OpenGLRenderer.cpp revision 671d6cf460531825a321edb200523d0faa7792c9
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 51 52/////////////////////////////////////////////////////////////////////////////// 53// Globals 54/////////////////////////////////////////////////////////////////////////////// 55 56/** 57 * Structure mapping Skia xfermodes to OpenGL blending factors. 58 */ 59struct Blender { 60 SkXfermode::Mode mode; 61 GLenum src; 62 GLenum dst; 63}; // struct Blender 64 65// In this array, the index of each Blender equals the value of the first 66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 67static const Blender gBlends[] = { 68 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 70 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 71 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 73 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 75 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 79 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 81 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 82 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 83}; 84 85// This array contains the swapped version of each SkXfermode. For instance 86// this array's SrcOver blending mode is actually DstOver. You can refer to 87// createLayer() for more information on the purpose of this array. 88static const Blender gBlendsSwap[] = { 89 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 91 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 92 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 93 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 95 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 99 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 102 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 103 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 104}; 105 106/////////////////////////////////////////////////////////////////////////////// 107// Constructors/destructor 108/////////////////////////////////////////////////////////////////////////////// 109 110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 111 mShader = NULL; 112 mColorFilter = NULL; 113 mHasShadow = false; 114 115 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 116 117 mFirstSnapshot = new Snapshot; 118} 119 120OpenGLRenderer::~OpenGLRenderer() { 121 // The context has already been destroyed at this point, do not call 122 // GL APIs. All GL state should be kept in Caches.h 123} 124 125/////////////////////////////////////////////////////////////////////////////// 126// Setup 127/////////////////////////////////////////////////////////////////////////////// 128 129void OpenGLRenderer::setViewport(int width, int height) { 130 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 131 132 mWidth = width; 133 mHeight = height; 134 135 mFirstSnapshot->height = height; 136 mFirstSnapshot->viewport.set(0, 0, width, height); 137 138 glDisable(GL_DITHER); 139 glEnable(GL_SCISSOR_TEST); 140 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 141 142 glEnableVertexAttribArray(Program::kBindingPosition); 143} 144 145void OpenGLRenderer::prepare(bool opaque) { 146 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 147} 148 149void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 150 mCaches.clearGarbage(); 151 152 mSnapshot = new Snapshot(mFirstSnapshot, 153 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 154 mSnapshot->fbo = getTargetFbo(); 155 mSaveCount = 1; 156 157 glViewport(0, 0, mWidth, mHeight); 158 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 160 mSnapshot->setClip(left, top, right, bottom); 161 mDirtyClip = false; 162 163 if (!opaque) { 164 glClear(GL_COLOR_BUFFER_BIT); 165 } 166} 167 168void OpenGLRenderer::finish() { 169#if DEBUG_OPENGL 170 GLenum status = GL_NO_ERROR; 171 while ((status = glGetError()) != GL_NO_ERROR) { 172 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 173 switch (status) { 174 case GL_OUT_OF_MEMORY: 175 ALOGE(" OpenGLRenderer is out of memory!"); 176 break; 177 } 178 } 179#endif 180#if DEBUG_MEMORY_USAGE 181 mCaches.dumpMemoryUsage(); 182#else 183 if (mCaches.getDebugLevel() & kDebugMemory) { 184 mCaches.dumpMemoryUsage(); 185 } 186#endif 187} 188 189void OpenGLRenderer::interrupt() { 190 if (mCaches.currentProgram) { 191 if (mCaches.currentProgram->isInUse()) { 192 mCaches.currentProgram->remove(); 193 mCaches.currentProgram = NULL; 194 } 195 } 196 mCaches.unbindMeshBuffer(); 197 mCaches.unbindIndicesBuffer(); 198 mCaches.resetVertexPointers(); 199 mCaches.disbaleTexCoordsVertexArray(); 200} 201 202void OpenGLRenderer::resume() { 203 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 204 205 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 206 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 207 208 glEnable(GL_SCISSOR_TEST); 209 mCaches.resetScissor(); 210 dirtyClip(); 211 212 mCaches.activeTexture(0); 213 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 214 215 mCaches.blend = true; 216 glEnable(GL_BLEND); 217 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 218 glBlendEquation(GL_FUNC_ADD); 219} 220 221bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 222 interrupt(); 223 if (mDirtyClip) { 224 setScissorFromClip(); 225 } 226 227 Rect clip(*mSnapshot->clipRect); 228 clip.snapToPixelBoundaries(); 229 230#if RENDER_LAYERS_AS_REGIONS 231 // Since we don't know what the functor will draw, let's dirty 232 // tne entire clip region 233 if (hasLayer()) { 234 dirtyLayerUnchecked(clip, getRegion()); 235 } 236#endif 237 238 DrawGlInfo info; 239 info.clipLeft = clip.left; 240 info.clipTop = clip.top; 241 info.clipRight = clip.right; 242 info.clipBottom = clip.bottom; 243 info.isLayer = hasLayer(); 244 getSnapshot()->transform->copyTo(&info.transform[0]); 245 246 status_t result = (*functor)(0, &info); 247 248 if (result != 0) { 249 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 250 dirty.unionWith(localDirty); 251 } 252 253 resume(); 254 return result != 0; 255} 256 257/////////////////////////////////////////////////////////////////////////////// 258// State management 259/////////////////////////////////////////////////////////////////////////////// 260 261int OpenGLRenderer::getSaveCount() const { 262 return mSaveCount; 263} 264 265int OpenGLRenderer::save(int flags) { 266 return saveSnapshot(flags); 267} 268 269void OpenGLRenderer::restore() { 270 if (mSaveCount > 1) { 271 restoreSnapshot(); 272 } 273} 274 275void OpenGLRenderer::restoreToCount(int saveCount) { 276 if (saveCount < 1) saveCount = 1; 277 278 while (mSaveCount > saveCount) { 279 restoreSnapshot(); 280 } 281} 282 283int OpenGLRenderer::saveSnapshot(int flags) { 284 mSnapshot = new Snapshot(mSnapshot, flags); 285 return mSaveCount++; 286} 287 288bool OpenGLRenderer::restoreSnapshot() { 289 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 290 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 291 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 292 293 sp<Snapshot> current = mSnapshot; 294 sp<Snapshot> previous = mSnapshot->previous; 295 296 if (restoreOrtho) { 297 Rect& r = previous->viewport; 298 glViewport(r.left, r.top, r.right, r.bottom); 299 mOrthoMatrix.load(current->orthoMatrix); 300 } 301 302 mSaveCount--; 303 mSnapshot = previous; 304 305 if (restoreClip) { 306 dirtyClip(); 307 } 308 309 if (restoreLayer) { 310 composeLayer(current, previous); 311 } 312 313 return restoreClip; 314} 315 316/////////////////////////////////////////////////////////////////////////////// 317// Layers 318/////////////////////////////////////////////////////////////////////////////// 319 320int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 321 SkPaint* p, int flags) { 322 const GLuint previousFbo = mSnapshot->fbo; 323 const int count = saveSnapshot(flags); 324 325 if (!mSnapshot->isIgnored()) { 326 int alpha = 255; 327 SkXfermode::Mode mode; 328 329 if (p) { 330 alpha = p->getAlpha(); 331 if (!mCaches.extensions.hasFramebufferFetch()) { 332 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 333 if (!isMode) { 334 // Assume SRC_OVER 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 } else { 338 mode = getXfermode(p->getXfermode()); 339 } 340 } else { 341 mode = SkXfermode::kSrcOver_Mode; 342 } 343 344 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 345 } 346 347 return count; 348} 349 350int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 351 int alpha, int flags) { 352 if (alpha >= 255 - ALPHA_THRESHOLD) { 353 return saveLayer(left, top, right, bottom, NULL, flags); 354 } else { 355 SkPaint paint; 356 paint.setAlpha(alpha); 357 return saveLayer(left, top, right, bottom, &paint, flags); 358 } 359} 360 361/** 362 * Layers are viewed by Skia are slightly different than layers in image editing 363 * programs (for instance.) When a layer is created, previously created layers 364 * and the frame buffer still receive every drawing command. For instance, if a 365 * layer is created and a shape intersecting the bounds of the layers and the 366 * framebuffer is draw, the shape will be drawn on both (unless the layer was 367 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 368 * 369 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 370 * texture. Unfortunately, this is inefficient as it requires every primitive to 371 * be drawn n + 1 times, where n is the number of active layers. In practice this 372 * means, for every primitive: 373 * - Switch active frame buffer 374 * - Change viewport, clip and projection matrix 375 * - Issue the drawing 376 * 377 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 378 * To avoid this, layers are implemented in a different way here, at least in the 379 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 380 * is set. When this flag is set we can redirect all drawing operations into a 381 * single FBO. 382 * 383 * This implementation relies on the frame buffer being at least RGBA 8888. When 384 * a layer is created, only a texture is created, not an FBO. The content of the 385 * frame buffer contained within the layer's bounds is copied into this texture 386 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 387 * buffer and drawing continues as normal. This technique therefore treats the 388 * frame buffer as a scratch buffer for the layers. 389 * 390 * To compose the layers back onto the frame buffer, each layer texture 391 * (containing the original frame buffer data) is drawn as a simple quad over 392 * the frame buffer. The trick is that the quad is set as the composition 393 * destination in the blending equation, and the frame buffer becomes the source 394 * of the composition. 