OpenGLRenderer.cpp revision 6c15ffa196fc9b7724c189d833c3435d8db12266
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "DisplayListRenderer.h" 21#include "Fence.h" 22#include "GammaFontRenderer.h" 23#include "Patch.h" 24#include "PathTessellator.h" 25#include "Properties.h" 26#include "RenderNode.h" 27#include "renderstate/RenderState.h" 28#include "ShadowTessellator.h" 29#include "SkiaShader.h" 30#include "Vector.h" 31#include "VertexBuffer.h" 32#include "utils/GLUtils.h" 33#include "utils/PaintUtils.h" 34#include "utils/TraceUtils.h" 35 36#include <stdlib.h> 37#include <stdint.h> 38#include <sys/types.h> 39 40#include <SkCanvas.h> 41#include <SkColor.h> 42#include <SkShader.h> 43#include <SkTypeface.h> 44 45#include <utils/Log.h> 46#include <utils/StopWatch.h> 47 48#include <private/hwui/DrawGlInfo.h> 49 50#include <ui/Rect.h> 51 52#if DEBUG_DETAILED_EVENTS 53 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 54#else 55 #define EVENT_LOGD(...) 56#endif 57 58namespace android { 59namespace uirenderer { 60 61static GLenum getFilter(const SkPaint* paint) { 62 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 63 return GL_LINEAR; 64 } 65 return GL_NEAREST; 66} 67 68/////////////////////////////////////////////////////////////////////////////// 69// Globals 70/////////////////////////////////////////////////////////////////////////////// 71 72 73/////////////////////////////////////////////////////////////////////////////// 74// Functions 75/////////////////////////////////////////////////////////////////////////////// 76 77template<typename T> 78static inline T min(T a, T b) { 79 return a < b ? a : b; 80} 81 82/////////////////////////////////////////////////////////////////////////////// 83// Constructors/destructor 84/////////////////////////////////////////////////////////////////////////////// 85 86OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 87 : mState(*this) 88 , mCaches(Caches::getInstance()) 89 , mExtensions(Extensions::getInstance()) 90 , mRenderState(renderState) 91 , mFrameStarted(false) 92 , mScissorOptimizationDisabled(false) 93 , mSuppressTiling(false) 94 , mFirstFrameAfterResize(true) 95 , mDirty(false) 96 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 97 , mLightRadius(FLT_MIN) 98 , mAmbientShadowAlpha(0) 99 , mSpotShadowAlpha(0) { 100 // *set* draw modifiers to be 0 101 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 102 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 103 104 memcpy(mMeshVertices, kMeshVertices, sizeof(kMeshVertices)); 105} 106 107OpenGLRenderer::~OpenGLRenderer() { 108 // The context has already been destroyed at this point, do not call 109 // GL APIs. All GL state should be kept in Caches.h 110} 111 112void OpenGLRenderer::initProperties() { 113 char property[PROPERTY_VALUE_MAX]; 114 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 115 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 116 INIT_LOGD(" Scissor optimization %s", 117 mScissorOptimizationDisabled ? "disabled" : "enabled"); 118 } else { 119 INIT_LOGD(" Scissor optimization enabled"); 120 } 121} 122 123void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 124 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 125 mLightCenter = lightCenter; 126 mLightRadius = lightRadius; 127 mAmbientShadowAlpha = ambientShadowAlpha; 128 mSpotShadowAlpha = spotShadowAlpha; 129} 130 131/////////////////////////////////////////////////////////////////////////////// 132// Setup 133/////////////////////////////////////////////////////////////////////////////// 134 135void OpenGLRenderer::onViewportInitialized() { 136 glDisable(GL_DITHER); 137 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 138 mFirstFrameAfterResize = true; 139} 140 141void OpenGLRenderer::setupFrameState(float left, float top, 142 float right, float bottom, bool opaque) { 143 mCaches.clearGarbage(); 144 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 145 mOpaque = opaque; 146 mTilingClip.set(left, top, right, bottom); 147} 148 149void OpenGLRenderer::startFrame() { 150 if (mFrameStarted) return; 151 mFrameStarted = true; 152 153 mState.setDirtyClip(true); 154 155 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 156 157 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 158 159 // Functors break the tiling extension in pretty spectacular ways 160 // This ensures we don't use tiling when a functor is going to be 161 // invoked during the frame 162 mSuppressTiling = mCaches.hasRegisteredFunctors() 163 || mFirstFrameAfterResize; 164 mFirstFrameAfterResize = false; 165 166 startTilingCurrentClip(true); 167 168 debugOverdraw(true, true); 169 170 clear(mTilingClip.left, mTilingClip.top, 171 mTilingClip.right, mTilingClip.bottom, mOpaque); 172} 173 174void OpenGLRenderer::prepareDirty(float left, float top, 175 float right, float bottom, bool opaque) { 176 177 setupFrameState(left, top, right, bottom, opaque); 178 179 // Layer renderers will start the frame immediately 180 // The framebuffer renderer will first defer the display list 181 // for each layer and wait until the first drawing command 182 // to start the frame 183 if (currentSnapshot()->fbo == 0) { 184 mRenderState.blend().syncEnabled(); 185 updateLayers(); 186 } else { 187 startFrame(); 188 } 189} 190 191void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 192 // If we know that we are going to redraw the entire framebuffer, 193 // perform a discard to let the driver know we don't need to preserve 194 // the back buffer for this frame. 195 if (mExtensions.hasDiscardFramebuffer() && 196 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 197 const bool isFbo = onGetTargetFbo() == 0; 198 const GLenum attachments[] = { 199 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 200 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 201 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 202 } 203} 204 205void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 206 if (!opaque) { 207 mRenderState.scissor().setEnabled(true); 208 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 209 glClear(GL_COLOR_BUFFER_BIT); 210 mDirty = true; 211 return; 212 } 213 214 mRenderState.scissor().reset(); 215} 216 217void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 218 if (!mSuppressTiling) { 219 const Snapshot* snapshot = currentSnapshot(); 220 221 const Rect* clip = &mTilingClip; 222 if (snapshot->flags & Snapshot::kFlagFboTarget) { 223 clip = &(snapshot->layer->clipRect); 224 } 225 226 startTiling(*clip, getViewportHeight(), opaque, expand); 227 } 228} 229 230void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 231 if (!mSuppressTiling) { 232 if(expand) { 233 // Expand the startTiling region by 1 234 int leftNotZero = (clip.left > 0) ? 1 : 0; 235 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 236 237 mCaches.startTiling( 238 clip.left - leftNotZero, 239 windowHeight - clip.bottom - topNotZero, 240 clip.right - clip.left + leftNotZero + 1, 241 clip.bottom - clip.top + topNotZero + 1, 242 opaque); 243 } else { 244 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 245 clip.right - clip.left, clip.bottom - clip.top, opaque); 246 } 247 } 248} 249 250void OpenGLRenderer::endTiling() { 251 if (!mSuppressTiling) mCaches.endTiling(); 252} 253 254bool OpenGLRenderer::finish() { 255 renderOverdraw(); 256 endTiling(); 257 mTempPaths.clear(); 258 259 // When finish() is invoked on FBO 0 we've reached the end 260 // of the current frame 261 if (onGetTargetFbo() == 0) { 262 mCaches.pathCache.trim(); 263 mCaches.tessellationCache.trim(); 264 } 265 266 if (!suppressErrorChecks()) { 267#if DEBUG_OPENGL 268 GLUtils::dumpGLErrors(); 269#endif 270 271#if DEBUG_MEMORY_USAGE 272 mCaches.dumpMemoryUsage(); 273#else 274 if (mCaches.getDebugLevel() & kDebugMemory) { 275 mCaches.dumpMemoryUsage(); 276 } 277#endif 278 } 279 280 mFrameStarted = false; 281 282 return reportAndClearDirty(); 283} 284 285void OpenGLRenderer::resumeAfterLayer() { 286 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 287 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 288 debugOverdraw(true, false); 289 290 mRenderState.scissor().reset(); 291 dirtyClip(); 292} 293 294void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 295 if (mState.currentlyIgnored()) return; 296 297 Rect clip(mState.currentClipRect()); 298 clip.snapToPixelBoundaries(); 299 300 // Since we don't know what the functor will draw, let's dirty 301 // the entire clip region 302 if (hasLayer()) { 303 dirtyLayerUnchecked(clip, getRegion()); 304 } 305 306 DrawGlInfo info; 307 info.clipLeft = clip.left; 308 info.clipTop = clip.top; 309 info.clipRight = clip.right; 310 info.clipBottom = clip.bottom; 311 info.isLayer = hasLayer(); 312 info.width = getViewportWidth(); 313 info.height = getViewportHeight(); 314 currentTransform()->copyTo(&info.transform[0]); 315 316 bool prevDirtyClip = mState.getDirtyClip(); 317 // setup GL state for functor 318 if (mState.getDirtyClip()) { 319 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 320 } 321 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 322 setScissorFromClip(); 323 } 324 325 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 326 // Scissor may have been modified, reset dirty clip 327 dirtyClip(); 328 329 mDirty = true; 330} 331 332/////////////////////////////////////////////////////////////////////////////// 333// Debug 334/////////////////////////////////////////////////////////////////////////////// 335 336void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 337#if DEBUG_DETAILED_EVENTS 338 const int BUFFER_SIZE = 256; 339 va_list ap; 340 char buf[BUFFER_SIZE]; 341 342 va_start(ap, fmt); 343 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 344 va_end(ap); 345 346 eventMark(buf); 347#endif 348} 349 350 351void OpenGLRenderer::eventMark(const char* name) const { 352 mCaches.eventMark(0, name); 353} 354 355void OpenGLRenderer::startMark(const char* name) const { 356 mCaches.startMark(0, name); 357} 358 359void OpenGLRenderer::endMark() const { 360 mCaches.endMark(); 361} 362 363void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 364 mRenderState.debugOverdraw(enable, clear); 365} 366 367void OpenGLRenderer::renderOverdraw() { 368 if (mCaches.debugOverdraw && onGetTargetFbo() == 0) { 369 const Rect* clip = &mTilingClip; 370 371 mRenderState.scissor().setEnabled(true); 372 mRenderState.scissor().set(clip->left, 373 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 374 clip->right - clip->left, 375 clip->bottom - clip->top); 376 377 // 1x overdraw 378 mRenderState.stencil().enableDebugTest(2); 379 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 380 381 // 2x overdraw 382 mRenderState.stencil().enableDebugTest(3); 383 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 384 385 // 3x overdraw 386 mRenderState.stencil().enableDebugTest(4); 387 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 388 389 // 4x overdraw and higher 390 mRenderState.stencil().enableDebugTest(4, true); 391 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 392 393 mRenderState.stencil().disable(); 394 } 395} 396 397/////////////////////////////////////////////////////////////////////////////// 398// Layers 399/////////////////////////////////////////////////////////////////////////////// 400 401bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 402 if (layer->deferredUpdateScheduled && layer->renderer 403 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 404 405 if (inFrame) { 406 endTiling(); 407 debugOverdraw(false, false); 408 } 409 410 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 411 layer->render(*this); 412 } else { 413 layer->defer(*this); 414 } 415 416 if (inFrame) { 417 resumeAfterLayer(); 418 startTilingCurrentClip(); 419 } 420 421 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 422 layer->hasDrawnSinceUpdate = false; 423 424 return true; 425 } 426 427 return false; 428} 429 430void OpenGLRenderer::updateLayers() { 431 // If draw deferring is enabled this method will simply defer 432 // the display list of each individual layer. The layers remain 433 // in the layer updates list which will be cleared by flushLayers(). 434 int count = mLayerUpdates.size(); 435 if (count > 0) { 436 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 437 startMark("Layer Updates"); 438 } else { 439 startMark("Defer Layer Updates"); 440 } 441 442 // Note: it is very important to update the layers in order 443 for (int i = 0; i < count; i++) { 444 Layer* layer = mLayerUpdates.itemAt(i).get(); 445 updateLayer(layer, false); 446 } 447 448 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 449 mLayerUpdates.clear(); 450 mRenderState.bindFramebuffer(onGetTargetFbo()); 451 } 452 endMark(); 453 } 454} 455 456void OpenGLRenderer::flushLayers() { 457 int count = mLayerUpdates.size(); 458 if (count > 0) { 459 startMark("Apply Layer Updates"); 460 461 // Note: it is very important to update the layers in order 462 for (int i = 0; i < count; i++) { 463 mLayerUpdates.itemAt(i)->flush(); 464 } 465 466 mLayerUpdates.clear(); 467 mRenderState.bindFramebuffer(onGetTargetFbo()); 468 469 endMark(); 470 } 471} 472 473void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 474 if (layer) { 475 // Make sure we don't introduce duplicates. 