OpenGLRenderer.cpp revision 6d29c8d5218cac0fb35f3b7c253f2bdebd44f15a
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "PathTessellator.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): 113 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 114 // *set* draw modifiers to be 0 115 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 116 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 mFrameStarted = false; 122 mCountOverdraw = false; 123 124 mScissorOptimizationDisabled = false; 125} 126 127OpenGLRenderer::~OpenGLRenderer() { 128 // The context has already been destroyed at this point, do not call 129 // GL APIs. All GL state should be kept in Caches.h 130} 131 132void OpenGLRenderer::initProperties() { 133 char property[PROPERTY_VALUE_MAX]; 134 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 135 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 136 INIT_LOGD(" Scissor optimization %s", 137 mScissorOptimizationDisabled ? "disabled" : "enabled"); 138 } else { 139 INIT_LOGD(" Scissor optimization enabled"); 140 } 141} 142 143/////////////////////////////////////////////////////////////////////////////// 144// Setup 145/////////////////////////////////////////////////////////////////////////////// 146 147void OpenGLRenderer::setName(const char* name) { 148 if (name) { 149 mName.setTo(name); 150 } else { 151 mName.clear(); 152 } 153} 154 155const char* OpenGLRenderer::getName() const { 156 return mName.string(); 157} 158 159bool OpenGLRenderer::isDeferred() { 160 return false; 161} 162 163void OpenGLRenderer::setViewport(int width, int height) { 164 initViewport(width, height); 165 166 glDisable(GL_DITHER); 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 169 glEnableVertexAttribArray(Program::kBindingPosition); 170} 171 172void OpenGLRenderer::initViewport(int width, int height) { 173 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 174 175 mWidth = width; 176 mHeight = height; 177 178 mFirstSnapshot->height = height; 179 mFirstSnapshot->viewport.set(0, 0, width, height); 180} 181 182void OpenGLRenderer::setupFrameState(float left, float top, 183 float right, float bottom, bool opaque) { 184 mCaches.clearGarbage(); 185 186 mOpaque = opaque; 187 mSnapshot = new Snapshot(mFirstSnapshot, 188 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 189 mSnapshot->fbo = getTargetFbo(); 190 mSaveCount = 1; 191 192 mSnapshot->setClip(left, top, right, bottom); 193 mTilingClip.set(left, top, right, bottom); 194} 195 196status_t OpenGLRenderer::startFrame() { 197 if (mFrameStarted) return DrawGlInfo::kStatusDone; 198 mFrameStarted = true; 199 200 mDirtyClip = true; 201 202 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 203 204 glViewport(0, 0, mWidth, mHeight); 205 206 // Functors break the tiling extension in pretty spectacular ways 207 // This ensures we don't use tiling when a functor is going to be 208 // invoked during the frame 209 mSuppressTiling = mCaches.hasRegisteredFunctors(); 210 211 startTiling(mSnapshot, true); 212 213 debugOverdraw(true, true); 214 215 return clear(mTilingClip.left, mTilingClip.top, 216 mTilingClip.right, mTilingClip.bottom, mOpaque); 217} 218 219status_t OpenGLRenderer::prepare(bool opaque) { 220 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 221} 222 223status_t OpenGLRenderer::prepareDirty(float left, float top, 224 float right, float bottom, bool opaque) { 225 226 setupFrameState(left, top, right, bottom, opaque); 227 228 // Layer renderers will start the frame immediately 229 // The framebuffer renderer will first defer the display list 230 // for each layer and wait until the first drawing command 231 // to start the frame 232 if (mSnapshot->fbo == 0) { 233 syncState(); 234 updateLayers(); 235 } else { 236 return startFrame(); 237 } 238 239 return DrawGlInfo::kStatusDone; 240} 241 242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 243 // If we know that we are going to redraw the entire framebuffer, 244 // perform a discard to let the driver know we don't need to preserve 245 // the back buffer for this frame. 246 if (mExtensions.hasDiscardFramebuffer() && 247 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 248 const bool isFbo = getTargetFbo() == 0; 249 const GLenum attachments[] = { 250 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 251 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 252 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 253 } 254} 255 256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 257 if (!opaque || mCountOverdraw) { 258 mCaches.enableScissor(); 259 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 260 glClear(GL_COLOR_BUFFER_BIT); 261 return DrawGlInfo::kStatusDrew; 262 } 263 264 mCaches.resetScissor(); 265 return DrawGlInfo::kStatusDone; 266} 267 268void OpenGLRenderer::syncState() { 269 if (mCaches.blend) { 270 glEnable(GL_BLEND); 271 } else { 272 glDisable(GL_BLEND); 273 } 274} 275 276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 277 if (!mSuppressTiling) { 278 Rect* clip = &mTilingClip; 279 if (s->flags & Snapshot::kFlagFboTarget) { 280 clip = &(s->layer->clipRect); 281 } 282 283 startTiling(*clip, s->height, opaque); 284 } 285} 286 287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 288 if (!mSuppressTiling) { 289 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 290 clip.right - clip.left, clip.bottom - clip.top, opaque); 291 } 292} 293 294void OpenGLRenderer::endTiling() { 295 if (!mSuppressTiling) mCaches.endTiling(); 296} 297 298void OpenGLRenderer::finish() { 299 renderOverdraw(); 300 endTiling(); 301 302 // When finish() is invoked on FBO 0 we've reached the end 303 // of the current frame 304 if (getTargetFbo() == 0) { 305 mCaches.pathCache.trim(); 306 } 307 308 if (!suppressErrorChecks()) { 309#if DEBUG_OPENGL 310 GLenum status = GL_NO_ERROR; 311 while ((status = glGetError()) != GL_NO_ERROR) { 312 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 313 switch (status) { 314 case GL_INVALID_ENUM: 315 ALOGE(" GL_INVALID_ENUM"); 316 break; 317 case GL_INVALID_VALUE: 318 ALOGE(" GL_INVALID_VALUE"); 319 break; 320 case GL_INVALID_OPERATION: 321 ALOGE(" GL_INVALID_OPERATION"); 322 break; 323 case GL_OUT_OF_MEMORY: 324 ALOGE(" Out of memory!"); 325 break; 326 } 327 } 328#endif 329 330#if DEBUG_MEMORY_USAGE 331 mCaches.dumpMemoryUsage(); 332#else 333 if (mCaches.getDebugLevel() & kDebugMemory) { 334 mCaches.dumpMemoryUsage(); 335 } 336#endif 337 } 338 339 if (mCountOverdraw) { 340 countOverdraw(); 341 } 342 343 mFrameStarted = false; 344} 345 346void OpenGLRenderer::interrupt() { 347 if (mCaches.currentProgram) { 348 if (mCaches.currentProgram->isInUse()) { 349 mCaches.currentProgram->remove(); 350 mCaches.currentProgram = NULL; 351 } 352 } 353 mCaches.unbindMeshBuffer(); 354 mCaches.unbindIndicesBuffer(); 355 mCaches.resetVertexPointers(); 356 mCaches.disableTexCoordsVertexArray(); 357 debugOverdraw(false, false); 358} 359 360void OpenGLRenderer::resume() { 361 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 362 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 363 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 364 debugOverdraw(true, false); 365 366 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 367 368 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 369 mCaches.enableScissor(); 370 mCaches.resetScissor(); 371 dirtyClip(); 372 373 mCaches.activeTexture(0); 374 375 mCaches.blend = true; 376 glEnable(GL_BLEND); 377 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 378 glBlendEquation(GL_FUNC_ADD); 379} 380 381void OpenGLRenderer::resumeAfterLayer() { 382 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 383 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 384 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 385 debugOverdraw(true, false); 386 387 mCaches.resetScissor(); 388 dirtyClip(); 389} 390 391void OpenGLRenderer::detachFunctor(Functor* functor) { 392 mFunctors.remove(functor); 393} 394 395void OpenGLRenderer::attachFunctor(Functor* functor) { 396 mFunctors.add(functor); 397} 398 399status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 400 status_t result = DrawGlInfo::kStatusDone; 401 size_t count = mFunctors.size(); 402 403 if (count > 0) { 404 interrupt(); 405 SortedVector<Functor*> functors(mFunctors); 406 mFunctors.clear(); 407 408 DrawGlInfo info; 409 info.clipLeft = 0; 410 info.clipTop = 0; 411 info.clipRight = 0; 412 info.clipBottom = 0; 413 info.isLayer = false; 414 info.width = 0; 415 info.height = 0; 416 memset(info.transform, 0, sizeof(float) * 16); 417 418 for (size_t i = 0; i < count; i++) { 419 Functor* f = functors.itemAt(i); 420 result |= (*f)(DrawGlInfo::kModeProcess, &info); 421 422 if (result & DrawGlInfo::kStatusDraw) { 423 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 424 dirty.unionWith(localDirty); 425 } 426 427 if (result & DrawGlInfo::kStatusInvoke) { 428 mFunctors.add(f); 429 } 430 } 431 resume(); 432 } 433 434 return result; 435} 436 437status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 438 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 439 440 interrupt(); 441 detachFunctor(functor); 442 443 mCaches.enableScissor(); 444 if (mDirtyClip) { 445 setScissorFromClip(); 446 } 447 448 Rect clip(*mSnapshot->clipRect); 449 clip.snapToPixelBoundaries(); 450 451 // Since we don't know what the functor will draw, let's dirty 452 // tne entire clip region 453 if (hasLayer()) { 454 dirtyLayerUnchecked(clip, getRegion()); 455 } 456 457 DrawGlInfo info; 458 info.clipLeft = clip.left; 459 info.clipTop = clip.top; 460 info.clipRight = clip.right; 461 info.clipBottom = clip.bottom; 462 info.isLayer = hasLayer(); 463 info.width = getSnapshot()->viewport.getWidth(); 464 info.height = getSnapshot()->height; 465 getSnapshot()->transform->copyTo(&info.transform[0]); 466 467 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 468 469 if (result != DrawGlInfo::kStatusDone) { 470 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 471 dirty.unionWith(localDirty); 472 473 if (result & DrawGlInfo::kStatusInvoke) { 474 mFunctors.add(functor); 475 } 476 } 477 478 resume(); 479 return result | DrawGlInfo::kStatusDrew; 480} 481 482/////////////////////////////////////////////////////////////////////////////// 483// Debug 484/////////////////////////////////////////////////////////////////////////////// 485 486void OpenGLRenderer::eventMark(const char* name) const { 487 mCaches.eventMark(0, name); 488} 489 490void OpenGLRenderer::startMark(const char* name) const { 491 mCaches.startMark(0, name); 492} 493 494void OpenGLRenderer::endMark() const { 495 mCaches.endMark(); 496} 497 498void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 499 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 500 if (clear) { 501 mCaches.disableScissor(); 502 mCaches.stencil.clear(); 503 } 504 if (enable) { 505 mCaches.stencil.enableDebugWrite(); 506 } else { 507 mCaches.stencil.disable(); 508 } 509 } 510} 511 512void OpenGLRenderer::renderOverdraw() { 513 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 514 const Rect* clip = &mTilingClip; 515 516 mCaches.enableScissor(); 517 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 518 clip->right - clip->left, clip->bottom - clip->top); 519 520 mCaches.stencil.enableDebugTest(2); 521 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 522 mCaches.stencil.enableDebugTest(3); 523 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 524 mCaches.stencil.enableDebugTest(4); 525 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 526 mCaches.stencil.enableDebugTest(4, true); 527 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 528 mCaches.stencil.disable(); 529 } 530} 531 532void OpenGLRenderer::countOverdraw() { 533 size_t count = mWidth * mHeight; 534 uint32_t* buffer = new uint32_t[count]; 535 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 536 537 size_t total = 0; 538 for (size_t i = 0; i < count; i++) { 539 total += buffer[i] & 0xff; 540 } 541 542 mOverdraw = total / float(count); 543 544 delete[] buffer; 545} 546 547/////////////////////////////////////////////////////////////////////////////// 548// Layers 549/////////////////////////////////////////////////////////////////////////////// 550 551bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 552 if (layer->deferredUpdateScheduled && layer->renderer && 553 layer->displayList && layer->displayList->isRenderable()) { 554 Rect& dirty = layer->dirtyRect; 555 556 if (inFrame) { 557 endTiling(); 558 debugOverdraw(false, false); 559 } 560 561 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 562 layer->render(); 563 } else { 564 layer->defer(); 565 } 566 567 if (inFrame) { 568 resumeAfterLayer(); 569 startTiling(mSnapshot); 570 } 571 572 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 573 layer->hasDrawnSinceUpdate = false; 574 575 return true; 576 } 577 578 return false; 579} 580 581void OpenGLRenderer::updateLayers() { 582 // If draw deferring is enabled this method will simply defer 583 // the display list of each individual layer. The layers remain 584 // in the layer updates list which will be cleared by flushLayers(). 585 int count = mLayerUpdates.size(); 586 if (count > 0) { 587 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 588 startMark("Layer Updates"); 589 } else { 590 startMark("Defer Layer Updates"); 591 } 592 593 // Note: it is very important to update the layers in order 594 for (int i = 0; i < count; i++) { 595 Layer* layer = mLayerUpdates.itemAt(i); 596 updateLayer(layer, false); 597 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 598 mCaches.resourceCache.decrementRefcount(layer); 599 } 600 } 601 602 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 603 mLayerUpdates.clear(); 604 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 605 } 606 endMark(); 607 } 608} 609 610void OpenGLRenderer::flushLayers() { 611 int count = mLayerUpdates.size(); 612 if (count > 0) { 613 startMark("Apply Layer Updates"); 614 char layerName[12]; 615 616 // Note: it is very important to update the layers in order 617 for (int i = 0; i < count; i++) { 618 sprintf(layerName, "Layer #%d", i); 619 startMark(layerName); 620 621 Layer* layer = mLayerUpdates.itemAt(i); 622 layer->flush(); 623 mCaches.resourceCache.decrementRefcount(layer); 624 625 endMark(); 626 } 627 628 mLayerUpdates.clear(); 629 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 630 631 endMark(); 632 } 633} 634 635void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 636 if (layer) { 637 // Make sure we don't introduce duplicates. 