395 * 396 * Drawing layers with an alpha value requires an extra step before composition. 397 * An empty quad is drawn over the layer's region in the frame buffer. This quad 398 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 399 * quad is used to multiply the colors in the frame buffer. This is achieved by 400 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 401 * GL_ZERO, GL_SRC_ALPHA. 402 * 403 * Because glCopyTexImage2D() can be slow, an alternative implementation might 404 * be use to draw a single clipped layer. The implementation described above 405 * is correct in every case. 406 * 407 * (1) The frame buffer is actually not cleared right away. To allow the GPU 408 * to potentially optimize series of calls to glCopyTexImage2D, the frame 409 * buffer is left untouched until the first drawing operation. Only when 410 * something actually gets drawn are the layers regions cleared. 411 */ 412bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 413 float right, float bottom, int alpha, SkXfermode::Mode mode, 414 int flags, GLuint previousFbo) { 415 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 416 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 417 418 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 419 420 // Window coordinates of the layer 421 Rect bounds(left, top, right, bottom); 422 if (!fboLayer) { 423 mSnapshot->transform->mapRect(bounds); 424 425 // Layers only make sense if they are in the framebuffer's bounds 426 if (bounds.intersect(*snapshot->clipRect)) { 427 // We cannot work with sub-pixels in this case 428 bounds.snapToPixelBoundaries(); 429 430 // When the layer is not an FBO, we may use glCopyTexImage so we 431 // need to make sure the layer does not extend outside the bounds 432 // of the framebuffer 433 if (!bounds.intersect(snapshot->previous->viewport)) { 434 bounds.setEmpty(); 435 } 436 } else { 437 bounds.setEmpty(); 438 } 439 } 440 441 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 442 bounds.getHeight() > mCaches.maxTextureSize) { 443 snapshot->empty = fboLayer; 444 } else { 445 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 446 } 447 448 // Bail out if we won't draw in this snapshot 449 if (snapshot->invisible || snapshot->empty) { 450 return false; 451 } 452 453 mCaches.activeTexture(0); 454 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 455 if (!layer) { 456 return false; 457 } 458 459 layer->setAlpha(alpha, mode); 460 layer->layer.set(bounds); 461 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 462 bounds.getWidth() / float(layer->getWidth()), 0.0f); 463 layer->setColorFilter(mColorFilter); 464 465 // Save the layer in the snapshot 466 snapshot->flags |= Snapshot::kFlagIsLayer; 467 snapshot->layer = layer; 468 469 if (fboLayer) { 470 return createFboLayer(layer, bounds, snapshot, previousFbo); 471 } else { 472 // Copy the framebuffer into the layer 473 layer->bindTexture(); 474 if (!bounds.isEmpty()) { 475 if (layer->isEmpty()) { 476 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 477 bounds.left, snapshot->height - bounds.bottom, 478 layer->getWidth(), layer->getHeight(), 0); 479 layer->setEmpty(false); 480 } else { 481 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 482 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 483 } 484 485 // Enqueue the buffer coordinates to clear the corresponding region later 486 mLayers.push(new Rect(bounds)); 487 } 488 } 489 490 return true; 491} 492 493bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 494 GLuint previousFbo) { 495 layer->setFbo(mCaches.fboCache.get()); 496 497#if RENDER_LAYERS_AS_REGIONS 498 snapshot->region = &snapshot->layer->region; 499 snapshot->flags |= Snapshot::kFlagFboTarget; 500#endif 501 502 Rect clip(bounds); 503 snapshot->transform->mapRect(clip); 504 clip.intersect(*snapshot->clipRect); 505 clip.snapToPixelBoundaries(); 506 clip.intersect(snapshot->previous->viewport); 507 508 mat4 inverse; 509 inverse.loadInverse(*mSnapshot->transform); 510 511 inverse.mapRect(clip); 512 clip.snapToPixelBoundaries(); 513 clip.intersect(bounds); 514 clip.translate(-bounds.left, -bounds.top); 515 516 snapshot->flags |= Snapshot::kFlagIsFboLayer; 517 snapshot->fbo = layer->getFbo(); 518 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 519 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 520 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 521 snapshot->height = bounds.getHeight(); 522 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 523 snapshot->orthoMatrix.load(mOrthoMatrix); 524 525 // Bind texture to FBO 526 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 527 layer->bindTexture(); 528 529 // Initialize the texture if needed 530 if (layer->isEmpty()) { 531 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 532 layer->setEmpty(false); 533 } 534 535 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 536 layer->getTexture(), 0); 537 538#if DEBUG_LAYERS_AS_REGIONS 539 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 540 if (status != GL_FRAMEBUFFER_COMPLETE) { 541 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 542 543 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 544 layer->deleteTexture(); 545 mCaches.fboCache.put(layer->getFbo()); 546 547 delete layer; 548 549 return false; 550 } 551#endif 552 553 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 554 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 555 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 556 glClear(GL_COLOR_BUFFER_BIT); 557 558 dirtyClip(); 559 560 // Change the ortho projection 561 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 562 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 563 564 return true; 565} 566 567/** 568 * Read the documentation of createLayer() before doing anything in this method. 569 */ 570void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 571 if (!current->layer) { 572 ALOGE("Attempting to compose a layer that does not exist"); 573 return; 574 } 575 576 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 577 578 if (fboLayer) { 579 // Unbind current FBO and restore previous one 580 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 581 } 582 583 Layer* layer = current->layer; 584 const Rect& rect = layer->layer; 585 586 if (!fboLayer && layer->getAlpha() < 255) { 587 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 588 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 589 // Required below, composeLayerRect() will divide by 255 590 layer->setAlpha(255); 591 } 592 593 mCaches.unbindMeshBuffer(); 594 595 mCaches.activeTexture(0); 596 597 // When the layer is stored in an FBO, we can save a bit of fillrate by 598 // drawing only the dirty region 599 if (fboLayer) { 600 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 601 if (layer->getColorFilter()) { 602 setupColorFilter(layer->getColorFilter()); 603 } 604 composeLayerRegion(layer, rect); 605 if (layer->getColorFilter()) { 606 resetColorFilter(); 607 } 608 } else if (!rect.isEmpty()) { 609 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 610 composeLayerRect(layer, rect, true); 611 } 612 613 if (fboLayer) { 614 // Note: No need to use glDiscardFramebufferEXT() since we never 615 // create/compose layers that are not on screen with this 616 // code path 617 // See LayerRenderer::destroyLayer(Layer*) 618 619 // Detach the texture from the FBO 620 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 621 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 622 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 623 624 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 625 mCaches.fboCache.put(current->fbo); 626 } 627 628 dirtyClip(); 629 630 // Failing to add the layer to the cache should happen only if the layer is too large 631 if (!mCaches.layerCache.put(layer)) { 632 LAYER_LOGD("Deleting layer"); 633 layer->deleteTexture(); 634 delete layer; 635 } 636} 637 638void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 639 float alpha = layer->getAlpha() / 255.0f; 640 641 mat4& transform = layer->getTransform(); 642 if (!transform.isIdentity()) { 643 save(0); 644 mSnapshot->transform->multiply(transform); 645 } 646 647 setupDraw(); 648 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 649 setupDrawWithTexture(); 650 } else { 651 setupDrawWithExternalTexture(); 652 } 653 setupDrawTextureTransform(); 654 setupDrawColor(alpha, alpha, alpha, alpha); 655 setupDrawColorFilter(); 656 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 657 setupDrawProgram(); 658 setupDrawPureColorUniforms(); 659 setupDrawColorFilterUniforms(); 660 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 661 setupDrawTexture(layer->getTexture()); 662 } else { 663 setupDrawExternalTexture(layer->getTexture()); 664 } 665 if (mSnapshot->transform->isPureTranslate() && 666 layer->getWidth() == (uint32_t) rect.getWidth() && 667 layer->getHeight() == (uint32_t) rect.getHeight()) { 668 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 669 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 670 671 layer->setFilter(GL_NEAREST); 672 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 673 } else { 674 layer->setFilter(GL_LINEAR); 675 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 676 } 677 setupDrawTextureTransformUniforms(layer->getTexTransform()); 678 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 679 680 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 681 682 finishDrawTexture(); 683 684 if (!transform.isIdentity()) { 685 restore(); 686 } 687} 688 689void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 690 if (!layer->isTextureLayer()) { 691 const Rect& texCoords = layer->texCoords; 692 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 693 texCoords.right, texCoords.bottom); 694 695 float x = rect.left; 696 float y = rect.top; 697 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 698 layer->getWidth() == (uint32_t) rect.getWidth() && 699 layer->getHeight() == (uint32_t) rect.getHeight(); 700 701 if (simpleTransform) { 702 // When we're swapping, the layer is already in screen coordinates 703 if (!swap) { 704 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 705 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 706 } 707 708 layer->setFilter(GL_NEAREST, true); 709 } else { 710 layer->setFilter(GL_LINEAR, true); 711 } 712 713 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 714 layer->getTexture(), layer->getAlpha() / 255.0f, 715 layer->getMode(), layer->isBlend(), 