476 // SortedVector would do this automatically but we need to respect 477 // the insertion order. The linear search is not an issue since 478 // this list is usually very short (typically one item, at most a few) 479 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 480 if (mLayerUpdates.itemAt(i) == layer) { 481 return; 482 } 483 } 484 mLayerUpdates.push_back(layer); 485 } 486} 487 488void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 489 if (layer) { 490 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 491 if (mLayerUpdates.itemAt(i) == layer) { 492 mLayerUpdates.removeAt(i); 493 break; 494 } 495 } 496 } 497} 498 499void OpenGLRenderer::flushLayerUpdates() { 500 ATRACE_NAME("Update HW Layers"); 501 mRenderState.blend().syncEnabled(); 502 updateLayers(); 503 flushLayers(); 504 // Wait for all the layer updates to be executed 505 AutoFence fence; 506} 507 508void OpenGLRenderer::markLayersAsBuildLayers() { 509 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 510 mLayerUpdates[i]->wasBuildLayered = true; 511 } 512} 513 514/////////////////////////////////////////////////////////////////////////////// 515// State management 516/////////////////////////////////////////////////////////////////////////////// 517 518void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 519 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 520 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 521 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 522 523 if (restoreViewport) { 524 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 525 } 526 527 if (restoreClip) { 528 dirtyClip(); 529 } 530 531 if (restoreLayer) { 532 endMark(); // Savelayer 533 ATRACE_END(); // SaveLayer 534 startMark("ComposeLayer"); 535 composeLayer(removed, restored); 536 endMark(); 537 } 538} 539 540/////////////////////////////////////////////////////////////////////////////// 541// Layers 542/////////////////////////////////////////////////////////////////////////////// 543 544int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 545 const SkPaint* paint, int flags, const SkPath* convexMask) { 546 // force matrix/clip isolation for layer 547 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 548 549 const int count = mState.saveSnapshot(flags); 550 551 if (!mState.currentlyIgnored()) { 552 createLayer(left, top, right, bottom, paint, flags, convexMask); 553 } 554 555 return count; 556} 557 558void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 559 const Rect untransformedBounds(bounds); 560 561 currentTransform()->mapRect(bounds); 562 563 // Layers only make sense if they are in the framebuffer's bounds 564 if (bounds.intersect(mState.currentClipRect())) { 565 // We cannot work with sub-pixels in this case 566 bounds.snapToPixelBoundaries(); 567 568 // When the layer is not an FBO, we may use glCopyTexImage so we 569 // need to make sure the layer does not extend outside the bounds 570 // of the framebuffer 571 const Snapshot& previous = *(currentSnapshot()->previous); 572 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 573 if (!bounds.intersect(previousViewport)) { 574 bounds.setEmpty(); 575 } else if (fboLayer) { 576 clip.set(bounds); 577 mat4 inverse; 578 inverse.loadInverse(*currentTransform()); 579 inverse.mapRect(clip); 580 clip.snapToPixelBoundaries(); 581 if (clip.intersect(untransformedBounds)) { 582 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 583 bounds.set(untransformedBounds); 584 } else { 585 clip.setEmpty(); 586 } 587 } 588 } else { 589 bounds.setEmpty(); 590 } 591} 592 593void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 594 bool fboLayer, int alpha) { 595 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 596 bounds.getHeight() > mCaches.maxTextureSize || 597 (fboLayer && clip.isEmpty())) { 598 writableSnapshot()->empty = fboLayer; 599 } else { 600 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 601 } 602} 603 604int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 605 const SkPaint* paint, int flags) { 606 const int count = mState.saveSnapshot(flags); 607 608 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 609 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 610 // operations will be able to store and restore the current clip and transform info, and 611 // quick rejection will be correct (for display lists) 612 613 Rect bounds(left, top, right, bottom); 614 Rect clip; 615 calculateLayerBoundsAndClip(bounds, clip, true); 616 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 617 618 if (!mState.currentlyIgnored()) { 619 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 620 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 621 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 622 writableSnapshot()->roundRectClipState = nullptr; 623 } 624 } 625 626 return count; 627} 628 629/** 630 * Layers are viewed by Skia are slightly different than layers in image editing 631 * programs (for instance.) When a layer is created, previously created layers 632 * and the frame buffer still receive every drawing command. For instance, if a 633 * layer is created and a shape intersecting the bounds of the layers and the 634 * framebuffer is draw, the shape will be drawn on both (unless the layer was 635 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 636 * 637 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 638 * texture. Unfortunately, this is inefficient as it requires every primitive to 639 * be drawn n + 1 times, where n is the number of active layers. In practice this 640 * means, for every primitive: 641 * - Switch active frame buffer 642 * - Change viewport, clip and projection matrix 643 * - Issue the drawing 644 * 645 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 646 * To avoid this, layers are implemented in a different way here, at least in the 647 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 648 * is set. When this flag is set we can redirect all drawing operations into a 649 * single FBO. 650 * 651 * This implementation relies on the frame buffer being at least RGBA 8888. When 652 * a layer is created, only a texture is created, not an FBO. The content of the 653 * frame buffer contained within the layer's bounds is copied into this texture 654 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 655 * buffer and drawing continues as normal. This technique therefore treats the 656 * frame buffer as a scratch buffer for the layers. 657 * 658 * To compose the layers back onto the frame buffer, each layer texture 659 * (containing the original frame buffer data) is drawn as a simple quad over 660 * the frame buffer. The trick is that the quad is set as the composition 661 * destination in the blending equation, and the frame buffer becomes the source 662 * of the composition. 663 * 664 * Drawing layers with an alpha value requires an extra step before composition. 665 * An empty quad is drawn over the layer's region in the frame buffer. This quad 666 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 667 * quad is used to multiply the colors in the frame buffer. This is achieved by 668 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 669 * GL_ZERO, GL_SRC_ALPHA. 670 * 671 * Because glCopyTexImage2D() can be slow, an alternative implementation might 672 * be use to draw a single clipped layer. The implementation described above 673 * is correct in every case. 674 * 675 * (1) The frame buffer is actually not cleared right away. To allow the GPU 676 * to potentially optimize series of calls to glCopyTexImage2D, the frame 677 * buffer is left untouched until the first drawing operation. Only when 678 * something actually gets drawn are the layers regions cleared. 679 */ 680bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 681 const SkPaint* paint, int flags, const SkPath* convexMask) { 682 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 683 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 684 685 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 686 687 // Window coordinates of the layer 688 Rect clip; 689 Rect bounds(left, top, right, bottom); 690 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 691 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 692 693 // Bail out if we won't draw in this snapshot 694 if (mState.currentlyIgnored()) { 695 return false; 696 } 697 698 mCaches.textureState().activateTexture(0); 699 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 700 if (!layer) { 701 return false; 702 } 703 704 layer->setPaint(paint); 705 layer->layer.set(bounds); 706 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 707 bounds.getWidth() / float(layer->getWidth()), 0.0f); 708 709 layer->setBlend(true); 710 layer->setDirty(false); 711 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 712 713 // Save the layer in the snapshot 714 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 715 writableSnapshot()->layer = layer; 716 717 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 718 fboLayer ? "" : "unclipped ", 719 layer->getWidth(), layer->getHeight()); 720 startMark("SaveLayer"); 721 if (fboLayer) { 722 return createFboLayer(layer, bounds, clip); 723 } else { 724 // Copy the framebuffer into the layer 725 layer->bindTexture(); 726 if (!bounds.isEmpty()) { 727 if (layer->isEmpty()) { 728 // Workaround for some GL drivers. When reading pixels lying outside 729 // of the window we should get undefined values for those pixels. 730 // Unfortunately some drivers will turn the entire target texture black 731 // when reading outside of the window. 732 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 733 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 734 layer->setEmpty(false); 735 } 736 737 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 738 bounds.left, getViewportHeight() - bounds.bottom, 739 bounds.getWidth(), bounds.getHeight()); 740 741 // Enqueue the buffer coordinates to clear the corresponding region later 742 mLayers.push_back(Rect(bounds)); 743 } 744 } 745 746 return true; 747} 748 749bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 750 layer->clipRect.set(clip); 751 layer->setFbo(mCaches.fboCache.get()); 752 753 writableSnapshot()->region = &writableSnapshot()->layer->region; 754 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 755 writableSnapshot()->fbo = layer->getFbo(); 756 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 757 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 758 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 759 writableSnapshot()->roundRectClipState = nullptr; 760 761 endTiling(); 762 debugOverdraw(false, false); 763 // Bind texture to FBO 764 mRenderState.bindFramebuffer(layer->getFbo()); 765 layer->bindTexture(); 766 767 // Initialize the texture if needed 768 if (layer->isEmpty()) { 769 layer->allocateTexture(); 770 layer->setEmpty(false); 771 } 772 773 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 774 layer->getTexture(), 0); 775 776 // Expand the startTiling region by 1 777 startTilingCurrentClip(true, true); 778 779 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 780 mRenderState.scissor().setEnabled(true); 781 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 782 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 783 glClear(GL_COLOR_BUFFER_BIT); 784 785 dirtyClip(); 786 787 // Change the ortho projection 788 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 789 return true; 790} 791 792/** 793 * Read the documentation of createLayer() before doing anything in this method. 794 */ 795void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 796 if (!removed.layer) { 797 ALOGE("Attempting to compose a layer that does not exist"); 798 return; 799 } 800 801 Layer* layer = removed.layer; 802 const Rect& rect = layer->layer; 803 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 804 805 bool clipRequired = false; 806 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 807 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 808 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 809 810 if (fboLayer) { 811 endTiling(); 812 813 // Detach the texture from the FBO 814 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 815 816 layer->removeFbo(false); 817 818 // Unbind current FBO and restore previous one 819 mRenderState.bindFramebuffer(restored.fbo); 820 debugOverdraw(true, false); 821 822 startTilingCurrentClip(); 823 } 824 825 if (!fboLayer && layer->getAlpha() < 255) { 826 SkPaint layerPaint; 827 layerPaint.setAlpha(layer->getAlpha()); 828 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 829 layerPaint.setColorFilter(layer->getColorFilter()); 830 831 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 832 // Required below, composeLayerRect() will divide by 255 833 layer->setAlpha(255); 834 } 835 836 mRenderState.meshState().unbindMeshBuffer(); 837 838 mCaches.textureState().activateTexture(0); 839 840 // When the layer is stored in an FBO, we can save a bit of fillrate by 841 // drawing only the dirty region 842 if (fboLayer) { 843 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 844 composeLayerRegion(layer, rect); 845 } else if (!rect.isEmpty()) { 846 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 847 848 save(0); 849 // the layer contains screen buffer content that shouldn't be alpha modulated 850 // (and any necessary alpha modulation was handled drawing into the layer) 851 writableSnapshot()->alpha = 1.0f; 852 composeLayerRect(layer, rect, true); 853 restore(); 854 } 855 856 dirtyClip(); 857 858 // Failing to add the layer to the cache should happen only if the layer is too large 859 layer->setConvexMask(nullptr); 860 if (!mCaches.layerCache.put(layer)) { 861 LAYER_LOGD("Deleting layer"); 862 layer->decStrong(nullptr); 863 } 864} 865 866void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 867 float alpha = getLayerAlpha(layer); 868 869 setupDraw(); 870 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 871 setupDrawWithTexture(); 872 } else { 873 setupDrawWithExternalTexture(); 874 } 875 setupDrawTextureTransform(); 876 setupDrawColor(alpha, alpha, alpha, alpha); 877 setupDrawColorFilter(layer->getColorFilter()); 878 setupDrawBlending(layer); 879 setupDrawProgram(); 880 setupDrawPureColorUniforms(); 881 setupDrawColorFilterUniforms(layer->getColorFilter()); 882 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 883 setupDrawTexture(layer->getTexture()); 884 } else { 885 setupDrawExternalTexture(layer->getTexture()); 886 } 887 if (currentTransform()->isPureTranslate() && 888 !layer->getForceFilter() && 889 layer->getWidth() == (uint32_t) rect.getWidth() && 890 layer->getHeight() == (uint32_t) rect.getHeight()) { 891 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 892 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 893 894 layer->setFilter(GL_NEAREST); 895 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 896 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 897 } else { 898 layer->setFilter(GL_LINEAR); 899 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 900 rect.left, rect.top, rect.right, rect.bottom); 901 } 902 setupDrawTextureTransformUniforms(layer->getTexTransform()); 903 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 904 905 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 906} 907 908void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 909 if (layer->isTextureLayer()) { 910 EVENT_LOGD("composeTextureLayerRect"); 