638 // SortedVector would do this automatically but we need to respect 639 // the insertion order. The linear search is not an issue since 640 // this list is usually very short (typically one item, at most a few) 641 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 642 if (mLayerUpdates.itemAt(i) == layer) { 643 return; 644 } 645 } 646 mLayerUpdates.push_back(layer); 647 mCaches.resourceCache.incrementRefcount(layer); 648 } 649} 650 651void OpenGLRenderer::clearLayerUpdates() { 652 size_t count = mLayerUpdates.size(); 653 if (count > 0) { 654 mCaches.resourceCache.lock(); 655 for (size_t i = 0; i < count; i++) { 656 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 657 } 658 mCaches.resourceCache.unlock(); 659 mLayerUpdates.clear(); 660 } 661} 662 663/////////////////////////////////////////////////////////////////////////////// 664// State management 665/////////////////////////////////////////////////////////////////////////////// 666 667int OpenGLRenderer::getSaveCount() const { 668 return mSaveCount; 669} 670 671int OpenGLRenderer::save(int flags) { 672 return saveSnapshot(flags); 673} 674 675void OpenGLRenderer::restore() { 676 if (mSaveCount > 1) { 677 restoreSnapshot(); 678 } 679} 680 681void OpenGLRenderer::restoreToCount(int saveCount) { 682 if (saveCount < 1) saveCount = 1; 683 684 while (mSaveCount > saveCount) { 685 restoreSnapshot(); 686 } 687} 688 689int OpenGLRenderer::saveSnapshot(int flags) { 690 mSnapshot = new Snapshot(mSnapshot, flags); 691 return mSaveCount++; 692} 693 694bool OpenGLRenderer::restoreSnapshot() { 695 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 696 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 697 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 698 699 sp<Snapshot> current = mSnapshot; 700 sp<Snapshot> previous = mSnapshot->previous; 701 702 if (restoreOrtho) { 703 Rect& r = previous->viewport; 704 glViewport(r.left, r.top, r.right, r.bottom); 705 mOrthoMatrix.load(current->orthoMatrix); 706 } 707 708 mSaveCount--; 709 mSnapshot = previous; 710 711 if (restoreClip) { 712 dirtyClip(); 713 } 714 715 if (restoreLayer) { 716 endMark(); // Savelayer 717 startMark("ComposeLayer"); 718 composeLayer(current, previous); 719 endMark(); 720 } 721 722 return restoreClip; 723} 724 725/////////////////////////////////////////////////////////////////////////////// 726// Layers 727/////////////////////////////////////////////////////////////////////////////// 728 729int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 730 int alpha, SkXfermode::Mode mode, int flags) { 731 const GLuint previousFbo = mSnapshot->fbo; 732 const int count = saveSnapshot(flags); 733 734 if (!mSnapshot->isIgnored()) { 735 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 736 } 737 738 return count; 739} 740 741void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 742 const Rect untransformedBounds(bounds); 743 744 currentTransform().mapRect(bounds); 745 746 // Layers only make sense if they are in the framebuffer's bounds 747 if (bounds.intersect(*mSnapshot->clipRect)) { 748 // We cannot work with sub-pixels in this case 749 bounds.snapToPixelBoundaries(); 750 751 // When the layer is not an FBO, we may use glCopyTexImage so we 752 // need to make sure the layer does not extend outside the bounds 753 // of the framebuffer 754 if (!bounds.intersect(mSnapshot->previous->viewport)) { 755 bounds.setEmpty(); 756 } else if (fboLayer) { 757 clip.set(bounds); 758 mat4 inverse; 759 inverse.loadInverse(currentTransform()); 760 inverse.mapRect(clip); 761 clip.snapToPixelBoundaries(); 762 if (clip.intersect(untransformedBounds)) { 763 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 764 bounds.set(untransformedBounds); 765 } else { 766 clip.setEmpty(); 767 } 768 } 769 } else { 770 bounds.setEmpty(); 771 } 772} 773 774void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 775 bool fboLayer, int alpha) { 776 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 777 bounds.getHeight() > mCaches.maxTextureSize || 778 (fboLayer && clip.isEmpty())) { 779 mSnapshot->empty = fboLayer; 780 } else { 781 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 782 } 783} 784 785int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 786 int alpha, SkXfermode::Mode mode, int flags) { 787 const GLuint previousFbo = mSnapshot->fbo; 788 const int count = saveSnapshot(flags); 789 790 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 791 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 792 // operations will be able to store and restore the current clip and transform info, and 793 // quick rejection will be correct (for display lists) 794 795 Rect bounds(left, top, right, bottom); 796 Rect clip; 797 calculateLayerBoundsAndClip(bounds, clip, true); 798 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 799 800 if (!mSnapshot->isIgnored()) { 801 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 802 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 803 } 804 } 805 806 return count; 807} 808 809 810/** 811 * Layers are viewed by Skia are slightly different than layers in image editing 812 * programs (for instance.) When a layer is created, previously created layers 813 * and the frame buffer still receive every drawing command. For instance, if a 814 * layer is created and a shape intersecting the bounds of the layers and the 815 * framebuffer is draw, the shape will be drawn on both (unless the layer was 816 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 817 * 818 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 819 * texture. Unfortunately, this is inefficient as it requires every primitive to 820 * be drawn n + 1 times, where n is the number of active layers. In practice this 821 * means, for every primitive: 822 * - Switch active frame buffer 823 * - Change viewport, clip and projection matrix 824 * - Issue the drawing 825 * 826 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 827 * To avoid this, layers are implemented in a different way here, at least in the 828 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 829 * is set. When this flag is set we can redirect all drawing operations into a 830 * single FBO. 831 * 832 * This implementation relies on the frame buffer being at least RGBA 8888. When 833 * a layer is created, only a texture is created, not an FBO. The content of the 834 * frame buffer contained within the layer's bounds is copied into this texture 835 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 836 * buffer and drawing continues as normal. This technique therefore treats the 837 * frame buffer as a scratch buffer for the layers. 838 * 839 * To compose the layers back onto the frame buffer, each layer texture 840 * (containing the original frame buffer data) is drawn as a simple quad over 841 * the frame buffer. The trick is that the quad is set as the composition 842 * destination in the blending equation, and the frame buffer becomes the source 843 * of the composition. 844 * 845 * Drawing layers with an alpha value requires an extra step before composition. 846 * An empty quad is drawn over the layer's region in the frame buffer. This quad 847 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 848 * quad is used to multiply the colors in the frame buffer. This is achieved by 849 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 850 * GL_ZERO, GL_SRC_ALPHA. 851 * 852 * Because glCopyTexImage2D() can be slow, an alternative implementation might 853 * be use to draw a single clipped layer. The implementation described above 854 * is correct in every case. 855 * 856 * (1) The frame buffer is actually not cleared right away. To allow the GPU 857 * to potentially optimize series of calls to glCopyTexImage2D, the frame 858 * buffer is left untouched until the first drawing operation. Only when 859 * something actually gets drawn are the layers regions cleared. 860 */ 861bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 862 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 863 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 864 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 865 866 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 867 868 // Window coordinates of the layer 869 Rect clip; 870 Rect bounds(left, top, right, bottom); 871 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 872 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 873 874 // Bail out if we won't draw in this snapshot 875 if (mSnapshot->isIgnored()) { 876 return false; 877 } 878 879 mCaches.activeTexture(0); 880 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 881 if (!layer) { 882 return false; 883 } 884 885 layer->setAlpha(alpha, mode); 886 layer->layer.set(bounds); 887 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 888 bounds.getWidth() / float(layer->getWidth()), 0.0f); 889 layer->setColorFilter(mDrawModifiers.mColorFilter); 890 layer->setBlend(true); 891 layer->setDirty(false); 892 893 // Save the layer in the snapshot 894 mSnapshot->flags |= Snapshot::kFlagIsLayer; 895 mSnapshot->layer = layer; 896 897 startMark("SaveLayer"); 898 if (fboLayer) { 899 return createFboLayer(layer, bounds, clip, previousFbo); 900 } else { 901 // Copy the framebuffer into the layer 902 layer->bindTexture(); 903 if (!bounds.isEmpty()) { 904 if (layer->isEmpty()) { 905 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 906 bounds.left, mSnapshot->height - bounds.bottom, 907 layer->getWidth(), layer->getHeight(), 0); 908 layer->setEmpty(false); 909 } else { 910 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 911 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 912 } 913 914 // Enqueue the buffer coordinates to clear the corresponding region later 915 mLayers.push(new Rect(bounds)); 916 } 917 } 918 919 return true; 920} 921 922bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 923 layer->clipRect.set(clip); 924 layer->setFbo(mCaches.fboCache.get()); 925 926 mSnapshot->region = &mSnapshot->layer->region; 927 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 928 Snapshot::kFlagDirtyOrtho; 929 mSnapshot->fbo = layer->getFbo(); 930 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 931 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 932 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 933 mSnapshot->height = bounds.getHeight(); 934 mSnapshot->orthoMatrix.load(mOrthoMatrix); 935 936 endTiling(); 937 debugOverdraw(false, false); 938 // Bind texture to FBO 939 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 940 layer->bindTexture(); 941 942 // Initialize the texture if needed 943 if (layer->isEmpty()) { 944 layer->allocateTexture(); 945 layer->setEmpty(false); 946 } 947 948 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 949 layer->getTexture(), 0); 950 951 startTiling(mSnapshot, true); 952 953 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 954 mCaches.enableScissor(); 955 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 956 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 957 glClear(GL_COLOR_BUFFER_BIT); 958 959 dirtyClip(); 960 961 // Change the ortho projection 962 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 963 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 964 965 return true; 966} 967 968/** 969 * Read the documentation of createLayer() before doing anything in this method. 