OpenGLRenderer.cpp revision 70850ea258cbf91477efa57a1f1a23cc0044cc93
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 <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "utils/TraceUtils.h" 46#include "Vector.h" 47#include "VertexBuffer.h" 48 49#if DEBUG_DETAILED_EVENTS 50 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 51#else 52 #define EVENT_LOGD(...) 53#endif 54 55namespace android { 56namespace uirenderer { 57 58static GLenum getFilter(const SkPaint* paint) { 59 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 60 return GL_LINEAR; 61 } 62 return GL_NEAREST; 63} 64 65/////////////////////////////////////////////////////////////////////////////// 66// Globals 67/////////////////////////////////////////////////////////////////////////////// 68 69/** 70 * Structure mapping Skia xfermodes to OpenGL blending factors. 71 */ 72struct Blender { 73 SkXfermode::Mode mode; 74 GLenum src; 75 GLenum dst; 76}; // struct Blender 77 78// In this array, the index of each Blender equals the value of the first 79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 80static const Blender gBlends[] = { 81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 83 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 94 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 95 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 96}; 97 98// This array contains the swapped version of each SkXfermode. For instance 99// this array's SrcOver blending mode is actually DstOver. You can refer to 100// createLayer() for more information on the purpose of this array. 101static const Blender gBlendsSwap[] = { 102 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 104 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 105 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 106 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 107 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 108 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 109 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 110 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 111 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 112 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 114 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 115 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 116 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 117}; 118 119/////////////////////////////////////////////////////////////////////////////// 120// Functions 121/////////////////////////////////////////////////////////////////////////////// 122 123template<typename T> 124static inline T min(T a, T b) { 125 return a < b ? a : b; 126} 127 128/////////////////////////////////////////////////////////////////////////////// 129// Constructors/destructor 130/////////////////////////////////////////////////////////////////////////////// 131 132OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 133 : mFrameStarted(false) 134 , mCaches(Caches::getInstance()) 135 , mExtensions(Extensions::getInstance()) 136 , mRenderState(renderState) 137 , mScissorOptimizationDisabled(false) 138 , mSuppressTiling(false) 139 , mFirstFrameAfterResize(true) 140 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 141 , mLightRadius(FLT_MIN) 142 , mAmbientShadowAlpha(0) 143 , mSpotShadowAlpha(0) { 144 // *set* draw modifiers to be 0 145 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 146 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 147 148 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 149} 150 151OpenGLRenderer::~OpenGLRenderer() { 152 // The context has already been destroyed at this point, do not call 153 // GL APIs. All GL state should be kept in Caches.h 154} 155 156void OpenGLRenderer::initProperties() { 157 char property[PROPERTY_VALUE_MAX]; 158 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 159 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 160 INIT_LOGD(" Scissor optimization %s", 161 mScissorOptimizationDisabled ? "disabled" : "enabled"); 162 } else { 163 INIT_LOGD(" Scissor optimization enabled"); 164 } 165} 166 167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 168 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 169 mLightCenter = lightCenter; 170 mLightRadius = lightRadius; 171 mAmbientShadowAlpha = ambientShadowAlpha; 172 mSpotShadowAlpha = spotShadowAlpha; 173} 174 175/////////////////////////////////////////////////////////////////////////////// 176// Setup 177/////////////////////////////////////////////////////////////////////////////// 178 179void OpenGLRenderer::onViewportInitialized() { 180 glDisable(GL_DITHER); 181 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 182 183 glEnableVertexAttribArray(Program::kBindingPosition); 184 mFirstFrameAfterResize = true; 185} 186 187void OpenGLRenderer::setupFrameState(float left, float top, 188 float right, float bottom, bool opaque) { 189 mCaches.clearGarbage(); 190 initializeSaveStack(left, top, right, bottom, mLightCenter); 191 mOpaque = opaque; 192 mTilingClip.set(left, top, right, bottom); 193} 194 195status_t OpenGLRenderer::startFrame() { 196 if (mFrameStarted) return DrawGlInfo::kStatusDone; 197 mFrameStarted = true; 198 199 mDirtyClip = true; 200 201 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 202 203 mRenderState.setViewport(getWidth(), getHeight()); 204 205 // Functors break the tiling extension in pretty spectacular ways 206 // This ensures we don't use tiling when a functor is going to be 207 // invoked during the frame 208 mSuppressTiling = mCaches.hasRegisteredFunctors() 209 || mFirstFrameAfterResize; 210 mFirstFrameAfterResize = false; 211 212 startTilingCurrentClip(true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepareDirty(float left, float top, 221 float right, float bottom, bool opaque) { 222 223 setupFrameState(left, top, right, bottom, opaque); 224 225 // Layer renderers will start the frame immediately 226 // The framebuffer renderer will first defer the display list 227 // for each layer and wait until the first drawing command 228 // to start the frame 229 if (currentSnapshot()->fbo == 0) { 230 syncState(); 231 updateLayers(); 232 } else { 233 return startFrame(); 234 } 235 236 return DrawGlInfo::kStatusDone; 237} 238 239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 240 // If we know that we are going to redraw the entire framebuffer, 241 // perform a discard to let the driver know we don't need to preserve 242 // the back buffer for this frame. 243 if (mExtensions.hasDiscardFramebuffer() && 244 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 245 const bool isFbo = getTargetFbo() == 0; 246 const GLenum attachments[] = { 247 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 248 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 249 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 250 } 251} 252 253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 254 if (!opaque) { 255 mCaches.enableScissor(); 256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 257 glClear(GL_COLOR_BUFFER_BIT); 258 return DrawGlInfo::kStatusDrew; 259 } 260 261 mCaches.resetScissor(); 262 return DrawGlInfo::kStatusDone; 263} 264 265void OpenGLRenderer::syncState() { 266 if (mCaches.blend) { 267 glEnable(GL_BLEND); 268 } else { 269 glDisable(GL_BLEND); 270 } 271} 272 273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 274 if (!mSuppressTiling) { 275 const Snapshot* snapshot = currentSnapshot(); 276 277 const Rect* clip = &mTilingClip; 278 if (snapshot->flags & Snapshot::kFlagFboTarget) { 279 clip = &(snapshot->layer->clipRect); 280 } 281 282 startTiling(*clip, getViewportHeight(), opaque, expand); 283 } 284} 285 286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 287 if (!mSuppressTiling) { 288 if(expand) { 289 // Expand the startTiling region by 1 290 int leftNotZero = (clip.left > 0) ? 1 : 0; 291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 292 293 mCaches.startTiling( 294 clip.left - leftNotZero, 295 windowHeight - clip.bottom - topNotZero, 296 clip.right - clip.left + leftNotZero + 1, 297 clip.bottom - clip.top + topNotZero + 1, 298 opaque); 299 } else { 300 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 301 clip.right - clip.left, clip.bottom - clip.top, opaque); 302 } 303 } 304} 305 306void OpenGLRenderer::endTiling() { 307 if (!mSuppressTiling) mCaches.endTiling(); 308} 309 310void OpenGLRenderer::finish() { 311 renderOverdraw(); 312 endTiling(); 313 314 // When finish() is invoked on FBO 0 we've reached the end 315 // of the current frame 316 if (getTargetFbo() == 0) { 317 mCaches.pathCache.trim(); 318 mCaches.tessellationCache.trim(); 319 } 320 321 if (!suppressErrorChecks()) { 322#if DEBUG_OPENGL 323 GLUtils::dumpGLErrors(); 324#endif 325 326#if DEBUG_MEMORY_USAGE 327 mCaches.dumpMemoryUsage(); 328#else 329 if (mCaches.getDebugLevel() & kDebugMemory) { 330 mCaches.dumpMemoryUsage(); 331 } 332#endif 333 } 334 335 mFrameStarted = false; 336} 337 338void OpenGLRenderer::resumeAfterLayer() { 339 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 340 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 341 debugOverdraw(true, false); 342 343 mCaches.resetScissor(); 344 dirtyClip(); 345} 346 347status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 348 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 349 350 Rect clip(*currentClipRect()); 351 clip.snapToPixelBoundaries(); 352 353 // Since we don't know what the functor will draw, let's dirty 354 // the entire clip region 355 if (hasLayer()) { 356 dirtyLayerUnchecked(clip, getRegion()); 357 } 358 359 DrawGlInfo info; 360 info.clipLeft = clip.left; 361 info.clipTop = clip.top; 362 info.clipRight = clip.right; 363 info.clipBottom = clip.bottom; 364 info.isLayer = hasLayer(); 365 info.width = getViewportWidth(); 366 info.height = getViewportHeight(); 367 currentTransform()->copyTo(&info.transform[0]); 368 369 bool prevDirtyClip = mDirtyClip; 370 // setup GL state for functor 371 if (mDirtyClip) { 372 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 373 } 374 if (mCaches.enableScissor() || prevDirtyClip) { 375 setScissorFromClip(); 376 } 377 378 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 379 // Scissor may have been modified, reset dirty clip 380 dirtyClip(); 381 382 return DrawGlInfo::kStatusDrew; 383} 384 385/////////////////////////////////////////////////////////////////////////////// 386// Debug 387/////////////////////////////////////////////////////////////////////////////// 388 389void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 390#if DEBUG_DETAILED_EVENTS 391 const int BUFFER_SIZE = 256; 392 va_list ap; 393 char buf[BUFFER_SIZE]; 394 395 va_start(ap, fmt); 396 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 397 va_end(ap); 398 399 eventMark(buf); 400#endif 401} 402 403 404void OpenGLRenderer::eventMark(const char* name) const { 405 mCaches.eventMark(0, name); 406} 407 408void OpenGLRenderer::startMark(const char* name) const { 409 mCaches.startMark(0, name); 410} 411 412void OpenGLRenderer::endMark() const { 413 mCaches.endMark(); 414} 415 416void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 417 mRenderState.debugOverdraw(enable, clear); 418} 419 420void OpenGLRenderer::renderOverdraw() { 421 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 422 const Rect* clip = &mTilingClip; 423 424 mCaches.enableScissor(); 425 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 426 clip->right - clip->left, clip->bottom - clip->top); 427 428 // 1x overdraw 429 mCaches.stencil.enableDebugTest(2); 430 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 431 432 // 2x overdraw 433 mCaches.stencil.enableDebugTest(3); 434 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 435 436 // 3x overdraw 437 mCaches.stencil.enableDebugTest(4); 438 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 439 440 // 4x overdraw and higher 441 mCaches.stencil.enableDebugTest(4, true); 442 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 443 444 mCaches.stencil.disable(); 445 } 446} 447 448/////////////////////////////////////////////////////////////////////////////// 449// Layers 450/////////////////////////////////////////////////////////////////////////////// 451 452bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 453 if (layer->deferredUpdateScheduled && layer->renderer 454 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 455 Rect& dirty = layer->dirtyRect; 456 457 if (inFrame) { 458 endTiling(); 459 debugOverdraw(false, false); 460 } 461 462 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 463 layer->render(*this); 464 } else { 465 layer->defer(*this); 466 } 467 468 if (inFrame) { 469 resumeAfterLayer(); 470 startTilingCurrentClip(); 471 } 472 473 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 474 layer->hasDrawnSinceUpdate = false; 475 476 return true; 477 } 478 479 return false; 480} 481 482void OpenGLRenderer::updateLayers() { 483 // If draw deferring is enabled this method will simply defer 484 // the display list of each individual layer. The layers remain 485 // in the layer updates list which will be cleared by flushLayers(). 486 int count = mLayerUpdates.size(); 487 if (count > 0) { 488 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 489 startMark("Layer Updates"); 490 } else { 491 startMark("Defer Layer Updates"); 492 } 493 494 // Note: it is very important to update the layers in order 495 for (int i = 0; i < count; i++) { 496 Layer* layer = mLayerUpdates.itemAt(i).get(); 497 updateLayer(layer, false); 498 } 499 500 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 501 mLayerUpdates.clear(); 502 mRenderState.bindFramebuffer(getTargetFbo()); 503 } 504 endMark(); 505 } 506} 507 508void OpenGLRenderer::flushLayers() { 509 int count = mLayerUpdates.size(); 510 if (count > 0) { 511 startMark("Apply Layer Updates"); 512 513 // Note: it is very important to update the layers in order 514 for (int i = 0; i < count; i++) { 515 mLayerUpdates.itemAt(i)->flush(); 516 } 517 518 mLayerUpdates.clear(); 519 mRenderState.bindFramebuffer(getTargetFbo()); 520 521 endMark(); 522 } 523} 524 525void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 526 if (layer) { 527 // Make sure we don't introduce duplicates. 