716 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 717 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 718 719 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 720 } else { 721 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 722 drawTextureLayer(layer, rect); 723 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 724 } 725} 726 727void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 728#if RENDER_LAYERS_AS_REGIONS 729 if (layer->region.isRect()) { 730 layer->setRegionAsRect(); 731 732 composeLayerRect(layer, layer->regionRect); 733 734 layer->region.clear(); 735 return; 736 } 737 738 // TODO: See LayerRenderer.cpp::generateMesh() for important 739 // information about this implementation 740 if (!layer->region.isEmpty()) { 741 size_t count; 742 const android::Rect* rects = layer->region.getArray(&count); 743 744 const float alpha = layer->getAlpha() / 255.0f; 745 const float texX = 1.0f / float(layer->getWidth()); 746 const float texY = 1.0f / float(layer->getHeight()); 747 const float height = rect.getHeight(); 748 749 TextureVertex* mesh = mCaches.getRegionMesh(); 750 GLsizei numQuads = 0; 751 752 setupDraw(); 753 setupDrawWithTexture(); 754 setupDrawColor(alpha, alpha, alpha, alpha); 755 setupDrawColorFilter(); 756 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 757 setupDrawProgram(); 758 setupDrawDirtyRegionsDisabled(); 759 setupDrawPureColorUniforms(); 760 setupDrawColorFilterUniforms(); 761 setupDrawTexture(layer->getTexture()); 762 if (mSnapshot->transform->isPureTranslate()) { 763 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 764 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 765 766 layer->setFilter(GL_NEAREST); 767 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 768 } else { 769 layer->setFilter(GL_LINEAR); 770 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 771 } 772 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 773 774 for (size_t i = 0; i < count; i++) { 775 const android::Rect* r = &rects[i]; 776 777 const float u1 = r->left * texX; 778 const float v1 = (height - r->top) * texY; 779 const float u2 = r->right * texX; 780 const float v2 = (height - r->bottom) * texY; 781 782 // TODO: Reject quads outside of the clip 783 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 784 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 785 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 786 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 787 788 numQuads++; 789 790 if (numQuads >= REGION_MESH_QUAD_COUNT) { 791 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 792 numQuads = 0; 793 mesh = mCaches.getRegionMesh(); 794 } 795 } 796 797 if (numQuads > 0) { 798 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 799 } 800 801 finishDrawTexture(); 802 803#if DEBUG_LAYERS_AS_REGIONS 804 drawRegionRects(layer->region); 805#endif 806 807 layer->region.clear(); 808 } 809#else 810 composeLayerRect(layer, rect); 811#endif 812} 813 814void OpenGLRenderer::drawRegionRects(const Region& region) { 815#if DEBUG_LAYERS_AS_REGIONS 816 size_t count; 817 const android::Rect* rects = region.getArray(&count); 818 819 uint32_t colors[] = { 820 0x7fff0000, 0x7f00ff00, 821 0x7f0000ff, 0x7fff00ff, 822 }; 823 824 int offset = 0; 825 int32_t top = rects[0].top; 826 827 for (size_t i = 0; i < count; i++) { 828 if (top != rects[i].top) { 829 offset ^= 0x2; 830 top = rects[i].top; 831 } 832 833 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 834 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 835 SkXfermode::kSrcOver_Mode); 836 } 837#endif 838} 839 840void OpenGLRenderer::dirtyLayer(const float left, const float top, 841 const float right, const float bottom, const mat4 transform) { 842#if RENDER_LAYERS_AS_REGIONS 843 if (hasLayer()) { 844 Rect bounds(left, top, right, bottom); 845 transform.mapRect(bounds); 846 dirtyLayerUnchecked(bounds, getRegion()); 847 } 848#endif 849} 850 851void OpenGLRenderer::dirtyLayer(const float left, const float top, 852 const float right, const float bottom) { 853#if RENDER_LAYERS_AS_REGIONS 854 if (hasLayer()) { 855 Rect bounds(left, top, right, bottom); 856 dirtyLayerUnchecked(bounds, getRegion()); 857 } 858#endif 859} 860 861void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 862#if RENDER_LAYERS_AS_REGIONS 863 if (bounds.intersect(*mSnapshot->clipRect)) { 864 bounds.snapToPixelBoundaries(); 865 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 866 if (!dirty.isEmpty()) { 867 region->orSelf(dirty); 868 } 869 } 870#endif 871} 872 873void OpenGLRenderer::clearLayerRegions() { 874 const size_t count = mLayers.size(); 875 if (count == 0) return; 876 877 if (!mSnapshot->isIgnored()) { 878 // Doing several glScissor/glClear here can negatively impact 879 // GPUs with a tiler architecture, instead we draw quads with 880 // the Clear blending mode 881 882 // The list contains bounds that have already been clipped 883 // against their initial clip rect, and the current clip 884 // is likely different so we need to disable clipping here 885 glDisable(GL_SCISSOR_TEST); 886 887 Vertex mesh[count * 6]; 888 Vertex* vertex = mesh; 889 890 for (uint32_t i = 0; i < count; i++) { 891 Rect* bounds = mLayers.itemAt(i); 892 893 Vertex::set(vertex++, bounds->left, bounds->bottom); 894 Vertex::set(vertex++, bounds->left, bounds->top); 895 Vertex::set(vertex++, bounds->right, bounds->top); 896 Vertex::set(vertex++, bounds->left, bounds->bottom); 897 Vertex::set(vertex++, bounds->right, bounds->top); 898 Vertex::set(vertex++, bounds->right, bounds->bottom); 899 900 delete bounds; 901 } 902 903 setupDraw(false); 904 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 905 setupDrawBlending(true, SkXfermode::kClear_Mode); 906 setupDrawProgram(); 907 setupDrawPureColorUniforms(); 908 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 909 setupDrawVertices(&mesh[0].position[0]); 910 911 glDrawArrays(GL_TRIANGLES, 0, count * 6); 912 913 glEnable(GL_SCISSOR_TEST); 914 } else { 915 for (uint32_t i = 0; i < count; i++) { 916 delete mLayers.itemAt(i); 917 } 918 } 919 920 mLayers.clear(); 921} 922 923/////////////////////////////////////////////////////////////////////////////// 924// Transforms 925/////////////////////////////////////////////////////////////////////////////// 926 927void OpenGLRenderer::translate(float dx, float dy) { 928 mSnapshot->transform->translate(dx, dy, 0.0f); 929} 930 931void OpenGLRenderer::rotate(float degrees) { 932 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 933} 934 935void OpenGLRenderer::scale(float sx, float sy) { 936 mSnapshot->transform->scale(sx, sy, 1.0f); 937} 938 939void OpenGLRenderer::skew(float sx, float sy) { 940 mSnapshot->transform->skew(sx, sy); 941} 942 943void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 944 if (matrix) { 945 mSnapshot->transform->load(*matrix); 946 } else { 947 mSnapshot->transform->loadIdentity(); 948 } 949} 950 951void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 952 mSnapshot->transform->copyTo(*matrix); 953} 954 955void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 956 SkMatrix transform; 957 mSnapshot->transform->copyTo(transform); 958 transform.preConcat(*matrix); 959 mSnapshot->transform->load(transform); 960} 961 962/////////////////////////////////////////////////////////////////////////////// 963// Clipping 964/////////////////////////////////////////////////////////////////////////////// 965 966void OpenGLRenderer::setScissorFromClip() { 967 Rect clip(*mSnapshot->clipRect); 968 clip.snapToPixelBoundaries(); 969 970 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 971 clip.getWidth(), clip.getHeight()); 972 973 mDirtyClip = false; 974} 975 976const Rect& OpenGLRenderer::getClipBounds() { 977 return mSnapshot->getLocalClip(); 978} 979 980bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 981 if (mSnapshot->isIgnored()) { 982 return true; 983 } 984 985 Rect r(left, top, right, bottom); 986 mSnapshot->transform->mapRect(r); 987 r.snapToPixelBoundaries(); 988 989 Rect clipRect(*mSnapshot->clipRect); 990 clipRect.snapToPixelBoundaries(); 991 992 return !clipRect.intersects(r); 993} 994 995bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 996 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 997 if (clipped) { 998 dirtyClip(); 999 } 1000 return !mSnapshot->clipRect->isEmpty(); 1001} 1002 1003/////////////////////////////////////////////////////////////////////////////// 1004// Drawing commands 1005/////////////////////////////////////////////////////////////////////////////// 1006 1007void OpenGLRenderer::setupDraw(bool clear) { 1008 if (clear) clearLayerRegions(); 1009 if (mDirtyClip) { 1010 setScissorFromClip(); 1011 } 1012 mDescription.reset(); 1013 mSetShaderColor = false; 1014 mColorSet = false; 1015 mColorA = mColorR = mColorG = mColorB = 0.0f; 1016 mTextureUnit = 0; 1017 mTrackDirtyRegions = true; 1018} 1019 1020void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1021 mDescription.hasTexture = true; 1022 mDescription.hasAlpha8Texture = isAlpha8; 1023} 1024 1025void OpenGLRenderer::setupDrawWithExternalTexture() { 1026 mDescription.hasExternalTexture = true; 1027} 1028 1029void OpenGLRenderer::setupDrawNoTexture() { 1030 mCaches.disbaleTexCoordsVertexArray(); 1031} 1032 1033void OpenGLRenderer::setupDrawAALine() { 1034 mDescription.isAA = true; 1035} 1036 1037void OpenGLRenderer::setupDrawPoint(float pointSize) { 1038 mDescription.isPoint = true; 1039 mDescription.pointSize = pointSize; 1040} 1041 1042void OpenGLRenderer::setupDrawColor(int color) { 1043 setupDrawColor(color, (color >> 24) & 0xFF); 1044} 1045 1046void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1047 mColorA = alpha / 255.0f; 1048 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1049 // the rgb values by a instead of also dividing by 255 1050 const float a = mColorA / 255.0f; 1051 mColorR = a * ((color >> 16) & 0xFF); 1052 mColorG = a * ((color >> 8) & 0xFF); 1053 mColorB = a * ((color ) & 0xFF); 1054 mColorSet = true; 1055 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1056} 1057 1058void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1059 mColorA = alpha / 255.0f; 1060 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1061 // the rgb values by a instead of also dividing by 255 1062 const float a = mColorA / 255.0f; 1063 mColorR = a * ((color >> 16) & 0xFF); 1064 mColorG = a * ((color >> 8) & 0xFF); 1065 mColorB = a * ((color ) & 0xFF); 1066 mColorSet = true; 1067 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1068} 