OpenGLRenderer.cpp revision 67ffc36a79ce3a9a0b5da28b65123864b7d2597f
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/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glViewport(0, 0, width, height); 129 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 130 131 mWidth = width; 132 mHeight = height; 133 134 mFirstSnapshot->height = height; 135 mFirstSnapshot->viewport.set(0, 0, width, height); 136 137 mDirtyClip = false; 138} 139 140void OpenGLRenderer::prepare(bool opaque) { 141 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 142} 143 144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 147 mSnapshot = new Snapshot(mFirstSnapshot, 148 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 149 mSnapshot->fbo = getTargetFbo(); 150 151 mSaveCount = 1; 152 153 glViewport(0, 0, mWidth, mHeight); 154 155 glDisable(GL_DITHER); 156 157 glEnable(GL_SCISSOR_TEST); 158 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 mSnapshot->setClip(left, top, right, bottom); 160 161 if (!opaque) { 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 glClear(GL_COLOR_BUFFER_BIT); 164 } 165} 166 167void OpenGLRenderer::finish() { 168#if DEBUG_OPENGL 169 GLenum status = GL_NO_ERROR; 170 while ((status = glGetError()) != GL_NO_ERROR) { 171 LOGD("GL error from OpenGLRenderer: 0x%x", status); 172 switch (status) { 173 case GL_OUT_OF_MEMORY: 174 LOGE(" OpenGLRenderer is out of memory!"); 175 break; 176 } 177 } 178#endif 179#if DEBUG_MEMORY_USAGE 180 mCaches.dumpMemoryUsage(); 181#else 182 if (mCaches.getDebugLevel() & kDebugMemory) { 183 mCaches.dumpMemoryUsage(); 184 } 185#endif 186} 187 188void OpenGLRenderer::interrupt() { 189 if (mCaches.currentProgram) { 190 if (mCaches.currentProgram->isInUse()) { 191 mCaches.currentProgram->remove(); 192 mCaches.currentProgram = NULL; 193 } 194 } 195 mCaches.unbindMeshBuffer(); 196} 197 198void OpenGLRenderer::resume() { 199 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 200 201 glEnable(GL_SCISSOR_TEST); 202 dirtyClip(); 203 204 glDisable(GL_DITHER); 205 206 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 207 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 208 209 mCaches.blend = true; 210 glEnable(GL_BLEND); 211 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 212 glBlendEquation(GL_FUNC_ADD); 213} 214 215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 216 interrupt(); 217 if (mDirtyClip) { 218 setScissorFromClip(); 219 } 220 221 Rect clip(*mSnapshot->clipRect); 222 clip.snapToPixelBoundaries(); 223 224#if RENDER_LAYERS_AS_REGIONS 225 // Since we don't know what the functor will draw, let's dirty 226 // tne entire clip region 227 if (hasLayer()) { 228 dirtyLayerUnchecked(clip, getRegion()); 229 } 230#endif 231 232 DrawGlInfo info; 233 info.clipLeft = clip.left; 234 info.clipTop = clip.top; 235 info.clipRight = clip.right; 236 info.clipBottom = clip.bottom; 237 info.isLayer = hasLayer(); 238 getSnapshot()->transform->copyTo(&info.transform[0]); 239 240 status_t result = (*functor)(0, &info); 241 242 if (result != 0) { 243 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 244 dirty.unionWith(localDirty); 245 } 246 247 resume(); 248 return result != 0; 249} 250 251/////////////////////////////////////////////////////////////////////////////// 252// State management 253/////////////////////////////////////////////////////////////////////////////// 254 255int OpenGLRenderer::getSaveCount() const { 256 return mSaveCount; 257} 258 259int OpenGLRenderer::save(int flags) { 260 return saveSnapshot(flags); 261} 262 263void OpenGLRenderer::restore() { 264 if (mSaveCount > 1) { 265 restoreSnapshot(); 266 } 267} 268 269void OpenGLRenderer::restoreToCount(int saveCount) { 270 if (saveCount < 1) saveCount = 1; 271 272 while (mSaveCount > saveCount) { 273 restoreSnapshot(); 274 } 275} 276 277int OpenGLRenderer::saveSnapshot(int flags) { 278 mSnapshot = new Snapshot(mSnapshot, flags); 279 return mSaveCount++; 280} 281 282bool OpenGLRenderer::restoreSnapshot() { 283 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 284 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 285 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 286 287 sp<Snapshot> current = mSnapshot; 288 sp<Snapshot> previous = mSnapshot->previous; 289 290 if (restoreOrtho) { 291 Rect& r = previous->viewport; 292 glViewport(r.left, r.top, r.right, r.bottom); 293 mOrthoMatrix.load(current->orthoMatrix); 294 } 295 296 mSaveCount--; 297 mSnapshot = previous; 298 299 if (restoreClip) { 300 dirtyClip(); 301 } 302 303 if (restoreLayer) { 304 composeLayer(current, previous); 305 } 306 307 return restoreClip; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Layers 312/////////////////////////////////////////////////////////////////////////////// 313 314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 315 SkPaint* p, int flags) { 316 const GLuint previousFbo = mSnapshot->fbo; 317 const int count = saveSnapshot(flags); 318 319 if (!mSnapshot->isIgnored()) { 320 int alpha = 255; 321 SkXfermode::Mode mode; 322 323 if (p) { 324 alpha = p->getAlpha(); 325 if (!mCaches.extensions.hasFramebufferFetch()) { 326 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 327 if (!isMode) { 328 // Assume SRC_OVER 329 mode = SkXfermode::kSrcOver_Mode; 330 } 331 } else { 332 mode = getXfermode(p->getXfermode()); 333 } 334 } else { 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 338 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 339 } 340 341 return count; 342} 343 344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 345 int alpha, int flags) { 346 if (alpha >= 255 - ALPHA_THRESHOLD) { 347 return saveLayer(left, top, right, bottom, NULL, flags); 348 } else { 349 SkPaint paint; 350 paint.setAlpha(alpha); 351 return saveLayer(left, top, right, bottom, &paint, flags); 352 } 353} 354 355/** 356 * Layers are viewed by Skia are slightly different than layers in image editing 357 * programs (for instance.) When a layer is created, previously created layers 358 * and the frame buffer still receive every drawing command. For instance, if a 359 * layer is created and a shape intersecting the bounds of the layers and the 360 * framebuffer is draw, the shape will be drawn on both (unless the layer was 361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 362 * 363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 364 * texture. Unfortunately, this is inefficient as it requires every primitive to 365 * be drawn n + 1 times, where n is the number of active layers. In practice this 366 * means, for every primitive: 367 * - Switch active frame buffer 368 * - Change viewport, clip and projection matrix 369 * - Issue the drawing 370 * 371 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 372 * To avoid this, layers are implemented in a different way here, at least in the 373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 374 * is set. When this flag is set we can redirect all drawing operations into a 375 * single FBO. 376 * 377 * This implementation relies on the frame buffer being at least RGBA 8888. When 378 * a layer is created, only a texture is created, not an FBO. The content of the 379 * frame buffer contained within the layer's bounds is copied into this texture 380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 381 * buffer and drawing continues as normal. This technique therefore treats the 382 * frame buffer as a scratch buffer for the layers. 383 * 384 * To compose the layers back onto the frame buffer, each layer texture 385 * (containing the original frame buffer data) is drawn as a simple quad over 386 * the frame buffer. The trick is that the quad is set as the composition 387 * destination in the blending equation, and the frame buffer becomes the source 388 * of the composition. 389 * 390 * Drawing layers with an alpha value requires an extra step before composition. 391 * An empty quad is drawn over the layer's region in the frame buffer. This quad 392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 393 * quad is used to multiply the colors in the frame buffer. This is achieved by 394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 395 * GL_ZERO, GL_SRC_ALPHA. 396 * 397 * Because glCopyTexImage2D() can be slow, an alternative implementation might 398 * be use to draw a single clipped layer. The implementation described above 399 * is correct in every case. 400 * 401 * (1) The frame buffer is actually not cleared right away. To allow the GPU 402 * to potentially optimize series of calls to glCopyTexImage2D, the frame 403 * buffer is left untouched until the first drawing operation. Only when 404 * something actually gets drawn are the layers regions cleared. 