top, texture, p); 1995 } else { 1996 SkPath path; 1997 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1998 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1999 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2000 } 2001 path.addRect(rect); 2002 drawConvexPath(path, p); 2003 } 2004 } else { 2005 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2006 SkPath path; 2007 path.addRect(left, top, right, bottom); 2008 drawConvexPath(path, p); 2009 } else { 2010 drawColorRect(left, top, right, bottom, p); 2011 2012 mDirty = true; 2013 } 2014 } 2015} 2016 2017void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2018 int bytesCount, int count, const float* positions, 2019 FontRenderer& fontRenderer, int alpha, float x, float y) { 2020 mCaches.textureState().activateTexture(0); 2021 2022 TextShadow textShadow; 2023 if (!getTextShadow(paint, &textShadow)) { 2024 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2025 } 2026 2027 // NOTE: The drop shadow will not perform gamma correction 2028 // if shader-based correction is enabled 2029 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2030 ShadowTexture* texture = mCaches.dropShadowCache.get( 2031 paint, text, bytesCount, count, textShadow.radius, positions); 2032 // If the drop shadow exceeds the max texture size or couldn't be 2033 // allocated, skip drawing 2034 if (!texture) return; 2035 const AutoTexture autoCleanup(texture); 2036 2037 const float sx = x - texture->left + textShadow.dx; 2038 const float sy = y - texture->top + textShadow.dy; 2039 2040 Glop glop; 2041 GlopBuilder(mRenderState, mCaches, &glop) 2042 .setMeshTexturedUnitQuad(nullptr) 2043 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 2044 .setTransform(*currentSnapshot(), TransformFlags::None) 2045 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 2046 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2047 .build(); 2048 renderGlop(glop); 2049} 2050 2051bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2052 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2053 return MathUtils::isZero(alpha) 2054 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2055} 2056 2057void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2058 const float* positions, const SkPaint* paint) { 2059 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2060 return; 2061 } 2062 2063 // NOTE: Skia does not support perspective transform on drawPosText yet 2064 if (!currentTransform()->isSimple()) { 2065 return; 2066 } 2067 2068 mRenderState.scissor().setEnabled(true); 2069 2070 float x = 0.0f; 2071 float y = 0.0f; 2072 const bool pureTranslate = currentTransform()->isPureTranslate(); 2073 if (pureTranslate) { 2074 x = floorf(x + currentTransform()->getTranslateX() + 0.5f); 2075 y = floorf(y + currentTransform()->getTranslateY() + 0.5f); 2076 } 2077 2078 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2079 fontRenderer.setFont(paint, SkMatrix::I()); 2080 2081 int alpha; 2082 SkXfermode::Mode mode; 2083 getAlphaAndMode(paint, &alpha, &mode); 2084 2085 if (CC_UNLIKELY(hasTextShadow(paint))) { 2086 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2087 alpha, 0.0f, 0.0f); 2088 } 2089 2090 // Pick the appropriate texture filtering 2091 bool linearFilter = currentTransform()->changesBounds(); 2092 if (pureTranslate && !linearFilter) { 2093 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2094 } 2095 fontRenderer.setTextureFiltering(linearFilter); 2096 2097 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2098 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2099 2100 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2101 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2102 positions, hasLayer() ? &bounds : nullptr, &functor)) { 2103 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2104 mDirty = true; 2105 } 2106 2107} 2108 2109bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2110 if (CC_LIKELY(transform.isPureTranslate())) { 2111 outMatrix->setIdentity(); 2112 return false; 2113 } else if (CC_UNLIKELY(transform.isPerspective())) { 2114 outMatrix->setIdentity(); 2115 return true; 2116 } 2117 2118 /** 2119 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2120 * with values rounded to the nearest int. 2121 */ 2122 float sx, sy; 2123 transform.decomposeScale(sx, sy); 2124 outMatrix->setScale( 2125 roundf(fmaxf(1.0f, sx)), 2126 roundf(fmaxf(1.0f, sy))); 2127 return true; 2128} 2129 2130int OpenGLRenderer::getSaveCount() const { 2131 return mState.getSaveCount(); 2132} 2133 2134int OpenGLRenderer::save(int flags) { 2135 return mState.save(flags); 2136} 2137 2138void OpenGLRenderer::restore() { 2139 mState.restore(); 2140} 2141 2142void OpenGLRenderer::restoreToCount(int saveCount) { 2143 mState.restoreToCount(saveCount); 2144} 2145 2146void OpenGLRenderer::translate(float dx, float dy, float dz) { 2147 mState.translate(dx, dy, dz); 2148} 2149 2150void OpenGLRenderer::rotate(float degrees) { 2151 