911 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 912 drawTextureLayer(layer, rect); 913 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 914 } else { 915 EVENT_LOGD("composeHardwareLayerRect"); 916 const Rect& texCoords = layer->texCoords; 917 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 918 texCoords.right, texCoords.bottom); 919 920 float x = rect.left; 921 float y = rect.top; 922 bool simpleTransform = currentTransform()->isPureTranslate() && 923 layer->getWidth() == (uint32_t) rect.getWidth() && 924 layer->getHeight() == (uint32_t) rect.getHeight(); 925 926 if (simpleTransform) { 927 // When we're swapping, the layer is already in screen coordinates 928 if (!swap) { 929 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 930 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 931 } 932 933 layer->setFilter(GL_NEAREST, true); 934 } else { 935 layer->setFilter(GL_LINEAR, true); 936 } 937 938 SkPaint layerPaint; 939 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 940 layerPaint.setXfermodeMode(layer->getMode()); 941 layerPaint.setColorFilter(layer->getColorFilter()); 942 943 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 944 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 945 layer->getTexture(), &layerPaint, blend, 946 &mMeshVertices[0].x, &mMeshVertices[0].u, 947 GL_TRIANGLE_STRIP, kMeshCount, swap, swap || simpleTransform); 948 949 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 950 } 951} 952 953/** 954 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 955 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 956 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 957 * by saveLayer's restore 958 */ 959#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 960 DRAW_COMMAND; \ 961 if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \ 962 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 963 DRAW_COMMAND; \ 964 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 965 } \ 966 } 967 968#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 969 970// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 971// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 972class LayerShader : public SkShader { 973public: 974 LayerShader(Layer* layer, const SkMatrix* localMatrix) 975 : INHERITED(localMatrix) 976 , mLayer(layer) { 977 } 978 979 virtual bool asACustomShader(void** data) const override { 980 if (data) { 981 *data = static_cast<void*>(mLayer); 982 } 983 return true; 984 } 985 986 virtual bool isOpaque() const override { 987 return !mLayer->isBlend(); 988 } 989 990protected: 991 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 992 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 993 } 994 995 virtual void flatten(SkWriteBuffer&) const override { 996 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 997 } 998 999 virtual Factory getFactory() const override { 1000 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1001 return nullptr; 1002 } 1003private: 1004 // Unowned. 1005 Layer* mLayer; 1006 typedef SkShader INHERITED; 1007}; 1008 1009void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1010 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1011 1012 if (layer->getConvexMask()) { 1013 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1014 1015 // clip to the area of the layer the mask can be larger 1016 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1017 1018 SkPaint paint; 1019 paint.setAntiAlias(true); 1020 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1021 1022 // create LayerShader to map SaveLayer content into subsequent draw 1023 SkMatrix shaderMatrix; 1024 shaderMatrix.setTranslate(rect.left, rect.bottom); 1025 shaderMatrix.preScale(1, -1); 1026 LayerShader layerShader(layer, &shaderMatrix); 1027 paint.setShader(&layerShader); 1028 1029 // Since the drawing primitive is defined in local drawing space, 1030 // we don't need to modify the draw matrix 1031 const SkPath* maskPath = layer->getConvexMask(); 1032 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1033 1034 paint.setShader(nullptr); 1035 restore(); 1036 1037 return; 1038 } 1039 1040 if (layer->region.isRect()) { 1041 layer->setRegionAsRect(); 1042 1043 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1044 1045 layer->region.clear(); 1046 return; 1047 } 1048 1049 EVENT_LOGD("composeLayerRegion"); 1050 // standard Region based draw 1051 size_t count; 1052 const android::Rect* rects; 1053 Region safeRegion; 1054 if (CC_LIKELY(hasRectToRectTransform())) { 1055 rects = layer->region.getArray(&count); 1056 } else { 1057 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1058 rects = safeRegion.getArray(&count); 1059 } 1060 1061 const float alpha = getLayerAlpha(layer); 1062 const float texX = 1.0f / float(layer->getWidth()); 1063 const float texY = 1.0f / float(layer->getHeight()); 1064 const float height = rect.getHeight(); 1065 1066 setupDraw(); 1067 1068 // We must get (and therefore bind) the region mesh buffer 1069 // after we setup drawing in case we need to mess with the 1070 // stencil buffer in setupDraw() 1071 TextureVertex* mesh = mCaches.getRegionMesh(); 1072 uint32_t numQuads = 0; 1073 1074 setupDrawWithTexture(); 1075 setupDrawColor(alpha, alpha, alpha, alpha); 1076 setupDrawColorFilter(layer->getColorFilter()); 1077 setupDrawBlending(layer); 1078 setupDrawProgram(); 1079 setupDrawDirtyRegionsDisabled(); 1080 setupDrawPureColorUniforms(); 1081 setupDrawColorFilterUniforms(layer->getColorFilter()); 1082 setupDrawTexture(layer->getTexture()); 1083 if (currentTransform()->isPureTranslate()) { 1084 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1085 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1086 1087 layer->setFilter(GL_NEAREST); 1088 setupDrawModelView(kModelViewMode_Translate, false, 1089 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1090 } else { 1091 layer->setFilter(GL_LINEAR); 1092 setupDrawModelView(kModelViewMode_Translate, false, 1093 rect.left, rect.top, rect.right, rect.bottom); 1094 } 1095 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1096 1097 for (size_t i = 0; i < count; i++) { 1098 const android::Rect* r = &rects[i]; 1099 1100 const float u1 = r->left * texX; 1101 const float v1 = (height - r->top) * texY; 1102 const float u2 = r->right * texX; 1103 const float v2 = (height - r->bottom) * texY; 1104 1105 // TODO: Reject quads outside of the clip 1106 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1107 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1108 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1109 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1110 1111 numQuads++; 1112 1113 if (numQuads >= kMaxNumberOfQuads) { 1114 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1115 GL_UNSIGNED_SHORT, nullptr)); 1116 numQuads = 0; 1117 mesh = mCaches.getRegionMesh(); 1118 } 1119 } 1120 1121 if (numQuads > 0) { 1122 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1123 GL_UNSIGNED_SHORT, nullptr)); 1124 } 1125 1126#if DEBUG_LAYERS_AS_REGIONS 1127 drawRegionRectsDebug(layer->region); 1128#endif 1129 1130 layer->region.clear(); 1131} 1132 1133#if DEBUG_LAYERS_AS_REGIONS 1134void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1135 size_t count; 1136 const android::Rect* rects = region.getArray(&count); 1137 1138 uint32_t colors[] = { 1139 0x7fff0000, 0x7f00ff00, 1140 0x7f0000ff, 0x7fff00ff, 1141 }; 1142 1143 int offset = 0; 1144 int32_t top = rects[0].top; 1145 1146 for (size_t i = 0; i < count; i++) { 1147 if (top != rects[i].top) { 1148 offset ^= 0x2; 1149 top = rects[i].top; 1150 } 1151 1152 SkPaint paint; 1153 paint.setColor(colors[offset + (i & 0x1)]); 1154 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1155 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1156 } 1157} 1158#endif 1159 1160void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1161 Vector<float> rects; 1162 1163 SkRegion::Iterator it(region); 1164 while (!it.done()) { 1165 const SkIRect& r = it.rect(); 1166 rects.push(r.fLeft); 1167 rects.push(r.fTop); 1168 rects.push(r.fRight); 1169 rects.push(r.fBottom); 1170 it.next(); 1171 } 1172 1173 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1174} 1175 1176void OpenGLRenderer::dirtyLayer(const float left, const float top, 1177 const float right, const float bottom, const mat4 transform) { 1178 if (hasLayer()) { 1179 Rect bounds(left, top, right, bottom); 1180 transform.mapRect(bounds); 1181 dirtyLayerUnchecked(bounds, getRegion()); 1182 } 1183} 1184 1185void OpenGLRenderer::dirtyLayer(const float left, const float top, 1186 const float right, const float bottom) { 1187 if (hasLayer()) { 1188 Rect bounds(left, top, right, bottom); 1189 dirtyLayerUnchecked(bounds, getRegion()); 1190 } 1191} 1192 1193void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1194 if (bounds.intersect(mState.currentClipRect())) { 1195 bounds.snapToPixelBoundaries(); 1196 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1197 if (!dirty.isEmpty()) { 1198 region->orSelf(dirty); 1199 } 1200 } 1201} 1202 1203void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1204 GLsizei elementsCount = quadsCount * 6; 1205 while (elementsCount > 0) { 1206 GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 1207 1208 setupDrawIndexedVertices(&mesh[0].x); 1209 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1210 1211 elementsCount -= drawCount; 1212 // Though there are 4 vertices in a quad, we use 6 indices per 1213 // quad to draw with GL_TRIANGLES 1214 mesh += (drawCount / 6) * 4; 1215 } 1216} 1217 1218void OpenGLRenderer::clearLayerRegions() { 1219 const size_t count = mLayers.size(); 1220 if (count == 0) return; 1221 1222 if (!mState.currentlyIgnored()) { 1223 EVENT_LOGD("clearLayerRegions"); 1224 // Doing several glScissor/glClear here can negatively impact 1225 // GPUs with a tiler architecture, instead we draw quads with 1226 // the Clear blending mode 1227 1228 // The list contains bounds that have already been clipped 1229 // against their initial clip rect, and the current clip 1230 // is likely different so we need to disable clipping here 1231 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1232 1233 Vertex mesh[count * 4]; 1234 Vertex* vertex = mesh; 1235 1236 for (uint32_t i = 0; i < count; i++) { 1237 const Rect& bounds = mLayers[i]; 1238 1239 Vertex::set(vertex++, bounds.left, bounds.top); 1240 Vertex::set(vertex++, bounds.right, bounds.top); 1241 Vertex::set(vertex++, bounds.left, bounds.bottom); 1242 Vertex::set(vertex++, bounds.right, bounds.bottom); 1243 } 1244 // We must clear the list of dirty rects before we 1245 // call setupDraw() to prevent stencil setup to do 1246 // the same thing again 1247 mLayers.clear(); 1248 1249 SkPaint clearPaint; 1250 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1251 1252 setupDraw(false); 1253 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1254 setupDrawBlending(&clearPaint, true); 1255 setupDrawProgram(); 1256 setupDrawPureColorUniforms(); 1257 setupDrawModelView(kModelViewMode_Translate, false, 1258 0.0f, 0.0f, 0.0f, 0.0f, true); 1259 1260 issueIndexedQuadDraw(&mesh[0], count); 1261 1262 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1263 } else { 1264 mLayers.clear(); 1265 } 1266} 1267 1268/////////////////////////////////////////////////////////////////////////////// 1269// State Deferral 1270/////////////////////////////////////////////////////////////////////////////// 1271 1272bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1273 const Rect& currentClip = mState.currentClipRect(); 1274 const mat4* currentMatrix = currentTransform(); 1275 1276 if (stateDeferFlags & kStateDeferFlag_Draw) { 1277 // state has bounds initialized in local coordinates 1278 if (!state.mBounds.isEmpty()) { 1279 currentMatrix->mapRect(state.mBounds); 1280 Rect clippedBounds(state.mBounds); 1281 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1282 // is used, it should more closely duplicate the quickReject logic (in how it uses 1283 // snapToPixelBoundaries) 1284 1285 if (!clippedBounds.intersect(currentClip)) { 1286 // quick rejected 1287 return true; 1288 } 1289 1290 state.mClipSideFlags = kClipSide_None; 1291 if (!currentClip.contains(state.mBounds)) { 1292 int& flags = state.mClipSideFlags; 1293 // op partially clipped, so record which sides are clipped for clip-aware merging 1294 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1295 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1296 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1297 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1298 } 1299 state.mBounds.set(clippedBounds); 1300 } else { 1301 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1302 // overdraw avoidance (since we don't know what it overlaps) 1303 state.mClipSideFlags = kClipSide_ConservativeFull; 1304 state.mBounds.set(currentClip); 1305 } 1306 } 1307 1308 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1309 if (state.mClipValid) { 1310 state.mClip.set(currentClip); 1311 } 1312 1313 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1314 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1315 state.mMatrix.load(*currentMatrix); 1316 state.mDrawModifiers = mDrawModifiers; 1317 state.mAlpha = currentSnapshot()->alpha; 1318 1319 // always store/restore, since it's just a pointer 1320 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1321 return false; 1322} 1323 1324void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1325 setMatrix(state.mMatrix); 1326 writableSnapshot()->alpha = state.mAlpha; 1327 mDrawModifiers = state.mDrawModifiers; 1328 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1329 1330 if (state.mClipValid && !skipClipRestore) { 1331 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1332 state.mClip.right, state.mClip.bottom); 1333 dirtyClip(); 1334 } 1335} 1336 1337/** 1338 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1339 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1340 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1341 * 1342 * This method should be called when restoreDisplayState() won't be restoring the clip 1343 */ 1344void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1345 if (clipRect != nullptr) { 1346 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1347 } else { 1348 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1349 } 1350 dirtyClip(); 1351 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1352 mRenderState.scissor().setEnabled(enableScissor); 1353} 1354 1355/////////////////////////////////////////////////////////////////////////////// 1356// Clipping 1357/////////////////////////////////////////////////////////////////////////////// 1358 1359void OpenGLRenderer::setScissorFromClip() { 1360 Rect clip(mState.currentClipRect()); 1361 clip.snapToPixelBoundaries(); 1362 1363 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1364 clip.getWidth(), clip.getHeight())) { 1365 mState.setDirtyClip(false); 1366 } 1367} 1368 1369void OpenGLRenderer::ensureStencilBuffer() { 1370 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1371 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1372 // just hope we have one when hasLayer() returns false. 