528 // SortedVector would do this automatically but we need to respect 529 // the insertion order. The linear search is not an issue since 530 // this list is usually very short (typically one item, at most a few) 531 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 532 if (mLayerUpdates.itemAt(i) == layer) { 533 return; 534 } 535 } 536 mLayerUpdates.push_back(layer); 537 } 538} 539 540void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 541 if (layer) { 542 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 543 if (mLayerUpdates.itemAt(i) == layer) { 544 mLayerUpdates.removeAt(i); 545 break; 546 } 547 } 548 } 549} 550 551void OpenGLRenderer::flushLayerUpdates() { 552 ATRACE_NAME("Update HW Layers"); 553 syncState(); 554 updateLayers(); 555 flushLayers(); 556 // Wait for all the layer updates to be executed 557 AutoFence fence; 558} 559 560void OpenGLRenderer::markLayersAsBuildLayers() { 561 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 562 mLayerUpdates[i]->wasBuildLayered = true; 563 } 564} 565 566/////////////////////////////////////////////////////////////////////////////// 567// State management 568/////////////////////////////////////////////////////////////////////////////// 569 570void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 571 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 572 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 573 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 574 575 if (restoreViewport) { 576 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 577 } 578 579 if (restoreClip) { 580 dirtyClip(); 581 } 582 583 if (restoreLayer) { 584 endMark(); // Savelayer 585 ATRACE_END(); // SaveLayer 586 startMark("ComposeLayer"); 587 composeLayer(removed, restored); 588 endMark(); 589 } 590} 591 592/////////////////////////////////////////////////////////////////////////////// 593// Layers 594/////////////////////////////////////////////////////////////////////////////// 595 596int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 597 const SkPaint* paint, int flags, const SkPath* convexMask) { 598 // force matrix/clip isolation for layer 599 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 600 601 const int count = saveSnapshot(flags); 602 603 if (!currentSnapshot()->isIgnored()) { 604 createLayer(left, top, right, bottom, paint, flags, convexMask); 605 } 606 607 return count; 608} 609 610void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 611 const Rect untransformedBounds(bounds); 612 613 currentTransform()->mapRect(bounds); 614 615 // Layers only make sense if they are in the framebuffer's bounds 616 if (bounds.intersect(*currentClipRect())) { 617 // We cannot work with sub-pixels in this case 618 bounds.snapToPixelBoundaries(); 619 620 // When the layer is not an FBO, we may use glCopyTexImage so we 621 // need to make sure the layer does not extend outside the bounds 622 // of the framebuffer 623 const Snapshot& previous = *(currentSnapshot()->previous); 624 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 625 if (!bounds.intersect(previousViewport)) { 626 bounds.setEmpty(); 627 } else if (fboLayer) { 628 clip.set(bounds); 629 mat4 inverse; 630 inverse.loadInverse(*currentTransform()); 631 inverse.mapRect(clip); 632 clip.snapToPixelBoundaries(); 633 if (clip.intersect(untransformedBounds)) { 634 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 635 bounds.set(untransformedBounds); 636 } else { 637 clip.setEmpty(); 638 } 639 } 640 } else { 641 bounds.setEmpty(); 642 } 643} 644 645void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 646 bool fboLayer, int alpha) { 647 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 648 bounds.getHeight() > mCaches.maxTextureSize || 649 (fboLayer && clip.isEmpty())) { 650 mSnapshot->empty = fboLayer; 651 } else { 652 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 653 } 654} 655 656int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 657 const SkPaint* paint, int flags) { 658 const int count = saveSnapshot(flags); 659 660 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 661 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 662 // operations will be able to store and restore the current clip and transform info, and 663 // quick rejection will be correct (for display lists) 664 665 Rect bounds(left, top, right, bottom); 666 Rect clip; 667 calculateLayerBoundsAndClip(bounds, clip, true); 668 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 669 670 if (!currentSnapshot()->isIgnored()) { 671 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 672 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 673 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 674 mSnapshot->roundRectClipState = NULL; 675 } 676 } 677 678 return count; 679} 680 681/** 682 * Layers are viewed by Skia are slightly different than layers in image editing 683 * programs (for instance.) When a layer is created, previously created layers 684 * and the frame buffer still receive every drawing command. For instance, if a 685 * layer is created and a shape intersecting the bounds of the layers and the 686 * framebuffer is draw, the shape will be drawn on both (unless the layer was 687 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 688 * 689 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 690 * texture. Unfortunately, this is inefficient as it requires every primitive to 691 * be drawn n + 1 times, where n is the number of active layers. In practice this 692 * means, for every primitive: 693 * - Switch active frame buffer 694 * - Change viewport, clip and projection matrix 695 * - Issue the drawing 696 * 697 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 698 * To avoid this, layers are implemented in a different way here, at least in the 699 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 700 * is set. When this flag is set we can redirect all drawing operations into a 701 * single FBO. 702 * 703 * This implementation relies on the frame buffer being at least RGBA 8888. When 704 * a layer is created, only a texture is created, not an FBO. The content of the 705 * frame buffer contained within the layer's bounds is copied into this texture 706 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 707 * buffer and drawing continues as normal. This technique therefore treats the 708 * frame buffer as a scratch buffer for the layers. 709 * 710 * To compose the layers back onto the frame buffer, each layer texture 711 * (containing the original frame buffer data) is drawn as a simple quad over 712 * the frame buffer. The trick is that the quad is set as the composition 713 * destination in the blending equation, and the frame buffer becomes the source 714 * of the composition. 715 * 716 * Drawing layers with an alpha value requires an extra step before composition. 717 * An empty quad is drawn over the layer's region in the frame buffer. This quad 718 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 719 * quad is used to multiply the colors in the frame buffer. This is achieved by 720 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 721 * GL_ZERO, GL_SRC_ALPHA. 722 * 723 * Because glCopyTexImage2D() can be slow, an alternative implementation might 724 * be use to draw a single clipped layer. The implementation described above 725 * is correct in every case. 726 * 727 * (1) The frame buffer is actually not cleared right away. To allow the GPU 728 * to potentially optimize series of calls to glCopyTexImage2D, the frame 729 * buffer is left untouched until the first drawing operation. Only when 730 * something actually gets drawn are the layers regions cleared. 731 */ 732bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 733 const SkPaint* paint, int flags, const SkPath* convexMask) { 734 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 735 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 736 737 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 738 739 // Window coordinates of the layer 740 Rect clip; 741 Rect bounds(left, top, right, bottom); 742 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 743 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 744 745 // Bail out if we won't draw in this snapshot 746 if (currentSnapshot()->isIgnored()) { 747 return false; 748 } 749 750 mCaches.activeTexture(0); 751 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 752 if (!layer) { 753 return false; 754 } 755 756 layer->setPaint(paint); 757 layer->layer.set(bounds); 758 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 759 bounds.getWidth() / float(layer->getWidth()), 0.0f); 760 761 layer->setBlend(true); 762 layer->setDirty(false); 763 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 764 765 // Save the layer in the snapshot 766 mSnapshot->flags |= Snapshot::kFlagIsLayer; 767 mSnapshot->layer = layer; 768 769 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 770 fboLayer ? "" : "unclipped ", 771 layer->getWidth(), layer->getHeight()); 772 startMark("SaveLayer"); 773 if (fboLayer) { 774 return createFboLayer(layer, bounds, clip); 775 } else { 776 // Copy the framebuffer into the layer 777 layer->bindTexture(); 778 if (!bounds.isEmpty()) { 779 if (layer->isEmpty()) { 780 // Workaround for some GL drivers. When reading pixels lying outside 781 // of the window we should get undefined values for those pixels. 782 // Unfortunately some drivers will turn the entire target texture black 783 // when reading outside of the window. 784 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 785 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 786 layer->setEmpty(false); 787 } 788 789 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 790 bounds.left, getViewportHeight() - bounds.bottom, 791 bounds.getWidth(), bounds.getHeight()); 792 793 // Enqueue the buffer coordinates to clear the corresponding region later 794 mLayers.push(new Rect(bounds)); 795 } 796 } 797 798 return true; 799} 800 801bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 802 layer->clipRect.set(clip); 803 layer->setFbo(mCaches.fboCache.get()); 804 805 mSnapshot->region = &mSnapshot->layer->region; 806 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 807 mSnapshot->fbo = layer->getFbo(); 808 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 809 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 810 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 811 mSnapshot->roundRectClipState = NULL; 812 813 endTiling(); 814 debugOverdraw(false, false); 815 // Bind texture to FBO 816 mRenderState.bindFramebuffer(layer->getFbo()); 817 layer->bindTexture(); 818 819 // Initialize the texture if needed 820 if (layer->isEmpty()) { 821 layer->allocateTexture(); 822 layer->setEmpty(false); 823 } 824 825 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 826 layer->getTexture(), 0); 827 828 // Expand the startTiling region by 1 829 startTilingCurrentClip(true, true); 830 831 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 832 mCaches.enableScissor(); 833 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 834 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 835 glClear(GL_COLOR_BUFFER_BIT); 836 837 dirtyClip(); 838 839 // Change the ortho projection 840 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 841 return true; 842} 843 844/** 845 * Read the documentation of createLayer() before doing anything in this method. 846 */ 847void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 848 if (!removed.layer) { 849 ALOGE("Attempting to compose a layer that does not exist"); 850 return; 851 } 852 853 Layer* layer = removed.layer; 854 const Rect& rect = layer->layer; 855 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 856 857 bool clipRequired = false; 858 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 859 &clipRequired, NULL, false); // safely ignore return, should never be rejected 860 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 861 862 if (fboLayer) { 863 endTiling(); 864 865 // Detach the texture from the FBO 866 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 867 868 layer->removeFbo(false); 869 870 // Unbind current FBO and restore previous one 871 mRenderState.bindFramebuffer(restored.fbo); 872 debugOverdraw(true, false); 873 874 startTilingCurrentClip(); 875 } 876 877 if (!fboLayer && layer->getAlpha() < 255) { 878 SkPaint layerPaint; 879 layerPaint.setAlpha(layer->getAlpha()); 880 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 881 layerPaint.setColorFilter(layer->getColorFilter()); 882 883 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 884 // Required below, composeLayerRect() will divide by 255 885 layer->setAlpha(255); 886 } 887 888 mCaches.unbindMeshBuffer(); 889 890 mCaches.activeTexture(0); 891 892 // When the layer is stored in an FBO, we can save a bit of fillrate by 893 // drawing only the dirty region 894 if (fboLayer) { 895 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 896 composeLayerRegion(layer, rect); 897 } else if (!rect.isEmpty()) { 898 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 899 900 save(0); 901 // the layer contains screen buffer content that shouldn't be alpha modulated 902 // (and any necessary alpha modulation was handled drawing into the layer) 903 mSnapshot->alpha = 1.0f; 904 composeLayerRect(layer, rect, true); 905 restore(); 906 } 907 908 dirtyClip(); 909 910 // Failing to add the layer to the cache should happen only if the layer is too large 911 layer->setConvexMask(NULL); 912 if (!mCaches.layerCache.put(layer)) { 913 LAYER_LOGD("Deleting layer"); 914 layer->decStrong(0); 915 } 916} 917 918void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 919 float alpha = getLayerAlpha(layer); 920 921 setupDraw(); 922 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 923 setupDrawWithTexture(); 924 } else { 925 setupDrawWithExternalTexture(); 926 } 927 setupDrawTextureTransform(); 928 setupDrawColor(alpha, alpha, alpha, alpha); 929 setupDrawColorFilter(layer->getColorFilter()); 930 setupDrawBlending(layer); 931 setupDrawProgram(); 932 setupDrawPureColorUniforms(); 933 setupDrawColorFilterUniforms(layer->getColorFilter()); 934 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 935 setupDrawTexture(layer->getTexture()); 936 } else { 937 