970 */ 971void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 972 if (!current->layer) { 973 ALOGE("Attempting to compose a layer that does not exist"); 974 return; 975 } 976 977 Layer* layer = current->layer; 978 const Rect& rect = layer->layer; 979 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 980 981 if (fboLayer) { 982 endTiling(); 983 984 // Detach the texture from the FBO 985 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 986 987 layer->removeFbo(false); 988 989 // Unbind current FBO and restore previous one 990 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 991 debugOverdraw(true, false); 992 993 startTiling(previous); 994 } 995 996 if (!fboLayer && layer->getAlpha() < 255) { 997 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 998 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 999 // Required below, composeLayerRect() will divide by 255 1000 layer->setAlpha(255); 1001 } 1002 1003 mCaches.unbindMeshBuffer(); 1004 1005 mCaches.activeTexture(0); 1006 1007 // When the layer is stored in an FBO, we can save a bit of fillrate by 1008 // drawing only the dirty region 1009 if (fboLayer) { 1010 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1011 if (layer->getColorFilter()) { 1012 setupColorFilter(layer->getColorFilter()); 1013 } 1014 composeLayerRegion(layer, rect); 1015 if (layer->getColorFilter()) { 1016 resetColorFilter(); 1017 } 1018 } else if (!rect.isEmpty()) { 1019 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1020 composeLayerRect(layer, rect, true); 1021 } 1022 1023 dirtyClip(); 1024 1025 // Failing to add the layer to the cache should happen only if the layer is too large 1026 if (!mCaches.layerCache.put(layer)) { 1027 LAYER_LOGD("Deleting layer"); 1028 Caches::getInstance().resourceCache.decrementRefcount(layer); 1029 } 1030} 1031 1032void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1033 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1034 1035 setupDraw(); 1036 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1037 setupDrawWithTexture(); 1038 } else { 1039 setupDrawWithExternalTexture(); 1040 } 1041 setupDrawTextureTransform(); 1042 setupDrawColor(alpha, alpha, alpha, alpha); 1043 setupDrawColorFilter(); 1044 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1045 setupDrawProgram(); 1046 setupDrawPureColorUniforms(); 1047 setupDrawColorFilterUniforms(); 1048 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1049 setupDrawTexture(layer->getTexture()); 1050 } else { 1051 setupDrawExternalTexture(layer->getTexture()); 1052 } 1053 if (currentTransform().isPureTranslate() && 1054 layer->getWidth() == (uint32_t) rect.getWidth() && 1055 layer->getHeight() == (uint32_t) rect.getHeight()) { 1056 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1057 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1058 1059 layer->setFilter(GL_NEAREST); 1060 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1061 } else { 1062 layer->setFilter(GL_LINEAR); 1063 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1064 } 1065 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1066 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1067 1068 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1069 1070 finishDrawTexture(); 1071} 1072 1073void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1074 if (!layer->isTextureLayer()) { 1075 const Rect& texCoords = layer->texCoords; 1076 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1077 texCoords.right, texCoords.bottom); 1078 1079 float x = rect.left; 1080 float y = rect.top; 1081 bool simpleTransform = currentTransform().isPureTranslate() && 1082 layer->getWidth() == (uint32_t) rect.getWidth() && 1083 layer->getHeight() == (uint32_t) rect.getHeight(); 1084 1085 if (simpleTransform) { 1086 // When we're swapping, the layer is already in screen coordinates 1087 if (!swap) { 1088 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1089 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1090 } 1091 1092 layer->setFilter(GL_NEAREST, true); 1093 } else { 1094 layer->setFilter(GL_LINEAR, true); 1095 } 1096 1097 float alpha = getLayerAlpha(layer); 1098 bool blend = layer->isBlend() || alpha < 1.0f; 1099 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1100 layer->getTexture(), alpha, layer->getMode(), blend, 1101 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1102 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1103 1104 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1105 } else { 1106 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1107 drawTextureLayer(layer, rect); 1108 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1109 } 1110} 1111 1112/** 1113 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1114 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1115 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1116 * by saveLayer's restore 1117 */ 1118#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1119 DRAW_COMMAND; \ 1120 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1121 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1122 DRAW_COMMAND; \ 1123 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1124 } \ 1125 } 1126 1127#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1128 1129void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1130 if (layer->region.isRect()) { 1131 layer->setRegionAsRect(); 1132 1133 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1134 1135 layer->region.clear(); 1136 return; 1137 } 1138 1139 // TODO: See LayerRenderer.cpp::generateMesh() for important 1140 // information about this implementation 1141 if (CC_LIKELY(!layer->region.isEmpty())) { 1142 size_t count; 1143 const android::Rect* rects; 1144 Region safeRegion; 1145 if (CC_LIKELY(hasRectToRectTransform())) { 1146 rects = layer->region.getArray(&count); 1147 } else { 1148 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1149 rects = safeRegion.getArray(&count); 1150 } 1151 1152 const float alpha = getLayerAlpha(layer); 1153 const float texX = 1.0f / float(layer->getWidth()); 1154 const float texY = 1.0f / float(layer->getHeight()); 1155 const float height = rect.getHeight(); 1156 1157 setupDraw(); 1158 1159 // We must get (and therefore bind) the region mesh buffer 1160 // after we setup drawing in case we need to mess with the 1161 // stencil buffer in setupDraw() 1162 TextureVertex* mesh = mCaches.getRegionMesh(); 1163 GLsizei numQuads = 0; 1164 1165 setupDrawWithTexture(); 1166 setupDrawColor(alpha, alpha, alpha, alpha); 1167 setupDrawColorFilter(); 1168 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1169 setupDrawProgram(); 1170 setupDrawDirtyRegionsDisabled(); 1171 setupDrawPureColorUniforms(); 1172 setupDrawColorFilterUniforms(); 1173 setupDrawTexture(layer->getTexture()); 1174 if (currentTransform().isPureTranslate()) { 1175 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1176 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1177 1178 layer->setFilter(GL_NEAREST); 1179 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1180 } else { 1181 layer->setFilter(GL_LINEAR); 1182 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1183 } 1184 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1185 1186 for (size_t i = 0; i < count; i++) { 1187 const android::Rect* r = &rects[i]; 1188 1189 const float u1 = r->left * texX; 1190 const float v1 = (height - r->top) * texY; 1191 const float u2 = r->right * texX; 1192 const float v2 = (height - r->bottom) * texY; 1193 1194 // TODO: Reject quads outside of the clip 1195 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1196 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1197 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1198 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1199 1200 numQuads++; 1201 1202 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1203 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1204 GL_UNSIGNED_SHORT, NULL)); 1205 numQuads = 0; 1206 mesh = mCaches.getRegionMesh(); 1207 } 1208 } 1209 1210 if (numQuads > 0) { 1211 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1212 GL_UNSIGNED_SHORT, NULL)); 1213 } 1214 1215 finishDrawTexture(); 1216 1217#if DEBUG_LAYERS_AS_REGIONS 1218 drawRegionRects(layer->region); 1219#endif 1220 1221 layer->region.clear(); 1222 } 1223} 1224 1225void OpenGLRenderer::drawRegionRects(const Region& region) { 1226#if DEBUG_LAYERS_AS_REGIONS 1227 size_t count; 1228 const android::Rect* rects = region.getArray(&count); 1229 1230 uint32_t colors[] = { 1231 0x7fff0000, 0x7f00ff00, 1232 0x7f0000ff, 0x7fff00ff, 1233 }; 1234 1235 int offset = 0; 1236 int32_t top = rects[0].top; 1237 1238 for (size_t i = 0; i < count; i++) { 1239 if (top != rects[i].top) { 1240 offset ^= 0x2; 1241 top = rects[i].top; 1242 } 1243 1244 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1245 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1246 SkXfermode::kSrcOver_Mode); 1247 } 1248#endif 1249} 1250 1251void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1252 SkXfermode::Mode mode, bool dirty) { 1253 int count = 0; 1254 Vector<float> rects; 1255 1256 SkRegion::Iterator it(region); 1257 while (!it.done()) { 1258 const SkIRect& r = it.rect(); 1259 rects.push(r.fLeft); 1260 rects.push(r.fTop); 1261 rects.push(r.fRight); 1262 rects.push(r.fBottom); 1263 count += 4; 1264 it.next(); 1265 } 1266 1267 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1268} 1269 1270void OpenGLRenderer::dirtyLayer(const float left, const float top, 1271 const float right, const float bottom, const mat4 transform) { 1272 if (hasLayer()) { 1273 Rect bounds(left, top, right, bottom); 1274 transform.mapRect(bounds); 1275 dirtyLayerUnchecked(bounds, getRegion()); 1276 } 1277} 1278 1279void OpenGLRenderer::dirtyLayer(const float left, const float top, 1280 const float right, const float bottom) { 1281 if (hasLayer()) { 1282 Rect bounds(left, top, right, bottom); 1283 dirtyLayerUnchecked(bounds, getRegion()); 1284 } 1285} 1286 1287void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1288 if (bounds.intersect(*mSnapshot->clipRect)) { 1289 bounds.snapToPixelBoundaries(); 1290 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1291 if (!dirty.isEmpty()) { 1292 region->orSelf(dirty); 1293 } 1294 } 1295} 1296 1297void OpenGLRenderer::clearLayerRegions() { 1298 const size_t count = mLayers.size(); 1299 if (count == 0) return; 1300 1301 if (!mSnapshot->isIgnored()) { 1302 // Doing several glScissor/glClear here can negatively impact 1303 // GPUs with a tiler architecture, instead we draw quads with 1304 // the Clear blending mode 1305 1306 // The list contains bounds that have already been clipped 1307 // against their initial clip rect, and the current clip 1308 // is likely different so we need to disable clipping here 1309 bool scissorChanged = mCaches.disableScissor(); 1310 1311 Vertex mesh[count * 6]; 1312 Vertex* vertex = mesh; 1313 1314 for (uint32_t i = 0; i < count; i++) { 1315 Rect* bounds = mLayers.itemAt(i); 1316 1317 Vertex::set(vertex++, bounds->left, bounds->bottom); 1318 Vertex::set(vertex++, bounds->left, bounds->top); 1319 Vertex::set(vertex++, bounds->right, bounds->top); 1320 Vertex::set(vertex++, bounds->left, bounds->bottom); 1321 Vertex::set(vertex++, bounds->right, bounds->top); 1322 Vertex::set(vertex++, bounds->right, bounds->bottom); 1323 1324 delete bounds; 1325 } 1326 // We must clear the list of dirty rects before we 1327 // call setupDraw() to prevent stencil setup to do 1328 // the same thing again 1329 mLayers.clear(); 1330 1331 setupDraw(false); 1332 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1333 setupDrawBlending(true, SkXfermode::kClear_Mode); 1334 setupDrawProgram(); 1335 setupDrawPureColorUniforms(); 1336 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1337 setupDrawVertices(&mesh[0].position[0]); 1338 1339 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1340 1341 if (scissorChanged) mCaches.enableScissor(); 1342 } else { 1343 for (uint32_t i = 0; i < count; i++) { 1344 delete mLayers.itemAt(i); 1345 } 1346 mLayers.clear(); 1347 } 1348} 1349 1350/////////////////////////////////////////////////////////////////////////////// 1351// State Deferral 1352/////////////////////////////////////////////////////////////////////////////// 1353 1354bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1355 const Rect& currentClip = *(mSnapshot->clipRect); 1356 const mat4& currentMatrix = *(mSnapshot->transform); 1357 1358 if (stateDeferFlags & kStateDeferFlag_Draw) { 1359 // state has bounds initialized in local coordinates 1360 if (!state.mBounds.isEmpty()) { 1361 currentMatrix.mapRect(state.mBounds); 1362 if (!state.mBounds.intersect(currentClip)) { 1363 // quick rejected 1364 return true; 1365 } 1366 } else { 1367 state.mBounds.set(currentClip); 1368 } 1369 } 1370 1371 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1372 if (state.mClipValid) { 1373 state.mClip.set(currentClip); 1374 } 1375 1376 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1377 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1378 state.mMatrix.load(currentMatrix); 1379 state.mDrawModifiers = mDrawModifiers; 1380 state.mAlpha = mSnapshot->alpha; 1381 return false; 1382} 1383 1384void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1385 currentTransform().load(state.mMatrix); 1386 mDrawModifiers = state.mDrawModifiers; 1387 mSnapshot->alpha = state.mAlpha; 1388 1389 if (state.mClipValid && !skipClipRestore) { 1390 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1391 dirtyClip(); 1392 } 1393} 1394 1395void OpenGLRenderer::setFullScreenClip() { 1396 mSnapshot->setClip(0, 0, mWidth, mHeight); 1397 dirtyClip(); 1398} 1399 1400/////////////////////////////////////////////////////////////////////////////// 1401// Transforms 1402/////////////////////////////////////////////////////////////////////////////// 1403 1404void OpenGLRenderer::translate(float dx, float dy) { 1405 currentTransform().translate(dx, dy, 0.0f); 1406} 1407 1408void OpenGLRenderer::rotate(float degrees) { 1409 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1410} 1411 1412void OpenGLRenderer::scale(float sx, float sy) { 1413 currentTransform().scale(sx, sy, 1.0f); 1414} 1415 1416void OpenGLRenderer::skew(float sx, float sy) { 1417 currentTransform().skew(sx, sy); 1418} 1419 1420void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1421 if (matrix) { 1422 currentTransform().load(*matrix); 1423 } else { 1424 currentTransform().loadIdentity(); 1425 } 1426} 1427 1428bool OpenGLRenderer::hasRectToRectTransform() { 1429 return CC_LIKELY(currentTransform().rectToRect()); 1430} 1431 1432void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1433 currentTransform().copyTo(*matrix); 1434} 1435 1436void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1437 SkMatrix transform; 1438 currentTransform().copyTo(transform); 1439 transform.preConcat(*matrix); 1440 currentTransform().load(transform); 1441} 1442 1443/////////////////////////////////////////////////////////////////////////////// 1444// Clipping 1445/////////////////////////////////////////////////////////////////////////////// 1446 1447void OpenGLRenderer::setScissorFromClip() { 1448 Rect clip(*mSnapshot->clipRect); 1449 clip.snapToPixelBoundaries(); 1450 1451 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1452 clip.getWidth(), clip.getHeight())) { 1453 mDirtyClip = false; 1454 } 1455} 1456 1457void OpenGLRenderer::ensureStencilBuffer() { 1458 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1459 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1460 // just hope we have one when hasLayer() returns false. 