405 */ 406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 407 float right, float bottom, int alpha, SkXfermode::Mode mode, 408 int flags, GLuint previousFbo) { 409 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 410 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 411 412 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 413 414 // Window coordinates of the layer 415 Rect bounds(left, top, right, bottom); 416 if (!fboLayer) { 417 mSnapshot->transform->mapRect(bounds); 418 419 // Layers only make sense if they are in the framebuffer's bounds 420 if (bounds.intersect(*snapshot->clipRect)) { 421 // We cannot work with sub-pixels in this case 422 bounds.snapToPixelBoundaries(); 423 424 // When the layer is not an FBO, we may use glCopyTexImage so we 425 // need to make sure the layer does not extend outside the bounds 426 // of the framebuffer 427 if (!bounds.intersect(snapshot->previous->viewport)) { 428 bounds.setEmpty(); 429 } 430 } else { 431 bounds.setEmpty(); 432 } 433 } 434 435 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 436 bounds.getHeight() > mCaches.maxTextureSize) { 437 snapshot->empty = fboLayer; 438 } else { 439 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 440 } 441 442 // Bail out if we won't draw in this snapshot 443 if (snapshot->invisible || snapshot->empty) { 444 return false; 445 } 446 447 glActiveTexture(gTextureUnits[0]); 448 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 449 if (!layer) { 450 return false; 451 } 452 453 layer->mode = mode; 454 layer->alpha = alpha; 455 layer->layer.set(bounds); 456 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 457 bounds.getWidth() / float(layer->width), 0.0f); 458 layer->colorFilter = mColorFilter; 459 460 // Save the layer in the snapshot 461 snapshot->flags |= Snapshot::kFlagIsLayer; 462 snapshot->layer = layer; 463 464 if (fboLayer) { 465 return createFboLayer(layer, bounds, snapshot, previousFbo); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 if (!bounds.isEmpty()) { 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 472 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 476 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Clear the framebuffer where the layer will draw 480 glScissor(bounds.left, mSnapshot->height - bounds.bottom, 481 bounds.getWidth(), bounds.getHeight()); 482 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 483 glClear(GL_COLOR_BUFFER_BIT); 484 485 dirtyClip(); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->fbo = mCaches.fboCache.get(); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->fbo; 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 526 glBindTexture(GL_TEXTURE_2D, layer->texture); 527 528 // Initialize the texture if needed 529 if (layer->empty) { 530 layer->empty = false; 531 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 532 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 533 } 534 535 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 536 layer->texture, 0); 537 538#if DEBUG_LAYERS_AS_REGIONS 539 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 540 if (status != GL_FRAMEBUFFER_COMPLETE) { 541 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 542 543 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 544 glDeleteTextures(1, &layer->texture); 545 mCaches.fboCache.put(layer->fbo); 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 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 555 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 dirtyClip(); 560 561 // Change the ortho projection 562 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 563 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 564 565 return true; 566} 567 568/** 569 * Read the documentation of createLayer() before doing anything in this method. 570 */ 571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 572 if (!current->layer) { 573 LOGE("Attempting to compose a layer that does not exist"); 574 return; 575 } 576 577 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 578 579 if (fboLayer) { 580 // Unbind current FBO and restore previous one 581 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 582 } 583 584 Layer* layer = current->layer; 585 const Rect& rect = layer->layer; 586 587 if (!fboLayer && layer->alpha < 255) { 588 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 589 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 590 // Required below, composeLayerRect() will divide by 255 591 layer->alpha = 255; 592 } 593 594 mCaches.unbindMeshBuffer(); 595 596 glActiveTexture(gTextureUnits[0]); 597 598 // When the layer is stored in an FBO, we can save a bit of fillrate by 599 // drawing only the dirty region 600 if (fboLayer) { 601 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 602 if (layer->colorFilter) { 603 setupColorFilter(layer->colorFilter); 604 } 605 composeLayerRegion(layer, rect); 606 if (layer->colorFilter) { 607 resetColorFilter(); 608 } 609 } else { 610 if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 } 615 616 if (fboLayer) { 617 // Detach the texture from the FBO 618 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 619 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 620 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 621 622 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 623 mCaches.fboCache.put(current->fbo); 624 } 625 626 dirtyClip(); 627 628 // Failing to add the layer to the cache should happen only if the layer is too large 629 if (!mCaches.layerCache.put(layer)) { 630 LAYER_LOGD("Deleting layer"); 631 glDeleteTextures(1, &layer->texture); 632 delete layer; 633 } 634} 635 636void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 637 float alpha = layer->alpha / 255.0f; 638 639 setupDraw(); 640 if (layer->renderTarget == GL_TEXTURE_2D) { 641 setupDrawWithTexture(); 642 } else { 643 setupDrawWithExternalTexture(); 644 } 645 setupDrawTextureTransform(); 646 setupDrawColor(alpha, alpha, alpha, alpha); 647 setupDrawColorFilter(); 648 setupDrawBlending(layer->blend, layer->mode); 649 setupDrawProgram(); 650 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 651 setupDrawPureColorUniforms(); 652 setupDrawColorFilterUniforms(); 653 if (layer->renderTarget == GL_TEXTURE_2D) { 654 setupDrawTexture(layer->texture); 655 } else { 656 setupDrawExternalTexture(layer->texture); 657 } 658 setupDrawTextureTransformUniforms(layer->texTransform); 659 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 660 661 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 662 663 finishDrawTexture(); 664} 665 666void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 667 if (!layer->isTextureLayer) { 668 const Rect& texCoords = layer->texCoords; 669 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 670 texCoords.right, texCoords.bottom); 671 672 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 673 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 674 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 675 676 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 677 } else { 678 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 679 drawTextureLayer(layer, rect); 680 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 681 } 682} 683 684void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 685#if RENDER_LAYERS_AS_REGIONS 686 if (layer->region.isRect()) { 687 layer->setRegionAsRect(); 688 689 composeLayerRect(layer, layer->regionRect); 690 691 layer->region.clear(); 692 return; 693 } 694 695 if (!layer->region.isEmpty()) { 696 size_t count; 697 const android::Rect* rects = layer->region.getArray(&count); 698 699 const float alpha = layer->alpha / 255.0f; 700 const float texX = 1.0f / float(layer->width); 701 const float texY = 1.0f / float(layer->height); 702 const float height = rect.getHeight(); 703 704 TextureVertex* mesh = mCaches.getRegionMesh(); 705 GLsizei numQuads = 0; 706 707 setupDraw(); 708 setupDrawWithTexture(); 709 setupDrawColor(alpha, alpha, alpha, alpha); 710 setupDrawColorFilter(); 711 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 712 setupDrawProgram(); 713 setupDrawDirtyRegionsDisabled(); 714 setupDrawPureColorUniforms(); 715 setupDrawColorFilterUniforms(); 716 setupDrawTexture(layer->texture); 717 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 718 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 719 720 for (size_t i = 0; i < count; i++) { 721 const android::Rect* r = &rects[i]; 722 723 const float u1 = r->left * texX; 724 const float v1 = (height - r->top) * texY; 725 const float u2 = r->right * texX; 726 const float v2 = (height - r->bottom) * texY; 727 728 // TODO: Reject quads outside of the clip 729 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 730 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 731 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 732 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 733 734 numQuads++; 735 736 if (numQuads >= REGION_MESH_QUAD_COUNT) { 737 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 738 numQuads = 0; 739 mesh = mCaches.getRegionMesh(); 740 } 741 } 742 743 if (numQuads > 0) { 744 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 745 } 746 747 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 748 finishDrawTexture(); 749 750#if DEBUG_LAYERS_AS_REGIONS 751 drawRegionRects(layer->region); 752#endif 753 754 layer->region.clear(); 755 } 756#else 757 composeLayerRect(layer, rect); 758#endif 759} 760 761void OpenGLRenderer::drawRegionRects(const Region& region) { 762#if DEBUG_LAYERS_AS_REGIONS 763 size_t count; 764 const android::Rect* rects = region.getArray(&count); 765 766 uint32_t colors[] = { 767 0x7fff0000, 0x7f00ff00, 768 0x7f0000ff, 0x7fff00ff, 769 }; 770 771 int offset = 0; 772 int32_t top = rects[0].top; 773 774 for (size_t i = 0; i < count; i++) { 775 if (top != rects[i].top) { 776 offset ^= 0x2; 777 top = rects[i].top; 778 } 779 780 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 781 