setupDrawExternalTexture(layer->getTexture()); 938 } 939 if (currentTransform()->isPureTranslate() && 940 !layer->getForceFilter() && 941 layer->getWidth() == (uint32_t) rect.getWidth() && 942 layer->getHeight() == (uint32_t) rect.getHeight()) { 943 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 944 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 945 946 layer->setFilter(GL_NEAREST); 947 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 948 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 949 } else { 950 layer->setFilter(GL_LINEAR); 951 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 952 rect.left, rect.top, rect.right, rect.bottom); 953 } 954 setupDrawTextureTransformUniforms(layer->getTexTransform()); 955 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 956 957 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 958} 959 960void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 961 if (layer->isTextureLayer()) { 962 EVENT_LOGD("composeTextureLayerRect"); 963 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 964 drawTextureLayer(layer, rect); 965 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 966 } else { 967 EVENT_LOGD("composeHardwareLayerRect"); 968 const Rect& texCoords = layer->texCoords; 969 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 970 texCoords.right, texCoords.bottom); 971 972 float x = rect.left; 973 float y = rect.top; 974 bool simpleTransform = currentTransform()->isPureTranslate() && 975 layer->getWidth() == (uint32_t) rect.getWidth() && 976 layer->getHeight() == (uint32_t) rect.getHeight(); 977 978 if (simpleTransform) { 979 // When we're swapping, the layer is already in screen coordinates 980 if (!swap) { 981 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 982 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 983 } 984 985 layer->setFilter(GL_NEAREST, true); 986 } else { 987 layer->setFilter(GL_LINEAR, true); 988 } 989 990 SkPaint layerPaint; 991 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 992 layerPaint.setXfermodeMode(layer->getMode()); 993 layerPaint.setColorFilter(layer->getColorFilter()); 994 995 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 996 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 997 layer->getTexture(), &layerPaint, blend, 998 &mMeshVertices[0].x, &mMeshVertices[0].u, 999 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1000 1001 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1002 } 1003} 1004 1005/** 1006 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1007 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1008 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1009 * by saveLayer's restore 1010 */ 1011#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1012 DRAW_COMMAND; \ 1013 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1014 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1015 DRAW_COMMAND; \ 1016 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1017 } \ 1018 } 1019 1020#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1021 1022// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1023// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1024class LayerShader : public SkShader { 1025public: 1026 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1027 : INHERITED(localMatrix) 1028 , mLayer(layer) { 1029 } 1030 1031 virtual bool asACustomShader(void** data) const { 1032 if (data) { 1033 *data = static_cast<void*>(mLayer); 1034 } 1035 return true; 1036 } 1037 1038 virtual bool isOpaque() const { 1039 return !mLayer->isBlend(); 1040 } 1041 1042protected: 1043 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1044 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1045 } 1046 1047 virtual void flatten(SkWriteBuffer&) const { 1048 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1049 } 1050 1051 virtual Factory getFactory() const { 1052 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1053 return NULL; 1054 } 1055private: 1056 // Unowned. 1057 Layer* mLayer; 1058 typedef SkShader INHERITED; 1059}; 1060 1061void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1062 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1063 1064 if (layer->getConvexMask()) { 1065 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1066 1067 // clip to the area of the layer the mask can be larger 1068 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1069 1070 SkPaint paint; 1071 paint.setAntiAlias(true); 1072 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1073 1074 // create LayerShader to map SaveLayer content into subsequent draw 1075 SkMatrix shaderMatrix; 1076 shaderMatrix.setTranslate(rect.left, rect.bottom); 1077 shaderMatrix.preScale(1, -1); 1078 LayerShader layerShader(layer, &shaderMatrix); 1079 paint.setShader(&layerShader); 1080 1081 // Since the drawing primitive is defined in local drawing space, 1082 // we don't need to modify the draw matrix 1083 const SkPath* maskPath = layer->getConvexMask(); 1084 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1085 1086 paint.setShader(NULL); 1087 restore(); 1088 1089 return; 1090 } 1091 1092 if (layer->region.isRect()) { 1093 layer->setRegionAsRect(); 1094 1095 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1096 1097 layer->region.clear(); 1098 return; 1099 } 1100 1101 EVENT_LOGD("composeLayerRegion"); 1102 // standard Region based draw 1103 size_t count; 1104 const android::Rect* rects; 1105 Region safeRegion; 1106 if (CC_LIKELY(hasRectToRectTransform())) { 1107 rects = layer->region.getArray(&count); 1108 } else { 1109 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1110 rects = safeRegion.getArray(&count); 1111 } 1112 1113 const float alpha = getLayerAlpha(layer); 1114 const float texX = 1.0f / float(layer->getWidth()); 1115 const float texY = 1.0f / float(layer->getHeight()); 1116 const float height = rect.getHeight(); 1117 1118 setupDraw(); 1119 1120 // We must get (and therefore bind) the region mesh buffer 1121 // after we setup drawing in case we need to mess with the 1122 // stencil buffer in setupDraw() 1123 TextureVertex* mesh = mCaches.getRegionMesh(); 1124 uint32_t numQuads = 0; 1125 1126 setupDrawWithTexture(); 1127 setupDrawColor(alpha, alpha, alpha, alpha); 1128 setupDrawColorFilter(layer->getColorFilter()); 1129 setupDrawBlending(layer); 1130 setupDrawProgram(); 1131 setupDrawDirtyRegionsDisabled(); 1132 setupDrawPureColorUniforms(); 1133 setupDrawColorFilterUniforms(layer->getColorFilter()); 1134 setupDrawTexture(layer->getTexture()); 1135 if (currentTransform()->isPureTranslate()) { 1136 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1137 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1138 1139 layer->setFilter(GL_NEAREST); 1140 setupDrawModelView(kModelViewMode_Translate, false, 1141 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1142 } else { 1143 layer->setFilter(GL_LINEAR); 1144 setupDrawModelView(kModelViewMode_Translate, false, 1145 rect.left, rect.top, rect.right, rect.bottom); 1146 } 1147 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1148 1149 for (size_t i = 0; i < count; i++) { 1150 const android::Rect* r = &rects[i]; 1151 1152 const float u1 = r->left * texX; 1153 const float v1 = (height - r->top) * texY; 1154 const float u2 = r->right * texX; 1155 const float v2 = (height - r->bottom) * texY; 1156 1157 // TODO: Reject quads outside of the clip 1158 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1159 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1160 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1161 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1162 1163 numQuads++; 1164 1165 if (numQuads >= gMaxNumberOfQuads) { 1166 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1167 GL_UNSIGNED_SHORT, NULL)); 1168 numQuads = 0; 1169 mesh = mCaches.getRegionMesh(); 1170 } 1171 } 1172 1173 if (numQuads > 0) { 1174 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1175 GL_UNSIGNED_SHORT, NULL)); 1176 } 1177 1178#if DEBUG_LAYERS_AS_REGIONS 1179 drawRegionRectsDebug(layer->region); 1180#endif 1181 1182 layer->region.clear(); 1183} 1184 1185#if DEBUG_LAYERS_AS_REGIONS 1186void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1187 size_t count; 1188 const android::Rect* rects = region.getArray(&count); 1189 1190 uint32_t colors[] = { 1191 0x7fff0000, 0x7f00ff00, 1192 0x7f0000ff, 0x7fff00ff, 1193 }; 1194 1195 int offset = 0; 1196 int32_t top = rects[0].top; 1197 1198 for (size_t i = 0; i < count; i++) { 1199 if (top != rects[i].top) { 1200 offset ^= 0x2; 1201 top = rects[i].top; 1202 } 1203 1204 SkPaint paint; 1205 paint.setColor(colors[offset + (i & 0x1)]); 1206 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1207 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1208 } 1209} 1210#endif 1211 1212void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1213 Vector<float> rects; 1214 1215 SkRegion::Iterator it(region); 1216 while (!it.done()) { 1217 const SkIRect& r = it.rect(); 1218 rects.push(r.fLeft); 1219 rects.push(r.fTop); 1220 rects.push(r.fRight); 1221 rects.push(r.fBottom); 1222 it.next(); 1223 } 1224 1225 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1226} 1227 1228void OpenGLRenderer::dirtyLayer(const float left, const float top, 1229 const float right, const float bottom, const mat4 transform) { 1230 if (hasLayer()) { 1231 Rect bounds(left, top, right, bottom); 1232 transform.mapRect(bounds); 1233 dirtyLayerUnchecked(bounds, getRegion()); 1234 } 1235} 1236 1237void OpenGLRenderer::dirtyLayer(const float left, const float top, 1238 const float right, const float bottom) { 1239 if (hasLayer()) { 1240 Rect bounds(left, top, right, bottom); 1241 dirtyLayerUnchecked(bounds, getRegion()); 1242 } 1243} 1244 1245void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1246 if (bounds.intersect(*currentClipRect())) { 1247 bounds.snapToPixelBoundaries(); 1248 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1249 if (!dirty.isEmpty()) { 1250 region->orSelf(dirty); 1251 } 1252 } 1253} 1254 1255void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1256 GLsizei elementsCount = quadsCount * 6; 1257 while (elementsCount > 0) { 1258 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1259 1260 setupDrawIndexedVertices(&mesh[0].x); 1261 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1262 1263 elementsCount -= drawCount; 1264 // Though there are 4 vertices in a quad, we use 6 indices per 1265 // quad to draw with GL_TRIANGLES 1266 mesh += (drawCount / 6) * 4; 1267 } 1268} 1269 1270void OpenGLRenderer::clearLayerRegions() { 1271 const size_t count = mLayers.size(); 1272 if (count == 0) return; 1273 1274 if (!currentSnapshot()->isIgnored()) { 1275 EVENT_LOGD("clearLayerRegions"); 1276 // Doing several glScissor/glClear here can negatively impact 1277 // GPUs with a tiler architecture, instead we draw quads with 1278 // the Clear blending mode 1279 1280 // The list contains bounds that have already been clipped 1281 // against their initial clip rect, and the current clip 1282 // is likely different so we need to disable clipping here 1283 bool scissorChanged = mCaches.disableScissor(); 1284 1285 Vertex mesh[count * 4]; 1286 Vertex* vertex = mesh; 1287 1288 for (uint32_t i = 0; i < count; i++) { 1289 Rect* bounds = mLayers.itemAt(i); 1290 1291 Vertex::set(vertex++, bounds->left, bounds->top); 1292 Vertex::set(vertex++, bounds->right, bounds->top); 1293 Vertex::set(vertex++, bounds->left, bounds->bottom); 1294 Vertex::set(vertex++, bounds->right, bounds->bottom); 1295 1296 delete bounds; 1297 } 1298 // We must clear the list of dirty rects before we 1299 // call setupDraw() to prevent stencil setup to do 1300 // the same thing again 1301 mLayers.clear(); 1302 1303 SkPaint clearPaint; 1304 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1305 1306 setupDraw(false); 1307 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1308 setupDrawBlending(&clearPaint, true); 1309 setupDrawProgram(); 1310 setupDrawPureColorUniforms(); 1311 setupDrawModelView(kModelViewMode_Translate, false, 1312 0.0f, 0.0f, 0.0f, 0.0f, true); 1313 1314 issueIndexedQuadDraw(&mesh[0], count); 1315 1316 if (scissorChanged) mCaches.enableScissor(); 1317 } else { 1318 for (uint32_t i = 0; i < count; i++) { 1319 delete mLayers.itemAt(i); 1320 } 1321 mLayers.clear(); 1322 } 1323} 1324 1325/////////////////////////////////////////////////////////////////////////////// 1326// State Deferral 1327/////////////////////////////////////////////////////////////////////////////// 1328 1329bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1330 const Rect* currentClip = currentClipRect(); 1331 const mat4* currentMatrix = currentTransform(); 1332 1333 if (stateDeferFlags & kStateDeferFlag_Draw) { 1334 // state has bounds initialized in local coordinates 1335 if (!state.mBounds.isEmpty()) { 1336 currentMatrix->mapRect(state.mBounds); 1337 Rect clippedBounds(state.mBounds); 1338 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1339 // is used, it should more closely duplicate the quickReject logic (in how it uses 1340 // snapToPixelBoundaries) 1341 1342 if(!clippedBounds.intersect(*currentClip)) { 1343 // quick rejected 1344 return true; 1345 } 1346 1347 state.mClipSideFlags = kClipSide_None; 1348 if (!currentClip->contains(state.mBounds)) { 1349 int& flags = state.mClipSideFlags; 1350 // op partially clipped, so record which sides are clipped for clip-aware merging 1351 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1352 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1353 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1354 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1355 } 1356 state.mBounds.set(clippedBounds); 1357 } else { 1358 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1359 // overdraw avoidance (since we don't know what it overlaps) 1360 state.mClipSideFlags = kClipSide_ConservativeFull; 1361 state.mBounds.set(*currentClip); 1362 } 1363 } 1364 1365 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1366 if (state.mClipValid) { 1367 state.mClip.set(*currentClip); 1368 } 1369 1370 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1371 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1372 state.mMatrix.load(*currentMatrix); 1373 state.mDrawModifiers = mDrawModifiers; 1374 state.mAlpha = currentSnapshot()->alpha; 1375 1376 // always store/restore, since it's just a pointer 1377 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1378 return false; 1379} 1380 1381void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1382 setMatrix(state.mMatrix); 1383 mSnapshot->alpha = state.mAlpha; 1384 mDrawModifiers = state.mDrawModifiers; 1385 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1386 1387 if (state.mClipValid && !skipClipRestore) { 1388 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1389 state.mClip.right, state.mClip.bottom); 1390 dirtyClip(); 1391 } 1392} 1393 1394/** 1395 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1396 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1397 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1398 * 1399 * This method should be called when restoreDisplayState() won't be restoring the clip 1400 */ 1401void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1402 if (clipRect != NULL) { 1403 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1404 } else { 1405 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1406 } 1407 dirtyClip(); 1408 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1409} 1410 1411/////////////////////////////////////////////////////////////////////////////// 1412// Clipping 1413/////////////////////////////////////////////////////////////////////////////// 1414 1415void OpenGLRenderer::setScissorFromClip() { 1416 Rect clip(*currentClipRect()); 1417 clip.snapToPixelBoundaries(); 1418 1419 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1420 clip.getWidth(), clip.getHeight())) { 1421 mDirtyClip = false; 1422 } 1423} 1424 1425void OpenGLRenderer::ensureStencilBuffer() { 1426 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1427 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1428 // just hope we have one when hasLayer() returns false. 