1461 if (hasLayer()) { 1462 attachStencilBufferToLayer(mSnapshot->layer); 1463 } 1464} 1465 1466void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1467 // The layer's FBO is already bound when we reach this stage 1468 if (!layer->getStencilRenderBuffer()) { 1469 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1470 // is attached after we initiated tiling. We must turn it off, 1471 // attach the new render buffer then turn tiling back on 1472 endTiling(); 1473 1474 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1475 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1476 layer->setStencilRenderBuffer(buffer); 1477 1478 startTiling(layer->clipRect, layer->layer.getHeight()); 1479 } 1480} 1481 1482void OpenGLRenderer::setStencilFromClip() { 1483 if (!mCaches.debugOverdraw) { 1484 if (!mSnapshot->clipRegion->isEmpty()) { 1485 // NOTE: The order here is important, we must set dirtyClip to false 1486 // before any draw call to avoid calling back into this method 1487 mDirtyClip = false; 1488 1489 ensureStencilBuffer(); 1490 1491 mCaches.stencil.enableWrite(); 1492 1493 // Clear the stencil but first make sure we restrict drawing 1494 // to the region's bounds 1495 bool resetScissor = mCaches.enableScissor(); 1496 if (resetScissor) { 1497 // The scissor was not set so we now need to update it 1498 setScissorFromClip(); 1499 } 1500 mCaches.stencil.clear(); 1501 if (resetScissor) mCaches.disableScissor(); 1502 1503 // NOTE: We could use the region contour path to generate a smaller mesh 1504 // Since we are using the stencil we could use the red book path 1505 // drawing technique. It might increase bandwidth usage though. 1506 1507 // The last parameter is important: we are not drawing in the color buffer 1508 // so we don't want to dirty the current layer, if any 1509 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1510 1511 mCaches.stencil.enableTest(); 1512 1513 // Draw the region used to generate the stencil if the appropriate debug 1514 // mode is enabled 1515 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1516 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1517 } 1518 } else { 1519 mCaches.stencil.disable(); 1520 } 1521 } 1522} 1523 1524const Rect& OpenGLRenderer::getClipBounds() { 1525 return mSnapshot->getLocalClip(); 1526} 1527 1528bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1529 if (mSnapshot->isIgnored()) { 1530 return true; 1531 } 1532 1533 Rect r(left, top, right, bottom); 1534 currentTransform().mapRect(r); 1535 r.snapToPixelBoundaries(); 1536 1537 Rect clipRect(*mSnapshot->clipRect); 1538 clipRect.snapToPixelBoundaries(); 1539 1540 return !clipRect.intersects(r); 1541} 1542 1543bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1544 Rect& transformed, Rect& clip) { 1545 if (mSnapshot->isIgnored()) { 1546 return true; 1547 } 1548 1549 transformed.set(left, top, right, bottom); 1550 currentTransform().mapRect(transformed); 1551 transformed.snapToPixelBoundaries(); 1552 1553 clip.set(*mSnapshot->clipRect); 1554 clip.snapToPixelBoundaries(); 1555 1556 return !clip.intersects(transformed); 1557} 1558 1559bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1560 SkPaint* paint) { 1561 if (paint->getStyle() != SkPaint::kFill_Style) { 1562 float outset = paint->getStrokeWidth() * 0.5f; 1563 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1564 } else { 1565 return quickReject(left, top, right, bottom); 1566 } 1567} 1568 1569bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1570 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1571 return true; 1572 } 1573 1574 Rect r(left, top, right, bottom); 1575 currentTransform().mapRect(r); 1576 r.snapToPixelBoundaries(); 1577 1578 Rect clipRect(*mSnapshot->clipRect); 1579 clipRect.snapToPixelBoundaries(); 1580 1581 bool rejected = !clipRect.intersects(r); 1582 if (!isDeferred() && !rejected) { 1583 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1584 } 1585 1586 return rejected; 1587} 1588 1589void OpenGLRenderer::debugClip() { 1590#if DEBUG_CLIP_REGIONS 1591 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1592 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1593 } 1594#endif 1595} 1596 1597bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1598 if (CC_LIKELY(currentTransform().rectToRect())) { 1599 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1600 if (clipped) { 1601 dirtyClip(); 1602 } 1603 return !mSnapshot->clipRect->isEmpty(); 1604 } 1605 1606 SkPath path; 1607 path.addRect(left, top, right, bottom); 1608 1609 return clipPath(&path, op); 1610} 1611 1612bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1613 SkMatrix transform; 1614 currentTransform().copyTo(transform); 1615 1616 SkPath transformed; 1617 path->transform(transform, &transformed); 1618 1619 SkRegion clip; 1620 if (!mSnapshot->clipRegion->isEmpty()) { 1621 clip.setRegion(*mSnapshot->clipRegion); 1622 } else { 1623 Rect* bounds = mSnapshot->clipRect; 1624 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1625 } 1626 1627 SkRegion region; 1628 region.setPath(transformed, clip); 1629 1630 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1631 if (clipped) { 1632 dirtyClip(); 1633 } 1634 return !mSnapshot->clipRect->isEmpty(); 1635} 1636 1637bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1638 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1639 if (clipped) { 1640 dirtyClip(); 1641 } 1642 return !mSnapshot->clipRect->isEmpty(); 1643} 1644 1645Rect* OpenGLRenderer::getClipRect() { 1646 return mSnapshot->clipRect; 1647} 1648 1649/////////////////////////////////////////////////////////////////////////////// 1650// Drawing commands 1651/////////////////////////////////////////////////////////////////////////////// 1652 1653void OpenGLRenderer::setupDraw(bool clear) { 1654 // TODO: It would be best if we could do this before quickReject() 1655 // changes the scissor test state 1656 if (clear) clearLayerRegions(); 1657 // Make sure setScissor & setStencil happen at the beginning of 1658 // this method 1659 if (mDirtyClip) { 1660 if (mCaches.scissorEnabled) { 1661 setScissorFromClip(); 1662 } 1663 setStencilFromClip(); 1664 } 1665 1666 mDescription.reset(); 1667 1668 mSetShaderColor = false; 1669 mColorSet = false; 1670 mColorA = mColorR = mColorG = mColorB = 0.0f; 1671 mTextureUnit = 0; 1672 mTrackDirtyRegions = true; 1673 1674 // Enable debug highlight when what we're about to draw is tested against 1675 // the stencil buffer and if stencil highlight debugging is on 1676 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1677 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1678 mCaches.stencil.isTestEnabled(); 1679 1680 mDescription.emulateStencil = mCountOverdraw; 1681} 1682 1683void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1684 mDescription.hasTexture = true; 1685 mDescription.hasAlpha8Texture = isAlpha8; 1686} 1687 1688void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1689 mDescription.hasTexture = true; 1690 mDescription.hasColors = true; 1691 mDescription.hasAlpha8Texture = isAlpha8; 1692} 1693 1694void OpenGLRenderer::setupDrawWithExternalTexture() { 1695 mDescription.hasExternalTexture = true; 1696} 1697 1698void OpenGLRenderer::setupDrawNoTexture() { 1699 mCaches.disableTexCoordsVertexArray(); 1700} 1701 1702void OpenGLRenderer::setupDrawAA() { 1703 mDescription.isAA = true; 1704} 1705 1706void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1707 mColorA = alpha / 255.0f; 1708 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1709 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1710 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1711 mColorSet = true; 1712 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1713} 1714 1715void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1716 mColorA = alpha / 255.0f; 1717 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1718 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1719 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1720 mColorSet = true; 1721 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1722} 1723 1724void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1725 mCaches.fontRenderer->describe(mDescription, paint); 1726} 1727 1728void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1729 mColorA = a; 1730 mColorR = r; 1731 mColorG = g; 1732 mColorB = b; 1733 mColorSet = true; 1734 mSetShaderColor = mDescription.setColor(r, g, b, a); 1735} 1736 1737void OpenGLRenderer::setupDrawShader() { 1738 if (mDrawModifiers.mShader) { 1739 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1740 } 1741} 1742 1743void OpenGLRenderer::setupDrawColorFilter() { 1744 if (mDrawModifiers.mColorFilter) { 1745 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1746 } 1747} 1748 1749void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1750 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1751 mColorA = 1.0f; 1752 mColorR = mColorG = mColorB = 0.0f; 1753 mSetShaderColor = mDescription.modulate = true; 1754 } 1755} 1756 1757void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1758 // When the blending mode is kClear_Mode, we need to use a modulate color 1759 // argb=1,0,0,0 1760 accountForClear(mode); 1761 bool blend = (mColorSet && mColorA < 1.0f) || 1762 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1763 chooseBlending(blend, mode, mDescription, swapSrcDst); 1764} 1765 1766void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1767 // When the blending mode is kClear_Mode, we need to use a modulate color 1768 // argb=1,0,0,0 1769 accountForClear(mode); 1770 blend |= (mColorSet && mColorA < 1.0f) || 1771 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1772 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1773 chooseBlending(blend, mode, mDescription, swapSrcDst); 1774} 1775 1776void OpenGLRenderer::setupDrawProgram() { 1777 useProgram(mCaches.programCache.get(mDescription)); 1778} 1779 1780void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1781 mTrackDirtyRegions = false; 1782} 1783 1784void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1785 bool ignoreTransform) { 1786 mModelView.loadTranslate(left, top, 0.0f); 1787 if (!ignoreTransform) { 1788 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1789 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1790 } else { 1791 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1792 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1793 } 1794} 1795 1796void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1797 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1798} 1799 1800void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1801 bool ignoreTransform, bool ignoreModelView) { 1802 if (!ignoreModelView) { 1803 mModelView.loadTranslate(left, top, 0.0f); 1804 mModelView.scale(right - left, bottom - top, 1.0f); 1805 } else { 1806 mModelView.loadIdentity(); 1807 } 1808 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1809 if (!ignoreTransform) { 1810 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1811 if (mTrackDirtyRegions && dirty) { 1812 dirtyLayer(left, top, right, bottom, currentTransform()); 1813 } 1814 } else { 1815 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1816 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1817 } 1818} 1819 1820void OpenGLRenderer::setupDrawColorUniforms() { 1821 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1822 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1823 } 1824} 1825 1826void OpenGLRenderer::setupDrawPureColorUniforms() { 1827 if (mSetShaderColor) { 1828 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1829 } 1830} 1831 1832void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1833 if (mDrawModifiers.mShader) { 1834 if (ignoreTransform) { 1835 mModelView.loadInverse(currentTransform()); 1836 } 1837 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1838 mModelView, *mSnapshot, &mTextureUnit); 1839 } 1840} 1841 1842void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1843 if (mDrawModifiers.mShader) { 1844 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1845 mat4::identity(), *mSnapshot, &mTextureUnit); 1846 } 1847} 1848 1849void OpenGLRenderer::setupDrawColorFilterUniforms() { 1850 if (mDrawModifiers.mColorFilter) { 1851 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1852 } 1853} 1854 1855void OpenGLRenderer::setupDrawTextGammaUniforms() { 1856 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1857} 1858 1859void OpenGLRenderer::setupDrawSimpleMesh() { 1860 bool force = mCaches.bindMeshBuffer(); 1861 mCaches.bindPositionVertexPointer(force, 0); 1862 mCaches.unbindIndicesBuffer(); 1863} 1864 1865void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1866 if (texture) bindTexture(texture); 1867 mTextureUnit++; 1868 mCaches.enableTexCoordsVertexArray(); 1869} 1870 1871void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1872 bindExternalTexture(texture); 1873 mTextureUnit++; 1874 mCaches.enableTexCoordsVertexArray(); 1875} 1876 1877void OpenGLRenderer::setupDrawTextureTransform() { 1878 mDescription.hasTextureTransform = true; 1879} 1880 1881void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1882 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1883 GL_FALSE, &transform.data[0]); 1884} 1885 1886void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1887 bool force = false; 1888 if (!vertices || vbo) { 1889 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1890 } else { 1891 force = mCaches.unbindMeshBuffer(); 1892 } 1893 1894 mCaches.bindPositionVertexPointer(force, vertices); 1895 if (mCaches.currentProgram->texCoords >= 0) { 1896 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1897 } 1898 1899 mCaches.unbindIndicesBuffer(); 1900} 1901 1902void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1903 bool force = mCaches.unbindMeshBuffer(); 1904 GLsizei stride = sizeof(ColorTextureVertex); 1905 1906 mCaches.bindPositionVertexPointer(force, vertices, stride); 1907 if (mCaches.currentProgram->texCoords >= 0) { 1908 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1909 } 1910 int slot = mCaches.currentProgram->getAttrib("colors"); 1911 if (slot >= 0) { 1912 glEnableVertexAttribArray(slot); 1913 