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 782 SkXfermode::kSrcOver_Mode); 783 } 784#endif 785} 786 787void OpenGLRenderer::dirtyLayer(const float left, const float top, 788 const float right, const float bottom, const mat4 transform) { 789#if RENDER_LAYERS_AS_REGIONS 790 if (hasLayer()) { 791 Rect bounds(left, top, right, bottom); 792 transform.mapRect(bounds); 793 dirtyLayerUnchecked(bounds, getRegion()); 794 } 795#endif 796} 797 798void OpenGLRenderer::dirtyLayer(const float left, const float top, 799 const float right, const float bottom) { 800#if RENDER_LAYERS_AS_REGIONS 801 if (hasLayer()) { 802 Rect bounds(left, top, right, bottom); 803 dirtyLayerUnchecked(bounds, getRegion()); 804 } 805#endif 806} 807 808void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 809#if RENDER_LAYERS_AS_REGIONS 810 if (bounds.intersect(*mSnapshot->clipRect)) { 811 bounds.snapToPixelBoundaries(); 812 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 813 if (!dirty.isEmpty()) { 814 region->orSelf(dirty); 815 } 816 } 817#endif 818} 819 820/////////////////////////////////////////////////////////////////////////////// 821// Transforms 822/////////////////////////////////////////////////////////////////////////////// 823 824void OpenGLRenderer::translate(float dx, float dy) { 825 mSnapshot->transform->translate(dx, dy, 0.0f); 826} 827 828void OpenGLRenderer::rotate(float degrees) { 829 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 830} 831 832void OpenGLRenderer::scale(float sx, float sy) { 833 mSnapshot->transform->scale(sx, sy, 1.0f); 834} 835 836void OpenGLRenderer::skew(float sx, float sy) { 837 mSnapshot->transform->skew(sx, sy); 838} 839 840void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 841 mSnapshot->transform->load(*matrix); 842} 843 844const float* OpenGLRenderer::getMatrix() const { 845 if (mSnapshot->fbo != 0) { 846 return &mSnapshot->transform->data[0]; 847 } 848 return &mIdentity.data[0]; 849} 850 851void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 852 mSnapshot->transform->copyTo(*matrix); 853} 854 855void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 856 SkMatrix transform; 857 mSnapshot->transform->copyTo(transform); 858 transform.preConcat(*matrix); 859 mSnapshot->transform->load(transform); 860} 861 862/////////////////////////////////////////////////////////////////////////////// 863// Clipping 864/////////////////////////////////////////////////////////////////////////////// 865 866void OpenGLRenderer::setScissorFromClip() { 867 Rect clip(*mSnapshot->clipRect); 868 clip.snapToPixelBoundaries(); 869 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 870 mDirtyClip = false; 871} 872 873const Rect& OpenGLRenderer::getClipBounds() { 874 return mSnapshot->getLocalClip(); 875} 876 877bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 878 if (mSnapshot->isIgnored()) { 879 return true; 880 } 881 882 Rect r(left, top, right, bottom); 883 mSnapshot->transform->mapRect(r); 884 r.snapToPixelBoundaries(); 885 886 Rect clipRect(*mSnapshot->clipRect); 887 clipRect.snapToPixelBoundaries(); 888 889 return !clipRect.intersects(r); 890} 891 892bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 893 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 894 if (clipped) { 895 dirtyClip(); 896 } 897 return !mSnapshot->clipRect->isEmpty(); 898} 899 900/////////////////////////////////////////////////////////////////////////////// 901// Drawing commands 902/////////////////////////////////////////////////////////////////////////////// 903 904void OpenGLRenderer::setupDraw() { 905 if (mDirtyClip) { 906 setScissorFromClip(); 907 } 908 mDescription.reset(); 909 mSetShaderColor = false; 910 mColorSet = false; 911 mColorA = mColorR = mColorG = mColorB = 0.0f; 912 mTextureUnit = 0; 913 mTrackDirtyRegions = true; 914 mTexCoordsSlot = -1; 915} 916 917void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 918 mDescription.hasTexture = true; 919 mDescription.hasAlpha8Texture = isAlpha8; 920} 921 922void OpenGLRenderer::setupDrawWithExternalTexture() { 923 mDescription.hasExternalTexture = true; 924} 925 926void OpenGLRenderer::setupDrawAALine() { 927 mDescription.isAA = true; 928} 929 930void OpenGLRenderer::setupDrawPoint(float pointSize) { 931 mDescription.isPoint = true; 932 mDescription.pointSize = pointSize; 933} 934 935void OpenGLRenderer::setupDrawColor(int color) { 936 setupDrawColor(color, (color >> 24) & 0xFF); 937} 938 939void OpenGLRenderer::setupDrawColor(int color, int alpha) { 940 mColorA = alpha / 255.0f; 941 // Second divide of a by 255 is an optimization, allowing us to simply multiply 942 // the rgb values by a instead of also dividing by 255 943 const float a = mColorA / 255.0f; 944 mColorR = a * ((color >> 16) & 0xFF); 945 mColorG = a * ((color >> 8) & 0xFF); 946 mColorB = a * ((color ) & 0xFF); 947 mColorSet = true; 948 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 949} 950 951void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 952 mColorA = alpha / 255.0f; 953 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 954 // the rgb values by a instead of also dividing by 255 955 const float a = mColorA / 255.0f; 956 mColorR = a * ((color >> 16) & 0xFF); 957 mColorG = a * ((color >> 8) & 0xFF); 958 mColorB = a * ((color ) & 0xFF); 959 mColorSet = true; 960 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 961} 962 963void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 964 mColorA = a; 965 mColorR = r; 966 mColorG = g; 967 mColorB = b; 968 mColorSet = true; 969 mSetShaderColor = mDescription.setColor(r, g, b, a); 970} 971 972void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 973 mColorA = a; 974 mColorR = r; 975 mColorG = g; 976 mColorB = b; 977 mColorSet = true; 978 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 979} 980 981void OpenGLRenderer::setupDrawShader() { 982 if (mShader) { 983 mShader->describe(mDescription, mCaches.extensions); 984 } 985} 986 987void OpenGLRenderer::setupDrawColorFilter() { 988 if (mColorFilter) { 989 mColorFilter->describe(mDescription, mCaches.extensions); 990 } 991} 992 993void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 994 if (mColorSet && mode == SkXfermode::kClear_Mode) { 995 mColorA = 1.0f; 996 mColorR = mColorG = mColorB = 0.0f; 997 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 998 } 999} 1000 1001void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1002 // When the blending mode is kClear_Mode, we need to use a modulate color 1003 // argb=1,0,0,0 1004 accountForClear(mode); 1005 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1006 mDescription, swapSrcDst); 1007} 1008 1009void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1010 // When the blending mode is kClear_Mode, we need to use a modulate color 1011 // argb=1,0,0,0 1012 accountForClear(mode); 1013 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1014 mDescription, swapSrcDst); 1015} 1016 1017void OpenGLRenderer::setupDrawProgram() { 1018 useProgram(mCaches.programCache.get(mDescription)); 1019} 1020 1021void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1022 mTrackDirtyRegions = false; 1023} 1024 1025void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1026 bool ignoreTransform) { 1027 mModelView.loadTranslate(left, top, 0.0f); 1028 if (!ignoreTransform) { 1029 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1030 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1031 } else { 1032 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1033 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1034 } 1035} 1036 1037void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1038 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1039} 1040 1041void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1042 bool ignoreTransform, bool ignoreModelView) { 1043 if (!ignoreModelView) { 1044 mModelView.loadTranslate(left, top, 0.0f); 1045 mModelView.scale(right - left, bottom - top, 1.0f); 1046 } else { 1047 mModelView.loadIdentity(); 1048 } 1049 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1050 if (!ignoreTransform) { 1051 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1052 if (mTrackDirtyRegions && dirty) { 1053 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1054 } 1055 } else { 1056 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1057 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1058 } 1059} 1060 1061void OpenGLRenderer::setupDrawPointUniforms() { 1062 int slot = mCaches.currentProgram->getUniform("pointSize"); 1063 glUniform1f(slot, mDescription.pointSize); 1064} 1065 1066void OpenGLRenderer::setupDrawColorUniforms() { 1067 if (mColorSet || (mShader && mSetShaderColor)) { 1068 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1069 } 1070} 1071 1072void OpenGLRenderer::setupDrawPureColorUniforms() { 1073 if (mSetShaderColor) { 1074 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1075 } 1076} 1077 1078void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1079 if (mShader) { 1080 if (ignoreTransform) { 1081 mModelView.loadInverse(*mSnapshot->transform); 1082 } 1083 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1084 } 1085} 1086 1087void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1088 if (mShader) { 1089 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1090 } 1091} 1092 1093void