1373 if (hasLayer()) { 1374 attachStencilBufferToLayer(currentSnapshot()->layer); 1375 } 1376} 1377 1378void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1379 // The layer's FBO is already bound when we reach this stage 1380 if (!layer->getStencilRenderBuffer()) { 1381 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1382 // is attached after we initiated tiling. We must turn it off, 1383 // attach the new render buffer then turn tiling back on 1384 endTiling(); 1385 1386 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1387 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1388 layer->setStencilRenderBuffer(buffer); 1389 1390 startTiling(layer->clipRect, layer->layer.getHeight()); 1391 } 1392} 1393 1394static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1395 float x, float y) { 1396 Vertex v; 1397 v.x = x; 1398 v.y = y; 1399 transform.mapPoint(v.x, v.y); 1400 rectangleVertices.push_back(v); 1401} 1402 1403static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1404 Vertex v; 1405 v.x = x; 1406 v.y = y; 1407 rectangleVertices.push_back(v); 1408} 1409 1410void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1411 int count = rectangleList.getTransformedRectanglesCount(); 1412 std::vector<Vertex> rectangleVertices(count * 4); 1413 Rect scissorBox = rectangleList.calculateBounds(); 1414 scissorBox.snapToPixelBoundaries(); 1415 for (int i = 0; i < count; ++i) { 1416 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1417 const Matrix4& transform = tr.getTransform(); 1418 Rect bounds = tr.getBounds(); 1419 if (transform.rectToRect()) { 1420 transform.mapRect(bounds); 1421 if (!bounds.intersect(scissorBox)) { 1422 bounds.setEmpty(); 1423 } else { 1424 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1425 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1426 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1427 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1428 } 1429 } else { 1430 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1431 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1432 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1433 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1434 } 1435 } 1436 1437 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1438 scissorBox.getWidth(), scissorBox.getHeight()); 1439 1440 const SkPaint* paint = nullptr; 1441 setupDraw(); 1442 setupDrawNoTexture(); 1443 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1444 setupDrawShader(getShader(paint)); 1445 setupDrawColorFilter(getColorFilter(paint)); 1446 setupDrawBlending(paint); 1447 setupDrawProgram(); 1448 setupDrawDirtyRegionsDisabled(); 1449 setupDrawModelView(kModelViewMode_Translate, false, 1450 0.0f, 0.0f, 0.0f, 0.0f, true); 1451 setupDrawColorUniforms(getShader(paint)); 1452 setupDrawShaderUniforms(getShader(paint)); 1453 setupDrawColorFilterUniforms(getColorFilter(paint)); 1454 1455 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1456} 1457 1458void OpenGLRenderer::setStencilFromClip() { 1459 if (!mCaches.debugOverdraw) { 1460 if (!currentSnapshot()->clipIsSimple()) { 1461 int incrementThreshold; 1462 EVENT_LOGD("setStencilFromClip - enabling"); 1463 1464 // NOTE: The order here is important, we must set dirtyClip to false 1465 // before any draw call to avoid calling back into this method 1466 mState.setDirtyClip(false); 1467 1468 ensureStencilBuffer(); 1469 1470 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1471 1472 bool isRectangleList = clipArea.isRectangleList(); 1473 if (isRectangleList) { 1474 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1475 } else { 1476 incrementThreshold = 0; 1477 } 1478 1479 mRenderState.stencil().enableWrite(incrementThreshold); 1480 1481 // Clean and update the stencil, but first make sure we restrict drawing 1482 // to the region's bounds 1483 bool resetScissor = mRenderState.scissor().setEnabled(true); 1484 if (resetScissor) { 1485 // The scissor was not set so we now need to update it 1486 setScissorFromClip(); 1487 } 1488 1489 mRenderState.stencil().clear(); 1490 1491 // stash and disable the outline clip state, since stencil doesn't account for outline 1492 bool storedSkipOutlineClip = mSkipOutlineClip; 1493 mSkipOutlineClip = true; 1494 1495 SkPaint paint; 1496 paint.setColor(SK_ColorBLACK); 1497 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1498 1499 if (isRectangleList) { 1500 drawRectangleList(clipArea.getRectangleList()); 1501 } else { 1502 // NOTE: We could use the region contour path to generate a smaller mesh 1503 // Since we are using the stencil we could use the red book path 1504 // drawing technique. It might increase bandwidth usage though. 1505 1506 // The last parameter is important: we are not drawing in the color buffer 1507 // so we don't want to dirty the current layer, if any 1508 drawRegionRects(clipArea.getClipRegion(), paint, false); 1509 } 1510 if (resetScissor) mRenderState.scissor().setEnabled(false); 1511 mSkipOutlineClip = storedSkipOutlineClip; 1512 1513 mRenderState.stencil().enableTest(incrementThreshold); 1514 1515 // Draw the region used to generate the stencil if the appropriate debug 1516 // mode is enabled 1517 // TODO: Implement for rectangle list clip areas 1518 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1519 !clipArea.isRectangleList()) { 1520 paint.setColor(0x7f0000ff); 1521 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1522 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1523 } 1524 } else { 1525 EVENT_LOGD("setStencilFromClip - disabling"); 1526 mRenderState.stencil().disable(); 1527 } 1528 } 1529} 1530 1531/** 1532 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1533 * 1534 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1535 * style, and tessellated AA ramp 1536 */ 1537bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1538 const SkPaint* paint) { 1539 bool snapOut = paint && paint->isAntiAlias(); 1540 1541 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1542 float outset = paint->getStrokeWidth() * 0.5f; 1543 left -= outset; 1544 top -= outset; 1545 right += outset; 1546 bottom += outset; 1547 } 1548 1549 bool clipRequired = false; 1550 bool roundRectClipRequired = false; 1551 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1552 &clipRequired, &roundRectClipRequired, snapOut)) { 1553 return true; 1554 } 1555 1556 // not quick rejected, so enable the scissor if clipRequired 1557 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1558 mSkipOutlineClip = !roundRectClipRequired; 1559 return false; 1560} 1561 1562void OpenGLRenderer::debugClip() { 1563#if DEBUG_CLIP_REGIONS 1564 if (!currentSnapshot()->clipRegion->isEmpty()) { 1565 SkPaint paint; 1566 paint.setColor(0x7f00ff00); 1567 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1568 1569 } 1570#endif 1571} 1572 1573/////////////////////////////////////////////////////////////////////////////// 1574// Drawing commands 1575/////////////////////////////////////////////////////////////////////////////// 1576 1577void OpenGLRenderer::setupDraw(bool clearLayer) { 1578 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1579 // changes the scissor test state 1580 if (clearLayer) clearLayerRegions(); 1581 // Make sure setScissor & setStencil happen at the beginning of 1582 // this method 1583 if (mState.getDirtyClip()) { 1584 if (mRenderState.scissor().isEnabled()) { 1585 setScissorFromClip(); 1586 } 1587 1588 setStencilFromClip(); 1589 } 1590 1591 mDescription.reset(); 1592 1593 mSetShaderColor = false; 1594 mColorSet = false; 1595 mColorA = mColorR = mColorG = mColorB = 0.0f; 1596 mTextureUnit = 0; 1597 mTrackDirtyRegions = true; 1598 1599 // Enable debug highlight when what we're about to draw is tested against 1600 // the stencil buffer and if stencil highlight debugging is on 1601 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1602 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1603 mRenderState.stencil().isTestEnabled(); 1604} 1605 1606void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1607 mDescription.hasTexture = true; 1608 mDescription.hasAlpha8Texture = isAlpha8; 1609} 1610 1611void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1612 mDescription.hasTexture = true; 1613 mDescription.hasColors = true; 1614 mDescription.hasAlpha8Texture = isAlpha8; 1615} 1616 1617void OpenGLRenderer::setupDrawWithExternalTexture() { 1618 mDescription.hasExternalTexture = true; 1619} 1620 1621void OpenGLRenderer::setupDrawNoTexture() { 1622 mRenderState.meshState().disableTexCoordsVertexArray(); 1623} 1624 1625void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1626 mDescription.hasVertexAlpha = true; 1627 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1628} 1629 1630void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1631 mColorA = alpha / 255.0f; 1632 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1633 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1634 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1635 mColorSet = true; 1636 mSetShaderColor = mDescription.setColorModulate(mColorA); 1637} 1638 1639void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1640 mColorA = alpha / 255.0f; 1641 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1642 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1643 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1644 mColorSet = true; 1645 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1646} 1647 1648void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1649 mCaches.fontRenderer->describe(mDescription, paint); 1650} 1651 1652void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1653 mColorA = a; 1654 mColorR = r; 1655 mColorG = g; 1656 mColorB = b; 1657 mColorSet = true; 1658 mSetShaderColor = mDescription.setColorModulate(a); 1659} 1660 1661void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1662 if (shader != nullptr) { 1663 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1664 } 1665} 1666 1667void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1668 if (filter == nullptr) { 1669 return; 1670 } 1671 1672 SkXfermode::Mode mode; 1673 if (filter->asColorMode(nullptr, &mode)) { 1674 mDescription.colorOp = ProgramDescription::kColorBlend; 1675 mDescription.colorMode = mode; 1676 } else if (filter->asColorMatrix(nullptr)) { 1677 mDescription.colorOp = ProgramDescription::kColorMatrix; 1678 } 1679} 1680 1681void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1682 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1683 mColorA = 1.0f; 1684 mColorR = mColorG = mColorB = 0.0f; 1685 mSetShaderColor = mDescription.modulate = true; 1686 } 1687} 1688 1689void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1690 SkXfermode::Mode mode = layer->getMode(); 1691 // When the blending mode is kClear_Mode, we need to use a modulate color 1692 // argb=1,0,0,0 1693 accountForClear(mode); 1694 // TODO: check shader blending, once we have shader drawing support for layers. 1695 bool blend = layer->isBlend() 1696 || getLayerAlpha(layer) < 1.0f 1697 || (mColorSet && mColorA < 1.0f) 1698 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1699 chooseBlending(blend, mode, mDescription, swapSrcDst); 1700} 1701 1702void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1703 SkXfermode::Mode mode = getXfermodeDirect(paint); 1704 // When the blending mode is kClear_Mode, we need to use a modulate color 1705 // argb=1,0,0,0 1706 accountForClear(mode); 1707 blend |= (mColorSet && mColorA < 1.0f) || 1708 (getShader(paint) && !getShader(paint)->isOpaque()) || 1709 PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1710 chooseBlending(blend, mode, mDescription, swapSrcDst); 1711} 1712 1713void OpenGLRenderer::setupDrawProgram() { 1714 mCaches.setProgram(mDescription); 1715 if (mDescription.hasRoundRectClip) { 1716 // TODO: avoid doing this repeatedly, stashing state pointer in program 1717 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1718 const Rect& innerRect = state->innerRect; 1719 glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"), 1720 innerRect.left, innerRect.top, 1721 innerRect.right, innerRect.bottom); 1722 glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"), 1723 1, GL_FALSE, &state->matrix.data[0]); 1724 1725 // add half pixel to round out integer rect space to cover pixel centers 1726 float roundedOutRadius = state->radius + 0.5f; 1727 glUniform1f(mCaches.program().getUniform("roundRectRadius"), 1728 roundedOutRadius); 1729 } 1730} 1731 1732void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1733 mTrackDirtyRegions = false; 1734} 1735 1736void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1737 float left, float top, float right, float bottom, bool ignoreTransform) { 1738 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1739 if (mode == kModelViewMode_TranslateAndScale) { 1740 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1741 } 1742 1743 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1744 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1745 1746 mCaches.program().set(currentSnapshot()->getOrthoMatrix(), 1747 mModelViewMatrix, transformMatrix, offset); 1748 if (dirty && mTrackDirtyRegions) { 1749 if (!ignoreTransform) { 1750 dirtyLayer(left, top, right, bottom, *currentTransform()); 1751 } else { 1752 dirtyLayer(left, top, right, bottom); 1753 } 1754 } 1755} 1756 1757void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1758 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1759 mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA); 1760 } 1761} 1762 1763void OpenGLRenderer::setupDrawPureColorUniforms() { 1764 if (mSetShaderColor) { 1765 mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA); 1766 } 1767} 1768 1769void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1770 if (shader == nullptr) { 1771 return; 1772 } 1773 1774 if (ignoreTransform) { 1775 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1776 // because it was built into modelView / the geometry, and the description needs to 1777 // compensate. 