1429 if (hasLayer()) { 1430 attachStencilBufferToLayer(currentSnapshot()->layer); 1431 } 1432} 1433 1434void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1435 // The layer's FBO is already bound when we reach this stage 1436 if (!layer->getStencilRenderBuffer()) { 1437 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1438 // is attached after we initiated tiling. We must turn it off, 1439 // attach the new render buffer then turn tiling back on 1440 endTiling(); 1441 1442 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1443 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1444 layer->setStencilRenderBuffer(buffer); 1445 1446 startTiling(layer->clipRect, layer->layer.getHeight()); 1447 } 1448} 1449 1450void OpenGLRenderer::setStencilFromClip() { 1451 if (!mCaches.debugOverdraw) { 1452 if (!currentSnapshot()->clipRegion->isEmpty()) { 1453 EVENT_LOGD("setStencilFromClip - enabling"); 1454 1455 // NOTE: The order here is important, we must set dirtyClip to false 1456 // before any draw call to avoid calling back into this method 1457 mDirtyClip = false; 1458 1459 ensureStencilBuffer(); 1460 1461 mCaches.stencil.enableWrite(); 1462 1463 // Clear and update the stencil, but first make sure we restrict drawing 1464 // to the region's bounds 1465 bool resetScissor = mCaches.enableScissor(); 1466 if (resetScissor) { 1467 // The scissor was not set so we now need to update it 1468 setScissorFromClip(); 1469 } 1470 mCaches.stencil.clear(); 1471 1472 // stash and disable the outline clip state, since stencil doesn't account for outline 1473 bool storedSkipOutlineClip = mSkipOutlineClip; 1474 mSkipOutlineClip = true; 1475 1476 SkPaint paint; 1477 paint.setColor(SK_ColorBLACK); 1478 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1479 1480 // NOTE: We could use the region contour path to generate a smaller mesh 1481 // Since we are using the stencil we could use the red book path 1482 // drawing technique. It might increase bandwidth usage though. 1483 1484 // The last parameter is important: we are not drawing in the color buffer 1485 // so we don't want to dirty the current layer, if any 1486 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1487 if (resetScissor) mCaches.disableScissor(); 1488 mSkipOutlineClip = storedSkipOutlineClip; 1489 1490 mCaches.stencil.enableTest(); 1491 1492 // Draw the region used to generate the stencil if the appropriate debug 1493 // mode is enabled 1494 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1495 paint.setColor(0x7f0000ff); 1496 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1497 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1498 } 1499 } else { 1500 EVENT_LOGD("setStencilFromClip - disabling"); 1501 mCaches.stencil.disable(); 1502 } 1503 } 1504} 1505 1506/** 1507 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1508 * 1509 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1510 * style, and tessellated AA ramp 1511 */ 1512bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1513 const SkPaint* paint) { 1514 bool snapOut = paint && paint->isAntiAlias(); 1515 1516 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1517 float outset = paint->getStrokeWidth() * 0.5f; 1518 left -= outset; 1519 top -= outset; 1520 right += outset; 1521 bottom += outset; 1522 } 1523 1524 bool clipRequired = false; 1525 bool roundRectClipRequired = false; 1526 if (calculateQuickRejectForScissor(left, top, right, bottom, 1527 &clipRequired, &roundRectClipRequired, snapOut)) { 1528 return true; 1529 } 1530 1531 // not quick rejected, so enable the scissor if clipRequired 1532 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1533 mSkipOutlineClip = !roundRectClipRequired; 1534 return false; 1535} 1536 1537void OpenGLRenderer::debugClip() { 1538#if DEBUG_CLIP_REGIONS 1539 if (!currentSnapshot()->clipRegion->isEmpty()) { 1540 SkPaint paint; 1541 paint.setColor(0x7f00ff00); 1542 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1543 1544 } 1545#endif 1546} 1547 1548/////////////////////////////////////////////////////////////////////////////// 1549// Drawing commands 1550/////////////////////////////////////////////////////////////////////////////// 1551 1552void OpenGLRenderer::setupDraw(bool clearLayer) { 1553 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1554 // changes the scissor test state 1555 if (clearLayer) clearLayerRegions(); 1556 // Make sure setScissor & setStencil happen at the beginning of 1557 // this method 1558 if (mDirtyClip) { 1559 if (mCaches.scissorEnabled) { 1560 setScissorFromClip(); 1561 } 1562 1563 if (clearLayer) { 1564 setStencilFromClip(); 1565 } else { 1566 // While clearing layer, force disable stencil buffer, since 1567 // it's invalid to stencil-clip *during* the layer clear 1568 mCaches.stencil.disable(); 1569 } 1570 } 1571 1572 mDescription.reset(); 1573 1574 mSetShaderColor = false; 1575 mColorSet = false; 1576 mColorA = mColorR = mColorG = mColorB = 0.0f; 1577 mTextureUnit = 0; 1578 mTrackDirtyRegions = true; 1579 1580 // Enable debug highlight when what we're about to draw is tested against 1581 // the stencil buffer and if stencil highlight debugging is on 1582 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1583 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1584 mCaches.stencil.isTestEnabled(); 1585} 1586 1587void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1588 mDescription.hasTexture = true; 1589 mDescription.hasAlpha8Texture = isAlpha8; 1590} 1591 1592void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1593 mDescription.hasTexture = true; 1594 mDescription.hasColors = true; 1595 mDescription.hasAlpha8Texture = isAlpha8; 1596} 1597 1598void OpenGLRenderer::setupDrawWithExternalTexture() { 1599 mDescription.hasExternalTexture = true; 1600} 1601 1602void OpenGLRenderer::setupDrawNoTexture() { 1603 mCaches.disableTexCoordsVertexArray(); 1604} 1605 1606void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1607 mDescription.hasVertexAlpha = true; 1608 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1609} 1610 1611void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1612 mColorA = alpha / 255.0f; 1613 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1614 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1615 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1616 mColorSet = true; 1617 mSetShaderColor = mDescription.setColorModulate(mColorA); 1618} 1619 1620void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1621 mColorA = alpha / 255.0f; 1622 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1623 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1624 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1625 mColorSet = true; 1626 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1627} 1628 1629void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1630 mCaches.fontRenderer->describe(mDescription, paint); 1631} 1632 1633void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1634 mColorA = a; 1635 mColorR = r; 1636 mColorG = g; 1637 mColorB = b; 1638 mColorSet = true; 1639 mSetShaderColor = mDescription.setColorModulate(a); 1640} 1641 1642void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1643 if (shader != NULL) { 1644 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1645 } 1646} 1647 1648void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1649 if (filter == NULL) { 1650 return; 1651 } 1652 1653 SkXfermode::Mode mode; 1654 if (filter->asColorMode(NULL, &mode)) { 1655 mDescription.colorOp = ProgramDescription::kColorBlend; 1656 mDescription.colorMode = mode; 1657 } else if (filter->asColorMatrix(NULL)) { 1658 mDescription.colorOp = ProgramDescription::kColorMatrix; 1659 } 1660} 1661 1662void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1663 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1664 mColorA = 1.0f; 1665 mColorR = mColorG = mColorB = 0.0f; 1666 mSetShaderColor = mDescription.modulate = true; 1667 } 1668} 1669 1670void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1671 SkXfermode::Mode mode = layer->getMode(); 1672 // When the blending mode is kClear_Mode, we need to use a modulate color 1673 // argb=1,0,0,0 1674 accountForClear(mode); 1675 // TODO: check shader blending, once we have shader drawing support for layers. 1676 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1677 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1678 chooseBlending(blend, mode, mDescription, swapSrcDst); 1679} 1680 1681void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1682 SkXfermode::Mode mode = getXfermodeDirect(paint); 1683 // When the blending mode is kClear_Mode, we need to use a modulate color 1684 // argb=1,0,0,0 1685 accountForClear(mode); 1686 blend |= (mColorSet && mColorA < 1.0f) || 1687 (getShader(paint) && !getShader(paint)->isOpaque()) || 1688 isBlendedColorFilter(getColorFilter(paint)); 1689 chooseBlending(blend, mode, mDescription, swapSrcDst); 1690} 1691 1692void OpenGLRenderer::setupDrawProgram() { 1693 useProgram(mCaches.programCache.get(mDescription)); 1694 if (mDescription.hasRoundRectClip) { 1695 // TODO: avoid doing this repeatedly, stashing state pointer in program 1696 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1697 const Rect& innerRect = state->innerRect; 1698 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1699 innerRect.left, innerRect.top, 1700 innerRect.right, innerRect.bottom); 1701 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1702 1, GL_FALSE, &state->matrix.data[0]); 1703 1704 // add half pixel to round out integer rect space to cover pixel centers 1705 float roundedOutRadius = state->radius + 0.5f; 1706 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1707 roundedOutRadius); 1708 } 1709} 1710 1711void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1712 mTrackDirtyRegions = false; 1713} 1714 1715void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1716 float left, float top, float right, float bottom, bool ignoreTransform) { 1717 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1718 if (mode == kModelViewMode_TranslateAndScale) { 1719 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1720 } 1721 1722 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1723 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1724 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1725 if (dirty && mTrackDirtyRegions) { 1726 if (!ignoreTransform) { 1727 dirtyLayer(left, top, right, bottom, *currentTransform()); 1728 } else { 1729 dirtyLayer(left, top, right, bottom); 1730 } 1731 } 1732} 1733 1734void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1735 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1736 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1737 } 1738} 1739 1740void OpenGLRenderer::setupDrawPureColorUniforms() { 1741 if (mSetShaderColor) { 1742 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1743 } 1744} 1745 1746void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1747 if (shader == NULL) { 1748 return; 1749 } 1750 1751 if (ignoreTransform) { 1752 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1753 // because it was built into modelView / the geometry, and the description needs to 1754 // compensate. 