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1914 } 1915 1916 mCaches.unbindIndicesBuffer(); 1917} 1918 1919void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1920 bool force = false; 1921 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1922 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1923 // use the default VBO found in Caches 1924 if (!vertices || vbo) { 1925 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1926 } else { 1927 force = mCaches.unbindMeshBuffer(); 1928 } 1929 mCaches.bindIndicesBuffer(); 1930 1931 mCaches.bindPositionVertexPointer(force, vertices); 1932 if (mCaches.currentProgram->texCoords >= 0) { 1933 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1934 } 1935} 1936 1937void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1938 bool force = mCaches.unbindMeshBuffer(); 1939 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1940 mCaches.unbindIndicesBuffer(); 1941} 1942 1943void OpenGLRenderer::finishDrawTexture() { 1944} 1945 1946/////////////////////////////////////////////////////////////////////////////// 1947// Drawing 1948/////////////////////////////////////////////////////////////////////////////// 1949 1950status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1951 int32_t replayFlags) { 1952 status_t status; 1953 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1954 // will be performed by the display list itself 1955 if (displayList && displayList->isRenderable()) { 1956 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1957 status = startFrame(); 1958 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1959 displayList->replay(replayStruct, 0); 1960 return status | replayStruct.mDrawGlStatus; 1961 } 1962 1963 DeferredDisplayList deferredList; 1964 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1965 displayList->defer(deferStruct, 0); 1966 1967 flushLayers(); 1968 status = startFrame(); 1969 1970 return status | deferredList.flush(*this, dirty); 1971 } 1972 1973 return DrawGlInfo::kStatusDone; 1974} 1975 1976void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1977 if (displayList) { 1978 displayList->output(1); 1979 } 1980} 1981 1982void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1983 int alpha; 1984 SkXfermode::Mode mode; 1985 getAlphaAndMode(paint, &alpha, &mode); 1986 1987 int color = paint != NULL ? paint->getColor() : 0; 1988 1989 float x = left; 1990 float y = top; 1991 1992 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1993 1994 bool ignoreTransform = false; 1995 if (currentTransform().isPureTranslate()) { 1996 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 1997 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 1998 ignoreTransform = true; 1999 2000 texture->setFilter(GL_NEAREST, true); 2001 } else { 2002 texture->setFilter(FILTER(paint), true); 2003 } 2004 2005 // No need to check for a UV mapper on the texture object, only ARGB_8888 2006 // bitmaps get packed in the atlas 2007 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2008 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2009 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2010} 2011 2012status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices, 2013 const Rect& bounds, SkPaint* paint) { 2014 2015 // merged draw operations don't need scissor, but clip should still be valid 2016 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2017 2018 mCaches.activeTexture(0); 2019 Texture* texture = getTexture(bitmap); 2020 if (!texture) return DrawGlInfo::kStatusDone; 2021 2022 const AutoTexture autoCleanup(texture); 2023 2024 int alpha; 2025 SkXfermode::Mode mode; 2026 getAlphaAndMode(paint, &alpha, &mode); 2027 2028 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2029 texture->setFilter(GL_NEAREST, true); // merged ops are always pure-translation for now 2030 2031 const float x = (int) floorf(bounds.left + 0.5f); 2032 const float y = (int) floorf(bounds.top + 0.5f); 2033 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2034 int color = paint != NULL ? paint->getColor() : 0; 2035 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2036 texture->id, paint != NULL, color, alpha, mode, 2037 &vertices[0].position[0], &vertices[0].texture[0], 2038 GL_TRIANGLES, bitmapCount * 6, true, true); 2039 } else { 2040 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2041 texture->id, alpha / 255.0f, mode, texture->blend, 2042 &vertices[0].position[0], &vertices[0].texture[0], 2043 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true); 2044 } 2045 2046 return DrawGlInfo::kStatusDrew; 2047} 2048 2049status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2050 const float right = left + bitmap->width(); 2051 const float bottom = top + bitmap->height(); 2052 2053 if (quickReject(left, top, right, bottom)) { 2054 return DrawGlInfo::kStatusDone; 2055 } 2056 2057 mCaches.activeTexture(0); 2058 Texture* texture = getTexture(bitmap); 2059 if (!texture) return DrawGlInfo::kStatusDone; 2060 const AutoTexture autoCleanup(texture); 2061 2062 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2063 drawAlphaBitmap(texture, left, top, paint); 2064 } else { 2065 drawTextureRect(left, top, right, bottom, texture, paint); 2066 } 2067 2068 return DrawGlInfo::kStatusDrew; 2069} 2070 2071status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2072 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2073 const mat4 transform(*matrix); 2074 transform.mapRect(r); 2075 2076 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2077 return DrawGlInfo::kStatusDone; 2078 } 2079 2080 mCaches.activeTexture(0); 2081 Texture* texture = getTexture(bitmap); 2082 if (!texture) return DrawGlInfo::kStatusDone; 2083 const AutoTexture autoCleanup(texture); 2084 2085 // This could be done in a cheaper way, all we need is pass the matrix 2086 // to the vertex shader. The save/restore is a bit overkill. 2087 save(SkCanvas::kMatrix_SaveFlag); 2088 concatMatrix(matrix); 2089 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2090 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2091 } else { 2092 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2093 } 2094 restore(); 2095 2096 return DrawGlInfo::kStatusDrew; 2097} 2098 2099status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2100 const float right = left + bitmap->width(); 2101 const float bottom = top + bitmap->height(); 2102 2103 if (quickReject(left, top, right, bottom)) { 2104 return DrawGlInfo::kStatusDone; 2105 } 2106 2107 mCaches.activeTexture(0); 2108 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2109 const AutoTexture autoCleanup(texture); 2110 2111 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2112 drawAlphaBitmap(texture, left, top, paint); 2113 } else { 2114 drawTextureRect(left, top, right, bottom, texture, paint); 2115 } 2116 2117 return DrawGlInfo::kStatusDrew; 2118} 2119 2120status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2121 float* vertices, int* colors, SkPaint* paint) { 2122 if (!vertices || mSnapshot->isIgnored()) { 2123 return DrawGlInfo::kStatusDone; 2124 } 2125 2126 float left = FLT_MAX; 2127 float top = FLT_MAX; 2128 float right = FLT_MIN; 2129 float bottom = FLT_MIN; 2130 2131 const uint32_t count = meshWidth * meshHeight * 6; 2132 2133 ColorTextureVertex mesh[count]; 2134 ColorTextureVertex* vertex = mesh; 2135 2136 bool cleanupColors = false; 2137 if (!colors) { 2138 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2139 colors = new int[colorsCount]; 2140 memset(colors, 0xff, colorsCount * sizeof(int)); 2141 cleanupColors = true; 2142 } 2143 2144 mCaches.activeTexture(0); 2145 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2146 const UvMapper& mapper(getMapper(texture)); 2147 2148 for (int32_t y = 0; y < meshHeight; y++) { 2149 for (int32_t x = 0; x < meshWidth; x++) { 2150 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2151 2152 float u1 = float(x) / meshWidth; 2153 float u2 = float(x + 1) / meshWidth; 2154 float v1 = float(y) / meshHeight; 2155 float v2 = float(y + 1) / meshHeight; 2156 2157 mapper.map(u1, v1, u2, v2); 2158 2159 int ax = i + (meshWidth + 1) * 2; 2160 int ay = ax + 1; 2161 int bx = i; 2162 int by = bx + 1; 2163 int cx = i + 2; 2164 int cy = cx + 1; 2165 int dx = i + (meshWidth + 1) * 2 + 2; 2166 int dy = dx + 1; 2167 2168 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2169 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2170 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2171 2172 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2173 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2174 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2175 2176 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2177 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2178 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2179 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2180 } 2181 } 2182 2183 if (quickReject(left, top, right, bottom)) { 2184 if (cleanupColors) delete[] colors; 2185 return DrawGlInfo::kStatusDone; 2186 } 2187 2188 if (!texture) { 2189 texture = mCaches.textureCache.get(bitmap); 2190 if (!texture) { 2191 if (cleanupColors) delete[] colors; 2192 return DrawGlInfo::kStatusDone; 2193 } 2194 } 2195 const AutoTexture autoCleanup(texture); 2196 2197 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2198 texture->setFilter(FILTER(paint), true); 2199 2200 int alpha; 2201 SkXfermode::Mode mode; 2202 getAlphaAndMode(paint, &alpha, &mode); 2203 2204 float a = alpha / 255.0f; 2205 2206 if (hasLayer()) { 2207 dirtyLayer(left, top, right, bottom, currentTransform()); 2208 } 2209 2210 setupDraw(); 2211 setupDrawWithTextureAndColor(); 2212 setupDrawColor(a, a, a, a); 2213 setupDrawColorFilter(); 2214 setupDrawBlending(true, mode, false); 2215 setupDrawProgram(); 2216 setupDrawDirtyRegionsDisabled(); 2217 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2218 setupDrawTexture(texture->id); 2219 setupDrawPureColorUniforms(); 2220 setupDrawColorFilterUniforms(); 2221 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2222 2223 glDrawArrays(GL_TRIANGLES, 0, count); 2224 2225 finishDrawTexture(); 2226 2227 int slot = mCaches.currentProgram->getAttrib("colors"); 2228 if (slot >= 0) { 2229 glDisableVertexAttribArray(slot); 2230 } 2231 2232 if (cleanupColors) delete[] colors; 2233 2234 return DrawGlInfo::kStatusDrew; 2235} 2236 2237status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2238 float srcLeft, float srcTop, float srcRight, float srcBottom, 2239 float dstLeft, float dstTop, float dstRight, float dstBottom, 2240 SkPaint* paint) { 2241 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2242 return DrawGlInfo::kStatusDone; 2243 } 2244 2245 mCaches.activeTexture(0); 2246 Texture* texture = getTexture(bitmap); 2247 if (!texture) return DrawGlInfo::kStatusDone; 2248 const AutoTexture autoCleanup(texture); 2249 2250 const float width = texture->width; 2251 const float height = texture->height; 2252 2253 float u1 = fmax(0.0f, srcLeft / width); 2254 float v1 = fmax(0.0f, srcTop / height); 2255 float u2 = fmin(1.0f, srcRight / width); 2256 float v2 = fmin(1.0f, srcBottom / height); 2257 2258 getMapper(texture).map(u1, v1, u2, v2); 2259 2260 mCaches.unbindMeshBuffer(); 2261 resetDrawTextureTexCoords(u1, v1, u2, v2); 2262 2263 int alpha; 2264 SkXfermode::Mode mode; 2265 getAlphaAndMode(paint, &alpha, &mode); 2266 2267 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2268 2269 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2270 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2271 2272 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2273 // Apply a scale transform on the canvas only when a shader is in use 2274 // Skia handles the ratio between the dst and src rects as a scale factor 2275 // when a shader is set 2276 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2277 bool ignoreTransform = false; 2278 2279 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2280 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2281 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2282 2283 dstRight = x + (dstRight - dstLeft); 2284 dstBottom = y + (dstBottom - dstTop); 2285 2286 dstLeft = x; 2287 dstTop = y; 2288 2289 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2290 ignoreTransform = true; 2291 } else { 2292 texture->setFilter(FILTER(paint), true); 2293 } 2294 2295 if (CC_UNLIKELY(useScaleTransform)) { 2296 save(SkCanvas::kMatrix_SaveFlag); 2297 translate(dstLeft, dstTop); 2298 scale(scaleX, scaleY); 2299 2300 dstLeft = 0.0f; 2301 dstTop = 0.0f; 2302 2303 dstRight = srcRight - srcLeft; 2304 dstBottom = srcBottom - srcTop; 2305 } 2306 2307 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2308 int color = paint ? paint->getColor() : 0; 2309 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2310 texture->id, paint != NULL, color, alpha, mode, 2311 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2312 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2313 } else { 2314 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2315 texture->id, alpha / 255.0f, mode, texture->blend, 2316 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2317 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2318 } 2319 2320 if (CC_UNLIKELY(useScaleTransform)) { 2321 restore(); 2322 } 2323 2324 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2325 2326 return DrawGlInfo::kStatusDrew; 2327} 2328 2329status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2330 float left, float top, float right, float bottom, SkPaint* paint) { 2331 int alpha; 2332 SkXfermode::Mode mode; 2333 getAlphaAndMode(paint, &alpha, &mode); 2334 2335 return drawPatch(bitmap, patch, mCaches.assetAtlas.getEntry(bitmap), 2336 left, top, right, bottom, alpha, mode); 2337} 2338 2339status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2340 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2341 int alpha, SkXfermode::Mode mode) { 