OpenGLRenderer::setupDrawColorFilterUniforms() { 1094 if (mColorFilter) { 1095 mColorFilter->setupProgram(mCaches.currentProgram); 1096 } 1097} 1098 1099void OpenGLRenderer::setupDrawSimpleMesh() { 1100 mCaches.bindMeshBuffer(); 1101 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1102 gMeshStride, 0); 1103} 1104 1105void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1106 bindTexture(texture); 1107 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1108 1109 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1110 glEnableVertexAttribArray(mTexCoordsSlot); 1111} 1112 1113void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1114 bindExternalTexture(texture); 1115 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1116 1117 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1118 glEnableVertexAttribArray(mTexCoordsSlot); 1119} 1120 1121void OpenGLRenderer::setupDrawTextureTransform() { 1122 mDescription.hasTextureTransform = true; 1123} 1124 1125void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1126 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1127 GL_FALSE, &transform.data[0]); 1128} 1129 1130void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1131 if (!vertices) { 1132 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1133 } else { 1134 mCaches.unbindMeshBuffer(); 1135 } 1136 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1137 gMeshStride, vertices); 1138 if (mTexCoordsSlot >= 0) { 1139 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1140 } 1141} 1142 1143void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1144 mCaches.unbindMeshBuffer(); 1145 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1146 gVertexStride, vertices); 1147} 1148 1149/** 1150 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1151 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1152 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1153 * attributes (one per vertex) are values from zero to one that tells the fragment 1154 * shader where the fragment is in relation to the line width/length overall; these values are 1155 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1156 * region of the line. 1157 * Note that we only pass down the width values in this setup function. The length coordinates 1158 * are set up for each individual segment. 1159 */ 1160void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1161 GLvoid* lengthCoords, float boundaryWidthProportion) { 1162 mCaches.unbindMeshBuffer(); 1163 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1164 gAAVertexStride, vertices); 1165 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1166 glEnableVertexAttribArray(widthSlot); 1167 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1168 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1169 glEnableVertexAttribArray(lengthSlot); 1170 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1171 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1172 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1173 // Setting the inverse value saves computations per-fragment in the shader 1174 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1175 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1176} 1177 1178void OpenGLRenderer::finishDrawTexture() { 1179 glDisableVertexAttribArray(mTexCoordsSlot); 1180} 1181 1182/////////////////////////////////////////////////////////////////////////////// 1183// Drawing 1184/////////////////////////////////////////////////////////////////////////////// 1185 1186bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1187 Rect& dirty, uint32_t level) { 1188 if (quickReject(0.0f, 0.0f, width, height)) { 1189 return false; 1190 } 1191 1192 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1193 // will be performed by the display list itself 1194 if (displayList) { 1195 return displayList->replay(*this, dirty, level); 1196 } 1197 1198 return false; 1199} 1200 1201void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1202 if (displayList) { 1203 displayList->output(*this, level); 1204 } 1205} 1206 1207void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1208 int alpha; 1209 SkXfermode::Mode mode; 1210 getAlphaAndMode(paint, &alpha, &mode); 1211 1212 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1213 1214 float x = left; 1215 float y = top; 1216 1217 bool ignoreTransform = false; 1218 if (mSnapshot->transform->isPureTranslate()) { 1219 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1220 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1221 ignoreTransform = true; 1222 } 1223 1224 setupDraw(); 1225 setupDrawWithTexture(true); 1226 if (paint) { 1227 setupDrawAlpha8Color(paint->getColor(), alpha); 1228 } 1229 setupDrawColorFilter(); 1230 setupDrawShader(); 1231 setupDrawBlending(true, mode); 1232 setupDrawProgram(); 1233 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1234 setupDrawTexture(texture->id); 1235 setupDrawPureColorUniforms(); 1236 setupDrawColorFilterUniforms(); 1237 setupDrawShaderUniforms(); 1238 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1239 1240 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1241 1242 finishDrawTexture(); 1243} 1244 1245void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1246 const float right = left + bitmap->width(); 1247 const float bottom = top + bitmap->height(); 1248 1249 if (quickReject(left, top, right, bottom)) { 1250 return; 1251 } 1252 1253 glActiveTexture(gTextureUnits[0]); 1254 Texture* texture = mCaches.textureCache.get(bitmap); 1255 if (!texture) return; 1256 const AutoTexture autoCleanup(texture); 1257 1258 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1259 drawAlphaBitmap(texture, left, top, paint); 1260 } else { 1261 drawTextureRect(left, top, right, bottom, texture, paint); 1262 } 1263} 1264 1265void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1266 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1267 const mat4 transform(*matrix); 1268 transform.mapRect(r); 1269 1270 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1271 return; 1272 } 1273 1274 glActiveTexture(gTextureUnits[0]); 1275 Texture* texture = mCaches.textureCache.get(bitmap); 1276 if (!texture) return; 1277 const AutoTexture autoCleanup(texture); 1278 1279 // This could be done in a cheaper way, all we need is pass the matrix 1280 // to the vertex shader. The save/restore is a bit overkill. 1281 save(SkCanvas::kMatrix_SaveFlag); 1282 concatMatrix(matrix); 1283 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1284 restore(); 1285} 1286 1287void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1288 float* vertices, int* colors, SkPaint* paint) { 1289 // TODO: Do a quickReject 1290 if (!vertices || mSnapshot->isIgnored()) { 1291 return; 1292 } 1293 1294 glActiveTexture(gTextureUnits[0]); 1295 Texture* texture = mCaches.textureCache.get(bitmap); 1296 if (!texture) return; 1297 const AutoTexture autoCleanup(texture); 1298 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1299 1300 int alpha; 1301 SkXfermode::Mode mode; 1302 getAlphaAndMode(paint, &alpha, &mode); 1303 1304 const uint32_t count = meshWidth * meshHeight * 6; 1305 1306 float left = FLT_MAX; 1307 float top = FLT_MAX; 1308 float right = FLT_MIN; 1309 float bottom = FLT_MIN; 1310 1311#if RENDER_LAYERS_AS_REGIONS 1312 bool hasActiveLayer = hasLayer(); 1313#else 1314 bool hasActiveLayer = false; 1315#endif 1316 1317 // TODO: Support the colors array 1318 TextureVertex mesh[count]; 1319 TextureVertex* vertex = mesh; 1320 for (int32_t y = 0; y < meshHeight; y++) { 1321 for (int32_t x = 0; x < meshWidth; x++) { 1322 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1323 1324 float u1 = float(x) / meshWidth; 1325 float u2 = float(x + 1) / meshWidth; 1326 float v1 = float(y) / meshHeight; 1327 float v2 = float(y + 1) / meshHeight; 1328 1329 int ax = i + (meshWidth + 1) * 2; 1330 int ay = ax + 1; 1331 int bx = i; 1332 int by = bx + 1; 1333 int cx = i + 2; 1334 int cy = cx + 1; 1335 int dx = i + (meshWidth + 1) * 2 + 2; 1336 int dy = dx + 1; 1337 1338 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1339 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1340 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1341 1342 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1343 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1344 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1345 1346#if RENDER_LAYERS_AS_REGIONS 1347 if (hasActiveLayer) { 1348 // TODO: This could be optimized to avoid unnecessary ops 1349 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1350 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1351 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1352 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1353 } 1354#endif 1355 } 1356 } 1357 1358#if RENDER_LAYERS_AS_REGIONS 1359 if (hasActiveLayer) { 1360 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1361 } 1362#endif 1363 1364 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1365 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1366 GL_TRIANGLES, count, false, false, 0, false, false); 1367} 1368 1369void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1370 float srcLeft, float srcTop, float srcRight, float srcBottom, 1371 float dstLeft, float dstTop, float dstRight, float dstBottom, 1372 SkPaint* paint) { 1373 