1755 mat4 modelViewWithoutTransform; 1756 modelViewWithoutTransform.loadInverse(*currentTransform()); 1757 modelViewWithoutTransform.multiply(mModelViewMatrix); 1758 mModelViewMatrix.load(modelViewWithoutTransform); 1759 } 1760 1761 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1762} 1763 1764void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1765 if (NULL == filter) { 1766 return; 1767 } 1768 1769 SkColor color; 1770 SkXfermode::Mode mode; 1771 if (filter->asColorMode(&color, &mode)) { 1772 const int alpha = SkColorGetA(color); 1773 const GLfloat a = alpha / 255.0f; 1774 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1775 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1776 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1777 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1778 return; 1779 } 1780 1781 SkScalar srcColorMatrix[20]; 1782 if (filter->asColorMatrix(srcColorMatrix)) { 1783 1784 float colorMatrix[16]; 1785 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1786 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1787 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1788 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1789 1790 // Skia uses the range [0..255] for the addition vector, but we need 1791 // the [0..1] range to apply the vector in GLSL 1792 float colorVector[4]; 1793 colorVector[0] = srcColorMatrix[4] / 255.0f; 1794 colorVector[1] = srcColorMatrix[9] / 255.0f; 1795 colorVector[2] = srcColorMatrix[14] / 255.0f; 1796 colorVector[3] = srcColorMatrix[19] / 255.0f; 1797 1798 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1799 GL_FALSE, colorMatrix); 1800 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1801 return; 1802 } 1803 1804 // it is an error if we ever get here 1805} 1806 1807void OpenGLRenderer::setupDrawTextGammaUniforms() { 1808 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1809} 1810 1811void OpenGLRenderer::setupDrawSimpleMesh() { 1812 bool force = mCaches.bindMeshBuffer(); 1813 mCaches.bindPositionVertexPointer(force, 0); 1814 mCaches.unbindIndicesBuffer(); 1815} 1816 1817void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1818 if (texture) bindTexture(texture); 1819 mTextureUnit++; 1820 mCaches.enableTexCoordsVertexArray(); 1821} 1822 1823void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1824 bindExternalTexture(texture); 1825 mTextureUnit++; 1826 mCaches.enableTexCoordsVertexArray(); 1827} 1828 1829void OpenGLRenderer::setupDrawTextureTransform() { 1830 mDescription.hasTextureTransform = true; 1831} 1832 1833void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1834 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1835 GL_FALSE, &transform.data[0]); 1836} 1837 1838void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1839 const GLvoid* texCoords, GLuint vbo) { 1840 bool force = false; 1841 if (!vertices || vbo) { 1842 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1843 } else { 1844 force = mCaches.unbindMeshBuffer(); 1845 } 1846 1847 mCaches.bindPositionVertexPointer(force, vertices); 1848 if (mCaches.currentProgram->texCoords >= 0) { 1849 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1850 } 1851 1852 mCaches.unbindIndicesBuffer(); 1853} 1854 1855void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1856 const GLvoid* texCoords, const GLvoid* colors) { 1857 bool force = mCaches.unbindMeshBuffer(); 1858 GLsizei stride = sizeof(ColorTextureVertex); 1859 1860 mCaches.bindPositionVertexPointer(force, vertices, stride); 1861 if (mCaches.currentProgram->texCoords >= 0) { 1862 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1863 } 1864 int slot = mCaches.currentProgram->getAttrib("colors"); 1865 if (slot >= 0) { 1866 glEnableVertexAttribArray(slot); 1867 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1868 } 1869 1870 mCaches.unbindIndicesBuffer(); 1871} 1872 1873void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1874 const GLvoid* texCoords, GLuint vbo) { 1875 bool force = false; 1876 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1877 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1878 // use the default VBO found in Caches 1879 if (!vertices || vbo) { 1880 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1881 } else { 1882 force = mCaches.unbindMeshBuffer(); 1883 } 1884 mCaches.bindQuadIndicesBuffer(); 1885 1886 mCaches.bindPositionVertexPointer(force, vertices); 1887 if (mCaches.currentProgram->texCoords >= 0) { 1888 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1889 } 1890} 1891 1892void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1893 bool force = mCaches.unbindMeshBuffer(); 1894 mCaches.bindQuadIndicesBuffer(); 1895 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1896} 1897 1898/////////////////////////////////////////////////////////////////////////////// 1899// Drawing 1900/////////////////////////////////////////////////////////////////////////////// 1901 1902status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1903 status_t status; 1904 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1905 // will be performed by the display list itself 1906 if (renderNode && renderNode->isRenderable()) { 1907 // compute 3d ordering 1908 renderNode->computeOrdering(); 1909 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1910 status = startFrame(); 1911 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1912 renderNode->replay(replayStruct, 0); 1913 return status | replayStruct.mDrawGlStatus; 1914 } 1915 1916 DeferredDisplayList deferredList(*currentClipRect()); 1917 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1918 renderNode->defer(deferStruct, 0); 1919 1920 flushLayers(); 1921 status = startFrame(); 1922 1923 return deferredList.flush(*this, dirty) | status; 1924 } 1925 1926 // Even if there is no drawing command(Ex: invisible), 1927 // it still needs startFrame to clear buffer and start tiling. 1928 return startFrame(); 1929} 1930 1931void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1932 int color = paint != NULL ? paint->getColor() : 0; 1933 1934 float x = left; 1935 float y = top; 1936 1937 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1938 1939 bool ignoreTransform = false; 1940 if (currentTransform()->isPureTranslate()) { 1941 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1942 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1943 ignoreTransform = true; 1944 1945 texture->setFilter(GL_NEAREST, true); 1946 } else { 1947 texture->setFilter(getFilter(paint), true); 1948 } 1949 1950 // No need to check for a UV mapper on the texture object, only ARGB_8888 1951 // bitmaps get packed in the atlas 1952 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1953 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1954 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1955} 1956 1957/** 1958 * Important note: this method is intended to draw batches of bitmaps and 1959 * will not set the scissor enable or dirty the current layer, if any. 1960 * The caller is responsible for properly dirtying the current layer. 1961 */ 1962status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1963 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1964 const Rect& bounds, const SkPaint* paint) { 1965 mCaches.activeTexture(0); 1966 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1967 if (!texture) return DrawGlInfo::kStatusDone; 1968 1969 const AutoTexture autoCleanup(texture); 1970 1971 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1972 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1973 1974 const float x = (int) floorf(bounds.left + 0.5f); 1975 const float y = (int) floorf(bounds.top + 0.5f); 1976 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1977 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1978 texture->id, paint, &vertices[0].x, &vertices[0].u, 1979 GL_TRIANGLES, bitmapCount * 6, true, 1980 kModelViewMode_Translate, false); 1981 } else { 1982 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1983 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1984 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1985 kModelViewMode_Translate, false); 1986 } 1987 1988 return DrawGlInfo::kStatusDrew; 1989} 1990 1991status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1992 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1993 return DrawGlInfo::kStatusDone; 1994 } 1995 1996 mCaches.activeTexture(0); 1997 Texture* texture = getTexture(bitmap); 1998 if (!texture) return DrawGlInfo::kStatusDone; 1999 const AutoTexture autoCleanup(texture); 2000 2001 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2002 drawAlphaBitmap(texture, 0, 0, paint); 2003 } else { 2004 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2005 } 2006 2007 return DrawGlInfo::kStatusDrew; 2008} 2009 2010status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2011 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2012 return DrawGlInfo::kStatusDone; 2013 } 2014 2015 mCaches.activeTexture(0); 2016 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2017 const AutoTexture autoCleanup(texture); 2018 2019 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2020 drawAlphaBitmap(texture, 0, 0, paint); 2021 } else { 2022 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2023 } 2024 2025 return DrawGlInfo::kStatusDrew; 2026} 2027 2028status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2029 const float* vertices, const int* colors, const SkPaint* paint) { 2030 if (!vertices || currentSnapshot()->isIgnored()) { 2031 return DrawGlInfo::kStatusDone; 2032 } 2033 2034 // TODO: use quickReject on bounds from vertices 2035 mCaches.enableScissor(); 2036 2037 float left = FLT_MAX; 2038 float top = FLT_MAX; 2039 float right = FLT_MIN; 2040 float bottom = FLT_MIN; 2041 2042 const uint32_t count = meshWidth * meshHeight * 6; 2043 2044 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2045 mesh.setCapacity(count); 2046 ColorTextureVertex* vertex = mesh.editArray(); 2047 2048 bool cleanupColors = false; 2049 if (!colors) { 2050 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2051 int* newColors = new int[colorsCount]; 2052 memset(newColors, 0xff, colorsCount * sizeof(int)); 2053 colors = newColors; 2054 cleanupColors = true; 2055 } 2056 2057 mCaches.activeTexture(0); 2058 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2059 const UvMapper& mapper(getMapper(texture)); 2060 2061 for (int32_t y = 0; y < meshHeight; y++) { 2062 for (int32_t x = 0; x < meshWidth; x++) { 2063 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2064 2065 float u1 = float(x) / meshWidth; 2066 float u2 = float(x + 1) / meshWidth; 2067 float v1 = float(y) / meshHeight; 2068 float v2 = float(y + 1) / meshHeight; 2069 2070 mapper.map(u1, v1, u2, v2); 2071 2072 int ax = i + (meshWidth + 1) * 2; 2073 int ay = ax + 1; 2074 int bx = i; 2075 int by = bx + 1; 2076 int cx = i + 2; 2077 int cy = cx + 1; 2078 int dx = i + (meshWidth + 1) * 2 + 2; 2079 int dy = dx + 1; 2080 2081 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2082 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2083 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2084 2085 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2086 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2087 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2088 2089 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2090 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2091 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2092 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2093 } 2094 } 2095 2096 if (quickRejectSetupScissor(left, top, right, bottom)) { 2097 if (cleanupColors) delete[] colors; 2098 return DrawGlInfo::kStatusDone; 2099 } 2100 2101 if (!texture) { 2102 texture = mCaches.textureCache.get(bitmap); 2103 if (!texture) { 2104 if (cleanupColors) delete[] colors; 2105 return DrawGlInfo::kStatusDone; 2106 } 2107 } 2108 const AutoTexture autoCleanup(texture); 2109 2110 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2111 texture->setFilter(getFilter(paint), true); 2112 2113 int alpha; 2114 SkXfermode::Mode mode; 2115 getAlphaAndMode(paint, &alpha, &mode); 2116 2117 float a = alpha / 255.0f; 2118 2119 if (hasLayer()) { 2120 dirtyLayer(left, top, right, bottom, *currentTransform()); 2121 } 2122 2123 setupDraw(); 2124 setupDrawWithTextureAndColor(); 2125 setupDrawColor(a, a, a, a); 2126 setupDrawColorFilter(getColorFilter(paint)); 2127 setupDrawBlending(paint, true); 2128 setupDrawProgram(); 2129 setupDrawDirtyRegionsDisabled(); 2130 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2131 setupDrawTexture(texture->id); 2132 setupDrawPureColorUniforms(); 2133 setupDrawColorFilterUniforms(getColorFilter(paint)); 2134 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2135 2136 glDrawArrays(GL_TRIANGLES, 0, count); 2137 2138 int slot = mCaches.currentProgram->getAttrib("colors"); 2139 if (slot >= 0) { 2140 glDisableVertexAttribArray(slot); 2141 } 2142 2143 if (cleanupColors) delete[] colors; 2144 2145 return DrawGlInfo::kStatusDrew; 2146} 2147 2148status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2149 float srcLeft, float srcTop, float srcRight, float srcBottom, 2150 float dstLeft, float dstTop, float dstRight, float dstBottom, 2151 const SkPaint* paint) { 2152 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2153 return DrawGlInfo::kStatusDone; 2154 } 2155 2156 mCaches.activeTexture(0); 2157 Texture* texture = getTexture(bitmap); 2158 if (!texture) return DrawGlInfo::kStatusDone; 2159 const AutoTexture autoCleanup(texture); 2160 2161 const float width = texture->width; 2162 const float height = texture->height; 2163 2164 float u1 = fmax(0.0f, srcLeft / width); 2165 float v1 = fmax(0.0f, srcTop / height); 2166 float u2 = fmin(1.0f, srcRight / width); 2167 float v2 = fmin(1.0f, srcBottom / height); 2168 2169 getMapper(texture).map(u1, v1, u2, v2); 2170 2171 mCaches.unbindMeshBuffer(); 2172 resetDrawTextureTexCoords(u1, v1, u2, v2); 2173 2174 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2175 2176 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2177 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2178 2179 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2180 // Apply a scale transform on the canvas only when a shader is in use 2181 // Skia handles the ratio between the dst and src rects as a scale factor 2182 // when a shader is set 2183 bool useScaleTransform = getShader(paint) && scaled; 2184 bool ignoreTransform = false; 2185 2186 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2187 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2188 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2189 2190 dstRight = x + (dstRight - dstLeft); 2191 dstBottom = y + (dstBottom - dstTop); 2192 2193 dstLeft = x; 2194 dstTop = y; 2195 2196 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2197 ignoreTransform = true; 2198 } else { 2199 texture->setFilter(getFilter(paint), true); 2200 } 2201 2202 if (CC_UNLIKELY(useScaleTransform)) { 2203 save(SkCanvas::kMatrix_SaveFlag); 2204 translate(dstLeft, dstTop); 2205 scale(scaleX, scaleY); 2206 2207 dstLeft = 0.0f; 2208 dstTop = 0.0f; 2209 2210 dstRight = srcRight - srcLeft; 2211 dstBottom = srcBottom - srcTop; 2212 } 2213 2214 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2215 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2216 