2342 if (quickReject(left, top, right, bottom)) { 2343 return DrawGlInfo::kStatusDone; 2344 } 2345 2346 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2347 right - left, bottom - top, patch); 2348 2349 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2350 mCaches.activeTexture(0); 2351 Texture* texture = entry ? &entry->texture : mCaches.textureCache.get(bitmap); 2352 if (!texture) return DrawGlInfo::kStatusDone; 2353 const AutoTexture autoCleanup(texture); 2354 2355 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2356 texture->setFilter(GL_LINEAR, true); 2357 2358 const bool pureTranslate = currentTransform().isPureTranslate(); 2359 // Mark the current layer dirty where we are going to draw the patch 2360 if (hasLayer() && mesh->hasEmptyQuads) { 2361 const float offsetX = left + currentTransform().getTranslateX(); 2362 const float offsetY = top + currentTransform().getTranslateY(); 2363 const size_t count = mesh->quads.size(); 2364 for (size_t i = 0; i < count; i++) { 2365 const Rect& bounds = mesh->quads.itemAt(i); 2366 if (CC_LIKELY(pureTranslate)) { 2367 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2368 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2369 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2370 } else { 2371 dirtyLayer(left + bounds.left, top + bounds.top, 2372 left + bounds.right, top + bounds.bottom, currentTransform()); 2373 } 2374 } 2375 } 2376 2377 alpha *= mSnapshot->alpha; 2378 2379 if (CC_LIKELY(pureTranslate)) { 2380 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2381 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2382 2383 right = x + right - left; 2384 bottom = y + bottom - top; 2385 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2386 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2387 GL_TRIANGLES, mesh->indexCount, false, true, 2388 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2389 } else { 2390 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2391 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2392 GL_TRIANGLES, mesh->indexCount, false, false, 2393 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2394 } 2395 } 2396 2397 return DrawGlInfo::kStatusDrew; 2398} 2399 2400status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2401 bool useOffset) { 2402 if (!vertexBuffer.getVertexCount()) { 2403 // no vertices to draw 2404 return DrawGlInfo::kStatusDone; 2405 } 2406 2407 int color = paint->getColor(); 2408 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2409 bool isAA = paint->isAntiAlias(); 2410 2411 setupDraw(); 2412 setupDrawNoTexture(); 2413 if (isAA) setupDrawAA(); 2414 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2415 setupDrawColorFilter(); 2416 setupDrawShader(); 2417 setupDrawBlending(isAA, mode); 2418 setupDrawProgram(); 2419 setupDrawModelViewIdentity(useOffset); 2420 setupDrawColorUniforms(); 2421 setupDrawColorFilterUniforms(); 2422 setupDrawShaderIdentityUniforms(); 2423 2424 void* vertices = vertexBuffer.getBuffer(); 2425 bool force = mCaches.unbindMeshBuffer(); 2426 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2427 mCaches.resetTexCoordsVertexPointer(); 2428 mCaches.unbindIndicesBuffer(); 2429 2430 int alphaSlot = -1; 2431 if (isAA) { 2432 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2433 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2434 2435 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2436 glEnableVertexAttribArray(alphaSlot); 2437 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2438 } 2439 2440 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2441 2442 if (isAA) { 2443 glDisableVertexAttribArray(alphaSlot); 2444 } 2445 2446 return DrawGlInfo::kStatusDrew; 2447} 2448 2449/** 2450 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2451 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2452 * screen space in all directions. However, instead of using a fragment shader to compute the 2453 * translucency of the color from its position, we simply use a varying parameter to define how far 2454 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2455 * 2456 * Doesn't yet support joins, caps, or path effects. 2457 */ 2458status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2459 VertexBuffer vertexBuffer; 2460 // TODO: try clipping large paths to viewport 2461 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2462 2463 if (hasLayer()) { 2464 SkRect bounds = path.getBounds(); 2465 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2466 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2467 } 2468 2469 return drawVertexBuffer(vertexBuffer, paint); 2470} 2471 2472/** 2473 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2474 * and additional geometry for defining an alpha slope perimeter. 2475 * 2476 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2477 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2478 * in-shader alpha region, but found it to be taxing on some GPUs. 2479 * 2480 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2481 * memory transfer by removing need for degenerate vertices. 2482 */ 2483status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2484 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2485 2486 count &= ~0x3; // round down to nearest four 2487 2488 VertexBuffer buffer; 2489 SkRect bounds; 2490 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2491 2492 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2493 return DrawGlInfo::kStatusDone; 2494 } 2495 2496 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2497 2498 bool useOffset = !paint->isAntiAlias(); 2499 return drawVertexBuffer(buffer, paint, useOffset); 2500} 2501 2502status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2503 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2504 2505 count &= ~0x1; // round down to nearest two 2506 2507 VertexBuffer buffer; 2508 SkRect bounds; 2509 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2510 2511 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2512 return DrawGlInfo::kStatusDone; 2513 } 2514 2515 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2516 2517 bool useOffset = !paint->isAntiAlias(); 2518 return drawVertexBuffer(buffer, paint, useOffset); 2519} 2520 2521status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2522 // No need to check against the clip, we fill the clip region 2523 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2524 2525 Rect& clip(*mSnapshot->clipRect); 2526 clip.snapToPixelBoundaries(); 2527 2528 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2529 2530 return DrawGlInfo::kStatusDrew; 2531} 2532 2533status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2534 SkPaint* paint) { 2535 if (!texture) return DrawGlInfo::kStatusDone; 2536 const AutoTexture autoCleanup(texture); 2537 2538 const float x = left + texture->left - texture->offset; 2539 const float y = top + texture->top - texture->offset; 2540 2541 drawPathTexture(texture, x, y, paint); 2542 2543 return DrawGlInfo::kStatusDrew; 2544} 2545 2546status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2547 float rx, float ry, SkPaint* p) { 2548 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2549 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2550 return DrawGlInfo::kStatusDone; 2551 } 2552 2553 if (p->getPathEffect() != 0) { 2554 mCaches.activeTexture(0); 2555 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2556 right - left, bottom - top, rx, ry, p); 2557 return drawShape(left, top, texture, p); 2558 } 2559 2560 SkPath path; 2561 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2562 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2563 float outset = p->getStrokeWidth() / 2; 2564 rect.outset(outset, outset); 2565 rx += outset; 2566 ry += outset; 2567 } 2568 path.addRoundRect(rect, rx, ry); 2569 return drawConvexPath(path, p); 2570} 2571 2572status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2573 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2574 x + radius, y + radius, p) || 2575 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2576 return DrawGlInfo::kStatusDone; 2577 } 2578 if (p->getPathEffect() != 0) { 2579 mCaches.activeTexture(0); 2580 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2581 return drawShape(x - radius, y - radius, texture, p); 2582 } 2583 2584 SkPath path; 2585 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2586 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2587 } else { 2588 path.addCircle(x, y, radius); 2589 } 2590 return drawConvexPath(path, p); 2591} 2592 2593status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2594 SkPaint* p) { 2595 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2596 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2597 return DrawGlInfo::kStatusDone; 2598 } 2599 2600 if (p->getPathEffect() != 0) { 2601 mCaches.activeTexture(0); 2602 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2603 return drawShape(left, top, texture, p); 2604 } 2605 2606 SkPath path; 2607 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2608 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2609 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2610 } 2611 path.addOval(rect); 2612 return drawConvexPath(path, p); 2613} 2614 2615status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2616 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2617 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2618 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2619 return DrawGlInfo::kStatusDone; 2620 } 2621 2622 if (fabs(sweepAngle) >= 360.0f) { 2623 return drawOval(left, top, right, bottom, p); 2624 } 2625 2626 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2627 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2628 mCaches.activeTexture(0); 2629 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2630 startAngle, sweepAngle, useCenter, p); 2631 return drawShape(left, top, texture, p); 2632 } 2633 2634 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2635 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2636 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2637 } 2638 2639 SkPath path; 2640 if (useCenter) { 2641 path.moveTo(rect.centerX(), rect.centerY()); 2642 } 2643 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2644 if (useCenter) { 2645 path.close(); 2646 } 2647 return drawConvexPath(path, p); 2648} 2649 2650// See SkPaintDefaults.h 2651#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2652 2653status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2654 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2655 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2656 return DrawGlInfo::kStatusDone; 2657 } 2658 2659 if (p->getStyle() != SkPaint::kFill_Style) { 2660 // only fill style is supported by drawConvexPath, since others have to handle joins 2661 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2662 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2663 mCaches.activeTexture(0); 2664 const PathTexture* texture = 2665 mCaches.pathCache.getRect(right - left, bottom - top, p); 2666 return drawShape(left, top, texture, p); 2667 } 2668 2669 SkPath path; 2670 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2671 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2672 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2673 } 2674 path.addRect(rect); 2675 return drawConvexPath(path, p); 2676 } 2677 2678 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2679 SkPath path; 2680 path.addRect(left, top, right, bottom); 2681 return drawConvexPath(path, p); 2682 } else { 2683 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2684 return DrawGlInfo::kStatusDrew; 2685 } 2686} 2687 2688void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2689 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2690 float x, float y) { 2691 mCaches.activeTexture(0); 2692 2693 // NOTE: The drop shadow will not perform gamma correction 2694 // if shader-based correction is enabled 2695 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2696 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2697 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2698 // If the drop shadow exceeds the max texture size or couldn't be 2699 // allocated, skip drawing 2700 if (!shadow) return; 2701 const AutoTexture autoCleanup(shadow); 2702 2703 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2704 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2705 2706 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2707 int shadowColor = mDrawModifiers.mShadowColor; 2708 if (mDrawModifiers.mShader) { 2709 shadowColor = 0xffffffff; 2710 } 2711 2712 setupDraw(); 2713 setupDrawWithTexture(true); 2714 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2715 setupDrawColorFilter(); 2716 setupDrawShader(); 2717 setupDrawBlending(true, mode); 2718 setupDrawProgram(); 2719 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2720 setupDrawTexture(shadow->id); 2721 setupDrawPureColorUniforms(); 2722 setupDrawColorFilterUniforms(); 2723 setupDrawShaderUniforms(); 2724 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2725 2726 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2727} 2728 2729bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2730 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2731 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2732} 2733 2734class TextSetupFunctor: public Functor { 2735public: 2736 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2737 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2738 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2739 alpha(alpha), mode(mode), paint(paint) { 2740 } 2741 ~TextSetupFunctor() { } 2742 2743 status_t operator ()(int what, void* data) { 2744 renderer.setupDraw(); 2745 renderer.setupDrawTextGamma(paint); 2746 renderer.setupDrawDirtyRegionsDisabled(); 2747 renderer.setupDrawWithTexture(true); 2748 