1778 mat4 modelViewWithoutTransform; 1779 modelViewWithoutTransform.loadInverse(*currentTransform()); 1780 modelViewWithoutTransform.multiply(mModelViewMatrix); 1781 mModelViewMatrix.load(modelViewWithoutTransform); 1782 } 1783 1784 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1785} 1786 1787void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1788 if (nullptr == filter) { 1789 return; 1790 } 1791 1792 SkColor color; 1793 SkXfermode::Mode mode; 1794 if (filter->asColorMode(&color, &mode)) { 1795 const int alpha = SkColorGetA(color); 1796 const GLfloat a = alpha / 255.0f; 1797 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1798 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1799 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1800 glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a); 1801 return; 1802 } 1803 1804 SkScalar srcColorMatrix[20]; 1805 if (filter->asColorMatrix(srcColorMatrix)) { 1806 1807 float colorMatrix[16]; 1808 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1809 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1810 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1811 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1812 1813 // Skia uses the range [0..255] for the addition vector, but we need 1814 // the [0..1] range to apply the vector in GLSL 1815 float colorVector[4]; 1816 colorVector[0] = srcColorMatrix[4] / 255.0f; 1817 colorVector[1] = srcColorMatrix[9] / 255.0f; 1818 colorVector[2] = srcColorMatrix[14] / 255.0f; 1819 colorVector[3] = srcColorMatrix[19] / 255.0f; 1820 1821 glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1, 1822 GL_FALSE, colorMatrix); 1823 glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector); 1824 return; 1825 } 1826 1827 // it is an error if we ever get here 1828} 1829 1830void OpenGLRenderer::setupDrawTextGammaUniforms() { 1831 mCaches.fontRenderer->setupProgram(mDescription, mCaches.program()); 1832} 1833 1834void OpenGLRenderer::setupDrawSimpleMesh() { 1835 bool force = mRenderState.meshState().bindMeshBuffer(); 1836 mRenderState.meshState().bindPositionVertexPointer(force, nullptr); 1837 mRenderState.meshState().unbindIndicesBuffer(); 1838} 1839 1840void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1841 if (texture) mCaches.textureState().bindTexture(texture); 1842 mTextureUnit++; 1843 mRenderState.meshState().enableTexCoordsVertexArray(); 1844} 1845 1846void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1847 mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture); 1848 mTextureUnit++; 1849 mRenderState.meshState().enableTexCoordsVertexArray(); 1850} 1851 1852void OpenGLRenderer::setupDrawTextureTransform() { 1853 mDescription.hasTextureTransform = true; 1854} 1855 1856void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1857 glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1, 1858 GL_FALSE, &transform.data[0]); 1859} 1860 1861void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1862 const GLvoid* texCoords, GLuint vbo) { 1863 bool force = false; 1864 if (!vertices || vbo) { 1865 force = mRenderState.meshState().bindMeshBuffer(vbo); 1866 } else { 1867 force = mRenderState.meshState().unbindMeshBuffer(); 1868 } 1869 1870 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1871 if (mCaches.program().texCoords >= 0) { 1872 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1873 } 1874 1875 mRenderState.meshState().unbindIndicesBuffer(); 1876} 1877 1878void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1879 const GLvoid* texCoords, const GLvoid* colors) { 1880 bool force = mRenderState.meshState().unbindMeshBuffer(); 1881 GLsizei stride = sizeof(ColorTextureVertex); 1882 1883 mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride); 1884 if (mCaches.program().texCoords >= 0) { 1885 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride); 1886 } 1887 int slot = mCaches.program().getAttrib("colors"); 1888 if (slot >= 0) { 1889 glEnableVertexAttribArray(slot); 1890 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1891 } 1892 1893 mRenderState.meshState().unbindIndicesBuffer(); 1894} 1895 1896void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1897 const GLvoid* texCoords, GLuint vbo) { 1898 bool force = false; 1899 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1900 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1901 // use the default VBO found in RenderState 1902 if (!vertices || vbo) { 1903 force = mRenderState.meshState().bindMeshBuffer(vbo); 1904 } else { 1905 force = mRenderState.meshState().unbindMeshBuffer(); 1906 } 1907 mRenderState.meshState().bindQuadIndicesBuffer(); 1908 1909 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1910 if (mCaches.program().texCoords >= 0) { 1911 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1912 } 1913} 1914 1915void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1916 bool force = mRenderState.meshState().unbindMeshBuffer(); 1917 mRenderState.meshState().bindQuadIndicesBuffer(); 1918 mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride); 1919} 1920 1921/////////////////////////////////////////////////////////////////////////////// 1922// Drawing 1923/////////////////////////////////////////////////////////////////////////////// 1924 1925void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1926 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1927 // will be performed by the display list itself 1928 if (renderNode && renderNode->isRenderable()) { 1929 // compute 3d ordering 1930 renderNode->computeOrdering(); 1931 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1932 startFrame(); 1933 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1934 renderNode->replay(replayStruct, 0); 1935 return; 1936 } 1937 1938 // Don't avoid overdraw when visualizing, since that makes it harder to 1939 // debug where it's coming from, and when the problem occurs. 1940 bool avoidOverdraw = !mCaches.debugOverdraw; 1941 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1942 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1943 renderNode->defer(deferStruct, 0); 1944 1945 flushLayers(); 1946 startFrame(); 1947 1948 deferredList.flush(*this, dirty); 1949 } else { 1950 // Even if there is no drawing command(Ex: invisible), 1951 // it still needs startFrame to clear buffer and start tiling. 1952 startFrame(); 1953 } 1954} 1955 1956void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, 1957 const SkPaint* paint) { 1958 float x = left; 1959 float y = top; 1960 1961 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1962 1963 bool ignoreTransform = false; 1964 if (currentTransform()->isPureTranslate()) { 1965 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1966 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1967 ignoreTransform = true; 1968 1969 texture->setFilter(GL_NEAREST, true); 1970 } else { 1971 texture->setFilter(getFilter(paint), true); 1972 } 1973 1974 // No need to check for a UV mapper on the texture object, only ARGB_8888 1975 // bitmaps get packed in the atlas 1976 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1977 paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset, 1978 GL_TRIANGLE_STRIP, kMeshCount, ignoreTransform); 1979} 1980 1981/** 1982 * Important note: this method is intended to draw batches of bitmaps and 1983 * will not set the scissor enable or dirty the current layer, if any. 1984 * The caller is responsible for properly dirtying the current layer. 1985 */ 1986void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1987 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1988 const Rect& bounds, const SkPaint* paint) { 1989 mCaches.textureState().activateTexture(0); 1990 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1991 if (!texture) return; 1992 1993 const AutoTexture autoCleanup(texture); 1994 1995 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1996 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1997 1998 const float x = (int) floorf(bounds.left + 0.5f); 1999 const float y = (int) floorf(bounds.top + 0.5f); 2000 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2001 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2002 texture->id, paint, &vertices[0].x, &vertices[0].u, 2003 GL_TRIANGLES, bitmapCount * 6, true, 2004 kModelViewMode_Translate, false); 2005 } else { 2006 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2007 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2008 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2009 kModelViewMode_Translate, false); 2010 } 2011 2012 mDirty = true; 2013} 2014 2015void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2016 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2017 return; 2018 } 2019 2020 mCaches.textureState().activateTexture(0); 2021 Texture* texture = getTexture(bitmap); 2022 if (!texture) return; 2023 const AutoTexture autoCleanup(texture); 2024 2025 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2026 drawAlphaBitmap(texture, 0, 0, paint); 2027 } else { 2028 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2029 } 2030 2031 mDirty = true; 2032} 2033 2034void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2035 const float* vertices, const int* colors, const SkPaint* paint) { 2036 if (!vertices || mState.currentlyIgnored()) { 2037 return; 2038 } 2039 2040 // TODO: use quickReject on bounds from vertices 2041 mRenderState.scissor().setEnabled(true); 2042 2043 float left = FLT_MAX; 2044 float top = FLT_MAX; 2045 float right = FLT_MIN; 2046 float bottom = FLT_MIN; 2047 2048 const uint32_t count = meshWidth * meshHeight * 6; 2049 2050 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]); 2051 ColorTextureVertex* vertex = &mesh[0]; 2052 2053 std::unique_ptr<int[]> tempColors; 2054 if (!colors) { 2055 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2056 tempColors.reset(new int[colorsCount]); 2057 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2058 colors = tempColors.get(); 2059 } 2060 2061 mCaches.textureState().activateTexture(0); 2062 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2063 const UvMapper& mapper(getMapper(texture)); 2064 2065 for (int32_t y = 0; y < meshHeight; y++) { 2066 for (int32_t x = 0; x < meshWidth; x++) { 2067 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2068 2069 float u1 = float(x) / meshWidth; 2070 float u2 = float(x + 1) / meshWidth; 2071 float v1 = float(y) / meshHeight; 2072 float v2 = float(y + 1) / meshHeight; 2073 2074 mapper.map(u1, v1, u2, v2); 2075 2076 int ax = i + (meshWidth + 1) * 2; 2077 int ay = ax + 1; 2078 int bx = i; 2079 int by = bx + 1; 2080 int cx = i + 2; 2081 int cy = cx + 1; 2082 int dx = i + (meshWidth + 1) * 2 + 2; 2083 int dy = dx + 1; 2084 2085 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2086 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2087 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2088 2089 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2090 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2091 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2092 2093 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2094 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2095 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2096 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2097 } 2098 } 2099 2100 if (quickRejectSetupScissor(left, top, right, bottom)) { 2101 return; 2102 } 2103 2104 if (!texture) { 2105 texture = mCaches.textureCache.get(bitmap); 2106 if (!texture) { 2107 return; 2108 } 2109 } 2110 const AutoTexture autoCleanup(texture); 2111 2112 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2113 texture->setFilter(getFilter(paint), true); 2114 2115 int alpha; 2116 SkXfermode::Mode mode; 2117 getAlphaAndMode(paint, &alpha, &mode); 2118 2119 float a = alpha / 255.0f; 2120 2121 if (hasLayer()) { 2122 dirtyLayer(left, top, right, bottom, *currentTransform()); 2123 } 2124 2125 setupDraw(); 2126 setupDrawWithTextureAndColor(); 2127 setupDrawColor(a, a, a, a); 2128 setupDrawColorFilter(getColorFilter(paint)); 2129 setupDrawBlending(paint, true); 2130 setupDrawProgram(); 2131 setupDrawDirtyRegionsDisabled(); 2132 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2133 setupDrawTexture(texture->id); 2134 setupDrawPureColorUniforms(); 2135 setupDrawColorFilterUniforms(getColorFilter(paint)); 2136 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2137 2138 glDrawArrays(GL_TRIANGLES, 0, count); 2139 2140 int slot = mCaches.program().getAttrib("colors"); 2141 if (slot >= 0) { 2142 glDisableVertexAttribArray(slot); 2143 } 2144 2145 mDirty = true; 2146} 2147 2148void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2149 float srcLeft, float srcTop, float srcRight, float srcBottom, 2150 float dstLeft, float dstTop, float dstRight, float dstBottom, 2151 const SkPaint* paint) { 2152 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2153 return; 2154 } 2155 2156 mCaches.textureState().activateTexture(0); 2157 Texture* texture = getTexture(bitmap); 2158 if (!texture) return; 2159 const AutoTexture autoCleanup(texture); 2160 2161 const float width = texture->width; 2162 const float height = texture->height; 2163 2164 float u1 = fmax(0.0f, srcLeft / width); 2165 float v1 = fmax(0.0f, srcTop / height); 2166 float u2 = fmin(1.0f, srcRight / width); 2167 float v2 = fmin(1.0f, srcBottom / height); 2168 2169 getMapper(texture).map(u1, v1, u2, v2); 2170 2171 mRenderState.meshState().unbindMeshBuffer(); 2172 resetDrawTextureTexCoords(u1, v1, u2, v2); 2173 2174 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2175 2176 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2177 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2178 2179 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2180 // Apply a scale transform on the canvas only when a shader is in