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1374 return; 1375 } 1376 1377 glActiveTexture(gTextureUnits[0]); 1378 Texture* texture = mCaches.textureCache.get(bitmap); 1379 if (!texture) return; 1380 const AutoTexture autoCleanup(texture); 1381 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1382 1383 const float width = texture->width; 1384 const float height = texture->height; 1385 1386 const float u1 = (srcLeft + 0.5f) / width; 1387 const float v1 = (srcTop + 0.5f) / height; 1388 const float u2 = (srcRight - 0.5f) / width; 1389 const float v2 = (srcBottom - 0.5f) / height; 1390 1391 mCaches.unbindMeshBuffer(); 1392 resetDrawTextureTexCoords(u1, v1, u2, v2); 1393 1394 int alpha; 1395 SkXfermode::Mode mode; 1396 getAlphaAndMode(paint, &alpha, &mode); 1397 1398 if (mSnapshot->transform->isPureTranslate()) { 1399 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1400 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1401 1402 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1403 texture->id, alpha / 255.0f, mode, texture->blend, 1404 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1405 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1406 } else { 1407 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1408 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1409 GL_TRIANGLE_STRIP, gMeshCount); 1410 } 1411 1412 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1413} 1414 1415void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1416 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1417 float left, float top, float right, float bottom, SkPaint* paint) { 1418 if (quickReject(left, top, right, bottom)) { 1419 return; 1420 } 1421 1422 glActiveTexture(gTextureUnits[0]); 1423 Texture* texture = mCaches.textureCache.get(bitmap); 1424 if (!texture) return; 1425 const AutoTexture autoCleanup(texture); 1426 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1427 1428 int alpha; 1429 SkXfermode::Mode mode; 1430 getAlphaAndMode(paint, &alpha, &mode); 1431 1432 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1433 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1434 1435 if (mesh && mesh->verticesCount > 0) { 1436 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1437#if RENDER_LAYERS_AS_REGIONS 1438 // Mark the current layer dirty where we are going to draw the patch 1439 if (hasLayer() && mesh->hasEmptyQuads) { 1440 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1441 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1442 const size_t count = mesh->quads.size(); 1443 for (size_t i = 0; i < count; i++) { 1444 const Rect& bounds = mesh->quads.itemAt(i); 1445 if (pureTranslate) { 1446 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1447 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1448 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1449 } else { 1450 dirtyLayer(left + bounds.left, top + bounds.top, 1451 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1452 } 1453 } 1454 } 1455#endif 1456 1457 if (pureTranslate) { 1458 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1459 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1460 1461 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1462 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1463 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1464 true, !mesh->hasEmptyQuads); 1465 } else { 1466 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1467 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1468 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1469 true, !mesh->hasEmptyQuads); 1470 } 1471 } 1472} 1473 1474/** 1475 * This function uses a similar approach to that of AA lines in the drawLines() function. 1476 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1477 * shader to compute the translucency of the color, determined by whether a given pixel is 1478 * within that boundary region and how far into the region it is. 1479 */ 1480void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1481 int color, SkXfermode::Mode mode) 1482{ 1483 float inverseScaleX = 1.0f; 1484 float inverseScaleY = 1.0f; 1485 // The quad that we use needs to account for scaling. 1486 if (!mSnapshot->transform->isPureTranslate()) { 1487 Matrix4 *mat = mSnapshot->transform; 1488 float m00 = mat->data[Matrix4::kScaleX]; 1489 float m01 = mat->data[Matrix4::kSkewY]; 1490 float m02 = mat->data[2]; 1491 float m10 = mat->data[Matrix4::kSkewX]; 1492 float m11 = mat->data[Matrix4::kScaleX]; 1493 float m12 = mat->data[6]; 1494 float scaleX = sqrt(m00 * m00 + m01 * m01); 1495 float scaleY = sqrt(m10 * m10 + m11 * m11); 1496 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1497 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1498 } 1499 1500 setupDraw(); 1501 setupDrawAALine(); 1502 setupDrawColor(color); 1503 setupDrawColorFilter(); 1504 setupDrawShader(); 1505 setupDrawBlending(true, mode); 1506 setupDrawProgram(); 1507 setupDrawModelViewIdentity(true); 1508 setupDrawColorUniforms(); 1509 setupDrawColorFilterUniforms(); 1510 setupDrawShaderIdentityUniforms(); 1511 1512 AAVertex rects[4]; 1513 AAVertex* aaVertices = &rects[0]; 1514 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1515 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1516 1517 float boundarySizeX = .5 * inverseScaleX; 1518 float boundarySizeY = .5 * inverseScaleY; 1519 1520 // Adjust the rect by the AA boundary padding 1521 left -= boundarySizeX; 1522 right += boundarySizeX; 1523 top -= boundarySizeY; 1524 bottom += boundarySizeY; 1525 1526 float width = right - left; 1527 float height = bottom - top; 1528 1529 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1530 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1531 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1532 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1533 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1534 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1535 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1536 1537 if (!quickReject(left, top, right, bottom)) { 1538 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1539 AAVertex::set(aaVertices++, left, top, 1, 0); 1540 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1541 AAVertex::set(aaVertices++, right, top, 0, 0); 1542 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1543 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1544 } 1545} 1546 1547/** 1548 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1549 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1550 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1551 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1552 * of the line. Hairlines are more involved because we need to account for transform scaling 1553 * to end up with a one-pixel-wide line in screen space.. 1554 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1555 * in combination with values that we calculate and pass down in this method. The basic approach 1556 * is that the quad we create contains both the core line area plus a bounding area in which 1557 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1558 * proportion of the width and the length of a given segment is represented by the boundary 1559 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1560 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1561 * on the inside). This ends up giving the result we want, with pixels that are completely 1562 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1563 * how far into the boundary region they are, which is determined by shader interpolation. 1564 */ 1565void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1566 if (mSnapshot->isIgnored()) return; 1567 1568 const bool isAA = paint->isAntiAlias(); 1569 // We use half the stroke width here because we're going to position the quad 1570 // corner vertices half of the width away from the line endpoints 1571 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1572 // A stroke width of 0 has a special meaning in Skia: 1573 // it draws a line 1 px wide regardless of current transform 1574 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1575 float inverseScaleX = 1.0f; 1576 float inverseScaleY = 1.0f; 1577 bool scaled = false; 1578 int alpha; 1579 SkXfermode::Mode mode; 1580 int generatedVerticesCount = 0; 1581 int verticesCount = count; 1582 if (count > 4) { 1583 // Polyline: account for extra vertices needed for continuous tri-strip 1584 verticesCount += (count - 4); 1585 } 1586 1587 if (isHairLine || isAA) { 1588 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1589 // the line on the screen should always be one pixel wide regardless of scale. For 1590 // AA lines, we only want one pixel of translucent boundary around the quad. 1591 if (!mSnapshot->transform->isPureTranslate()) { 1592 Matrix4 *mat = mSnapshot->transform; 1593 float m00 = mat->data[Matrix4::kScaleX]; 1594 float m01 = mat->data[Matrix4::kSkewY]; 1595 float m02 = mat->data[2]; 1596 float m10 = mat->data[Matrix4::kSkewX]; 1597 float m11 = mat->data[Matrix4::kScaleX]; 1598 float m12 = mat->data[6]; 1599 float scaleX = sqrt(m00*m00 + m01*m01); 1600 float scaleY = sqrt(m10*m10 + m11*m11); 1601 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1602 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1603 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1604 scaled = true; 1605 } 1606 } 1607 } 1608 1609 getAlphaAndMode(paint, &alpha, &mode); 1610 setupDraw(); 1611 if (isAA) { 1612 setupDrawAALine(); 1613 } 1614 setupDrawColor(paint->getColor(), alpha); 1615 setupDrawColorFilter(); 1616 setupDrawShader(); 1617 if (isAA) { 1618 setupDrawBlending(true, mode); 1619 } else { 1620 setupDrawBlending(mode); 1621 } 1622 setupDrawProgram(); 1623 setupDrawModelViewIdentity(true); 1624 setupDrawColorUniforms(); 1625 setupDrawColorFilterUniforms(); 1626 setupDrawShaderIdentityUniforms(); 1627 1628 if (isHairLine) { 1629 // Set a real stroke width to be used in quad construction 1630 halfStrokeWidth = isAA? 1 : .5; 1631 } else if (isAA && !scaled) { 1632 // Expand boundary to enable AA calculations on the quad border 1633 halfStrokeWidth += .5f; 1634 } 1635 Vertex lines[verticesCount]; 1636 Vertex* vertices = &lines[0]; 1637 AAVertex wLines[verticesCount]; 1638 AAVertex* aaVertices = &wLines[0]; 1639 if (!isAA) { 1640 setupDrawVertices(vertices); 1641 } else { 1642 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1643 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1644 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1645 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1646 // This value is used in the fragment shader to determine how to fill fragments. 