texture->id, paint, 2217 &mMeshVertices[0].x, &mMeshVertices[0].u, 2218 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2219 } else { 2220 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2221 texture->id, paint, texture->blend, 2222 &mMeshVertices[0].x, &mMeshVertices[0].u, 2223 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2224 } 2225 2226 if (CC_UNLIKELY(useScaleTransform)) { 2227 restore(); 2228 } 2229 2230 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2231 2232 return DrawGlInfo::kStatusDrew; 2233} 2234 2235status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2236 float left, float top, float right, float bottom, const SkPaint* paint) { 2237 if (quickRejectSetupScissor(left, top, right, bottom)) { 2238 return DrawGlInfo::kStatusDone; 2239 } 2240 2241 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2242 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2243 right - left, bottom - top, patch); 2244 2245 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2246} 2247 2248status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2249 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2250 const SkPaint* paint) { 2251 if (quickRejectSetupScissor(left, top, right, bottom)) { 2252 return DrawGlInfo::kStatusDone; 2253 } 2254 2255 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2256 mCaches.activeTexture(0); 2257 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2258 if (!texture) return DrawGlInfo::kStatusDone; 2259 const AutoTexture autoCleanup(texture); 2260 2261 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2262 texture->setFilter(GL_LINEAR, true); 2263 2264 const bool pureTranslate = currentTransform()->isPureTranslate(); 2265 // Mark the current layer dirty where we are going to draw the patch 2266 if (hasLayer() && mesh->hasEmptyQuads) { 2267 const float offsetX = left + currentTransform()->getTranslateX(); 2268 const float offsetY = top + currentTransform()->getTranslateY(); 2269 const size_t count = mesh->quads.size(); 2270 for (size_t i = 0; i < count; i++) { 2271 const Rect& bounds = mesh->quads.itemAt(i); 2272 if (CC_LIKELY(pureTranslate)) { 2273 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2274 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2275 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2276 } else { 2277 dirtyLayer(left + bounds.left, top + bounds.top, 2278 left + bounds.right, top + bounds.bottom, *currentTransform()); 2279 } 2280 } 2281 } 2282 2283 bool ignoreTransform = false; 2284 if (CC_LIKELY(pureTranslate)) { 2285 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2286 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2287 2288 right = x + right - left; 2289 bottom = y + bottom - top; 2290 left = x; 2291 top = y; 2292 ignoreTransform = true; 2293 } 2294 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2295 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2296 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2297 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2298 } 2299 2300 return DrawGlInfo::kStatusDrew; 2301} 2302 2303/** 2304 * Important note: this method is intended to draw batches of 9-patch objects and 2305 * will not set the scissor enable or dirty the current layer, if any. 2306 * The caller is responsible for properly dirtying the current layer. 2307 */ 2308status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2309 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2310 mCaches.activeTexture(0); 2311 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2312 if (!texture) return DrawGlInfo::kStatusDone; 2313 const AutoTexture autoCleanup(texture); 2314 2315 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2316 texture->setFilter(GL_LINEAR, true); 2317 2318 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2319 texture->blend, &vertices[0].x, &vertices[0].u, 2320 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2321 2322 return DrawGlInfo::kStatusDrew; 2323} 2324 2325status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2326 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2327 // not missing call to quickReject/dirtyLayer, always done at a higher level 2328 if (!vertexBuffer.getVertexCount()) { 2329 // no vertices to draw 2330 return DrawGlInfo::kStatusDone; 2331 } 2332 2333 Rect bounds(vertexBuffer.getBounds()); 2334 bounds.translate(translateX, translateY); 2335 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2336 2337 int color = paint->getColor(); 2338 bool isAA = paint->isAntiAlias(); 2339 2340 setupDraw(); 2341 setupDrawNoTexture(); 2342 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2343 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2344 setupDrawColorFilter(getColorFilter(paint)); 2345 setupDrawShader(getShader(paint)); 2346 setupDrawBlending(paint, isAA); 2347 setupDrawProgram(); 2348 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2349 translateX, translateY, 0, 0); 2350 setupDrawColorUniforms(getShader(paint)); 2351 setupDrawColorFilterUniforms(getColorFilter(paint)); 2352 setupDrawShaderUniforms(getShader(paint)); 2353 2354 const void* vertices = vertexBuffer.getBuffer(); 2355 bool force = mCaches.unbindMeshBuffer(); 2356 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2357 mCaches.resetTexCoordsVertexPointer(); 2358 2359 int alphaSlot = -1; 2360 if (isAA) { 2361 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2362 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2363 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2364 glEnableVertexAttribArray(alphaSlot); 2365 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2366 } 2367 2368 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2369 if (mode == VertexBuffer::kStandard) { 2370 mCaches.unbindIndicesBuffer(); 2371 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2372 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2373 mCaches.bindShadowIndicesBuffer(); 2374 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2375 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2376 mCaches.bindShadowIndicesBuffer(); 2377 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2378 } else if (mode == VertexBuffer::kIndices) { 2379 mCaches.unbindIndicesBuffer(); 2380 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT, 2381 vertexBuffer.getIndices()); 2382 } 2383 2384 if (isAA) { 2385 glDisableVertexAttribArray(alphaSlot); 2386 } 2387 2388 return DrawGlInfo::kStatusDrew; 2389} 2390 2391/** 2392 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2393 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2394 * screen space in all directions. However, instead of using a fragment shader to compute the 2395 * translucency of the color from its position, we simply use a varying parameter to define how far 2396 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2397 * 2398 * Doesn't yet support joins, caps, or path effects. 2399 */ 2400status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2401 VertexBuffer vertexBuffer; 2402 // TODO: try clipping large paths to viewport 2403 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2404 return drawVertexBuffer(vertexBuffer, paint); 2405} 2406 2407/** 2408 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2409 * and additional geometry for defining an alpha slope perimeter. 2410 * 2411 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2412 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2413 * in-shader alpha region, but found it to be taxing on some GPUs. 2414 * 2415 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2416 * memory transfer by removing need for degenerate vertices. 2417 */ 2418status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2419 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2420 2421 count &= ~0x3; // round down to nearest four 2422 2423 VertexBuffer buffer; 2424 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2425 const Rect& bounds = buffer.getBounds(); 2426 2427 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2428 return DrawGlInfo::kStatusDone; 2429 } 2430 2431 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2432 return drawVertexBuffer(buffer, paint, displayFlags); 2433} 2434 2435status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2436 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2437 2438 count &= ~0x1; // round down to nearest two 2439 2440 VertexBuffer buffer; 2441 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2442 2443 const Rect& bounds = buffer.getBounds(); 2444 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2445 return DrawGlInfo::kStatusDone; 2446 } 2447 2448 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2449 return drawVertexBuffer(buffer, paint, displayFlags); 2450} 2451 2452status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2453 // No need to check against the clip, we fill the clip region 2454 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2455 2456 Rect clip(*currentClipRect()); 2457 clip.snapToPixelBoundaries(); 2458 2459 SkPaint paint; 2460 paint.setColor(color); 2461 paint.setXfermodeMode(mode); 2462 2463 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2464 2465 return DrawGlInfo::kStatusDrew; 2466} 2467 2468status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2469 const SkPaint* paint) { 2470 if (!texture) return DrawGlInfo::kStatusDone; 2471 const AutoTexture autoCleanup(texture); 2472 2473 const float x = left + texture->left - texture->offset; 2474 const float y = top + texture->top - texture->offset; 2475 2476 drawPathTexture(texture, x, y, paint); 2477 2478 return DrawGlInfo::kStatusDrew; 2479} 2480 2481status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2482 float rx, float ry, const SkPaint* p) { 2483 if (currentSnapshot()->isIgnored() 2484 || quickRejectSetupScissor(left, top, right, bottom, p) 2485 || paintWillNotDraw(*p)) { 2486 return DrawGlInfo::kStatusDone; 2487 } 2488 2489 if (p->getPathEffect() != 0) { 2490 mCaches.activeTexture(0); 2491 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2492 right - left, bottom - top, rx, ry, p); 2493 return drawShape(left, top, texture, p); 2494 } 2495 2496 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2497 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2498 return drawVertexBuffer(left, top, *vertexBuffer, p); 2499} 2500 2501status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2502 if (currentSnapshot()->isIgnored() 2503 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2504 || paintWillNotDraw(*p)) { 2505 return DrawGlInfo::kStatusDone; 2506 } 2507 if (p->getPathEffect() != 0) { 2508 mCaches.activeTexture(0); 2509 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2510 return drawShape(x - radius, y - radius, texture, p); 2511 } 2512 2513 SkPath path; 2514 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2515 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2516 } else { 2517 path.addCircle(x, y, radius); 2518 } 2519 return drawConvexPath(path, p); 2520} 2521 2522status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2523 const SkPaint* p) { 2524 if (currentSnapshot()->isIgnored() 2525 || quickRejectSetupScissor(left, top, right, bottom, p) 2526 || paintWillNotDraw(*p)) { 2527 return DrawGlInfo::kStatusDone; 2528 } 2529 2530 if (p->getPathEffect() != 0) { 2531 mCaches.activeTexture(0); 2532 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2533 return drawShape(left, top, texture, p); 2534 } 2535 2536 SkPath path; 2537 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2538 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2539 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2540 } 2541 path.addOval(rect); 2542 return drawConvexPath(path, p); 2543} 2544 2545status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2546 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2547 if (currentSnapshot()->isIgnored() 2548 || quickRejectSetupScissor(left, top, right, bottom, p) 2549 || paintWillNotDraw(*p)) { 2550 return DrawGlInfo::kStatusDone; 2551 } 2552 2553 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2554 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2555 mCaches.activeTexture(0); 2556 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2557 startAngle, sweepAngle, useCenter, p); 2558 return drawShape(left, top, texture, p); 2559 } 2560 2561 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2562 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2563 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2564 } 2565 2566 SkPath path; 2567 if (useCenter) { 2568 path.moveTo(rect.centerX(), rect.centerY()); 2569 } 2570 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2571 if (useCenter) { 2572 path.close(); 2573 } 2574 return drawConvexPath(path, p); 2575} 2576 2577// See SkPaintDefaults.h 2578#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2579 2580status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2581 const SkPaint* p) { 2582 if (currentSnapshot()->isIgnored() 2583 || quickRejectSetupScissor(left, top, right, bottom, p) 2584 || paintWillNotDraw(*p)) { 2585 return DrawGlInfo::kStatusDone; 2586 } 2587 2588 if (p->getStyle() != SkPaint::kFill_Style) { 2589 // only fill style is supported by drawConvexPath, since others have to handle joins 2590 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2591 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2592 mCaches.activeTexture(0); 2593 const PathTexture* texture = 2594 mCaches.pathCache.getRect(right - left, bottom - top, p); 2595 return drawShape(left, top, texture, p); 2596 } 2597 2598 SkPath path; 2599 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2600 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2601 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2602 } 2603 path.addRect(rect); 2604 return drawConvexPath(path, p); 2605 } 2606 2607 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2608 SkPath path; 2609 path.addRect(left, top, right, bottom); 2610 return drawConvexPath(path, p); 2611 } else { 2612 drawColorRect(left, top, right, bottom, p); 2613 return DrawGlInfo::kStatusDrew; 2614 } 2615} 2616 2617void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2618 int bytesCount, int count, const float* positions, 