use 2181 // Skia handles the ratio between the dst and src rects as a scale factor 2182 // when a shader is set 2183 bool useScaleTransform = getShader(paint) && scaled; 2184 bool ignoreTransform = false; 2185 2186 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2187 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2188 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2189 2190 dstRight = x + (dstRight - dstLeft); 2191 dstBottom = y + (dstBottom - dstTop); 2192 2193 dstLeft = x; 2194 dstTop = y; 2195 2196 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2197 ignoreTransform = true; 2198 } else { 2199 texture->setFilter(getFilter(paint), true); 2200 } 2201 2202 if (CC_UNLIKELY(useScaleTransform)) { 2203 save(SkCanvas::kMatrix_SaveFlag); 2204 translate(dstLeft, dstTop); 2205 scale(scaleX, scaleY); 2206 2207 dstLeft = 0.0f; 2208 dstTop = 0.0f; 2209 2210 dstRight = srcRight - srcLeft; 2211 dstBottom = srcBottom - srcTop; 2212 } 2213 2214 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2215 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2216 texture->id, paint, 2217 &mMeshVertices[0].x, &mMeshVertices[0].u, 2218 GL_TRIANGLE_STRIP, kMeshCount, ignoreTransform); 2219 } else { 2220 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2221 texture->id, paint, texture->blend, 2222 &mMeshVertices[0].x, &mMeshVertices[0].u, 2223 GL_TRIANGLE_STRIP, kMeshCount, false, ignoreTransform); 2224 } 2225 2226 if (CC_UNLIKELY(useScaleTransform)) { 2227 restore(); 2228 } 2229 2230 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2231 2232 mDirty = true; 2233} 2234 2235void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2236 float left, float top, float right, float bottom, const SkPaint* paint) { 2237 if (quickRejectSetupScissor(left, top, right, bottom)) { 2238 return; 2239 } 2240 2241 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2242 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2243 right - left, bottom - top, patch); 2244 2245 drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2246} 2247 2248void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2249 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2250 const SkPaint* paint) { 2251 if (quickRejectSetupScissor(left, top, right, bottom)) { 2252 return; 2253 } 2254 2255 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2256 mCaches.textureState().activateTexture(0); 2257 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2258 if (!texture) return; 2259 const AutoTexture autoCleanup(texture); 2260 2261 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2262 texture->setFilter(GL_LINEAR, true); 2263 2264 const bool pureTranslate = currentTransform()->isPureTranslate(); 2265 // Mark the current layer dirty where we are going to draw the patch 2266 if (hasLayer() && mesh->hasEmptyQuads) { 2267 const float offsetX = left + currentTransform()->getTranslateX(); 2268 const float offsetY = top + currentTransform()->getTranslateY(); 2269 const size_t count = mesh->quads.size(); 2270 for (size_t i = 0; i < count; i++) { 2271 const Rect& bounds = mesh->quads.itemAt(i); 2272 if (CC_LIKELY(pureTranslate)) { 2273 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2274 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2275 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2276 } else { 2277 dirtyLayer(left + bounds.left, top + bounds.top, 2278 left + bounds.right, top + bounds.bottom, *currentTransform()); 2279 } 2280 } 2281 } 2282 2283 bool ignoreTransform = false; 2284 if (CC_LIKELY(pureTranslate)) { 2285 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2286 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2287 2288 right = x + right - left; 2289 bottom = y + bottom - top; 2290 left = x; 2291 top = y; 2292 ignoreTransform = true; 2293 } 2294 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2295 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2296 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2297 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2298 } 2299 2300 mDirty = true; 2301} 2302 2303/** 2304 * Important note: this method is intended to draw batches of 9-patch objects and 2305 * will not set the scissor enable or dirty the current layer, if any. 2306 * The caller is responsible for properly dirtying the current layer. 2307 */ 2308void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2309 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2310 mCaches.textureState().activateTexture(0); 2311 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2312 if (!texture) return; 2313 const AutoTexture autoCleanup(texture); 2314 2315 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2316 texture->setFilter(GL_LINEAR, true); 2317 2318 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2319 texture->blend, &vertices[0].x, &vertices[0].u, 2320 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2321 2322 mDirty = true; 2323} 2324 2325void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2326 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2327 // not missing call to quickReject/dirtyLayer, always done at a higher level 2328 if (!vertexBuffer.getVertexCount()) { 2329 // no vertices to draw 2330 return; 2331 } 2332 2333 Rect bounds(vertexBuffer.getBounds()); 2334 bounds.translate(translateX, translateY); 2335 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2336 2337 int color = paint->getColor(); 2338 bool isAA = paint->isAntiAlias(); 2339 2340 setupDraw(); 2341 setupDrawNoTexture(); 2342 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2343 setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha); 2344 setupDrawColorFilter(getColorFilter(paint)); 2345 setupDrawShader(getShader(paint)); 2346 setupDrawBlending(paint, isAA); 2347 setupDrawProgram(); 2348 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2349 translateX, translateY, 0, 0); 2350 setupDrawColorUniforms(getShader(paint)); 2351 setupDrawColorFilterUniforms(getColorFilter(paint)); 2352 setupDrawShaderUniforms(getShader(paint)); 2353 2354 const void* vertices = vertexBuffer.getBuffer(); 2355 mRenderState.meshState().unbindMeshBuffer(); 2356 mRenderState.meshState().bindPositionVertexPointer(true, vertices, 2357 isAA ? kAlphaVertexStride : kVertexStride); 2358 mRenderState.meshState().resetTexCoordsVertexPointer(); 2359 2360 int alphaSlot = -1; 2361 if (isAA) { 2362 void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset; 2363 alphaSlot = mCaches.program().getAttrib("vtxAlpha"); 2364 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2365 glEnableVertexAttribArray(alphaSlot); 2366 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords); 2367 } 2368 2369 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2370 if (mode == VertexBuffer::kStandard) { 2371 mRenderState.meshState().unbindIndicesBuffer(); 2372 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2373 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2374 mRenderState.meshState().bindShadowIndicesBuffer(); 2375 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, 2376 GL_UNSIGNED_SHORT, nullptr); 2377 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2378 mRenderState.meshState().bindShadowIndicesBuffer(); 2379 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, 2380 GL_UNSIGNED_SHORT, nullptr); 2381 } else if (mode == VertexBuffer::kIndices) { 2382 mRenderState.meshState().unbindIndicesBuffer(); 2383 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2384 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2385 } 2386 2387 if (isAA) { 2388 glDisableVertexAttribArray(alphaSlot); 2389 } 2390 2391 mDirty = true; 2392} 2393 2394/** 2395 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2396 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2397 * screen space in all directions. However, instead of using a fragment shader to compute the 2398 * translucency of the color from its position, we simply use a varying parameter to define how far 2399 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2400 * 2401 * Doesn't yet support joins, caps, or path effects. 2402 */ 2403void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2404 VertexBuffer vertexBuffer; 2405 // TODO: try clipping large paths to viewport 2406 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2407 drawVertexBuffer(vertexBuffer, paint); 2408} 2409 2410/** 2411 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2412 * and additional geometry for defining an alpha slope perimeter. 2413 * 2414 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2415 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2416 * in-shader alpha region, but found it to be taxing on some GPUs. 2417 * 2418 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2419 * memory transfer by removing need for degenerate vertices. 2420 */ 2421void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2422 if (mState.currentlyIgnored() || count < 4) return; 2423 2424 count &= ~0x3; // round down to nearest four 2425 2426 VertexBuffer buffer; 2427 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2428 const Rect& bounds = buffer.getBounds(); 2429 2430 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2431 return; 2432 } 2433 2434 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2435 drawVertexBuffer(buffer, paint, displayFlags); 2436} 2437 2438void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2439 if (mState.currentlyIgnored() || count < 2) return; 2440 2441 count &= ~0x1; // round down to nearest two 2442 2443 VertexBuffer buffer; 2444 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2445 2446 const Rect& bounds = buffer.getBounds(); 2447 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2448 return; 2449 } 2450 2451 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2452 drawVertexBuffer(buffer, paint, displayFlags); 2453 2454 mDirty = true; 2455} 2456 2457void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2458 // No need to check against the clip, we fill the clip region 2459 if (mState.currentlyIgnored()) return; 2460 2461 Rect clip(mState.currentClipRect()); 2462 clip.snapToPixelBoundaries(); 2463 2464 SkPaint paint; 2465 paint.setColor(color); 2466 paint.setXfermodeMode(mode); 2467 2468 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2469 2470 mDirty = true; 2471} 2472 2473void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2474 const SkPaint* paint) { 2475 if (!texture) return; 2476 const AutoTexture autoCleanup(texture); 2477 2478 const float x = left + texture->left - texture->offset; 2479 const float y = top + texture->top - texture->offset; 2480 2481 drawPathTexture(texture, x, y, paint); 2482 2483 mDirty = true; 2484} 2485 2486void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2487 float rx, float ry, const SkPaint* p) { 2488 if (mState.currentlyIgnored() 2489 || quickRejectSetupScissor(left, top, right, bottom, p) 2490 || PaintUtils::paintWillNotDraw(*p)) { 2491 return; 2492 } 2493 2494 if (p->getPathEffect() != nullptr) { 2495 mCaches.textureState().activateTexture(0); 2496 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2497 right - left, bottom - top, rx, ry, p); 2498 drawShape(left, top, texture, p); 2499 } else { 2500 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2501 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2502 drawVertexBuffer(left, top, *vertexBuffer, p); 2503 } 2504} 2505 2506void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2507 if (mState.currentlyIgnored() 2508 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2509 || PaintUtils::paintWillNotDraw(*p)) { 2510 return; 2511 } 2512 if (p->getPathEffect() != nullptr) { 2513 mCaches.textureState().activateTexture(0); 2514 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2515 drawShape(x - radius, y - radius, texture, p); 2516 } else { 2517 SkPath path; 2518 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2519 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2520 } else { 2521 path.addCircle(x, y, radius); 2522 } 2523 drawConvexPath(path, p); 2524 } 2525} 2526 2527void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2528 const SkPaint* p) { 2529 if (mState.currentlyIgnored() 2530 || quickRejectSetupScissor(left, top, right, bottom, p) 2531 || PaintUtils::paintWillNotDraw(*p)) { 2532 return; 2533 } 2534 2535 if (p->getPathEffect() != nullptr) { 2536 mCaches.textureState().activateTexture(0); 2537 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2538 drawShape(left, top, texture, p); 2539 } else { 2540 SkPath path; 2541 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2542 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2543 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2544 } 2545 path.addOval(rect); 2546 drawConvexPath(path, p); 2547 } 2548} 2549 2550void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2551 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2552 if (mState.currentlyIgnored() 2553 || quickRejectSetupScissor(left, top, right, bottom, p) 2554 || PaintUtils::paintWillNotDraw(*p)) { 2555 return; 2556 } 2557 2558 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2559 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2560 mCaches.textureState().activateTexture(0); 2561 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2562 startAngle, sweepAngle, useCenter, p); 2563 drawShape(left, top, texture, p); 2564 return; 2565 } 2566 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2567 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2568 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2569 } 2570 2571 SkPath path; 2572 if (useCenter) { 2573 path.moveTo(rect.centerX(), rect.centerY()); 2574 } 2575 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2576 if (useCenter) { 2577 path.close(); 2578 } 2579 drawConvexPath(path, p); 2580} 2581 2582// See SkPaintDefaults.h 2583#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2584 2585void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2586 const SkPaint* p) { 2587 if (mState.currentlyIgnored() 2588 || quickRejectSetupScissor(left, top, right, bottom, p) 2589 || PaintUtils::paintWillNotDraw(*p)) { 2590 return; 2591 } 2592 2593 if (p->getStyle() != SkPaint::kFill_Style) { 2594 // only fill style is supported by drawConvexPath, since others have to handle joins 2595 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2596 