1069 1070void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1071 mColorA = a; 1072 mColorR = r; 1073 mColorG = g; 1074 mColorB = b; 1075 mColorSet = true; 1076 mSetShaderColor = mDescription.setColor(r, g, b, a); 1077} 1078 1079void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1080 mColorA = a; 1081 mColorR = r; 1082 mColorG = g; 1083 mColorB = b; 1084 mColorSet = true; 1085 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1086} 1087 1088void OpenGLRenderer::setupDrawShader() { 1089 if (mShader) { 1090 mShader->describe(mDescription, mCaches.extensions); 1091 } 1092} 1093 1094void OpenGLRenderer::setupDrawColorFilter() { 1095 if (mColorFilter) { 1096 mColorFilter->describe(mDescription, mCaches.extensions); 1097 } 1098} 1099 1100void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1101 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1102 mColorA = 1.0f; 1103 mColorR = mColorG = mColorB = 0.0f; 1104 mSetShaderColor = mDescription.modulate = true; 1105 } 1106} 1107 1108void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1109 // When the blending mode is kClear_Mode, we need to use a modulate color 1110 // argb=1,0,0,0 1111 accountForClear(mode); 1112 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1113 mDescription, swapSrcDst); 1114} 1115 1116void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1117 // When the blending mode is kClear_Mode, we need to use a modulate color 1118 // argb=1,0,0,0 1119 accountForClear(mode); 1120 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1121 mDescription, swapSrcDst); 1122} 1123 1124void OpenGLRenderer::setupDrawProgram() { 1125 useProgram(mCaches.programCache.get(mDescription)); 1126} 1127 1128void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1129 mTrackDirtyRegions = false; 1130} 1131 1132void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1133 bool ignoreTransform) { 1134 mModelView.loadTranslate(left, top, 0.0f); 1135 if (!ignoreTransform) { 1136 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1137 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1138 } else { 1139 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1140 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1141 } 1142} 1143 1144void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1145 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1146} 1147 1148void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1149 bool ignoreTransform, bool ignoreModelView) { 1150 if (!ignoreModelView) { 1151 mModelView.loadTranslate(left, top, 0.0f); 1152 mModelView.scale(right - left, bottom - top, 1.0f); 1153 } else { 1154 mModelView.loadIdentity(); 1155 } 1156 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1157 if (!ignoreTransform) { 1158 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1159 if (mTrackDirtyRegions && dirty) { 1160 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1161 } 1162 } else { 1163 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1164 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1165 } 1166} 1167 1168void OpenGLRenderer::setupDrawPointUniforms() { 1169 int slot = mCaches.currentProgram->getUniform("pointSize"); 1170 glUniform1f(slot, mDescription.pointSize); 1171} 1172 1173void OpenGLRenderer::setupDrawColorUniforms() { 1174 if (mColorSet || (mShader && mSetShaderColor)) { 1175 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1176 } 1177} 1178 1179void OpenGLRenderer::setupDrawPureColorUniforms() { 1180 if (mSetShaderColor) { 1181 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1182 } 1183} 1184 1185void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1186 if (mShader) { 1187 if (ignoreTransform) { 1188 mModelView.loadInverse(*mSnapshot->transform); 1189 } 1190 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1191 } 1192} 1193 1194void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1195 if (mShader) { 1196 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1197 } 1198} 1199 1200void OpenGLRenderer::setupDrawColorFilterUniforms() { 1201 if (mColorFilter) { 1202 mColorFilter->setupProgram(mCaches.currentProgram); 1203 } 1204} 1205 1206void OpenGLRenderer::setupDrawSimpleMesh() { 1207 bool force = mCaches.bindMeshBuffer(); 1208 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1209 mCaches.unbindIndicesBuffer(); 1210} 1211 1212void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1213 bindTexture(texture); 1214 mTextureUnit++; 1215 mCaches.enableTexCoordsVertexArray(); 1216} 1217 1218void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1219 bindExternalTexture(texture); 1220 mTextureUnit++; 1221 mCaches.enableTexCoordsVertexArray(); 1222} 1223 1224void OpenGLRenderer::setupDrawTextureTransform() { 1225 mDescription.hasTextureTransform = true; 1226} 1227 1228void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1229 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1230 GL_FALSE, &transform.data[0]); 1231} 1232 1233void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1234 bool force = false; 1235 if (!vertices) { 1236 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1237 } else { 1238 force = mCaches.unbindMeshBuffer(); 1239 } 1240 1241 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1242 if (mCaches.currentProgram->texCoords >= 0) { 1243 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1244 } 1245 1246 mCaches.unbindIndicesBuffer(); 1247} 1248 1249void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1250 bool force = mCaches.unbindMeshBuffer(); 1251 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1252 if (mCaches.currentProgram->texCoords >= 0) { 1253 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1254 } 1255} 1256 1257void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1258 bool force = mCaches.unbindMeshBuffer(); 1259 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1260 vertices, gVertexStride); 1261 mCaches.unbindIndicesBuffer(); 1262} 1263 1264/** 1265 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1266 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1267 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1268 * attributes (one per vertex) are values from zero to one that tells the fragment 1269 * shader where the fragment is in relation to the line width/length overall; these values are 1270 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1271 * region of the line. 1272 * Note that we only pass down the width values in this setup function. The length coordinates 1273 * are set up for each individual segment. 1274 */ 1275void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1276 GLvoid* lengthCoords, float boundaryWidthProportion) { 1277 bool force = mCaches.unbindMeshBuffer(); 1278 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1279 vertices, gAAVertexStride); 1280 mCaches.resetTexCoordsVertexPointer(); 1281 mCaches.unbindIndicesBuffer(); 1282 1283 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1284 glEnableVertexAttribArray(widthSlot); 1285 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1286 1287 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1288 glEnableVertexAttribArray(lengthSlot); 1289 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1290 1291 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1292 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1293 1294 // Setting the inverse value saves computations per-fragment in the shader 1295 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1296 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1297} 1298 1299void OpenGLRenderer::finishDrawTexture() { 1300} 1301 1302/////////////////////////////////////////////////////////////////////////////// 1303// Drawing 1304/////////////////////////////////////////////////////////////////////////////// 1305 1306bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1307 Rect& dirty, uint32_t level) { 1308 if (quickReject(0.0f, 0.0f, width, height)) { 1309 return false; 1310 } 1311 1312 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1313 // will be performed by the display list itself 1314 if (displayList && displayList->isRenderable()) { 1315 return displayList->replay(*this, dirty, level); 1316 } 1317 1318 return false; 1319} 1320 1321void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1322 if (displayList) { 1323 displayList->output(*this, level); 1324 } 1325} 1326 1327void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1328 int alpha; 1329 SkXfermode::Mode mode; 1330 getAlphaAndMode(paint, &alpha, &mode); 1331 1332 float x = left; 1333 float y = top; 1334 1335 GLenum filter = GL_LINEAR; 1336 bool ignoreTransform = false; 1337 if (mSnapshot->transform->isPureTranslate()) { 1338 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1339 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1340 ignoreTransform = true; 1341 filter = GL_NEAREST; 1342 } else { 1343 filter = FILTER(paint); 1344 } 1345 1346 setupDraw(); 1347 setupDrawWithTexture(true); 1348 if (paint) { 1349 setupDrawAlpha8Color(paint->getColor(), alpha); 1350 } 1351 setupDrawColorFilter(); 1352 setupDrawShader(); 1353 setupDrawBlending(true, mode); 1354 setupDrawProgram(); 1355 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1356 1357 setupDrawTexture(texture->id); 1358 texture->setWrap(GL_CLAMP_TO_EDGE); 1359 texture->setFilter(filter); 1360 1361 setupDrawPureColorUniforms(); 1362 setupDrawColorFilterUniforms(); 1363 setupDrawShaderUniforms(); 1364 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1365 1366 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1367 1368 finishDrawTexture(); 1369} 1370 1371void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1372 const float right = left + bitmap->width(); 1373 const float bottom = top + bitmap->height(); 1374 1375 if (quickReject(left, top, right, bottom)) { 1376 return; 1377 } 1378 1379 mCaches.activeTexture(0); 1380 Texture* texture = mCaches.textureCache.get(bitmap); 1381 if (!texture) return; 1382 const AutoTexture autoCleanup(texture); 1383 1384 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1385 drawAlphaBitmap(texture, left, top, paint); 1386 } else { 1387 drawTextureRect(left, top, right, bottom, texture, paint); 1388 } 1389} 1390 1391void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1392 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1393 const mat4 transform(*matrix); 1394 transform.mapRect(r); 1395 1396 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1397 return; 1398 } 1399 1400 mCaches.activeTexture(0); 1401 Texture* texture = mCaches.textureCache.get(bitmap); 1402 if (!texture) return; 1403 const AutoTexture autoCleanup(texture); 1404 1405 // This could be done in a cheaper way, all we need is pass the matrix 1406 // to the vertex shader. The save/restore is a bit overkill. 