1647 // We will need to calculate the actual width proportion on each segment for 1648 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1649 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1650 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1651 } 1652 1653 AAVertex* prevAAVertex = NULL; 1654 Vertex* prevVertex = NULL; 1655 1656 int boundaryLengthSlot = -1; 1657 int inverseBoundaryLengthSlot = -1; 1658 int boundaryWidthSlot = -1; 1659 int inverseBoundaryWidthSlot = -1; 1660 for (int i = 0; i < count; i += 4) { 1661 // a = start point, b = end point 1662 vec2 a(points[i], points[i + 1]); 1663 vec2 b(points[i + 2], points[i + 3]); 1664 float length = 0; 1665 float boundaryLengthProportion = 0; 1666 float boundaryWidthProportion = 0; 1667 1668 // Find the normal to the line 1669 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1670 if (isHairLine) { 1671 if (isAA) { 1672 float wideningFactor; 1673 if (fabs(n.x) >= fabs(n.y)) { 1674 wideningFactor = fabs(1.0f / n.x); 1675 } else { 1676 wideningFactor = fabs(1.0f / n.y); 1677 } 1678 n *= wideningFactor; 1679 } 1680 if (scaled) { 1681 n.x *= inverseScaleX; 1682 n.y *= inverseScaleY; 1683 } 1684 } else if (scaled) { 1685 // Extend n by .5 pixel on each side, post-transform 1686 vec2 extendedN = n.copyNormalized(); 1687 extendedN /= 2; 1688 extendedN.x *= inverseScaleX; 1689 extendedN.y *= inverseScaleY; 1690 float extendedNLength = extendedN.length(); 1691 // We need to set this value on the shader prior to drawing 1692 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1693 n += extendedN; 1694 } 1695 float x = n.x; 1696 n.x = -n.y; 1697 n.y = x; 1698 1699 // aa lines expand the endpoint vertices to encompass the AA boundary 1700 if (isAA) { 1701 vec2 abVector = (b - a); 1702 length = abVector.length(); 1703 abVector.normalize(); 1704 if (scaled) { 1705 abVector.x *= inverseScaleX; 1706 abVector.y *= inverseScaleY; 1707 float abLength = abVector.length(); 1708 boundaryLengthProportion = abLength / (length + abLength); 1709 } else { 1710 boundaryLengthProportion = .5 / (length + 1); 1711 } 1712 abVector /= 2; 1713 a -= abVector; 1714 b += abVector; 1715 } 1716 1717 // Four corners of the rectangle defining a thick line 1718 vec2 p1 = a - n; 1719 vec2 p2 = a + n; 1720 vec2 p3 = b + n; 1721 vec2 p4 = b - n; 1722 1723 1724 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1725 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1726 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1727 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1728 1729 if (!quickReject(left, top, right, bottom)) { 1730 if (!isAA) { 1731 if (prevVertex != NULL) { 1732 // Issue two repeat vertices to create degenerate triangles to bridge 1733 // between the previous line and the new one. This is necessary because 1734 // we are creating a single triangle_strip which will contain 1735 // potentially discontinuous line segments. 1736 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1737 Vertex::set(vertices++, p1.x, p1.y); 1738 generatedVerticesCount += 2; 1739 } 1740 Vertex::set(vertices++, p1.x, p1.y); 1741 Vertex::set(vertices++, p2.x, p2.y); 1742 Vertex::set(vertices++, p4.x, p4.y); 1743 Vertex::set(vertices++, p3.x, p3.y); 1744 prevVertex = vertices - 1; 1745 generatedVerticesCount += 4; 1746 } else { 1747 if (!isHairLine && scaled) { 1748 // Must set width proportions per-segment for scaled non-hairlines to use the 1749 // correct AA boundary dimensions 1750 if (boundaryWidthSlot < 0) { 1751 boundaryWidthSlot = 1752 mCaches.currentProgram->getUniform("boundaryWidth"); 1753 inverseBoundaryWidthSlot = 1754 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1755 } 1756 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1757 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1758 } 1759 if (boundaryLengthSlot < 0) { 1760 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1761 inverseBoundaryLengthSlot = 1762 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1763 } 1764 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1765 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1766 1767 if (prevAAVertex != NULL) { 1768 // Issue two repeat vertices to create degenerate triangles to bridge 1769 // between the previous line and the new one. This is necessary because 1770 // we are creating a single triangle_strip which will contain 1771 // potentially discontinuous line segments. 1772 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1773 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1774 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1775 generatedVerticesCount += 2; 1776 } 1777 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1778 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1779 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1780 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1781 prevAAVertex = aaVertices - 1; 1782 generatedVerticesCount += 4; 1783 } 1784 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1785 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1786 *mSnapshot->transform); 1787 } 1788 } 1789 if (generatedVerticesCount > 0) { 1790 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1791 } 1792} 1793 1794void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1795 if (mSnapshot->isIgnored()) return; 1796 1797 // TODO: The paint's cap style defines whether the points are square or circular 1798 // TODO: Handle AA for round points 1799 1800 // A stroke width of 0 has a special meaning in Skia: 1801 // it draws an unscaled 1px point 1802 float strokeWidth = paint->getStrokeWidth(); 1803 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1804 if (isHairLine) { 1805 // Now that we know it's hairline, we can set the effective width, to be used later 1806 strokeWidth = 1.0f; 1807 } 1808 const float halfWidth = strokeWidth / 2; 1809 int alpha; 1810 SkXfermode::Mode mode; 1811 getAlphaAndMode(paint, &alpha, &mode); 1812 1813 int verticesCount = count >> 1; 1814 int generatedVerticesCount = 0; 1815 1816 TextureVertex pointsData[verticesCount]; 1817 TextureVertex* vertex = &pointsData[0]; 1818 1819 setupDraw(); 1820 setupDrawPoint(strokeWidth); 1821 setupDrawColor(paint->getColor(), alpha); 1822 setupDrawColorFilter(); 1823 setupDrawShader(); 1824 setupDrawBlending(mode); 1825 setupDrawProgram(); 1826 setupDrawModelViewIdentity(true); 1827 setupDrawColorUniforms(); 1828 setupDrawColorFilterUniforms(); 1829 setupDrawPointUniforms(); 1830 setupDrawShaderIdentityUniforms(); 1831 setupDrawMesh(vertex); 1832 1833 for (int i = 0; i < count; i += 2) { 1834 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1835 generatedVerticesCount++; 1836 float left = points[i] - halfWidth; 1837 float right = points[i] + halfWidth; 1838 float top = points[i + 1] - halfWidth; 1839 float bottom = points [i + 1] + halfWidth; 1840 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1841 } 1842 1843 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1844} 1845 1846void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1847 // No need to check against the clip, we fill the clip region 1848 if (mSnapshot->isIgnored()) return; 1849 1850 Rect& clip(*mSnapshot->clipRect); 1851 clip.snapToPixelBoundaries(); 1852 1853 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1854} 1855 1856void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1857 if (!texture) return; 1858 const AutoTexture autoCleanup(texture); 1859 1860 const float x = left + texture->left - texture->offset; 1861 const float y = top + texture->top - texture->offset; 1862 1863 drawPathTexture(texture, x, y, paint); 1864} 1865 1866void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1867 float rx, float ry, SkPaint* paint) { 1868 if (mSnapshot->isIgnored()) return; 1869 1870 glActiveTexture(gTextureUnits[0]); 1871 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1872 right - left, bottom - top, rx, ry, paint); 1873 drawShape(left, top, texture, paint); 1874} 1875 