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2597 mCaches.textureState().activateTexture(0); 2598 const PathTexture* texture = 2599 mCaches.pathCache.getRect(right - left, bottom - top, p); 2600 drawShape(left, top, texture, p); 2601 } else { 2602 SkPath path; 2603 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2604 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2605 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2606 } 2607 path.addRect(rect); 2608 drawConvexPath(path, p); 2609 } 2610 } else { 2611 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2612 SkPath path; 2613 path.addRect(left, top, right, bottom); 2614 drawConvexPath(path, p); 2615 } else { 2616 drawColorRect(left, top, right, bottom, p); 2617 2618 mDirty = true; 2619 } 2620 } 2621} 2622 2623void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2624 int bytesCount, int count, const float* positions, 2625 FontRenderer& fontRenderer, int alpha, float x, float y) { 2626 mCaches.textureState().activateTexture(0); 2627 2628 TextShadow textShadow; 2629 if (!getTextShadow(paint, &textShadow)) { 2630 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2631 } 2632 2633 // NOTE: The drop shadow will not perform gamma correction 2634 // if shader-based correction is enabled 2635 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2636 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2637 paint, text, bytesCount, count, textShadow.radius, positions); 2638 // If the drop shadow exceeds the max texture size or couldn't be 2639 // allocated, skip drawing 2640 if (!shadow) return; 2641 const AutoTexture autoCleanup(shadow); 2642 2643 const float sx = x - shadow->left + textShadow.dx; 2644 const float sy = y - shadow->top + textShadow.dy; 2645 2646 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha; 2647 if (getShader(paint)) { 2648 textShadow.color = SK_ColorWHITE; 2649 } 2650 2651 setupDraw(); 2652 setupDrawWithTexture(true); 2653 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2654 setupDrawColorFilter(getColorFilter(paint)); 2655 setupDrawShader(getShader(paint)); 2656 setupDrawBlending(paint, true); 2657 setupDrawProgram(); 2658 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2659 sx, sy, sx + shadow->width, sy + shadow->height); 2660 setupDrawTexture(shadow->id); 2661 setupDrawPureColorUniforms(); 2662 setupDrawColorFilterUniforms(getColorFilter(paint)); 2663 setupDrawShaderUniforms(getShader(paint)); 2664 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 2665 2666 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 2667} 2668 2669bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2670 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2671 return MathUtils::isZero(alpha) 2672 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2673} 2674 2675void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2676 const float* positions, const SkPaint* paint) { 2677 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2678 return; 2679 } 2680 2681 // NOTE: Skia does not support perspective transform on drawPosText yet 2682 if (!currentTransform()->isSimple()) { 2683 return; 2684 } 2685 2686 mRenderState.scissor().setEnabled(true); 2687 2688 float x = 0.0f; 2689 float y = 0.0f; 2690 const bool pureTranslate = currentTransform()->isPureTranslate(); 2691 if (pureTranslate) { 2692 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2693 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2694 } 2695 2696 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2697 fontRenderer.setFont(paint, SkMatrix::I()); 2698 2699 int alpha; 2700 SkXfermode::Mode mode; 2701 getAlphaAndMode(paint, &alpha, &mode); 2702 2703 if (CC_UNLIKELY(hasTextShadow(paint))) { 2704 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2705 alpha, 0.0f, 0.0f); 2706 } 2707 2708 // Pick the appropriate texture filtering 2709 bool linearFilter = currentTransform()->changesBounds(); 2710 if (pureTranslate && !linearFilter) { 2711 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2712 } 2713 fontRenderer.setTextureFiltering(linearFilter); 2714 2715 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2716 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2717 2718 const bool hasActiveLayer = hasLayer(); 2719 2720 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2721 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2722 positions, hasActiveLayer ? &bounds : nullptr, &functor)) { 2723 if (hasActiveLayer) { 2724 if (!pureTranslate) { 2725 currentTransform()->mapRect(bounds); 2726 } 2727 dirtyLayerUnchecked(bounds, getRegion()); 2728 } 2729 } 2730 2731 mDirty = true; 2732} 2733 2734bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2735 if (CC_LIKELY(transform.isPureTranslate())) { 2736 outMatrix->setIdentity(); 2737 return false; 2738 } else if (CC_UNLIKELY(transform.isPerspective())) { 2739 outMatrix->setIdentity(); 2740 return true; 2741 } 2742 2743 /** 2744 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2745 * with values rounded to the nearest int. 2746 */ 2747 float sx, sy; 2748 transform.decomposeScale(sx, sy); 2749 outMatrix->setScale( 2750 roundf(fmaxf(1.0f, sx)), 2751 roundf(fmaxf(1.0f, sy))); 2752 return true; 2753} 2754 2755int OpenGLRenderer::getSaveCount() const { 2756 return mState.getSaveCount(); 2757} 2758 2759int OpenGLRenderer::save(int flags) { 2760 return mState.save(flags); 2761} 2762 2763void OpenGLRenderer::restore() { 2764 return mState.restore(); 2765} 2766 2767void OpenGLRenderer::restoreToCount(int saveCount) { 2768 return mState.restoreToCount(saveCount); 2769} 2770 2771void OpenGLRenderer::translate(float dx, float dy, float dz) { 2772 return mState.translate(dx, dy, dz); 2773} 2774 2775void OpenGLRenderer::rotate(float degrees) { 2776 return mState.rotate(degrees); 2777} 2778 2779void OpenGLRenderer::scale(float sx, float sy) { 2780 return mState.scale(sx, sy); 2781} 2782 2783void OpenGLRenderer::skew(float sx, float sy) { 2784 return mState.skew(sx, sy); 2785} 2786 2787void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2788 mState.setMatrix(matrix); 2789} 2790 2791void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2792 mState.concatMatrix(matrix); 2793} 2794 2795bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2796 return mState.clipRect(left, top, right, bottom, op); 2797} 2798 2799bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2800 return mState.clipPath(path, op); 2801} 2802 2803bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2804 return mState.clipRegion(region, op); 2805} 2806 2807void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2808 mState.setClippingOutline(allocator, outline); 2809} 2810 2811void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2812 const Rect& rect, float radius, bool highPriority) { 2813 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2814} 2815 2816void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2817 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2818 DrawOpMode drawOpMode) { 2819 2820 if (drawOpMode == kDrawOpMode_Immediate) { 2821 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2822 // drawing as ops from DeferredDisplayList are already filtered for these 2823 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2824 quickRejectSetupScissor(bounds)) { 2825 return; 2826 } 2827 } 2828 2829 const float oldX = x; 2830 const float oldY = y; 2831 2832 const mat4& transform = *currentTransform(); 2833 const bool pureTranslate = transform.isPureTranslate(); 2834 2835 if (CC_LIKELY(pureTranslate)) { 2836 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2837 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2838 } 2839 2840 int alpha; 2841 SkXfermode::Mode mode; 2842 getAlphaAndMode(paint, &alpha, &mode); 2843 2844 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2845 2846 if (CC_UNLIKELY(hasTextShadow(paint))) { 2847 fontRenderer.setFont(paint, SkMatrix::I()); 2848 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2849 alpha, oldX, oldY); 2850 } 2851 2852 const bool hasActiveLayer = hasLayer(); 2853 2854 // We only pass a partial transform to the font renderer. That partial 2855 // matrix defines how glyphs are rasterized. Typically we want glyphs 2856 // to be rasterized at their final size on screen, which means the partial 2857 // matrix needs to take the scale factor into account. 2858 // When a partial matrix is used to transform glyphs during rasterization, 2859 // the mesh is generated with the inverse transform (in the case of scale, 2860 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2861 // apply the full transform matrix at draw time in the vertex shader. 2862 // Applying the full matrix in the shader is the easiest way to handle 2863 // rotation and perspective and allows us to always generated quads in the 2864 // font renderer which greatly simplifies the code, clipping in particular. 2865 SkMatrix fontTransform; 2866 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2867 || fabs(y - (int) y) > 0.0f 2868 || fabs(x - (int) x) > 0.0f; 2869 fontRenderer.setFont(paint, fontTransform); 2870 fontRenderer.setTextureFiltering(linearFilter); 2871 2872 // TODO: Implement better clipping for scaled/rotated text 2873 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2874 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2875 2876 bool status; 2877 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2878 2879 // don't call issuedrawcommand, do it at end of batch 2880 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2881 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2882 SkPaint paintCopy(*paint); 2883 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2884 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2885 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2886 } else { 2887 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2888 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2889 } 2890 2891 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2892 if (!pureTranslate) { 2893 transform.mapRect(layerBounds); 2894 } 2895 dirtyLayerUnchecked(layerBounds, getRegion()); 2896 } 2897 2898 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2899 2900 mDirty = true; 2901} 2902 2903void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2904 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2905 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2906 return; 2907 } 2908 2909 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2910 mRenderState.scissor().setEnabled(true); 2911 2912 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2913 fontRenderer.setFont(paint, SkMatrix::I()); 2914 fontRenderer.setTextureFiltering(true); 2915 2916 int alpha; 2917 SkXfermode::Mode mode; 2918 getAlphaAndMode(paint, &alpha, &mode); 2919 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2920 2921 const Rect* clip = &writableSnapshot()->getLocalClip(); 2922 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2923 2924 const bool hasActiveLayer = hasLayer(); 2925 2926 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2927 hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) { 2928 if (hasActiveLayer) { 2929 currentTransform()->mapRect(bounds); 2930 dirtyLayerUnchecked(bounds, getRegion()); 2931 } 2932 } 2933 2934 mDirty = true; 2935} 2936 2937void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2938 if (mState.currentlyIgnored()) return; 2939 2940 mCaches.textureState().activateTexture(0); 2941 2942 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2943 if (!texture) return; 2944 const AutoTexture autoCleanup(texture); 2945 2946 const float x = texture->left - texture->offset; 2947 const float y = texture->top - texture->offset; 2948 2949 drawPathTexture(texture, x, y, paint); 2950 mDirty = true; 2951} 2952 2953void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2954 if (!layer) { 2955 return; 2956 } 2957 2958 mat4* transform = nullptr; 2959 if (layer->isTextureLayer()) { 2960 transform = &layer->getTransform(); 2961 if (!transform->isIdentity()) { 2962 save(SkCanvas::kMatrix_SaveFlag); 2963 concatMatrix(*transform); 2964 } 2965 } 2966 2967 bool clipRequired = false; 2968 const bool rejected = mState.calculateQuickRejectForScissor( 2969 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2970 &clipRequired, nullptr, false); 2971 2972 if (rejected) { 2973 if (transform && !transform->isIdentity()) { 2974 restore(); 2975 } 2976 return; 2977 } 2978 2979 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2980 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2981 2982 updateLayer(layer, true); 2983 2984 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2985 mCaches.textureState().activateTexture(0); 2986 2987 if (CC_LIKELY(!layer->region.isEmpty())) { 2988 if (layer->region.isRect()) { 2989 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2990 composeLayerRect(layer, layer->regionRect)); 2991 } else if (layer->mesh) { 2992 2993 const float a = getLayerAlpha(layer); 2994 setupDraw(); 2995 setupDrawWithTexture(); 2996 setupDrawColor(a, a, a, a); 2997 setupDrawColorFilter(layer->getColorFilter()); 2998 setupDrawBlending(layer); 2999 setupDrawProgram(); 3000 setupDrawPureColorUniforms(); 3001 setupDrawColorFilterUniforms(layer->getColorFilter()); 3002 setupDrawTexture(layer->getTexture()); 3003 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3004 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3005 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3006 3007 layer->setFilter(GL_NEAREST); 3008 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3009 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3010 } else { 3011 layer->setFilter(GL_LINEAR); 3012 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3013 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3014 } 3015 3016 TextureVertex* mesh = &layer->mesh[0]; 3017 GLsizei elementsCount = layer->meshElementCount; 3018 3019 while (elementsCount > 0) { 3020 GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 3021 3022 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3023 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3024 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3025 3026 elementsCount -= drawCount; 3027 // Though there are 4 vertices in a quad, we use 6 indices per 3028 // quad to draw with GL_TRIANGLES 3029 mesh += (drawCount / 6) * 4; 3030 } 3031 3032#if DEBUG_LAYERS_AS_REGIONS 3033 drawRegionRectsDebug(layer->region); 3034#endif 3035 } 3036 3037 if (layer->debugDrawUpdate) { 3038 layer->debugDrawUpdate = false; 3039 3040 SkPaint paint; 3041 paint.setColor(0x7f00ff00); 3042 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3043 } 3044 } 3045 layer->hasDrawnSinceUpdate = true; 3046 3047 if (transform && !transform->isIdentity()) { 3048 restore(); 3049 } 3050 3051 mDirty = true; 3052} 3053 3054/////////////////////////////////////////////////////////////////////////////// 3055// Draw filters 3056/////////////////////////////////////////////////////////////////////////////// 3057void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3058 // We should never get here since we apply the draw filter when stashing 3059 // the paints in the DisplayList. 