1407 save(SkCanvas::kMatrix_SaveFlag); 1408 concatMatrix(matrix); 1409 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1410 restore(); 1411} 1412 1413void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1414 float* vertices, int* colors, SkPaint* paint) { 1415 // TODO: Do a quickReject 1416 if (!vertices || mSnapshot->isIgnored()) { 1417 return; 1418 } 1419 1420 mCaches.activeTexture(0); 1421 Texture* texture = mCaches.textureCache.get(bitmap); 1422 if (!texture) return; 1423 const AutoTexture autoCleanup(texture); 1424 1425 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1426 texture->setFilter(FILTER(paint), true); 1427 1428 int alpha; 1429 SkXfermode::Mode mode; 1430 getAlphaAndMode(paint, &alpha, &mode); 1431 1432 const uint32_t count = meshWidth * meshHeight * 6; 1433 1434 float left = FLT_MAX; 1435 float top = FLT_MAX; 1436 float right = FLT_MIN; 1437 float bottom = FLT_MIN; 1438 1439#if RENDER_LAYERS_AS_REGIONS 1440 bool hasActiveLayer = hasLayer(); 1441#else 1442 bool hasActiveLayer = false; 1443#endif 1444 1445 // TODO: Support the colors array 1446 TextureVertex mesh[count]; 1447 TextureVertex* vertex = mesh; 1448 for (int32_t y = 0; y < meshHeight; y++) { 1449 for (int32_t x = 0; x < meshWidth; x++) { 1450 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1451 1452 float u1 = float(x) / meshWidth; 1453 float u2 = float(x + 1) / meshWidth; 1454 float v1 = float(y) / meshHeight; 1455 float v2 = float(y + 1) / meshHeight; 1456 1457 int ax = i + (meshWidth + 1) * 2; 1458 int ay = ax + 1; 1459 int bx = i; 1460 int by = bx + 1; 1461 int cx = i + 2; 1462 int cy = cx + 1; 1463 int dx = i + (meshWidth + 1) * 2 + 2; 1464 int dy = dx + 1; 1465 1466 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1467 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1468 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1469 1470 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1471 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1472 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1473 1474#if RENDER_LAYERS_AS_REGIONS 1475 if (hasActiveLayer) { 1476 // TODO: This could be optimized to avoid unnecessary ops 1477 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1478 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1479 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1480 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1481 } 1482#endif 1483 } 1484 } 1485 1486#if RENDER_LAYERS_AS_REGIONS 1487 if (hasActiveLayer) { 1488 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1489 } 1490#endif 1491 1492 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1493 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1494 GL_TRIANGLES, count, false, false, 0, false, false); 1495} 1496 1497void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1498 float srcLeft, float srcTop, float srcRight, float srcBottom, 1499 float dstLeft, float dstTop, float dstRight, float dstBottom, 1500 SkPaint* paint) { 1501 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1502 return; 1503 } 1504 1505 mCaches.activeTexture(0); 1506 Texture* texture = mCaches.textureCache.get(bitmap); 1507 if (!texture) return; 1508 const AutoTexture autoCleanup(texture); 1509 1510 const float width = texture->width; 1511 const float height = texture->height; 1512 1513 const float u1 = fmax(0.0f, srcLeft / width); 1514 const float v1 = fmax(0.0f, srcTop / height); 1515 const float u2 = fmin(1.0f, srcRight / width); 1516 const float v2 = fmin(1.0f, srcBottom / height); 1517 1518 mCaches.unbindMeshBuffer(); 1519 resetDrawTextureTexCoords(u1, v1, u2, v2); 1520 1521 int alpha; 1522 SkXfermode::Mode mode; 1523 getAlphaAndMode(paint, &alpha, &mode); 1524 1525 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1526 1527 if (mSnapshot->transform->isPureTranslate()) { 1528 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1529 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1530 1531 GLenum filter = GL_NEAREST; 1532 // Enable linear filtering if the source rectangle is scaled 1533 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1534 filter = FILTER(paint); 1535 } 1536 1537 texture->setFilter(filter, true); 1538 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1539 texture->id, alpha / 255.0f, mode, texture->blend, 1540 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1541 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1542 } else { 1543 texture->setFilter(FILTER(paint), true); 1544 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1545 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1546 GL_TRIANGLE_STRIP, gMeshCount); 1547 } 1548 1549 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1550} 1551 1552void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1553 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1554 float left, float top, float right, float bottom, SkPaint* paint) { 1555 if (quickReject(left, top, right, bottom)) { 1556 return; 1557 } 1558 1559 mCaches.activeTexture(0); 1560 Texture* texture = mCaches.textureCache.get(bitmap); 1561 if (!texture) return; 1562 const AutoTexture autoCleanup(texture); 1563 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1564 texture->setFilter(GL_LINEAR, true); 1565 1566 int alpha; 1567 SkXfermode::Mode mode; 1568 getAlphaAndMode(paint, &alpha, &mode); 1569 1570 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1571 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1572 1573 if (mesh && mesh->verticesCount > 0) { 1574 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1575#if RENDER_LAYERS_AS_REGIONS 1576 // Mark the current layer dirty where we are going to draw the patch 1577 if (hasLayer() && mesh->hasEmptyQuads) { 1578 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1579 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1580 const size_t count = mesh->quads.size(); 1581 for (size_t i = 0; i < count; i++) { 1582 const Rect& bounds = mesh->quads.itemAt(i); 1583 if (pureTranslate) { 1584 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1585 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1586 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1587 } else { 1588 dirtyLayer(left + bounds.left, top + bounds.top, 1589 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1590 } 1591 } 1592 } 1593#endif 1594 1595 if (pureTranslate) { 1596 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1597 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1598 1599 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1600 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1601 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1602 true, !mesh->hasEmptyQuads); 1603 } else { 1604 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1605 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1606 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1607 true, !mesh->hasEmptyQuads); 1608 } 1609 } 1610} 1611 1612/** 1613 * This function uses a similar approach to that of AA lines in the drawLines() function. 1614 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1615 * shader to compute the translucency of the color, determined by whether a given pixel is 1616 * within that boundary region and how far into the region it is. 1617 */ 1618void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1619 int color, SkXfermode::Mode mode) { 1620 float inverseScaleX = 1.0f; 1621 float inverseScaleY = 1.0f; 1622 // The quad that we use needs to account for scaling. 1623 if (!mSnapshot->transform->isPureTranslate()) { 1624 Matrix4 *mat = mSnapshot->transform; 1625 float m00 = mat->data[Matrix4::kScaleX]; 1626 float m01 = mat->data[Matrix4::kSkewY]; 1627 float m02 = mat->data[2]; 1628 float m10 = mat->data[Matrix4::kSkewX]; 1629 float m11 = mat->data[Matrix4::kScaleX]; 1630 float m12 = mat->data[6]; 1631 float scaleX = sqrt(m00 * m00 + m01 * m01); 1632 float scaleY = sqrt(m10 * m10 + m11 * m11); 1633 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1634 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1635 } 1636 1637 setupDraw(); 1638 setupDrawNoTexture(); 1639 setupDrawAALine(); 1640 setupDrawColor(color); 1641 setupDrawColorFilter(); 1642 setupDrawShader(); 1643 setupDrawBlending(true, mode); 1644 setupDrawProgram(); 1645 setupDrawModelViewIdentity(true); 1646 setupDrawColorUniforms(); 1647 setupDrawColorFilterUniforms(); 1648 setupDrawShaderIdentityUniforms(); 1649 1650 AAVertex rects[4]; 1651 AAVertex* aaVertices = &rects[0]; 1652 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1653 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1654 1655 float boundarySizeX = .5 * inverseScaleX; 1656 float boundarySizeY = .5 * inverseScaleY; 1657 1658 // Adjust the rect by the AA boundary padding 1659 left -= boundarySizeX; 1660 right += boundarySizeX; 1661 top -= boundarySizeY; 1662 bottom += boundarySizeY; 1663 1664 float width = right - left; 1665 float height = bottom - top; 1666 1667 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1668 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1669 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1670 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1671 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1672 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1673 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1674 1675 if (!quickReject(left, top, right, bottom)) { 1676 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1677 AAVertex::set(aaVertices++, left, top, 1, 0); 1678 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1679 AAVertex::set(aaVertices++, right, top, 0, 0); 1680 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1681 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1682 } 1683} 1684 1685/** 1686 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1687 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1688 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1689 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1690 * of the line. Hairlines are more involved because we need to account for transform scaling 1691 * to end up with a one-pixel-wide line in screen space.. 