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2749 renderer.setupDrawColorFilter(); 2750 renderer.setupDrawShader(); 2751 renderer.setupDrawBlending(true, mode); 2752 renderer.setupDrawProgram(); 2753 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2754 // Calling setupDrawTexture with the name 0 will enable the 2755 // uv attributes and increase the texture unit count 2756 // texture binding will be performed by the font renderer as 2757 // needed 2758 renderer.setupDrawTexture(0); 2759 renderer.setupDrawPureColorUniforms(); 2760 renderer.setupDrawColorFilterUniforms(); 2761 renderer.setupDrawShaderUniforms(pureTranslate); 2762 renderer.setupDrawTextGammaUniforms(); 2763 2764 return NO_ERROR; 2765 } 2766 2767 OpenGLRenderer& renderer; 2768 float x; 2769 float y; 2770 bool pureTranslate; 2771 int alpha; 2772 SkXfermode::Mode mode; 2773 SkPaint* paint; 2774}; 2775 2776status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2777 const float* positions, SkPaint* paint) { 2778 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2779 return DrawGlInfo::kStatusDone; 2780 } 2781 2782 // NOTE: Skia does not support perspective transform on drawPosText yet 2783 if (!currentTransform().isSimple()) { 2784 return DrawGlInfo::kStatusDone; 2785 } 2786 2787 float x = 0.0f; 2788 float y = 0.0f; 2789 const bool pureTranslate = currentTransform().isPureTranslate(); 2790 if (pureTranslate) { 2791 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2792 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2793 } 2794 2795 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2796 fontRenderer.setFont(paint, mat4::identity()); 2797 2798 int alpha; 2799 SkXfermode::Mode mode; 2800 getAlphaAndMode(paint, &alpha, &mode); 2801 2802 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2803 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2804 alpha, mode, 0.0f, 0.0f); 2805 } 2806 2807 // Pick the appropriate texture filtering 2808 bool linearFilter = currentTransform().changesBounds(); 2809 if (pureTranslate && !linearFilter) { 2810 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2811 } 2812 fontRenderer.setTextureFiltering(linearFilter); 2813 2814 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2815 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2816 2817 const bool hasActiveLayer = hasLayer(); 2818 2819 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2820 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2821 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2822 if (hasActiveLayer) { 2823 if (!pureTranslate) { 2824 currentTransform().mapRect(bounds); 2825 } 2826 dirtyLayerUnchecked(bounds, getRegion()); 2827 } 2828 } 2829 2830 return DrawGlInfo::kStatusDrew; 2831} 2832 2833mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2834 mat4 fontTransform; 2835 if (CC_LIKELY(transform.isPureTranslate())) { 2836 fontTransform = mat4::identity(); 2837 } else { 2838 if (CC_UNLIKELY(transform.isPerspective())) { 2839 fontTransform = mat4::identity(); 2840 } else { 2841 float sx, sy; 2842 currentTransform().decomposeScale(sx, sy); 2843 fontTransform.loadScale(sx, sy, 1.0f); 2844 } 2845 } 2846 return fontTransform; 2847} 2848 2849status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2850 float x, float y, const float* positions, SkPaint* paint, float length, 2851 DrawOpMode drawOpMode) { 2852 2853 if (drawOpMode == kDrawOpMode_Immediate && 2854 (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) { 2855 return DrawGlInfo::kStatusDone; 2856 } 2857 2858 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2859 switch (paint->getTextAlign()) { 2860 case SkPaint::kCenter_Align: 2861 x -= length / 2.0f; 2862 break; 2863 case SkPaint::kRight_Align: 2864 x -= length; 2865 break; 2866 default: 2867 break; 2868 } 2869 2870 SkPaint::FontMetrics metrics; 2871 paint->getFontMetrics(&metrics, 0.0f); 2872 if (drawOpMode == kDrawOpMode_Immediate) { 2873 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2874 return DrawGlInfo::kStatusDone; 2875 } 2876 } else { 2877 // merged draw operations don't need scissor, but clip should still be valid 2878 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2879 } 2880 2881 const float oldX = x; 2882 const float oldY = y; 2883 2884 const mat4& transform = currentTransform(); 2885 const bool pureTranslate = transform.isPureTranslate(); 2886 2887 if (CC_LIKELY(pureTranslate)) { 2888 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2889 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2890 } 2891 2892 int alpha; 2893 SkXfermode::Mode mode; 2894 getAlphaAndMode(paint, &alpha, &mode); 2895 2896 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2897 2898 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2899 fontRenderer.setFont(paint, mat4::identity()); 2900 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2901 alpha, mode, oldX, oldY); 2902 } 2903 2904 const bool hasActiveLayer = hasLayer(); 2905 2906 // We only pass a partial transform to the font renderer. That partial 2907 // matrix defines how glyphs are rasterized. Typically we want glyphs 2908 // to be rasterized at their final size on screen, which means the partial 2909 // matrix needs to take the scale factor into account. 2910 // When a partial matrix is used to transform glyphs during rasterization, 2911 // the mesh is generated with the inverse transform (in the case of scale, 2912 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2913 // apply the full transform matrix at draw time in the vertex shader. 2914 // Applying the full matrix in the shader is the easiest way to handle 2915 // rotation and perspective and allows us to always generated quads in the 2916 // font renderer which greatly simplifies the code, clipping in particular. 2917 mat4 fontTransform = findBestFontTransform(transform); 2918 fontRenderer.setFont(paint, fontTransform); 2919 2920 // Pick the appropriate texture filtering 2921 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2922 fontRenderer.setTextureFiltering(linearFilter); 2923 2924 // TODO: Implement better clipping for scaled/rotated text 2925 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2926 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2927 2928 bool status; 2929 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2930 2931 // don't call issuedrawcommand, do it at end of batch 2932 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2933 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2934 SkPaint paintCopy(*paint); 2935 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2936 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2937 positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish); 2938 } else { 2939 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2940 positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish); 2941 } 2942 2943 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2944 if (!pureTranslate) { 2945 transform.mapRect(bounds); 2946 } 2947 dirtyLayerUnchecked(bounds, getRegion()); 2948 } 2949 2950 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2951 2952 return DrawGlInfo::kStatusDrew; 2953} 2954 2955status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2956 float hOffset, float vOffset, SkPaint* paint) { 2957 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2958 return DrawGlInfo::kStatusDone; 2959 } 2960 2961 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2962 fontRenderer.setFont(paint, mat4::identity()); 2963 fontRenderer.setTextureFiltering(true); 2964 2965 int alpha; 2966 SkXfermode::Mode mode; 2967 getAlphaAndMode(paint, &alpha, &mode); 2968 2969 setupDraw(); 2970 setupDrawTextGamma(paint); 2971 setupDrawDirtyRegionsDisabled(); 2972 setupDrawWithTexture(true); 2973 setupDrawAlpha8Color(paint->getColor(), alpha); 2974 setupDrawColorFilter(); 2975 setupDrawShader(); 2976 setupDrawBlending(true, mode); 2977 setupDrawProgram(); 2978 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2979 // Calling setupDrawTexture with the name 0 will enable the 2980 // uv attributes and increase the texture unit count 2981 // texture binding will be performed by the font renderer as 2982 // needed 2983 setupDrawTexture(0); 2984 setupDrawPureColorUniforms(); 2985 setupDrawColorFilterUniforms(); 2986 setupDrawShaderUniforms(false); 2987 setupDrawTextGammaUniforms(); 2988 2989 const Rect* clip = &mSnapshot->getLocalClip(); 2990 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2991 2992 const bool hasActiveLayer = hasLayer(); 2993 2994 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2995 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2996 if (hasActiveLayer) { 2997 currentTransform().mapRect(bounds); 2998 dirtyLayerUnchecked(bounds, getRegion()); 2999 } 3000 } 3001 3002 return DrawGlInfo::kStatusDrew; 3003} 3004 3005status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3006 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3007 3008 mCaches.activeTexture(0); 3009 3010 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3011 if (!texture) return DrawGlInfo::kStatusDone; 3012 const AutoTexture autoCleanup(texture); 3013 3014 const float x = texture->left - texture->offset; 3015 const float y = texture->top - texture->offset; 3016 3017 drawPathTexture(texture, x, y, paint); 3018 3019 return DrawGlInfo::kStatusDrew; 3020} 3021 3022status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3023 if (!layer) { 3024 return DrawGlInfo::kStatusDone; 3025 } 3026 3027 mat4* transform = NULL; 3028 if (layer->isTextureLayer()) { 3029 transform = &layer->getTransform(); 3030 if (!transform->isIdentity()) { 3031 save(0); 3032 currentTransform().multiply(*transform); 3033 } 3034 } 3035 3036 Rect transformed; 3037 Rect clip; 3038 const bool rejected = quickRejectNoScissor(x, y, 3039 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 3040 3041 if (rejected) { 3042 if (transform && !transform->isIdentity()) { 3043 restore(); 3044 } 3045 return DrawGlInfo::kStatusDone; 3046 } 3047 3048 updateLayer(layer, true); 3049 3050 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 3051 mCaches.activeTexture(0); 3052 3053 if (CC_LIKELY(!layer->region.isEmpty())) { 3054 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3055 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3056 3057 if (layer->region.isRect()) { 3058 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3059 composeLayerRect(layer, layer->regionRect)); 3060 } else if (layer->mesh) { 3061 const float a = getLayerAlpha(layer); 3062 setupDraw(); 3063 setupDrawWithTexture(); 3064 setupDrawColor(a, a, a, a); 3065 setupDrawColorFilter(); 3066 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3067 setupDrawProgram(); 3068 setupDrawPureColorUniforms(); 3069 setupDrawColorFilterUniforms(); 3070 setupDrawTexture(layer->getTexture()); 3071 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3072 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3073 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3074 3075 layer->setFilter(GL_NEAREST); 3076 setupDrawModelViewTranslate(tx, ty, 3077 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3078 } else { 3079 layer->setFilter(GL_LINEAR); 3080 setupDrawModelViewTranslate(x, y, 3081 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3082 } 3083 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3084 3085 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3086 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3087 GL_UNSIGNED_SHORT, layer->meshIndices)); 3088 3089 finishDrawTexture(); 3090 3091#if DEBUG_LAYERS_AS_REGIONS 3092 drawRegionRects(layer->region); 3093#endif 3094 } 3095 3096 mDrawModifiers.mColorFilter = oldFilter; 3097 3098 if (layer->debugDrawUpdate) { 3099 layer->debugDrawUpdate = false; 3100 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3101 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3102 } 3103 } 3104 layer->hasDrawnSinceUpdate = true; 3105 3106 if (transform && !transform->isIdentity()) { 3107 restore(); 3108 } 3109 3110 return DrawGlInfo::kStatusDrew; 3111} 3112 3113/////////////////////////////////////////////////////////////////////////////// 3114// Shaders 3115/////////////////////////////////////////////////////////////////////////////// 3116 3117void OpenGLRenderer::resetShader() { 3118 mDrawModifiers.mShader = NULL; 3119} 3120 3121void OpenGLRenderer::setupShader(SkiaShader* shader) { 3122 mDrawModifiers.mShader = shader; 3123 if (mDrawModifiers.mShader) { 3124 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 3125 } 3126} 3127 3128/////////////////////////////////////////////////////////////////////////////// 3129// Color filters 3130/////////////////////////////////////////////////////////////////////////////// 3131 3132void OpenGLRenderer::resetColorFilter() { 3133 mDrawModifiers.mColorFilter = NULL; 3134} 3135 3136void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3137 mDrawModifiers.mColorFilter = filter; 3138} 3139 3140/////////////////////////////////////////////////////////////////////////////// 3141// Drop shadow 3142/////////////////////////////////////////////////////////////////////////////// 3143 3144void OpenGLRenderer::resetShadow() { 3145 mDrawModifiers.mHasShadow = false; 3146} 3147 3148void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3149 mDrawModifiers.mHasShadow = true; 3150 mDrawModifiers.mShadowRadius = radius; 3151 mDrawModifiers.mShadowDx = dx; 3152 mDrawModifiers.mShadowDy = dy; 3153 mDrawModifiers.mShadowColor = color; 3154} 3155 3156/////////////////////////////////////////////////////////////////////////////// 3157// Draw filters 3158/////////////////////////////////////////////////////////////////////////////// 3159 3160void OpenGLRenderer::resetPaintFilter() { 3161 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3162 // comparison, see MergingDrawBatch::canMergeWith 3163 mDrawModifiers.mHasDrawFilter = false; 3164 mDrawModifiers.mPaintFilterClearBits = 0; 3165 mDrawModifiers.mPaintFilterSetBits = 0; 3166} 3167 3168void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3169 mDrawModifiers.mHasDrawFilter = true; 3170 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3171 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3172} 3173 3174SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3175 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3176 return paint; 3177 } 3178 3179 uint32_t flags = paint->getFlags(); 3180 3181 mFilteredPaint = *paint; 3182 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3183 mDrawModifiers.mPaintFilterSetBits); 3184 3185 return &mFilteredPaint; 3186} 3187 3188/////////////////////////////////////////////////////////////////////////////// 3189// Drawing implementation 3190/////////////////////////////////////////////////////////////////////////////// 3191 3192Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3193 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3194 if (!texture) { 3195 return mCaches.textureCache.get(bitmap); 3196 } 3197 return texture; 3198} 3199 3200void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3201 float x, float y, SkPaint* paint) { 3202 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3203 return; 3204 } 3205 3206 int alpha; 3207 SkXfermode::Mode mode; 3208 getAlphaAndMode(paint, &alpha, &mode); 3209 3210 setupDraw(); 3211 setupDrawWithTexture(true); 3212 setupDrawAlpha8Color(paint->getColor(), alpha); 3213 setupDrawColorFilter(); 3214 setupDrawShader(); 3215 setupDrawBlending(true, mode); 3216 setupDrawProgram(); 3217 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3218 setupDrawTexture(texture->id); 3219 setupDrawPureColorUniforms(); 3220 setupDrawColorFilterUniforms(); 3221 setupDrawShaderUniforms(); 3222 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3223 3224 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3225 3226 finishDrawTexture(); 3227} 3228 3229// Same values used by Skia 3230#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3231#define kStdUnderline_Offset (1.0f / 9.0f) 3232#define kStdUnderline_Thickness (1.0f / 18.0f) 3233 3234void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 3235 float x, float y, SkPaint* paint) { 3236 // Handle underline and strike-through 3237 uint32_t flags = paint->getFlags(); 3238 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3239 SkPaint paintCopy(*paint); 3240 float underlineWidth = length; 3241 // If length is > 0.0f, we already measured the text for the text alignment 3242 if (length <= 0.0f) { 3243 underlineWidth = paintCopy.measureText(text, bytesCount); 3244 } 3245 3246 if (CC_LIKELY(underlineWidth > 0.0f)) { 3247 const float textSize = paintCopy.getTextSize(); 3248 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3249 3250 const float left = x; 3251 float top = 0.0f; 3252 3253 int linesCount = 0; 3254 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3255 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3256 3257 const int pointsCount = 4 * linesCount; 3258 float points[pointsCount]; 3259 int currentPoint = 0; 3260 3261 if (flags & SkPaint::kUnderlineText_Flag) { 3262 top = y + textSize * kStdUnderline_Offset; 3263 points[currentPoint++] = left; 3264 points[currentPoint++] = top; 3265 points[currentPoint++] = left + underlineWidth; 3266 points[currentPoint++] = top; 3267 } 3268 3269 if (flags & SkPaint::kStrikeThruText_Flag) { 3270 top = y + textSize * kStdStrikeThru_Offset; 3271 points[currentPoint++] = left; 3272 points[currentPoint++] = top; 3273 points[currentPoint++] = left + underlineWidth; 3274 points[currentPoint++] = top; 3275 } 3276 3277 paintCopy.setStrokeWidth(strokeWidth); 3278 3279 drawLines(&points[0], pointsCount, &paintCopy); 3280 } 3281 } 3282} 3283 3284status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3285 if (mSnapshot->isIgnored()) { 3286 return DrawGlInfo::kStatusDone; 3287 } 3288 3289 int color = paint->getColor(); 3290 // If a shader is set, preserve only the alpha 3291 if (mDrawModifiers.mShader) { 3292 color |= 0x00ffffff; 3293 } 3294 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3295 3296 return drawColorRects(rects, count, color, mode); 3297} 3298 3299status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3300 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3301 if (count == 0) { 3302 return DrawGlInfo::kStatusDone; 3303 } 3304 3305 float left = FLT_MAX; 3306 float top = FLT_MAX; 3307 float right = FLT_MIN; 3308 float bottom = FLT_MIN; 3309 3310 int vertexCount = 0; 3311 Vertex mesh[count * 6]; 3312 Vertex* vertex = mesh; 3313 3314 for (int index = 0; index < count; index += 4) { 3315 float l = rects[index + 0]; 3316 float t = rects[index + 1]; 3317 float r = rects[index + 2]; 3318 float b = rects[index + 3]; 3319 3320 Vertex::set(vertex++, l, b); 3321 Vertex::set(vertex++, l, t); 3322 Vertex::set(vertex++, r, t); 3323 Vertex::set(vertex++, l, b); 3324 Vertex::set(vertex++, r, t); 3325 Vertex::set(vertex++, r, b); 3326 3327 vertexCount += 6; 3328 3329 left = fminf(left, l); 3330 top = fminf(top, t); 3331 right = fmaxf(right, r); 3332 bottom = fmaxf(bottom, b); 3333 } 3334 3335 if (clip && quickReject(left, top, right, bottom)) { 3336 return DrawGlInfo::kStatusDone; 3337 } 3338 3339 setupDraw(); 3340 setupDrawNoTexture(); 3341 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3342 setupDrawShader(); 3343 setupDrawColorFilter(); 3344 setupDrawBlending(mode); 3345 setupDrawProgram(); 3346 setupDrawDirtyRegionsDisabled(); 3347 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3348 setupDrawColorUniforms(); 3349 setupDrawShaderUniforms(); 3350 setupDrawColorFilterUniforms(); 3351 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3352 3353 if (dirty && hasLayer()) { 3354 dirtyLayer(left, top, right, bottom, currentTransform()); 3355 } 3356 3357 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3358 3359 return DrawGlInfo::kStatusDrew; 3360} 3361 3362void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3363 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3364 // If a shader is set, preserve only the alpha 3365 if (mDrawModifiers.mShader) { 3366 color |= 0x00ffffff; 3367 } 3368 3369 setupDraw(); 3370 setupDrawNoTexture(); 3371 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3372 setupDrawShader(); 3373 setupDrawColorFilter(); 3374 setupDrawBlending(mode); 3375 setupDrawProgram(); 3376 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3377 setupDrawColorUniforms(); 3378 setupDrawShaderUniforms(ignoreTransform); 3379 setupDrawColorFilterUniforms(); 3380 setupDrawSimpleMesh(); 3381 3382 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3383} 3384 3385void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3386 Texture* texture, SkPaint* paint) { 3387 int alpha; 3388 SkXfermode::Mode mode; 3389 getAlphaAndMode(paint, &alpha, &mode); 3390 3391 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3392 3393 GLvoid* vertices = (GLvoid*) NULL; 3394 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3395 3396 if (texture->uvMapper) { 3397 vertices = &mMeshVertices[0].position[0]; 3398 texCoords = &mMeshVertices[0].texture[0]; 3399 3400 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3401 texture->uvMapper->map(uvs); 3402 3403 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3404 } 3405 3406 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3407 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3408 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3409 3410 texture->setFilter(GL_NEAREST, true); 3411 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3412 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3413 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3414 } else { 3415 texture->setFilter(FILTER(paint), true); 3416 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3417 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3418 } 3419 3420 if (texture->uvMapper) { 3421 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3422 } 3423} 3424 3425void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3426 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3427 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3428 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3429} 3430 3431void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3432 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3433 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3434 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3435 3436 setupDraw(); 3437 setupDrawWithTexture(); 3438 setupDrawColor(alpha, alpha, alpha, alpha); 3439 setupDrawColorFilter(); 3440 setupDrawBlending(blend, mode, swapSrcDst); 3441 setupDrawProgram(); 3442 if (!dirty) setupDrawDirtyRegionsDisabled(); 3443 if (!ignoreScale) { 3444 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3445 } else { 3446 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3447 } 3448 setupDrawTexture(texture); 3449 setupDrawPureColorUniforms(); 3450 setupDrawColorFilterUniforms(); 3451 setupDrawMesh(vertices, texCoords, vbo); 3452 3453 glDrawArrays(drawMode, 0, elementsCount); 3454 3455 finishDrawTexture(); 3456} 3457 3458void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3459 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3460 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3461 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3462 3463 setupDraw(); 3464 setupDrawWithTexture(); 3465 setupDrawColor(alpha, alpha, alpha, alpha); 3466 setupDrawColorFilter(); 3467 setupDrawBlending(blend, mode, swapSrcDst); 3468 setupDrawProgram(); 3469 if (!dirty) setupDrawDirtyRegionsDisabled(); 3470 if (!ignoreScale) { 3471 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3472 } else { 3473 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3474 } 3475 setupDrawTexture(texture); 3476 setupDrawPureColorUniforms(); 3477 setupDrawColorFilterUniforms(); 3478 setupDrawMeshIndices(vertices, texCoords, vbo); 3479 3480 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3481 3482 finishDrawTexture(); 3483} 3484 3485void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3486 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3487 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3488 bool ignoreTransform, bool ignoreScale, bool dirty) { 3489 3490 setupDraw(); 3491 setupDrawWithTexture(true); 3492 if (hasColor) { 3493 setupDrawAlpha8Color(color, alpha); 3494 } 3495 setupDrawColorFilter(); 3496 setupDrawShader(); 3497 setupDrawBlending(true, mode); 3498 setupDrawProgram(); 3499 if (!dirty) setupDrawDirtyRegionsDisabled(); 3500 if (!ignoreScale) { 3501 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3502 } else { 3503 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3504 } 3505 setupDrawTexture(texture); 3506 setupDrawPureColorUniforms(); 3507 setupDrawColorFilterUniforms(); 3508 setupDrawShaderUniforms(); 3509 setupDrawMesh(vertices, texCoords); 3510 3511 glDrawArrays(drawMode, 0, elementsCount); 3512 3513 finishDrawTexture(); 3514} 3515 3516void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3517 ProgramDescription& description, bool swapSrcDst) { 3518 if (mCountOverdraw) { 3519 if (!mCaches.blend) glEnable(GL_BLEND); 3520 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3521 glBlendFunc(GL_ONE, GL_ONE); 3522 } 3523 3524 mCaches.blend = true; 3525 mCaches.lastSrcMode = GL_ONE; 3526 mCaches.lastDstMode = GL_ONE; 3527 3528 return; 3529 } 3530 3531 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3532 3533 if (blend) { 3534 // These blend modes are not supported by OpenGL directly and have 3535 // to be implemented using shaders. Since the shader will perform 3536 // the blending, turn blending off here 3537 // If the blend mode cannot be implemented using shaders, fall 3538 // back to the default SrcOver blend mode instead 3539 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3540 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3541 description.framebufferMode = mode; 3542 description.swapSrcDst = swapSrcDst; 3543 3544 if (mCaches.blend) { 3545 glDisable(GL_BLEND); 3546 mCaches.blend = false; 3547 } 3548 3549 return; 3550 } else { 3551 mode = SkXfermode::kSrcOver_Mode; 3552 } 3553 } 3554 3555 if (!mCaches.blend) { 3556 glEnable(GL_BLEND); 3557 } 3558 3559 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3560 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3561 3562 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3563 glBlendFunc(sourceMode, destMode); 3564 mCaches.lastSrcMode = sourceMode; 3565 mCaches.lastDstMode = destMode; 3566 } 3567 } else if (mCaches.blend) { 3568 glDisable(GL_BLEND); 3569 } 3570 mCaches.blend = blend; 3571} 3572 3573bool OpenGLRenderer::useProgram(Program* program) { 3574 if (!program->isInUse()) { 3575 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3576 program->use(); 3577 mCaches.currentProgram = program; 3578 return false; 3579 } 3580 return true; 3581} 3582 3583void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3584 TextureVertex* v = &mMeshVertices[0]; 3585 TextureVertex::setUV(v++, u1, v1); 3586 TextureVertex::setUV(v++, u2, v1); 3587 TextureVertex::setUV(v++, u1, v2); 3588 TextureVertex::setUV(v++, u2, v2); 3589} 3590 3591void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3592 getAlphaAndModeDirect(paint, alpha, mode); 3593 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3594 // if drawing a layer, ignore the paint's alpha 3595 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3596 } 3597 *alpha *= mSnapshot->alpha; 3598} 3599 3600float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3601 float alpha; 3602 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3603 alpha = mDrawModifiers.mOverrideLayerAlpha; 3604 } else { 3605 alpha = layer->getAlpha() / 255.0f; 3606 } 3607 return alpha * mSnapshot->alpha; 3608} 3609 3610}; // namespace uirenderer 3611}; // namespace android 3612