mState.rotate(degrees); 2152} 2153 2154void OpenGLRenderer::scale(float sx, float sy) { 2155 mState.scale(sx, sy); 2156} 2157 2158void OpenGLRenderer::skew(float sx, float sy) { 2159 mState.skew(sx, sy); 2160} 2161 2162void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2163 mState.setMatrix(matrix); 2164} 2165 2166void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2167 mState.concatMatrix(matrix); 2168} 2169 2170bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2171 return mState.clipRect(left, top, right, bottom, op); 2172} 2173 2174bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2175 return mState.clipPath(path, op); 2176} 2177 2178bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2179 return mState.clipRegion(region, op); 2180} 2181 2182void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2183 mState.setClippingOutline(allocator, outline); 2184} 2185 2186void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2187 const Rect& rect, float radius, bool highPriority) { 2188 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2189} 2190 2191void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) { 2192 mState.setProjectionPathMask(allocator, path); 2193} 2194 2195void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2196 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2197 DrawOpMode drawOpMode) { 2198 2199 if (drawOpMode == DrawOpMode::kImmediate) { 2200 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2201 // drawing as ops from DeferredDisplayList are already filtered for these 2202 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2203 quickRejectSetupScissor(bounds)) { 2204 return; 2205 } 2206 } 2207 2208 const float oldX = x; 2209 const float oldY = y; 2210 2211 const mat4& transform = *currentTransform(); 2212 const bool pureTranslate = transform.isPureTranslate(); 2213 2214 if (CC_LIKELY(pureTranslate)) { 2215 x = floorf(x + transform.getTranslateX() + 0.5f); 2216 y = floorf(y + transform.getTranslateY() + 0.5f); 2217 } 2218 2219 int alpha; 2220 SkXfermode::Mode mode; 2221 getAlphaAndMode(paint, &alpha, &mode); 2222 2223 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2224 2225 if (CC_UNLIKELY(hasTextShadow(paint))) { 2226 fontRenderer.setFont(paint, SkMatrix::I()); 2227 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2228 alpha, oldX, oldY); 2229 } 2230 2231 const bool hasActiveLayer = hasLayer(); 2232 2233 // We only pass a partial transform to the font renderer. That partial 2234 // matrix defines how glyphs are rasterized. Typically we want glyphs 2235 // to be rasterized at their final size on screen, which means the partial 2236 // matrix needs to take the scale factor into account. 2237 // When a partial matrix is used to transform glyphs during rasterization, 2238 // the mesh is generated with the inverse transform (in the case of scale, 2239 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2240 // apply the full transform matrix at draw time in the vertex shader. 2241 // Applying the full matrix in the shader is the easiest way to handle 2242 // rotation and perspective and allows us to always generated quads in the 2243 // font renderer which greatly simplifies the code, clipping in particular. 2244 SkMatrix fontTransform; 2245 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2246 || fabs(y - (int) y) > 0.0f 2247 || fabs(x - (int) x) > 0.0f; 2248 fontRenderer.setFont(paint, fontTransform); 2249 fontRenderer.setTextureFiltering(linearFilter); 2250 2251 // TODO: Implement better clipping for scaled/rotated text 2252 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2253 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2254 2255 bool status; 2256 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2257 2258 // don't call issuedrawcommand, do it at end of batch 2259 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 2260 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2261 SkPaint paintCopy(*paint); 2262 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2263 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2264 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2265 } else { 2266 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2267 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2268 } 2269 2270 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 2271 if (!pureTranslate) { 2272 transform.mapRect(layerBounds); 2273 } 2274 dirtyLayerUnchecked(layerBounds, getRegion()); 2275 } 2276 2277 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2278 2279 mDirty = true; 2280} 2281 2282void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2283 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2284 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2285 return; 2286 } 2287 2288 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2289 mRenderState.scissor().setEnabled(true); 2290 2291 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2292 