1692 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1693 * in combination with values that we calculate and pass down in this method. The basic approach 1694 * is that the quad we create contains both the core line area plus a bounding area in which 1695 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1696 * proportion of the width and the length of a given segment is represented by the boundary 1697 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1698 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1699 * on the inside). This ends up giving the result we want, with pixels that are completely 1700 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1701 * how far into the boundary region they are, which is determined by shader interpolation. 1702 */ 1703void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1704 if (mSnapshot->isIgnored()) return; 1705 1706 const bool isAA = paint->isAntiAlias(); 1707 // We use half the stroke width here because we're going to position the quad 1708 // corner vertices half of the width away from the line endpoints 1709 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1710 // A stroke width of 0 has a special meaning in Skia: 1711 // it draws a line 1 px wide regardless of current transform 1712 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1713 float inverseScaleX = 1.0f; 1714 float inverseScaleY = 1.0f; 1715 bool scaled = false; 1716 int alpha; 1717 SkXfermode::Mode mode; 1718 int generatedVerticesCount = 0; 1719 int verticesCount = count; 1720 if (count > 4) { 1721 // Polyline: account for extra vertices needed for continuous tri-strip 1722 verticesCount += (count - 4); 1723 } 1724 1725 if (isHairLine || isAA) { 1726 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1727 // the line on the screen should always be one pixel wide regardless of scale. For 1728 // AA lines, we only want one pixel of translucent boundary around the quad. 1729 if (!mSnapshot->transform->isPureTranslate()) { 1730 Matrix4 *mat = mSnapshot->transform; 1731 float m00 = mat->data[Matrix4::kScaleX]; 1732 float m01 = mat->data[Matrix4::kSkewY]; 1733 float m02 = mat->data[2]; 1734 float m10 = mat->data[Matrix4::kSkewX]; 1735 float m11 = mat->data[Matrix4::kScaleX]; 1736 float m12 = mat->data[6]; 1737 float scaleX = sqrt(m00*m00 + m01*m01); 1738 float scaleY = sqrt(m10*m10 + m11*m11); 1739 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1740 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1741 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1742 scaled = true; 1743 } 1744 } 1745 } 1746 1747 getAlphaAndMode(paint, &alpha, &mode); 1748 setupDraw(); 1749 setupDrawNoTexture(); 1750 if (isAA) { 1751 setupDrawAALine(); 1752 } 1753 setupDrawColor(paint->getColor(), alpha); 1754 setupDrawColorFilter(); 1755 setupDrawShader(); 1756 if (isAA) { 1757 setupDrawBlending(true, mode); 1758 } else { 1759 setupDrawBlending(mode); 1760 } 1761 setupDrawProgram(); 1762 setupDrawModelViewIdentity(true); 1763 setupDrawColorUniforms(); 1764 setupDrawColorFilterUniforms(); 1765 setupDrawShaderIdentityUniforms(); 1766 1767 if (isHairLine) { 1768 // Set a real stroke width to be used in quad construction 1769 halfStrokeWidth = isAA? 1 : .5; 1770 } else if (isAA && !scaled) { 1771 // Expand boundary to enable AA calculations on the quad border 1772 halfStrokeWidth += .5f; 1773 } 1774 Vertex lines[verticesCount]; 1775 Vertex* vertices = &lines[0]; 1776 AAVertex wLines[verticesCount]; 1777 AAVertex* aaVertices = &wLines[0]; 1778 if (!isAA) { 1779 setupDrawVertices(vertices); 1780 } else { 1781 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1782 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1783 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1784 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1785 // This value is used in the fragment shader to determine how to fill fragments. 1786 // We will need to calculate the actual width proportion on each segment for 1787 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1788 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1789 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1790 } 1791 1792 AAVertex* prevAAVertex = NULL; 1793 Vertex* prevVertex = NULL; 1794 1795 int boundaryLengthSlot = -1; 1796 int inverseBoundaryLengthSlot = -1; 1797 int boundaryWidthSlot = -1; 1798 int inverseBoundaryWidthSlot = -1; 1799 for (int i = 0; i < count; i += 4) { 1800 // a = start point, b = end point 1801 vec2 a(points[i], points[i + 1]); 1802 vec2 b(points[i + 2], points[i + 3]); 1803 float length = 0; 1804 float boundaryLengthProportion = 0; 1805 float boundaryWidthProportion = 0; 1806 1807 // Find the normal to the line 1808 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1809 if (isHairLine) { 1810 if (isAA) { 1811 float wideningFactor; 1812 if (fabs(n.x) >= fabs(n.y)) { 1813 wideningFactor = fabs(1.0f / n.x); 1814 } else { 1815 wideningFactor = fabs(1.0f / n.y); 1816 } 1817 n *= wideningFactor; 1818 } 1819 if (scaled) { 1820 n.x *= inverseScaleX; 1821 n.y *= inverseScaleY; 1822 } 1823 } else if (scaled) { 1824 // Extend n by .5 pixel on each side, post-transform 1825 vec2 extendedN = n.copyNormalized(); 1826 extendedN /= 2; 1827 extendedN.x *= inverseScaleX; 1828 extendedN.y *= inverseScaleY; 1829 float extendedNLength = extendedN.length(); 1830 // We need to set this value on the shader prior to drawing 1831 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1832 n += extendedN; 1833 } 1834 float x = n.x; 1835 n.x = -n.y; 1836 n.y = x; 1837 1838 // aa lines expand the endpoint vertices to encompass the AA boundary 1839 if (isAA) { 1840 vec2 abVector = (b - a); 1841 length = abVector.length(); 1842 abVector.normalize(); 1843 if (scaled) { 1844 abVector.x *= inverseScaleX; 1845 abVector.y *= inverseScaleY; 1846 float abLength = abVector.length(); 1847 boundaryLengthProportion = abLength / (length + abLength); 1848 } else { 1849 boundaryLengthProportion = .5 / (length + 1); 1850 } 1851 abVector /= 2; 1852 a -= abVector; 1853 b += abVector; 1854 } 1855 1856 // Four corners of the rectangle defining a thick line 1857 vec2 p1 = a - n; 1858 vec2 p2 = a + n; 1859 vec2 p3 = b + n; 1860 vec2 p4 = b - n; 1861 1862 1863 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1864 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1865 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1866 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1867 1868 if (!quickReject(left, top, right, bottom)) { 1869 if (!isAA) { 1870 if (prevVertex != NULL) { 1871 // Issue two repeat vertices to create degenerate triangles to bridge 1872 // between the previous line and the new one. This is necessary because 1873 // we are creating a single triangle_strip which will contain 1874 // potentially discontinuous line segments. 1875 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1876 Vertex::set(vertices++, p1.x, p1.y); 1877 generatedVerticesCount += 2; 1878 } 1879 Vertex::set(vertices++, p1.x, p1.y); 1880 Vertex::set(vertices++, p2.x, p2.y); 1881 Vertex::set(vertices++, p4.x, p4.y); 1882 Vertex::set(vertices++, p3.x, p3.y); 1883 prevVertex = vertices - 1; 1884 generatedVerticesCount += 4; 1885 } else { 1886 if (!isHairLine && scaled) { 1887 // Must set width proportions per-segment for scaled non-hairlines to use the 1888 // correct AA boundary dimensions 1889 if (boundaryWidthSlot < 0) { 1890 boundaryWidthSlot = 1891 mCaches.currentProgram->getUniform("boundaryWidth"); 1892 inverseBoundaryWidthSlot = 1893 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1894 } 1895 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1896 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1897 } 1898 if (boundaryLengthSlot < 0) { 1899 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1900 inverseBoundaryLengthSlot = 1901 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1902 } 1903 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1904 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1905 1906 if (prevAAVertex != NULL) { 1907 // Issue two repeat vertices to create degenerate triangles to bridge 1908 // between the previous line and the new one. This is necessary because 1909 // we are creating a single triangle_strip which will contain 1910 // potentially discontinuous line segments. 1911 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1912 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1913 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1914 generatedVerticesCount += 2; 1915 } 1916 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1917 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1918 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1919 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1920 prevAAVertex = aaVertices - 1; 1921 generatedVerticesCount += 4; 1922 } 1923 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1924 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1925 *mSnapshot->transform); 1926 } 1927 } 1928 if (generatedVerticesCount > 0) { 1929 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1930 } 1931} 1932 1933void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1934 if (mSnapshot->isIgnored()) return; 1935 1936 // TODO: The paint's cap style defines whether the points are square or circular 1937 // TODO: Handle AA for round points 1938 1939 // A stroke width of 0 has a special meaning in Skia: 1940 // it draws an unscaled 1px point 1941 float strokeWidth = paint->getStrokeWidth(); 1942 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1943 if (isHairLine) { 1944 // Now that we know it's hairline, we can set the effective width, to be used later 1945 strokeWidth = 1.0f; 1946 } 1947 const float halfWidth = strokeWidth / 2; 1948 int alpha; 1949 SkXfermode::Mode mode; 1950 getAlphaAndMode(paint, &alpha, &mode); 1951 1952 int verticesCount = count >> 1; 1953 int generatedVerticesCount = 0; 1954 1955 TextureVertex pointsData[verticesCount]; 1956 TextureVertex* vertex = &pointsData[0]; 1957 1958 setupDraw(); 1959 setupDrawNoTexture(); 1960 setupDrawPoint(strokeWidth); 1961 setupDrawColor(paint->getColor(), alpha); 1962 setupDrawColorFilter(); 1963 setupDrawShader(); 1964 setupDrawBlending(mode); 1965 setupDrawProgram(); 1966 setupDrawModelViewIdentity(true); 1967 setupDrawColorUniforms(); 1968 setupDrawColorFilterUniforms(); 1969 setupDrawPointUniforms(); 1970 setupDrawShaderIdentityUniforms(); 1971 setupDrawMesh(vertex); 1972 1973 for (int i = 0; i < count; i += 2) { 1974 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1975 generatedVerticesCount++; 1976 float left = points[i] - halfWidth; 1977 float right = points[i] + halfWidth; 1978 float top = points[i + 