2619 FontRenderer& fontRenderer, int alpha, float x, float y) { 2620 mCaches.activeTexture(0); 2621 2622 TextShadow textShadow; 2623 if (!getTextShadow(paint, &textShadow)) { 2624 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2625 } 2626 2627 // NOTE: The drop shadow will not perform gamma correction 2628 // if shader-based correction is enabled 2629 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2630 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2631 paint, text, bytesCount, count, textShadow.radius, positions); 2632 // If the drop shadow exceeds the max texture size or couldn't be 2633 // allocated, skip drawing 2634 if (!shadow) return; 2635 const AutoTexture autoCleanup(shadow); 2636 2637 const float sx = x - shadow->left + textShadow.dx; 2638 const float sy = y - shadow->top + textShadow.dy; 2639 2640 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2641 if (getShader(paint)) { 2642 textShadow.color = SK_ColorWHITE; 2643 } 2644 2645 setupDraw(); 2646 setupDrawWithTexture(true); 2647 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2648 setupDrawColorFilter(getColorFilter(paint)); 2649 setupDrawShader(getShader(paint)); 2650 setupDrawBlending(paint, true); 2651 setupDrawProgram(); 2652 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2653 sx, sy, sx + shadow->width, sy + shadow->height); 2654 setupDrawTexture(shadow->id); 2655 setupDrawPureColorUniforms(); 2656 setupDrawColorFilterUniforms(getColorFilter(paint)); 2657 setupDrawShaderUniforms(getShader(paint)); 2658 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2659 2660 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2661} 2662 2663bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2664 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2665 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2666} 2667 2668status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2669 const float* positions, const SkPaint* paint) { 2670 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2671 return DrawGlInfo::kStatusDone; 2672 } 2673 2674 // NOTE: Skia does not support perspective transform on drawPosText yet 2675 if (!currentTransform()->isSimple()) { 2676 return DrawGlInfo::kStatusDone; 2677 } 2678 2679 mCaches.enableScissor(); 2680 2681 float x = 0.0f; 2682 float y = 0.0f; 2683 const bool pureTranslate = currentTransform()->isPureTranslate(); 2684 if (pureTranslate) { 2685 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2686 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2687 } 2688 2689 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2690 fontRenderer.setFont(paint, SkMatrix::I()); 2691 2692 int alpha; 2693 SkXfermode::Mode mode; 2694 getAlphaAndMode(paint, &alpha, &mode); 2695 2696 if (CC_UNLIKELY(hasTextShadow(paint))) { 2697 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2698 alpha, 0.0f, 0.0f); 2699 } 2700 2701 // Pick the appropriate texture filtering 2702 bool linearFilter = currentTransform()->changesBounds(); 2703 if (pureTranslate && !linearFilter) { 2704 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2705 } 2706 fontRenderer.setTextureFiltering(linearFilter); 2707 2708 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2709 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2710 2711 const bool hasActiveLayer = hasLayer(); 2712 2713 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2714 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2715 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2716 if (hasActiveLayer) { 2717 if (!pureTranslate) { 2718 currentTransform()->mapRect(bounds); 2719 } 2720 dirtyLayerUnchecked(bounds, getRegion()); 2721 } 2722 } 2723 2724 return DrawGlInfo::kStatusDrew; 2725} 2726 2727bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2728 if (CC_LIKELY(transform.isPureTranslate())) { 2729 outMatrix->setIdentity(); 2730 return false; 2731 } else if (CC_UNLIKELY(transform.isPerspective())) { 2732 outMatrix->setIdentity(); 2733 return true; 2734 } 2735 2736 /** 2737 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2738 * with values rounded to the nearest int. 2739 */ 2740 float sx, sy; 2741 transform.decomposeScale(sx, sy); 2742 outMatrix->setScale( 2743 roundf(fmaxf(1.0f, sx)), 2744 roundf(fmaxf(1.0f, sy))); 2745 return true; 2746} 2747 2748status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2749 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2750 DrawOpMode drawOpMode) { 2751 2752 if (drawOpMode == kDrawOpMode_Immediate) { 2753 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2754 // drawing as ops from DeferredDisplayList are already filtered for these 2755 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2756 quickRejectSetupScissor(bounds)) { 2757 return DrawGlInfo::kStatusDone; 2758 } 2759 } 2760 2761 const float oldX = x; 2762 const float oldY = y; 2763 2764 const mat4& transform = *currentTransform(); 2765 const bool pureTranslate = transform.isPureTranslate(); 2766 2767 if (CC_LIKELY(pureTranslate)) { 2768 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2769 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2770 } 2771 2772 int alpha; 2773 SkXfermode::Mode mode; 2774 getAlphaAndMode(paint, &alpha, &mode); 2775 2776 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2777 2778 if (CC_UNLIKELY(hasTextShadow(paint))) { 2779 fontRenderer.setFont(paint, SkMatrix::I()); 2780 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2781 alpha, oldX, oldY); 2782 } 2783 2784 const bool hasActiveLayer = hasLayer(); 2785 2786 // We only pass a partial transform to the font renderer. That partial 2787 // matrix defines how glyphs are rasterized. Typically we want glyphs 2788 // to be rasterized at their final size on screen, which means the partial 2789 // matrix needs to take the scale factor into account. 2790 // When a partial matrix is used to transform glyphs during rasterization, 2791 // the mesh is generated with the inverse transform (in the case of scale, 2792 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2793 // apply the full transform matrix at draw time in the vertex shader. 2794 // Applying the full matrix in the shader is the easiest way to handle 2795 // rotation and perspective and allows us to always generated quads in the 2796 // font renderer which greatly simplifies the code, clipping in particular. 2797 SkMatrix fontTransform; 2798 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2799 || fabs(y - (int) y) > 0.0f 2800 || fabs(x - (int) x) > 0.0f; 2801 fontRenderer.setFont(paint, fontTransform); 2802 fontRenderer.setTextureFiltering(linearFilter); 2803 2804 // TODO: Implement better clipping for scaled/rotated text 2805 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2806 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2807 2808 bool status; 2809 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2810 2811 // don't call issuedrawcommand, do it at end of batch 2812 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2813 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2814 SkPaint paintCopy(*paint); 2815 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2816 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2817 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2818 } else { 2819 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2820 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2821 } 2822 2823 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2824 if (!pureTranslate) { 2825 transform.mapRect(layerBounds); 2826 } 2827 dirtyLayerUnchecked(layerBounds, getRegion()); 2828 } 2829 2830 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2831 2832 return DrawGlInfo::kStatusDrew; 2833} 2834 2835status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2836 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2837 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2838 return DrawGlInfo::kStatusDone; 2839 } 2840 2841 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2842 mCaches.enableScissor(); 2843 2844 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2845 fontRenderer.setFont(paint, SkMatrix::I()); 2846 fontRenderer.setTextureFiltering(true); 2847 2848 int alpha; 2849 SkXfermode::Mode mode; 2850 getAlphaAndMode(paint, &alpha, &mode); 2851 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2852 2853 const Rect* clip = &mSnapshot->getLocalClip(); 2854 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2855 2856 const bool hasActiveLayer = hasLayer(); 2857 2858 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2859 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2860 if (hasActiveLayer) { 2861 currentTransform()->mapRect(bounds); 2862 dirtyLayerUnchecked(bounds, getRegion()); 2863 } 2864 } 2865 2866 return DrawGlInfo::kStatusDrew; 2867} 2868 2869status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2870 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2871 2872 mCaches.activeTexture(0); 2873 2874 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2875 if (!texture) return DrawGlInfo::kStatusDone; 2876 const AutoTexture autoCleanup(texture); 2877 2878 const float x = texture->left - texture->offset; 2879 const float y = texture->top - texture->offset; 2880 2881 drawPathTexture(texture, x, y, paint); 2882 2883 return DrawGlInfo::kStatusDrew; 2884} 2885 2886status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2887 if (!layer) { 2888 return DrawGlInfo::kStatusDone; 2889 } 2890 2891 mat4* transform = NULL; 2892 if (layer->isTextureLayer()) { 2893 transform = &layer->getTransform(); 2894 if (!transform->isIdentity()) { 2895 save(SkCanvas::kMatrix_SaveFlag); 2896 concatMatrix(*transform); 2897 } 2898 } 2899 2900 bool clipRequired = false; 2901 const bool rejected = calculateQuickRejectForScissor(x, y, 2902 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2903 2904 if (rejected) { 2905 if (transform && !transform->isIdentity()) { 2906 restore(); 2907 } 2908 return DrawGlInfo::kStatusDone; 2909 } 2910 2911 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2912 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2913 2914 updateLayer(layer, true); 2915 2916 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2917 mCaches.activeTexture(0); 2918 2919 if (CC_LIKELY(!layer->region.isEmpty())) { 2920 if (layer->region.isRect()) { 2921 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2922 composeLayerRect(layer, layer->regionRect)); 2923 } else if (layer->mesh) { 2924 2925 const float a = getLayerAlpha(layer); 2926 setupDraw(); 2927 setupDrawWithTexture(); 2928 setupDrawColor(a, a, a, a); 2929 setupDrawColorFilter(layer->getColorFilter()); 2930 setupDrawBlending(layer); 2931 setupDrawProgram(); 2932 setupDrawPureColorUniforms(); 2933 setupDrawColorFilterUniforms(layer->getColorFilter()); 2934 setupDrawTexture(layer->getTexture()); 2935 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2936 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2937 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2938 2939 layer->setFilter(GL_NEAREST); 2940 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2941 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2942 } else { 2943 layer->setFilter(GL_LINEAR); 2944 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2945 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2946 } 2947 2948 TextureVertex* mesh = &layer->mesh[0]; 2949 GLsizei elementsCount = layer->meshElementCount; 2950 2951 while (elementsCount > 0) { 2952 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2953 2954 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2955 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2956 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2957 2958 elementsCount -= drawCount; 2959 // Though there are 4 vertices in a quad, we use 6 indices per 2960 // quad to draw with GL_TRIANGLES 2961 mesh += (drawCount / 6) * 4; 2962 } 2963 2964#if DEBUG_LAYERS_AS_REGIONS 2965 drawRegionRectsDebug(layer->region); 2966#endif 2967 } 2968 2969 if (layer->debugDrawUpdate) { 2970 layer->debugDrawUpdate = false; 2971 2972 SkPaint paint; 2973 paint.setColor(0x7f00ff00); 2974 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2975 } 2976 } 2977 layer->hasDrawnSinceUpdate = true; 2978 2979 if (transform && !transform->isIdentity()) { 2980 restore(); 2981 } 2982 2983 return DrawGlInfo::kStatusDrew; 2984} 2985 2986/////////////////////////////////////////////////////////////////////////////// 2987// Draw filters 2988/////////////////////////////////////////////////////////////////////////////// 2989 2990void OpenGLRenderer::resetPaintFilter() { 2991 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 2992 // comparison, see MergingDrawBatch::canMergeWith 2993 mDrawModifiers.mHasDrawFilter = false; 2994 mDrawModifiers.mPaintFilterClearBits = 0; 2995 mDrawModifiers.mPaintFilterSetBits = 0; 2996} 2997 2998void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2999 // TODO: don't bother with boolean, it's redundant with clear/set bits 3000 mDrawModifiers.mHasDrawFilter = true; 3001 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3002 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3003} 3004 3005const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3006 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp 3007 // to avoid clobbering 0x02 paint flag 3008 3009 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG. 3010 static const uint32_t sFilterBitmapFlag = 0x02; 3011 3012 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3013 return paint; 3014 } 3015 3016 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits; 3017 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits; 3018 3019 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits; 3020 mFilteredPaint = *paint; 3021 mFilteredPaint.setFlags(flags); 3022 3023 // check if paint filter trying to override bitmap filter 3024 if ((clearBits | setBits) & sFilterBitmapFlag) { 3025 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag 3026 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel); 3027 } 3028 3029 return &mFilteredPaint; 3030} 3031 3032/////////////////////////////////////////////////////////////////////////////// 3033// Drawing implementation 