fontRenderer.setFont(paint, SkMatrix::I()); 2293 fontRenderer.setTextureFiltering(true); 2294 2295 int alpha; 2296 SkXfermode::Mode mode; 2297 getAlphaAndMode(paint, &alpha, &mode); 2298 TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2299 2300 const Rect* clip = &writableSnapshot()->getLocalClip(); 2301 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2302 2303 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2304 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 2305 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2306 mDirty = true; 2307 } 2308} 2309 2310void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2311 if (mState.currentlyIgnored()) return; 2312 2313 mCaches.textureState().activateTexture(0); 2314 2315 PathTexture* texture = mCaches.pathCache.get(path, paint); 2316 if (!texture) return; 2317 const AutoTexture autoCleanup(texture); 2318 2319 const float x = texture->left - texture->offset; 2320 const float y = texture->top - texture->offset; 2321 2322 drawPathTexture(texture, x, y, paint); 2323 mDirty = true; 2324} 2325 2326void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2327 if (!layer) { 2328 return; 2329 } 2330 2331 mat4* transform = nullptr; 2332 if (layer->isTextureLayer()) { 2333 transform = &layer->getTransform(); 2334 if (!transform->isIdentity()) { 2335 save(SkCanvas::kMatrix_SaveFlag); 2336 concatMatrix(*transform); 2337 } 2338 } 2339 2340 bool clipRequired = false; 2341 const bool rejected = mState.calculateQuickRejectForScissor( 2342 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2343 &clipRequired, nullptr, false); 2344 2345 if (rejected) { 2346 if (transform && !transform->isIdentity()) { 2347 restore(); 2348 } 2349 return; 2350 } 2351 2352 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2353 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2354 2355 updateLayer(layer, true); 2356 2357 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2358 mCaches.textureState().activateTexture(0); 2359 2360 if (CC_LIKELY(!layer->region.isEmpty())) { 2361 if (layer->region.isRect()) { 2362 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2363 composeLayerRect(layer, layer->regionRect)); 2364 } else if (layer->mesh) { 2365 Glop glop; 2366 GlopBuilder(mRenderState, mCaches, &glop) 2367 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 2368 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 2369 .setTransform(*currentSnapshot(), TransformFlags::None) 2370 .setModelViewOffsetRectSnap(x, y, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 2371 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2372 .build(); 2373 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 2374#if DEBUG_LAYERS_AS_REGIONS 2375 drawRegionRectsDebug(layer->region); 2376#endif 2377 } 2378 2379 if (layer->debugDrawUpdate) { 2380 layer->debugDrawUpdate = false; 2381 2382 SkPaint paint; 2383 paint.setColor(0x7f00ff00); 2384 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2385 } 2386 } 2387 layer->hasDrawnSinceUpdate = true; 2388 2389 if (transform && !transform->isIdentity()) { 2390 restore(); 2391 } 2392 2393 mDirty = true; 2394} 2395 2396/////////////////////////////////////////////////////////////////////////////// 2397// Draw filters 2398/////////////////////////////////////////////////////////////////////////////// 2399void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 2400 // We should never get here since we apply the draw filter when stashing 2401 // the paints in the DisplayList. 2402 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 2403} 2404 2405/////////////////////////////////////////////////////////////////////////////// 2406// Drawing implementation 2407/////////////////////////////////////////////////////////////////////////////// 2408 2409Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 2410 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2411 if (!texture) { 2412 return mCaches.textureCache.get(bitmap); 2413 } 2414 return texture; 2415} 2416 2417void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 2418 const SkPaint* paint) { 2419 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 2420 return; 2421 } 2422 2423 Glop glop; 2424 GlopBuilder(mRenderState, mCaches, &glop) 2425 .setMeshTexturedUnitQuad(nullptr) 2426 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 2427 .setTransform(*currentSnapshot(), TransformFlags::None) 2428 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 2429 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2430 .build(); 2431 renderGlop(glop); 2432} 2433 2434// Same values used by Skia 2435#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2436#define kStdUnderline_Offset (1.0f / 9.0f) 2437#define kStdUnderline_Thickness (1.0f / 18.0f) 2438 2439void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 2440 const SkPaint* paint) { 2441 // Handle underline and strike-through 2442 uint32_t flags = paint->getFlags(); 2443 