1876void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1877 if (mSnapshot->isIgnored()) return; 1878 1879 glActiveTexture(gTextureUnits[0]); 1880 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1881 drawShape(x - radius, y - radius, texture, paint); 1882} 1883 1884void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1885 if (mSnapshot->isIgnored()) return; 1886 1887 glActiveTexture(gTextureUnits[0]); 1888 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1889 drawShape(left, top, texture, paint); 1890} 1891 1892void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1893 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1894 if (mSnapshot->isIgnored()) return; 1895 1896 if (fabs(sweepAngle) >= 360.0f) { 1897 drawOval(left, top, right, bottom, paint); 1898 return; 1899 } 1900 1901 glActiveTexture(gTextureUnits[0]); 1902 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1903 startAngle, sweepAngle, useCenter, paint); 1904 drawShape(left, top, texture, paint); 1905} 1906 1907void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1908 SkPaint* paint) { 1909 if (mSnapshot->isIgnored()) return; 1910 1911 glActiveTexture(gTextureUnits[0]); 1912 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1913 drawShape(left, top, texture, paint); 1914} 1915 1916void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1917 if (p->getStyle() != SkPaint::kFill_Style) { 1918 drawRectAsShape(left, top, right, bottom, p); 1919 return; 1920 } 1921 1922 if (quickReject(left, top, right, bottom)) { 1923 return; 1924 } 1925 1926 SkXfermode::Mode mode; 1927 if (!mCaches.extensions.hasFramebufferFetch()) { 1928 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1929 if (!isMode) { 1930 // Assume SRC_OVER 1931 mode = SkXfermode::kSrcOver_Mode; 1932 } 1933 } else { 1934 mode = getXfermode(p->getXfermode()); 1935 } 1936 1937 int color = p->getColor(); 1938 if (p->isAntiAlias()) { 1939 drawAARect(left, top, right, bottom, color, mode); 1940 } else { 1941 drawColorRect(left, top, right, bottom, color, mode); 1942 } 1943} 1944 1945void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1946 float x, float y, SkPaint* paint) { 1947 if (text == NULL || count == 0) { 1948 return; 1949 } 1950 if (mSnapshot->isIgnored()) return; 1951 1952 // TODO: We should probably make a copy of the paint instead of modifying 1953 // it; modifying the paint will change its generationID the first 1954 // time, which might impact caches. More investigation needed to 1955 // see if it matters. 1956 // If we make a copy, then drawTextDecorations() should *not* make 1957 // its own copy as it does right now. 1958 paint->setAntiAlias(true); 1959#if RENDER_TEXT_AS_GLYPHS 1960 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 1961#endif 1962 1963 float length = -1.0f; 1964 switch (paint->getTextAlign()) { 1965 case SkPaint::kCenter_Align: 1966 length = paint->measureText(text, bytesCount); 1967 x -= length / 2.0f; 1968 break; 1969 case SkPaint::kRight_Align: 1970 length = paint->measureText(text, bytesCount); 1971 x -= length; 1972 break; 1973 default: 1974 break; 1975 } 1976 1977 const float oldX = x; 1978 const float oldY = y; 1979 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1980 if (pureTranslate) { 1981 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1982 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1983 } 1984 1985 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1986 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1987 paint->getTextSize()); 1988 1989 int alpha; 1990 SkXfermode::Mode mode; 1991 getAlphaAndMode(paint, &alpha, &mode); 1992 1993 if (mHasShadow) { 1994 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1995 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 1996 paint, text, bytesCount, count, mShadowRadius); 1997 const AutoTexture autoCleanup(shadow); 1998 1999 const float sx = oldX - shadow->left + mShadowDx; 2000 const float sy = oldY - shadow->top + mShadowDy; 2001 2002 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2003 int shadowColor = mShadowColor; 2004 if (mShader) { 2005 shadowColor = 0xffffffff; 2006 } 2007 2008 glActiveTexture(gTextureUnits[0]); 2009 setupDraw(); 2010 setupDrawWithTexture(true); 2011 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2012 setupDrawColorFilter(); 2013 setupDrawShader(); 2014 setupDrawBlending(true, mode); 2015 setupDrawProgram(); 2016 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2017 setupDrawTexture(shadow->id); 2018 setupDrawPureColorUniforms(); 2019 setupDrawColorFilterUniforms(); 2020 setupDrawShaderUniforms(); 2021 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2022 2023 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2024 2025 finishDrawTexture(); 2026 } 2027 2028 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2029 return; 2030 } 2031 2032 // Pick the appropriate texture filtering 2033 bool linearFilter = mSnapshot->transform->changesBounds(); 2034 if (pureTranslate && !linearFilter) { 2035 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2036 } 2037 2038 glActiveTexture(gTextureUnits[0]); 2039 setupDraw(); 2040 setupDrawDirtyRegionsDisabled(); 2041 setupDrawWithTexture(true); 2042 setupDrawAlpha8Color(paint->getColor(), alpha); 2043 setupDrawColorFilter(); 2044 setupDrawShader(); 2045 setupDrawBlending(true, mode); 2046 setupDrawProgram(); 2047 setupDrawModelView(x, y, x, y, pureTranslate, true); 2048 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2049 setupDrawPureColorUniforms(); 2050 setupDrawColorFilterUniforms(); 2051 setupDrawShaderUniforms(pureTranslate); 2052 2053 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2054 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2055 2056#if RENDER_LAYERS_AS_REGIONS 2057 bool hasActiveLayer = hasLayer(); 2058#else 2059 bool hasActiveLayer = false; 2060#endif 2061 mCaches.unbindMeshBuffer(); 2062 2063 // Tell font renderer the locations of position and texture coord 2064 // attributes so it can bind its data properly 2065 int positionSlot = mCaches.currentProgram->position; 2066 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2067 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2068 hasActiveLayer ? &bounds : NULL)) { 2069#if RENDER_LAYERS_AS_REGIONS 2070 if (hasActiveLayer) { 2071 if (!pureTranslate) { 2072 mSnapshot->transform->mapRect(bounds); 2073 } 2074 dirtyLayerUnchecked(bounds, getRegion()); 2075 } 2076#endif 2077 } 2078 2079 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2080 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2081 2082 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2083} 2084 2085void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2086 if (mSnapshot->isIgnored()) return; 2087 2088 glActiveTexture(gTextureUnits[0]); 2089 2090 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2091 if (!texture) return; 2092 const AutoTexture autoCleanup(texture); 2093 2094 const float x = texture->left - texture->offset; 2095 const float y = texture->top - texture->offset; 2096 2097 drawPathTexture(texture, x, y, paint); 2098} 2099 2100void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2101 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2102 return; 2103 } 2104 2105 glActiveTexture(gTextureUnits[0]); 2106 2107 int alpha; 2108 SkXfermode::Mode mode; 2109 getAlphaAndMode(paint, &alpha, &mode); 2110 2111 layer->alpha = alpha; 2112 layer->mode = mode; 2113 2114#if RENDER_LAYERS_AS_REGIONS 2115 if (!layer->region.isEmpty()) { 2116 if (layer->region.isRect()) { 2117 composeLayerRect(layer, layer->regionRect); 2118 } else if (layer->mesh) { 2119 const float a = alpha / 255.0f; 2120 const Rect& rect = layer->layer; 2121 2122 setupDraw(); 2123 setupDrawWithTexture(); 2124 setupDrawColor(a, a, a, a); 2125 setupDrawColorFilter(); 2126 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 2127 setupDrawProgram(); 2128 setupDrawModelViewTranslate(x, y, 2129 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2130 setupDrawPureColorUniforms(); 2131 setupDrawColorFilterUniforms(); 2132 setupDrawTexture(layer->texture); 2133 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2134 2135 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2136 GL_UNSIGNED_SHORT, layer->meshIndices); 2137 2138 finishDrawTexture(); 2139 2140#if DEBUG_LAYERS_AS_REGIONS 2141 drawRegionRects(layer->region); 2142#endif 2143 } 2144 } 2145#else 2146 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2147 composeLayerRect(layer, r); 2148#endif 2149} 2150 2151/////////////////////////////////////////////////////////////////////////////// 2152// Shaders 2153/////////////////////////////////////////////////////////////////////////////// 2154 2155void OpenGLRenderer::resetShader() { 2156 mShader = NULL; 2157} 2158 2159void OpenGLRenderer::setupShader(SkiaShader* shader) { 2160 mShader = shader; 2161 if (mShader) { 2162 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2163 } 2164} 2165 2166/////////////////////////////////////////////////////////////////////////////// 2167// Color filters 2168/////////////////////////////////////////////////////////////////////////////// 2169 2170void OpenGLRenderer::resetColorFilter() { 2171 mColorFilter = NULL; 2172} 2173 2174void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2175 mColorFilter = filter; 2176} 2177 