3034/////////////////////////////////////////////////////////////////////////////// 3035 3036Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3037 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3038 if (!texture) { 3039 return mCaches.textureCache.get(bitmap); 3040 } 3041 return texture; 3042} 3043 3044void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3045 float x, float y, const SkPaint* paint) { 3046 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3047 return; 3048 } 3049 3050 int alpha; 3051 SkXfermode::Mode mode; 3052 getAlphaAndMode(paint, &alpha, &mode); 3053 3054 setupDraw(); 3055 setupDrawWithTexture(true); 3056 setupDrawAlpha8Color(paint->getColor(), alpha); 3057 setupDrawColorFilter(getColorFilter(paint)); 3058 setupDrawShader(getShader(paint)); 3059 setupDrawBlending(paint, true); 3060 setupDrawProgram(); 3061 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3062 x, y, x + texture->width, y + texture->height); 3063 setupDrawTexture(texture->id); 3064 setupDrawPureColorUniforms(); 3065 setupDrawColorFilterUniforms(getColorFilter(paint)); 3066 setupDrawShaderUniforms(getShader(paint)); 3067 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3068 3069 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3070} 3071 3072// Same values used by Skia 3073#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3074#define kStdUnderline_Offset (1.0f / 9.0f) 3075#define kStdUnderline_Thickness (1.0f / 18.0f) 3076 3077void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3078 const SkPaint* paint) { 3079 // Handle underline and strike-through 3080 uint32_t flags = paint->getFlags(); 3081 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3082 SkPaint paintCopy(*paint); 3083 3084 if (CC_LIKELY(underlineWidth > 0.0f)) { 3085 const float textSize = paintCopy.getTextSize(); 3086 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3087 3088 const float left = x; 3089 float top = 0.0f; 3090 3091 int linesCount = 0; 3092 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3093 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3094 3095 const int pointsCount = 4 * linesCount; 3096 float points[pointsCount]; 3097 int currentPoint = 0; 3098 3099 if (flags & SkPaint::kUnderlineText_Flag) { 3100 top = y + textSize * kStdUnderline_Offset; 3101 points[currentPoint++] = left; 3102 points[currentPoint++] = top; 3103 points[currentPoint++] = left + underlineWidth; 3104 points[currentPoint++] = top; 3105 } 3106 3107 if (flags & SkPaint::kStrikeThruText_Flag) { 3108 top = y + textSize * kStdStrikeThru_Offset; 3109 points[currentPoint++] = left; 3110 points[currentPoint++] = top; 3111 points[currentPoint++] = left + underlineWidth; 3112 points[currentPoint++] = top; 3113 } 3114 3115 paintCopy.setStrokeWidth(strokeWidth); 3116 3117 drawLines(&points[0], pointsCount, &paintCopy); 3118 } 3119 } 3120} 3121 3122status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3123 if (currentSnapshot()->isIgnored()) { 3124 return DrawGlInfo::kStatusDone; 3125 } 3126 3127 return drawColorRects(rects, count, paint, false, true, true); 3128} 3129 3130static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3131 // map z coordinate with true 3d matrix 3132 point.z = transformZ.mapZ(point); 3133 3134 // map x,y coordinates with draw/Skia matrix 3135 transformXY.mapPoint(point.x, point.y); 3136} 3137 3138status_t OpenGLRenderer::drawShadow(float casterAlpha, 3139 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3140 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3141 3142 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3143 mCaches.enableScissor(); 3144 3145 SkPaint paint; 3146 paint.setAntiAlias(true); // want to use AlphaVertex 3147 3148 // The caller has made sure casterAlpha > 0. 3149 float ambientShadowAlpha = mAmbientShadowAlpha; 3150 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3151 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3152 } 3153 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3154 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3155 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3156 } 3157 3158 float spotShadowAlpha = mSpotShadowAlpha; 3159 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3160 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3161 } 3162 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3163 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3164 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3165 } 3166 3167 return DrawGlInfo::kStatusDrew; 3168} 3169 3170status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3171 bool ignoreTransform, bool dirty, bool clip) { 3172 if (count == 0) { 3173 return DrawGlInfo::kStatusDone; 3174 } 3175 3176 int color = paint->getColor(); 3177 // If a shader is set, preserve only the alpha 3178 if (getShader(paint)) { 3179 color |= 0x00ffffff; 3180 } 3181 3182 float left = FLT_MAX; 3183 float top = FLT_MAX; 3184 float right = FLT_MIN; 3185 float bottom = FLT_MIN; 3186 3187 Vertex mesh[count]; 3188 Vertex* vertex = mesh; 3189 3190 for (int index = 0; index < count; index += 4) { 3191 float l = rects[index + 0]; 3192 float t = rects[index + 1]; 3193 float r = rects[index + 2]; 3194 float b = rects[index + 3]; 3195 3196 Vertex::set(vertex++, l, t); 3197 Vertex::set(vertex++, r, t); 3198 Vertex::set(vertex++, l, b); 3199 Vertex::set(vertex++, r, b); 3200 3201 left = fminf(left, l); 3202 top = fminf(top, t); 3203 right = fmaxf(right, r); 3204 bottom = fmaxf(bottom, b); 3205 } 3206 3207 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3208 return DrawGlInfo::kStatusDone; 3209 } 3210 3211 setupDraw(); 3212 setupDrawNoTexture(); 3213 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3214 setupDrawShader(getShader(paint)); 3215 setupDrawColorFilter(getColorFilter(paint)); 3216 setupDrawBlending(paint); 3217 setupDrawProgram(); 3218 setupDrawDirtyRegionsDisabled(); 3219 setupDrawModelView(kModelViewMode_Translate, false, 3220 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3221 setupDrawColorUniforms(getShader(paint)); 3222 setupDrawShaderUniforms(getShader(paint)); 3223 setupDrawColorFilterUniforms(getColorFilter(paint)); 3224 3225 if (dirty && hasLayer()) { 3226 dirtyLayer(left, top, right, bottom, *currentTransform()); 3227 } 3228 3229 issueIndexedQuadDraw(&mesh[0], count / 4); 3230 3231 return DrawGlInfo::kStatusDrew; 3232} 3233 3234void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3235 const SkPaint* paint, bool ignoreTransform) { 3236 int color = paint->getColor(); 3237 // If a shader is set, preserve only the alpha 3238 if (getShader(paint)) { 3239 color |= 0x00ffffff; 3240 } 3241 3242 setupDraw(); 3243 setupDrawNoTexture(); 3244 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3245 setupDrawShader(getShader(paint)); 3246 setupDrawColorFilter(getColorFilter(paint)); 3247 setupDrawBlending(paint); 3248 setupDrawProgram(); 3249 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3250 left, top, right, bottom, ignoreTransform); 3251 setupDrawColorUniforms(getShader(paint)); 3252 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3253 setupDrawColorFilterUniforms(getColorFilter(paint)); 3254 setupDrawSimpleMesh(); 3255 3256 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3257} 3258 3259void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3260 Texture* texture, const SkPaint* paint) { 3261 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3262 3263 GLvoid* vertices = (GLvoid*) NULL; 3264 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3265 3266 if (texture->uvMapper) { 3267 vertices = &mMeshVertices[0].x; 3268 texCoords = &mMeshVertices[0].u; 3269 3270 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3271 texture->uvMapper->map(uvs); 3272 3273 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3274 } 3275 3276 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3277 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3278 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3279 3280 texture->setFilter(GL_NEAREST, true); 3281 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3282 paint, texture->blend, vertices, texCoords, 3283 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3284 } else { 3285 texture->setFilter(getFilter(paint), true); 3286 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3287 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3288 } 3289 3290 if (texture->uvMapper) { 3291 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3292 } 3293} 3294 3295void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3296 GLuint texture, const SkPaint* paint, bool blend, 3297 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3298 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3299 ModelViewMode modelViewMode, bool dirty) { 3300 3301 int a; 3302 SkXfermode::Mode mode; 3303 getAlphaAndMode(paint, &a, &mode); 3304 const float alpha = a / 255.0f; 3305 3306 setupDraw(); 3307 setupDrawWithTexture(); 3308 setupDrawColor(alpha, alpha, alpha, alpha); 3309 setupDrawColorFilter(getColorFilter(paint)); 3310 setupDrawBlending(paint, blend, swapSrcDst); 3311 setupDrawProgram(); 3312 if (!dirty) setupDrawDirtyRegionsDisabled(); 3313 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3314 setupDrawTexture(texture); 3315 setupDrawPureColorUniforms(); 3316 setupDrawColorFilterUniforms(getColorFilter(paint)); 3317 setupDrawMesh(vertices, texCoords, vbo); 3318 3319 glDrawArrays(drawMode, 0, elementsCount); 3320} 3321 3322void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3323 GLuint texture, const SkPaint* paint, bool blend, 3324 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3325 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3326 ModelViewMode modelViewMode, bool dirty) { 3327 3328 int a; 3329 SkXfermode::Mode mode; 3330 getAlphaAndMode(paint, &a, &mode); 3331 const float alpha = a / 255.0f; 3332 3333 setupDraw(); 3334 setupDrawWithTexture(); 3335 setupDrawColor(alpha, alpha, alpha, alpha); 3336 setupDrawColorFilter(getColorFilter(paint)); 3337 setupDrawBlending(paint, blend, swapSrcDst); 3338 setupDrawProgram(); 3339 if (!dirty) setupDrawDirtyRegionsDisabled(); 3340 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3341 setupDrawTexture(texture); 3342 setupDrawPureColorUniforms(); 3343 setupDrawColorFilterUniforms(getColorFilter(paint)); 3344 setupDrawMeshIndices(vertices, texCoords, vbo); 3345 3346 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3347} 3348 3349void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3350 GLuint texture, const SkPaint* paint, 3351 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3352 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3353 3354 int color = paint != NULL ? paint->getColor() : 0; 3355 int alpha; 3356 SkXfermode::Mode mode; 3357 getAlphaAndMode(paint, &alpha, &mode); 3358 3359 setupDraw(); 3360 setupDrawWithTexture(true); 3361 if (paint != NULL) { 3362 setupDrawAlpha8Color(color, alpha); 3363 } 3364 setupDrawColorFilter(getColorFilter(paint)); 3365 setupDrawShader(getShader(paint)); 3366 setupDrawBlending(paint, true); 3367 setupDrawProgram(); 3368 if (!dirty) setupDrawDirtyRegionsDisabled(); 3369 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3370 setupDrawTexture(texture); 3371 setupDrawPureColorUniforms(); 3372 setupDrawColorFilterUniforms(getColorFilter(paint)); 3373 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3374 setupDrawMesh(vertices, texCoords); 3375 3376 glDrawArrays(drawMode, 0, elementsCount); 3377} 3378 3379void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3380 ProgramDescription& description, bool swapSrcDst) { 3381 3382 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3383 blend = true; 3384 mDescription.hasRoundRectClip = true; 3385 } 3386 mSkipOutlineClip = true; 3387 3388 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3389 3390 if (blend) { 3391 // These blend modes are not supported by OpenGL directly and have 3392 // to be implemented using shaders. Since the shader will perform 3393 // the blending, turn blending off here 3394 // If the blend mode cannot be implemented using shaders, fall 3395 // back to the default SrcOver blend mode instead 3396 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3397 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3398 description.framebufferMode = mode; 3399 description.swapSrcDst = swapSrcDst; 3400 3401 if (mCaches.blend) { 3402 glDisable(GL_BLEND); 3403 mCaches.blend = false; 3404 } 3405 3406 return; 3407 } else { 3408 mode = SkXfermode::kSrcOver_Mode; 3409 } 3410 } 3411 3412 if (!mCaches.blend) { 3413 glEnable(GL_BLEND); 3414 } 3415 3416 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3417 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3418 3419 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3420 glBlendFunc(sourceMode, destMode); 3421 mCaches.lastSrcMode = sourceMode; 3422 mCaches.lastDstMode = destMode; 3423 } 3424 } else if (mCaches.blend) { 3425 glDisable(GL_BLEND); 3426 } 3427 mCaches.blend = blend; 3428} 3429 3430bool OpenGLRenderer::useProgram(Program* program) { 3431 if (!program->isInUse()) { 3432 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3433 program->use(); 3434 mCaches.currentProgram = program; 3435 return false; 3436 } 3437 return true; 3438} 3439 3440void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3441 TextureVertex* v = &mMeshVertices[0]; 3442 TextureVertex::setUV(v++, u1, v1); 3443 TextureVertex::setUV(v++, u2, v1); 3444 TextureVertex::setUV(v++, u1, v2); 3445 TextureVertex::setUV(v++, u2, v2); 3446} 3447 3448void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3449 getAlphaAndModeDirect(paint, alpha, mode); 3450 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3451 // if drawing a layer, ignore the paint's alpha 3452 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3453 } 3454 *alpha *= currentSnapshot()->alpha; 3455} 3456 3457float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3458 float alpha; 3459 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3460 alpha = mDrawModifiers.mOverrideLayerAlpha; 3461 } else { 3462 alpha = layer->getAlpha() / 255.0f; 3463 } 3464 return alpha * currentSnapshot()->alpha; 3465} 3466 3467}; // namespace uirenderer 3468}; // namespace android 3469