1] - halfWidth; 1979 float bottom = points [i + 1] + halfWidth; 1980 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1981 } 1982 1983 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1984} 1985 1986void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1987 // No need to check against the clip, we fill the clip region 1988 if (mSnapshot->isIgnored()) return; 1989 1990 Rect& clip(*mSnapshot->clipRect); 1991 clip.snapToPixelBoundaries(); 1992 1993 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1994} 1995 1996void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1997 if (!texture) return; 1998 const AutoTexture autoCleanup(texture); 1999 2000 const float x = left + texture->left - texture->offset; 2001 const float y = top + texture->top - texture->offset; 2002 2003 drawPathTexture(texture, x, y, paint); 2004} 2005 2006void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2007 float rx, float ry, SkPaint* paint) { 2008 if (mSnapshot->isIgnored()) return; 2009 2010 mCaches.activeTexture(0); 2011 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2012 right - left, bottom - top, rx, ry, paint); 2013 drawShape(left, top, texture, paint); 2014} 2015 2016void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2017 if (mSnapshot->isIgnored()) return; 2018 2019 mCaches.activeTexture(0); 2020 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2021 drawShape(x - radius, y - radius, texture, paint); 2022} 2023 2024void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2025 if (mSnapshot->isIgnored()) return; 2026 2027 mCaches.activeTexture(0); 2028 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2029 drawShape(left, top, texture, paint); 2030} 2031 2032void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2033 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2034 if (mSnapshot->isIgnored()) return; 2035 2036 if (fabs(sweepAngle) >= 360.0f) { 2037 drawOval(left, top, right, bottom, paint); 2038 return; 2039 } 2040 2041 mCaches.activeTexture(0); 2042 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2043 startAngle, sweepAngle, useCenter, paint); 2044 drawShape(left, top, texture, paint); 2045} 2046 2047void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2048 SkPaint* paint) { 2049 if (mSnapshot->isIgnored()) return; 2050 2051 mCaches.activeTexture(0); 2052 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2053 drawShape(left, top, texture, paint); 2054} 2055 2056void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2057 if (p->getStyle() != SkPaint::kFill_Style) { 2058 drawRectAsShape(left, top, right, bottom, p); 2059 return; 2060 } 2061 2062 if (quickReject(left, top, right, bottom)) { 2063 return; 2064 } 2065 2066 SkXfermode::Mode mode; 2067 if (!mCaches.extensions.hasFramebufferFetch()) { 2068 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2069 if (!isMode) { 2070 // Assume SRC_OVER 2071 mode = SkXfermode::kSrcOver_Mode; 2072 } 2073 } else { 2074 mode = getXfermode(p->getXfermode()); 2075 } 2076 2077 int color = p->getColor(); 2078 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2079 drawAARect(left, top, right, bottom, color, mode); 2080 } else { 2081 drawColorRect(left, top, right, bottom, color, mode); 2082 } 2083} 2084 2085void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2086 const float* positions, SkPaint* paint) { 2087 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2088 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2089 return; 2090 } 2091 2092 // NOTE: Skia does not support perspective transform on drawPosText yet 2093 if (!mSnapshot->transform->isSimple()) { 2094 return; 2095 } 2096 2097 float x = 0.0f; 2098 float y = 0.0f; 2099 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2100 if (pureTranslate) { 2101 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2102 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2103 } 2104 2105 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2106 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2107 paint->getTextSize()); 2108 2109 int alpha; 2110 SkXfermode::Mode mode; 2111 getAlphaAndMode(paint, &alpha, &mode); 2112 2113 // Pick the appropriate texture filtering 2114 bool linearFilter = mSnapshot->transform->changesBounds(); 2115 if (pureTranslate && !linearFilter) { 2116 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2117 } 2118 2119 mCaches.activeTexture(0); 2120 setupDraw(); 2121 setupDrawDirtyRegionsDisabled(); 2122 setupDrawWithTexture(true); 2123 setupDrawAlpha8Color(paint->getColor(), alpha); 2124 setupDrawColorFilter(); 2125 setupDrawShader(); 2126 setupDrawBlending(true, mode); 2127 setupDrawProgram(); 2128 setupDrawModelView(x, y, x, y, pureTranslate, true); 2129 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2130 setupDrawPureColorUniforms(); 2131 setupDrawColorFilterUniforms(); 2132 setupDrawShaderUniforms(pureTranslate); 2133 2134 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2135 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2136 2137#if RENDER_LAYERS_AS_REGIONS 2138 bool hasActiveLayer = hasLayer(); 2139#else 2140 bool hasActiveLayer = false; 2141#endif 2142 2143 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2144 positions, hasActiveLayer ? &bounds : NULL)) { 2145#if RENDER_LAYERS_AS_REGIONS 2146 if (hasActiveLayer) { 2147 if (!pureTranslate) { 2148 mSnapshot->transform->mapRect(bounds); 2149 } 2150 dirtyLayerUnchecked(bounds, getRegion()); 2151 } 2152#endif 2153 } 2154} 2155 2156void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2157 float x, float y, SkPaint* paint, float length) { 2158 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2159 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2160 return; 2161 } 2162 2163 switch (paint->getTextAlign()) { 2164 case SkPaint::kCenter_Align: 2165 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2166 x -= length / 2.0f; 2167 break; 2168 case SkPaint::kRight_Align: 2169 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2170 x -= length; 2171 break; 2172 default: 2173 break; 2174 } 2175 2176 SkPaint::FontMetrics metrics; 2177 paint->getFontMetrics(&metrics, 0.0f); 2178 // If no length was specified, just perform the hit test on the Y axis 2179 if (quickReject(x, y + metrics.fTop, 2180 x + (length >= 0.0f ? length : INT_MAX / 2), y + metrics.fBottom)) { 2181 return; 2182 } 2183 2184 const float oldX = x; 2185 const float oldY = y; 2186 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2187 if (pureTranslate) { 2188 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2189 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2190 } 2191 2192#if DEBUG_GLYPHS 2193 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2194#endif 2195 2196 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2197 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2198 paint->getTextSize()); 2199 2200 int alpha; 2201 SkXfermode::Mode mode; 2202 getAlphaAndMode(paint, &alpha, &mode); 2203 2204 if (mHasShadow) { 2205 mCaches.activeTexture(0); 2206 2207 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2208 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2209 paint, text, bytesCount, count, mShadowRadius); 2210 const AutoTexture autoCleanup(shadow); 2211 2212 const float sx = oldX - shadow->left + mShadowDx; 2213 const float sy = oldY - shadow->top + mShadowDy; 2214 2215 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2216 int shadowColor = mShadowColor; 2217 if (mShader) { 2218 shadowColor = 0xffffffff; 2219 } 2220 2221 setupDraw(); 2222 setupDrawWithTexture(true); 2223 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2224 setupDrawColorFilter(); 2225 setupDrawShader(); 2226 setupDrawBlending(true, mode); 2227 setupDrawProgram(); 2228 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2229 setupDrawTexture(shadow->id); 2230 setupDrawPureColorUniforms(); 2231 setupDrawColorFilterUniforms(); 2232 setupDrawShaderUniforms(); 2233 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2234 2235 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2236 } 2237 2238 // Pick the appropriate texture filtering 2239 bool linearFilter = mSnapshot->transform->changesBounds(); 2240 if (pureTranslate && !linearFilter) { 2241 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2242 } 2243 2244 mCaches.activeTexture(0); 2245 setupDraw(); 2246 setupDrawDirtyRegionsDisabled(); 2247 setupDrawWithTexture(true); 2248 setupDrawAlpha8Color(paint->getColor(), alpha); 2249 setupDrawColorFilter(); 2250 setupDrawShader(); 2251 setupDrawBlending(true, mode); 2252 setupDrawProgram(); 2253 setupDrawModelView(x, y, x, y, pureTranslate, true); 2254 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2255 setupDrawPureColorUniforms(); 2256 setupDrawColorFilterUniforms(); 2257 setupDrawShaderUniforms(pureTranslate); 2258 2259 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2260 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2261 2262#if RENDER_LAYERS_AS_REGIONS 2263 bool hasActiveLayer = hasLayer(); 2264#else 2265 bool hasActiveLayer = false; 2266#endif 2267 2268 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2269 hasActiveLayer ? &bounds : NULL)) { 2270#if RENDER_LAYERS_AS_REGIONS 2271 if (hasActiveLayer) { 2272 if (!pureTranslate) { 2273 mSnapshot->transform->mapRect(bounds); 2274 } 2275 dirtyLayerUnchecked(bounds, getRegion()); 2276 } 2277#endif 2278 } 2279 2280 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2281} 2282 2283void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2284 if (mSnapshot->isIgnored()) return; 2285 2286 mCaches.activeTexture(0); 2287 2288 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2289 if (!texture) return; 2290 const AutoTexture autoCleanup(texture); 2291 2292 const float x = texture->left - texture->offset; 2293 const float y = texture->top - texture->offset; 2294 2295 drawPathTexture(texture, x, y, paint); 2296} 2297 2298void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2299 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2300 return; 2301 } 2302 2303 mCaches.activeTexture(0); 2304 2305 int alpha; 2306 SkXfermode::Mode mode; 2307 getAlphaAndMode(paint, &alpha, &mode); 2308 2309 layer->setAlpha(alpha, mode); 2310 2311#if RENDER_LAYERS_AS_REGIONS 2312 if (!layer->region.isEmpty()) { 2313 if (layer->region.isRect()) { 2314 composeLayerRect(layer, layer->regionRect); 2315 } else if (layer->mesh) { 2316 const float a = alpha / 255.0f; 2317 const Rect& rect = layer->layer; 2318 2319 setupDraw(); 2320 setupDrawWithTexture(); 2321 setupDrawColor(a, a, a, a); 2322 setupDrawColorFilter(); 