3060 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3061} 3062 3063/////////////////////////////////////////////////////////////////////////////// 3064// Drawing implementation 3065/////////////////////////////////////////////////////////////////////////////// 3066 3067Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3068 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3069 if (!texture) { 3070 return mCaches.textureCache.get(bitmap); 3071 } 3072 return texture; 3073} 3074 3075void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3076 float x, float y, const SkPaint* paint) { 3077 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3078 return; 3079 } 3080 3081 int alpha; 3082 SkXfermode::Mode mode; 3083 getAlphaAndMode(paint, &alpha, &mode); 3084 3085 setupDraw(); 3086 setupDrawWithTexture(true); 3087 setupDrawAlpha8Color(paint->getColor(), alpha); 3088 setupDrawColorFilter(getColorFilter(paint)); 3089 setupDrawShader(getShader(paint)); 3090 setupDrawBlending(paint, true); 3091 setupDrawProgram(); 3092 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3093 x, y, x + texture->width, y + texture->height); 3094 setupDrawTexture(texture->id); 3095 setupDrawPureColorUniforms(); 3096 setupDrawColorFilterUniforms(getColorFilter(paint)); 3097 setupDrawShaderUniforms(getShader(paint)); 3098 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 3099 3100 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 3101} 3102 3103// Same values used by Skia 3104#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3105#define kStdUnderline_Offset (1.0f / 9.0f) 3106#define kStdUnderline_Thickness (1.0f / 18.0f) 3107 3108void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3109 const SkPaint* paint) { 3110 // Handle underline and strike-through 3111 uint32_t flags = paint->getFlags(); 3112 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3113 SkPaint paintCopy(*paint); 3114 3115 if (CC_LIKELY(underlineWidth > 0.0f)) { 3116 const float textSize = paintCopy.getTextSize(); 3117 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3118 3119 const float left = x; 3120 float top = 0.0f; 3121 3122 int linesCount = 0; 3123 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3124 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3125 3126 const int pointsCount = 4 * linesCount; 3127 float points[pointsCount]; 3128 int currentPoint = 0; 3129 3130 if (flags & SkPaint::kUnderlineText_Flag) { 3131 top = y + textSize * kStdUnderline_Offset; 3132 points[currentPoint++] = left; 3133 points[currentPoint++] = top; 3134 points[currentPoint++] = left + underlineWidth; 3135 points[currentPoint++] = top; 3136 } 3137 3138 if (flags & SkPaint::kStrikeThruText_Flag) { 3139 top = y + textSize * kStdStrikeThru_Offset; 3140 points[currentPoint++] = left; 3141 points[currentPoint++] = top; 3142 points[currentPoint++] = left + underlineWidth; 3143 points[currentPoint++] = top; 3144 } 3145 3146 paintCopy.setStrokeWidth(strokeWidth); 3147 3148 drawLines(&points[0], pointsCount, &paintCopy); 3149 } 3150 } 3151} 3152 3153void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3154 if (mState.currentlyIgnored()) { 3155 return; 3156 } 3157 3158 drawColorRects(rects, count, paint, false, true, true); 3159} 3160 3161void OpenGLRenderer::drawShadow(float casterAlpha, 3162 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3163 if (mState.currentlyIgnored()) return; 3164 3165 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3166 mRenderState.scissor().setEnabled(true); 3167 3168 SkPaint paint; 3169 paint.setAntiAlias(true); // want to use AlphaVertex 3170 3171 // The caller has made sure casterAlpha > 0. 3172 float ambientShadowAlpha = mAmbientShadowAlpha; 3173 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3174 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3175 } 3176 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3177 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3178 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3179 } 3180 3181 float spotShadowAlpha = mSpotShadowAlpha; 3182 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3183 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3184 } 3185 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3186 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3187 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3188 } 3189 3190 mDirty=true; 3191} 3192 3193void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3194 bool ignoreTransform, bool dirty, bool clip) { 3195 if (count == 0) { 3196 return; 3197 } 3198 3199 int color = paint->getColor(); 3200 // If a shader is set, preserve only the alpha 3201 if (getShader(paint)) { 3202 color |= 0x00ffffff; 3203 } 3204 3205 float left = FLT_MAX; 3206 float top = FLT_MAX; 3207 float right = FLT_MIN; 3208 float bottom = FLT_MIN; 3209 3210 Vertex mesh[count]; 3211 Vertex* vertex = mesh; 3212 3213 for (int index = 0; index < count; index += 4) { 3214 float l = rects[index + 0]; 3215 float t = rects[index + 1]; 3216 float r = rects[index + 2]; 3217 float b = rects[index + 3]; 3218 3219 Vertex::set(vertex++, l, t); 3220 Vertex::set(vertex++, r, t); 3221 Vertex::set(vertex++, l, b); 3222 Vertex::set(vertex++, r, b); 3223 3224 left = fminf(left, l); 3225 top = fminf(top, t); 3226 right = fmaxf(right, r); 3227 bottom = fmaxf(bottom, b); 3228 } 3229 3230 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3231 return; 3232 } 3233 3234 setupDraw(); 3235 setupDrawNoTexture(); 3236 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3237 setupDrawShader(getShader(paint)); 3238 setupDrawColorFilter(getColorFilter(paint)); 3239 setupDrawBlending(paint); 3240 setupDrawProgram(); 3241 setupDrawDirtyRegionsDisabled(); 3242 setupDrawModelView(kModelViewMode_Translate, false, 3243 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3244 setupDrawColorUniforms(getShader(paint)); 3245 setupDrawShaderUniforms(getShader(paint)); 3246 setupDrawColorFilterUniforms(getColorFilter(paint)); 3247 3248 if (dirty && hasLayer()) { 3249 dirtyLayer(left, top, right, bottom, *currentTransform()); 3250 } 3251 3252 issueIndexedQuadDraw(&mesh[0], count / 4); 3253 3254 mDirty = true; 3255} 3256 3257void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3258 const SkPaint* paint, bool ignoreTransform) { 3259 int color = paint->getColor(); 3260 // If a shader is set, preserve only the alpha 3261 if (getShader(paint)) { 3262 color |= 0x00ffffff; 3263 } 3264 3265 setupDraw(); 3266 setupDrawNoTexture(); 3267 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3268 setupDrawShader(getShader(paint)); 3269 setupDrawColorFilter(getColorFilter(paint)); 3270 setupDrawBlending(paint); 3271 setupDrawProgram(); 3272 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3273 left, top, right, bottom, ignoreTransform); 3274 setupDrawColorUniforms(getShader(paint)); 3275 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3276 setupDrawColorFilterUniforms(getColorFilter(paint)); 3277 setupDrawSimpleMesh(); 3278 3279 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 3280} 3281 3282void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3283 Texture* texture, const SkPaint* paint) { 3284 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3285 3286 GLvoid* vertices = (GLvoid*) nullptr; 3287 GLvoid* texCoords = (GLvoid*) kMeshTextureOffset; 3288 3289 if (texture->uvMapper) { 3290 vertices = &mMeshVertices[0].x; 3291 texCoords = &mMeshVertices[0].u; 3292 3293 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3294 texture->uvMapper->map(uvs); 3295 3296 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3297 } 3298 3299 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3300 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3301 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3302 3303 texture->setFilter(GL_NEAREST, true); 3304 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3305 paint, texture->blend, vertices, texCoords, 3306 GL_TRIANGLE_STRIP, kMeshCount, false, true); 3307 } else { 3308 texture->setFilter(getFilter(paint), true); 3309 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3310 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kMeshCount); 3311 } 3312 3313 if (texture->uvMapper) { 3314 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3315 } 3316} 3317 3318void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3319 GLuint texture, const SkPaint* paint, bool blend, 3320 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3321 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3322 ModelViewMode modelViewMode, bool dirty) { 3323 3324 int a; 3325 SkXfermode::Mode mode; 3326 getAlphaAndMode(paint, &a, &mode); 3327 const float alpha = a / 255.0f; 3328 3329 setupDraw(); 3330 setupDrawWithTexture(); 3331 setupDrawColor(alpha, alpha, alpha, alpha); 3332 setupDrawColorFilter(getColorFilter(paint)); 3333 setupDrawBlending(paint, blend, swapSrcDst); 3334 setupDrawProgram(); 3335 if (!dirty) setupDrawDirtyRegionsDisabled(); 3336 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3337 setupDrawTexture(texture); 3338 setupDrawPureColorUniforms(); 3339 setupDrawColorFilterUniforms(getColorFilter(paint)); 3340 setupDrawMesh(vertices, texCoords, vbo); 3341 3342 glDrawArrays(drawMode, 0, elementsCount); 3343} 3344 3345void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3346 GLuint texture, const SkPaint* paint, bool blend, 3347 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3348 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3349 ModelViewMode modelViewMode, bool dirty) { 3350 3351 int a; 3352 SkXfermode::Mode mode; 3353 getAlphaAndMode(paint, &a, &mode); 3354 const float alpha = a / 255.0f; 3355 3356 setupDraw(); 3357 setupDrawWithTexture(); 3358 setupDrawColor(alpha, alpha, alpha, alpha); 3359 setupDrawColorFilter(getColorFilter(paint)); 3360 setupDrawBlending(paint, blend, swapSrcDst); 3361 setupDrawProgram(); 3362 if (!dirty) setupDrawDirtyRegionsDisabled(); 3363 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3364 setupDrawTexture(texture); 3365 setupDrawPureColorUniforms(); 3366 setupDrawColorFilterUniforms(getColorFilter(paint)); 3367 setupDrawMeshIndices(vertices, texCoords, vbo); 3368 3369 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3370} 3371 3372void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3373 GLuint texture, const SkPaint* paint, 3374 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3375 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3376 3377 int color = paint != nullptr ? paint->getColor() : 0; 3378 int alpha; 3379 SkXfermode::Mode mode; 3380 getAlphaAndMode(paint, &alpha, &mode); 3381 3382 setupDraw(); 3383 setupDrawWithTexture(true); 3384 if (paint != nullptr) { 3385 setupDrawAlpha8Color(color, alpha); 3386 } 3387 setupDrawColorFilter(getColorFilter(paint)); 3388 setupDrawShader(getShader(paint)); 3389 setupDrawBlending(paint, true); 3390 setupDrawProgram(); 3391 if (!dirty) setupDrawDirtyRegionsDisabled(); 3392 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3393 setupDrawTexture(texture); 3394 setupDrawPureColorUniforms(); 3395 setupDrawColorFilterUniforms(getColorFilter(paint)); 3396 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3397 setupDrawMesh(vertices, texCoords); 3398 3399 glDrawArrays(drawMode, 0, elementsCount); 3400} 3401 3402void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3403 ProgramDescription& description, bool swapSrcDst) { 3404 3405 if (writableSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3406 blend = true; 3407 mDescription.hasRoundRectClip = true; 3408 } 3409 mSkipOutlineClip = true; 3410 3411 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3412 3413 if (blend) { 3414 // These blend modes are not supported by OpenGL directly and have 3415 // to be implemented using shaders. Since the shader will perform 3416 // the blending, turn blending off here 3417 // If the blend mode cannot be implemented using shaders, fall 3418 // back to the default SrcOver blend mode instead 3419 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3420 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3421 description.framebufferMode = mode; 3422 description.swapSrcDst = swapSrcDst; 3423 3424 mRenderState.blend().disable(); 3425 return; 3426 } else { 3427 mode = SkXfermode::kSrcOver_Mode; 3428 } 3429 } 3430 mRenderState.blend().enable(mode, swapSrcDst); 3431 } else { 3432 mRenderState.blend().disable(); 3433 } 3434} 3435 3436void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3437 TextureVertex* v = &mMeshVertices[0]; 3438 TextureVertex::setUV(v++, u1, v1); 3439 TextureVertex::setUV(v++, u2, v1); 3440 TextureVertex::setUV(v++, u1, v2); 3441 TextureVertex::setUV(v++, u2, v2); 3442} 3443 3444void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3445 SkXfermode::Mode* mode) const { 3446 getAlphaAndModeDirect(paint, alpha, mode); 3447 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3448 // if drawing a layer, ignore the paint's alpha 3449 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3450 } 3451 *alpha *= currentSnapshot()->alpha; 3452} 3453 3454float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3455 float alpha; 3456 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3457 alpha = mDrawModifiers.mOverrideLayerAlpha; 3458 } else { 3459 alpha = layer->getAlpha() / 255.0f; 3460 } 3461 return alpha * currentSnapshot()->alpha; 3462} 3463 3464}; // namespace uirenderer 3465}; // namespace android 3466