2178/////////////////////////////////////////////////////////////////////////////// 2179// Drop shadow 2180/////////////////////////////////////////////////////////////////////////////// 2181 2182void OpenGLRenderer::resetShadow() { 2183 mHasShadow = false; 2184} 2185 2186void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2187 mHasShadow = true; 2188 mShadowRadius = radius; 2189 mShadowDx = dx; 2190 mShadowDy = dy; 2191 mShadowColor = color; 2192} 2193 2194/////////////////////////////////////////////////////////////////////////////// 2195// Drawing implementation 2196/////////////////////////////////////////////////////////////////////////////// 2197 2198void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2199 float x, float y, SkPaint* paint) { 2200 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2201 return; 2202 } 2203 2204 int alpha; 2205 SkXfermode::Mode mode; 2206 getAlphaAndMode(paint, &alpha, &mode); 2207 2208 setupDraw(); 2209 setupDrawWithTexture(true); 2210 setupDrawAlpha8Color(paint->getColor(), alpha); 2211 setupDrawColorFilter(); 2212 setupDrawShader(); 2213 setupDrawBlending(true, mode); 2214 setupDrawProgram(); 2215 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2216 setupDrawTexture(texture->id); 2217 setupDrawPureColorUniforms(); 2218 setupDrawColorFilterUniforms(); 2219 setupDrawShaderUniforms(); 2220 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2221 2222 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2223 2224 finishDrawTexture(); 2225} 2226 2227// Same values used by Skia 2228#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2229#define kStdUnderline_Offset (1.0f / 9.0f) 2230#define kStdUnderline_Thickness (1.0f / 18.0f) 2231 2232void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2233 float x, float y, SkPaint* paint) { 2234 // Handle underline and strike-through 2235 uint32_t flags = paint->getFlags(); 2236 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2237 SkPaint paintCopy(*paint); 2238 float underlineWidth = length; 2239 // If length is > 0.0f, we already measured the text for the text alignment 2240 if (length <= 0.0f) { 2241 underlineWidth = paintCopy.measureText(text, bytesCount); 2242 } 2243 2244 float offsetX = 0; 2245 switch (paintCopy.getTextAlign()) { 2246 case SkPaint::kCenter_Align: 2247 offsetX = underlineWidth * 0.5f; 2248 break; 2249 case SkPaint::kRight_Align: 2250 offsetX = underlineWidth; 2251 break; 2252 default: 2253 break; 2254 } 2255 2256 if (underlineWidth > 0.0f) { 2257 const float textSize = paintCopy.getTextSize(); 2258 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2259 2260 const float left = x - offsetX; 2261 float top = 0.0f; 2262 2263 int linesCount = 0; 2264 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2265 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2266 2267 const int pointsCount = 4 * linesCount; 2268 float points[pointsCount]; 2269 int currentPoint = 0; 2270 2271 if (flags & SkPaint::kUnderlineText_Flag) { 2272 top = y + textSize * kStdUnderline_Offset; 2273 points[currentPoint++] = left; 2274 points[currentPoint++] = top; 2275 points[currentPoint++] = left + underlineWidth; 2276 points[currentPoint++] = top; 2277 } 2278 2279 if (flags & SkPaint::kStrikeThruText_Flag) { 2280 top = y + textSize * kStdStrikeThru_Offset; 2281 points[currentPoint++] = left; 2282 points[currentPoint++] = top; 2283 points[currentPoint++] = left + underlineWidth; 2284 points[currentPoint++] = top; 2285 } 2286 2287 paintCopy.setStrokeWidth(strokeWidth); 2288 2289 drawLines(&points[0], pointsCount, &paintCopy); 2290 } 2291 } 2292} 2293 2294void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2295 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2296 // If a shader is set, preserve only the alpha 2297 if (mShader) { 2298 color |= 0x00ffffff; 2299 } 2300 2301 setupDraw(); 2302 setupDrawColor(color); 2303 setupDrawShader(); 2304 setupDrawColorFilter(); 2305 setupDrawBlending(mode); 2306 setupDrawProgram(); 2307 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2308 setupDrawColorUniforms(); 2309 setupDrawShaderUniforms(ignoreTransform); 2310 setupDrawColorFilterUniforms(); 2311 setupDrawSimpleMesh(); 2312 2313 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2314} 2315 2316void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2317 Texture* texture, SkPaint* paint) { 2318 int alpha; 2319 SkXfermode::Mode mode; 2320 getAlphaAndMode(paint, &alpha, &mode); 2321 2322 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 2323 2324 if (mSnapshot->transform->isPureTranslate()) { 2325 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2326 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2327 2328 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2329 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2330 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2331 } else { 2332 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2333 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2334 GL_TRIANGLE_STRIP, gMeshCount); 2335 } 2336} 2337 2338void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2339 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2340 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2341 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2342} 2343 2344void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2345 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2346 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2347 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2348 2349 setupDraw(); 2350 setupDrawWithTexture(); 2351 setupDrawColor(alpha, alpha, alpha, alpha); 2352 setupDrawColorFilter(); 2353 setupDrawBlending(blend, mode, swapSrcDst); 2354 setupDrawProgram(); 2355 if (!dirty) { 2356 setupDrawDirtyRegionsDisabled(); 2357 } 2358 if (!ignoreScale) { 2359 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2360 } else { 2361 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2362 } 2363 setupDrawPureColorUniforms(); 2364 setupDrawColorFilterUniforms(); 2365 setupDrawTexture(texture); 2366 setupDrawMesh(vertices, texCoords, vbo); 2367 2368 glDrawArrays(drawMode, 0, elementsCount); 2369 2370 finishDrawTexture(); 2371} 2372 2373void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2374 ProgramDescription& description, bool swapSrcDst) { 2375 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2376 if (blend) { 2377 if (mode < SkXfermode::kPlus_Mode) { 2378 if (!mCaches.blend) { 2379 glEnable(GL_BLEND); 2380 } 2381 2382 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2383 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2384 2385 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2386 glBlendFunc(sourceMode, destMode); 2387 mCaches.lastSrcMode = sourceMode; 2388 mCaches.lastDstMode = destMode; 2389 } 2390 } else { 2391 // These blend modes are not supported by OpenGL directly and have 2392 // to be implemented using shaders. Since the shader will perform 2393 // the blending, turn blending off here 2394 if (mCaches.extensions.hasFramebufferFetch()) { 2395 description.framebufferMode = mode; 2396 description.swapSrcDst = swapSrcDst; 2397 } 2398 2399 if (mCaches.blend) { 2400 glDisable(GL_BLEND); 2401 } 2402 blend = false; 2403 } 2404 } else if (mCaches.blend) { 2405 glDisable(GL_BLEND); 2406 } 2407 mCaches.blend = blend; 2408} 2409 2410bool OpenGLRenderer::useProgram(Program* program) { 2411 if (!program->isInUse()) { 2412 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2413 program->use(); 2414 mCaches.currentProgram = program; 2415 return false; 2416 } 2417 return true; 2418} 2419 2420void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2421 TextureVertex* v = &mMeshVertices[0]; 2422 TextureVertex::setUV(v++, u1, v1); 2423 TextureVertex::setUV(v++, u2, v1); 2424 TextureVertex::setUV(v++, u1, v2); 2425 TextureVertex::setUV(v++, u2, v2); 2426} 2427 2428void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2429 if (paint) { 2430 if (!mCaches.extensions.hasFramebufferFetch()) { 2431 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2432 if (!isMode) { 2433 // Assume SRC_OVER 2434 *mode = SkXfermode::kSrcOver_Mode; 2435 } 2436 } else { 2437 *mode = getXfermode(paint->getXfermode()); 2438 } 2439 2440 // Skia draws using the color's alpha channel if < 255 2441 // Otherwise, it uses the paint's alpha 2442 int color = paint->getColor(); 2443 *alpha = (color >> 24) & 0xFF; 2444 if (*alpha == 255) { 2445 *alpha = paint->getAlpha(); 2446 } 2447 } else { 2448 *mode = SkXfermode::kSrcOver_Mode; 2449 *alpha = 255; 2450 } 2451} 2452 2453SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2454 SkXfermode::Mode resultMode; 2455 if (!SkXfermode::AsMode(mode, &resultMode)) { 2456 resultMode = SkXfermode::kSrcOver_Mode; 2457 } 2458 return resultMode; 2459} 2460 2461void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2462 bool bound = false; 2463 if (wrapS != texture->wrapS) { 2464 glBindTexture(GL_TEXTURE_2D, texture->id); 2465 bound = true; 2466 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2467 texture->wrapS = wrapS; 2468 } 2469 if (wrapT != texture->wrapT) { 2470 if (!bound) { 2471 glBindTexture(GL_TEXTURE_2D, texture->id); 2472 } 2473 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2474 texture->wrapT = wrapT; 2475 } 2476} 2477 2478}; // namespace uirenderer 2479}; // namespace android 2480