2323 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2324 setupDrawProgram(); 2325 setupDrawPureColorUniforms(); 2326 setupDrawColorFilterUniforms(); 2327 setupDrawTexture(layer->getTexture()); 2328 if (mSnapshot->transform->isPureTranslate()) { 2329 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2330 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2331 2332 layer->setFilter(GL_NEAREST); 2333 setupDrawModelViewTranslate(x, y, 2334 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2335 } else { 2336 layer->setFilter(GL_LINEAR); 2337 setupDrawModelViewTranslate(x, y, 2338 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2339 } 2340 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2341 2342 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2343 GL_UNSIGNED_SHORT, layer->meshIndices); 2344 2345 finishDrawTexture(); 2346 2347#if DEBUG_LAYERS_AS_REGIONS 2348 drawRegionRects(layer->region); 2349#endif 2350 } 2351 } 2352#else 2353 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2354 composeLayerRect(layer, r); 2355#endif 2356} 2357 2358/////////////////////////////////////////////////////////////////////////////// 2359// Shaders 2360/////////////////////////////////////////////////////////////////////////////// 2361 2362void OpenGLRenderer::resetShader() { 2363 mShader = NULL; 2364} 2365 2366void OpenGLRenderer::setupShader(SkiaShader* shader) { 2367 mShader = shader; 2368 if (mShader) { 2369 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2370 } 2371} 2372 2373/////////////////////////////////////////////////////////////////////////////// 2374// Color filters 2375/////////////////////////////////////////////////////////////////////////////// 2376 2377void OpenGLRenderer::resetColorFilter() { 2378 mColorFilter = NULL; 2379} 2380 2381void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2382 mColorFilter = filter; 2383} 2384 2385/////////////////////////////////////////////////////////////////////////////// 2386// Drop shadow 2387/////////////////////////////////////////////////////////////////////////////// 2388 2389void OpenGLRenderer::resetShadow() { 2390 mHasShadow = false; 2391} 2392 2393void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2394 mHasShadow = true; 2395 mShadowRadius = radius; 2396 mShadowDx = dx; 2397 mShadowDy = dy; 2398 mShadowColor = color; 2399} 2400 2401/////////////////////////////////////////////////////////////////////////////// 2402// Drawing implementation 2403/////////////////////////////////////////////////////////////////////////////// 2404 2405void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2406 float x, float y, SkPaint* paint) { 2407 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2408 return; 2409 } 2410 2411 int alpha; 2412 SkXfermode::Mode mode; 2413 getAlphaAndMode(paint, &alpha, &mode); 2414 2415 setupDraw(); 2416 setupDrawWithTexture(true); 2417 setupDrawAlpha8Color(paint->getColor(), alpha); 2418 setupDrawColorFilter(); 2419 setupDrawShader(); 2420 setupDrawBlending(true, mode); 2421 setupDrawProgram(); 2422 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2423 setupDrawTexture(texture->id); 2424 setupDrawPureColorUniforms(); 2425 setupDrawColorFilterUniforms(); 2426 setupDrawShaderUniforms(); 2427 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2428 2429 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2430 2431 finishDrawTexture(); 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(const char* text, int bytesCount, float length, 2440 float x, float y, 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 float underlineWidth = length; 2446 // If length is > 0.0f, we already measured the text for the text alignment 2447 if (length <= 0.0f) { 2448 underlineWidth = paintCopy.measureText(text, bytesCount); 2449 } 2450 2451 float offsetX = 0; 2452 switch (paintCopy.getTextAlign()) { 2453 case SkPaint::kCenter_Align: 2454 offsetX = underlineWidth * 0.5f; 2455 break; 2456 case SkPaint::kRight_Align: 2457 offsetX = underlineWidth; 2458 break; 2459 default: 2460 break; 2461 } 2462 2463 if (underlineWidth > 0.0f) { 2464 const float textSize = paintCopy.getTextSize(); 2465 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2466 2467 const float left = x - offsetX; 2468 float top = 0.0f; 2469 2470 int linesCount = 0; 2471 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2472 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2473 2474 const int pointsCount = 4 * linesCount; 2475 float points[pointsCount]; 2476 int currentPoint = 0; 2477 2478 if (flags & SkPaint::kUnderlineText_Flag) { 2479 top = y + textSize * kStdUnderline_Offset; 2480 points[currentPoint++] = left; 2481 points[currentPoint++] = top; 2482 points[currentPoint++] = left + underlineWidth; 2483 points[currentPoint++] = top; 2484 } 2485 2486 if (flags & SkPaint::kStrikeThruText_Flag) { 2487 top = y + textSize * kStdStrikeThru_Offset; 2488 points[currentPoint++] = left; 2489 points[currentPoint++] = top; 2490 points[currentPoint++] = left + underlineWidth; 2491 points[currentPoint++] = top; 2492 } 2493 2494 paintCopy.setStrokeWidth(strokeWidth); 2495 2496 drawLines(&points[0], pointsCount, &paintCopy); 2497 } 2498 } 2499} 2500 2501void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2502 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2503 // If a shader is set, preserve only the alpha 2504 if (mShader) { 2505 color |= 0x00ffffff; 2506 } 2507 2508 setupDraw(); 2509 setupDrawNoTexture(); 2510 setupDrawColor(color); 2511 setupDrawShader(); 2512 setupDrawColorFilter(); 2513 setupDrawBlending(mode); 2514 setupDrawProgram(); 2515 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2516 setupDrawColorUniforms(); 2517 setupDrawShaderUniforms(ignoreTransform); 2518 setupDrawColorFilterUniforms(); 2519 setupDrawSimpleMesh(); 2520 2521 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2522} 2523 2524void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2525 Texture* texture, SkPaint* paint) { 2526 int alpha; 2527 SkXfermode::Mode mode; 2528 getAlphaAndMode(paint, &alpha, &mode); 2529 2530 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2531 2532 if (mSnapshot->transform->isPureTranslate()) { 2533 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2534 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2535 2536 texture->setFilter(GL_NEAREST, true); 2537 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2538 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2539 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2540 } else { 2541 texture->setFilter(FILTER(paint), true); 2542 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2543 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2544 GL_TRIANGLE_STRIP, gMeshCount); 2545 } 2546} 2547 2548void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2549 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2550 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2551 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2552} 2553 2554void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2555 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2556 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2557 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2558 2559 setupDraw(); 2560 setupDrawWithTexture(); 2561 setupDrawColor(alpha, alpha, alpha, alpha); 2562 setupDrawColorFilter(); 2563 setupDrawBlending(blend, mode, swapSrcDst); 2564 setupDrawProgram(); 2565 if (!dirty) { 2566 setupDrawDirtyRegionsDisabled(); 2567 } 2568 if (!ignoreScale) { 2569 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2570 } else { 2571 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2572 } 2573 setupDrawPureColorUniforms(); 2574 setupDrawColorFilterUniforms(); 2575 setupDrawTexture(texture); 2576 setupDrawMesh(vertices, texCoords, vbo); 2577 2578 glDrawArrays(drawMode, 0, elementsCount); 2579 2580 finishDrawTexture(); 2581} 2582 2583void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2584 ProgramDescription& description, bool swapSrcDst) { 2585 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2586 if (blend) { 2587 // These blend modes are not supported by OpenGL directly and have 2588 // to be implemented using shaders. Since the shader will perform 2589 // the blending, turn blending off here 2590 // If the blend mode cannot be implemented using shaders, fall 2591 // back to the default SrcOver blend mode instead 2592 if (mode > SkXfermode::kScreen_Mode) { 2593 if (mCaches.extensions.hasFramebufferFetch()) { 2594 description.framebufferMode = mode; 2595 description.swapSrcDst = swapSrcDst; 2596 2597 if (mCaches.blend) { 2598 glDisable(GL_BLEND); 2599 mCaches.blend = false; 2600 } 2601 2602 return; 2603 } else { 2604 mode = SkXfermode::kSrcOver_Mode; 2605 } 2606 } 2607 2608 if (!mCaches.blend) { 2609 glEnable(GL_BLEND); 2610 } 2611 2612 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2613 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2614 2615 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2616 glBlendFunc(sourceMode, destMode); 2617 mCaches.lastSrcMode = sourceMode; 2618 mCaches.lastDstMode = destMode; 2619 } 2620 } else if (mCaches.blend) { 2621 glDisable(GL_BLEND); 2622 } 2623 mCaches.blend = blend; 2624} 2625 2626bool OpenGLRenderer::useProgram(Program* program) { 2627 if (!program->isInUse()) { 2628 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2629 program->use(); 2630 mCaches.currentProgram = program; 2631 return false; 2632 } 2633 return true; 2634} 2635 2636void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2637 TextureVertex* v = &mMeshVertices[0]; 2638 TextureVertex::setUV(v++, u1, v1); 2639 TextureVertex::setUV(v++, u2, v1); 2640 TextureVertex::setUV(v++, u1, v2); 2641 TextureVertex::setUV(v++, u2, v2); 2642} 2643 2644void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2645 if (paint) { 2646 *mode = getXfermode(paint->getXfermode()); 2647 2648 // Skia draws using the color's alpha channel if < 255 2649 // Otherwise, it uses the paint's alpha 2650 int color = paint->getColor(); 2651 *alpha = (color >> 24) & 0xFF; 2652 if (*alpha == 255) { 2653 *alpha = paint->getAlpha(); 2654 } 2655 } else { 2656 *mode = SkXfermode::kSrcOver_Mode; 2657 *alpha = 255; 2658 } 2659} 2660 2661SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2662 SkXfermode::Mode resultMode; 2663 if (!SkXfermode::AsMode(mode, &resultMode)) { 2664 resultMode = SkXfermode::kSrcOver_Mode; 2665 } 2666 return resultMode; 2667} 2668 2669}; // namespace uirenderer 2670}; // namespace android 2671