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2444 SkPaint paintCopy(*paint); 2445 2446 if (CC_LIKELY(underlineWidth > 0.0f)) { 2447 const float textSize = paintCopy.getTextSize(); 2448 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2449 2450 const float left = x; 2451 float top = 0.0f; 2452 2453 int linesCount = 0; 2454 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2455 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2456 2457 const int pointsCount = 4 * linesCount; 2458 float points[pointsCount]; 2459 int currentPoint = 0; 2460 2461 if (flags & SkPaint::kUnderlineText_Flag) { 2462 top = y + textSize * kStdUnderline_Offset; 2463 points[currentPoint++] = left; 2464 points[currentPoint++] = top; 2465 points[currentPoint++] = left + underlineWidth; 2466 points[currentPoint++] = top; 2467 } 2468 2469 if (flags & SkPaint::kStrikeThruText_Flag) { 2470 top = y + textSize * kStdStrikeThru_Offset; 2471 points[currentPoint++] = left; 2472 points[currentPoint++] = top; 2473 points[currentPoint++] = left + underlineWidth; 2474 points[currentPoint++] = top; 2475 } 2476 2477 paintCopy.setStrokeWidth(strokeWidth); 2478 2479 drawLines(&points[0], pointsCount, &paintCopy); 2480 } 2481 } 2482} 2483 2484void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 2485 if (mState.currentlyIgnored()) { 2486 return; 2487 } 2488 2489 drawColorRects(rects, count, paint, false, true, true); 2490} 2491 2492void OpenGLRenderer::drawShadow(float casterAlpha, 2493 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 2494 if (mState.currentlyIgnored()) return; 2495 2496 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 2497 mRenderState.scissor().setEnabled(true); 2498 2499 SkPaint paint; 2500 paint.setAntiAlias(true); // want to use AlphaVertex 2501 2502 // The caller has made sure casterAlpha > 0. 2503 float ambientShadowAlpha = mAmbientShadowAlpha; 2504 if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) { 2505 ambientShadowAlpha = Properties::overrideAmbientShadowStrength; 2506 } 2507 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 2508 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 2509 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2510 } 2511 2512 float spotShadowAlpha = mSpotShadowAlpha; 2513 if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) { 2514 spotShadowAlpha = Properties::overrideSpotShadowStrength; 2515 } 2516 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 2517 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 2518 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2519 } 2520 2521 mDirty=true; 2522} 2523 2524void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 2525 bool ignoreTransform, bool dirty, bool clip) { 2526 if (count == 0) { 2527 return; 2528 } 2529 2530 float left = FLT_MAX; 2531 float top = FLT_MAX; 2532 float right = FLT_MIN; 2533 float bottom = FLT_MIN; 2534 2535 Vertex mesh[count]; 2536 Vertex* vertex = mesh; 2537 2538 for (int index = 0; index < count; index += 4) { 2539 float l = rects[index + 0]; 2540 float t = rects[index + 1]; 2541 float r = rects[index + 2]; 2542 float b = rects[index + 3]; 2543 2544 Vertex::set(vertex++, l, t); 2545 Vertex::set(vertex++, r, t); 2546 Vertex::set(vertex++, l, b); 2547 Vertex::set(vertex++, r, b); 2548 2549 left = fminf(left, l); 2550 top = fminf(top, t); 2551 right = fmaxf(right, r); 2552 bottom = fmaxf(bottom, b); 2553 } 2554 2555 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 2556 return; 2557 } 2558 2559 const int transformFlags = ignoreTransform 2560 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2561 Glop glop; 2562 GlopBuilder(mRenderState, mCaches, &glop) 2563 .setMeshIndexedQuads(&mesh[0], count / 4) 2564 .setFillPaint(*paint, currentSnapshot()->alpha) 2565 .setTransform(*currentSnapshot(), transformFlags) 2566 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2567 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2568 .build(); 2569 renderGlop(glop); 2570} 2571 2572void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2573 const SkPaint* paint, bool ignoreTransform) { 2574 const int transformFlags = ignoreTransform 2575 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2576 Glop glop; 2577 GlopBuilder(mRenderState, mCaches, &glop) 2578 .setMeshUnitQuad() 2579 .setFillPaint(*paint, currentSnapshot()->alpha) 2580 .setTransform(*currentSnapshot(), transformFlags) 2581 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 2582 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2583 .build(); 2584 renderGlop(glop); 2585} 2586 2587void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 2588 SkXfermode::Mode* mode) const { 2589 getAlphaAndModeDirect(paint, alpha, mode); 2590 *alpha *= currentSnapshot()->alpha; 2591} 2592 2593float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 2594 return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha; 2595} 2596 2597}; // namespace uirenderer 2598}; // namespace android 2599