OpenGLRenderer.cpp revision 7230a74e9a36dfc6c4346c14e325bf07cd05b380
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <ui/Rect.h> 30 31#include "OpenGLRenderer.h" 32#include "DisplayListRenderer.h" 33#include "Vector.h" 34 35namespace android { 36namespace uirenderer { 37 38/////////////////////////////////////////////////////////////////////////////// 39// Defines 40/////////////////////////////////////////////////////////////////////////////// 41 42#define RAD_TO_DEG (180.0f / 3.14159265f) 43#define MIN_ANGLE 0.001f 44 45// TODO: This should be set in properties 46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 47 48/////////////////////////////////////////////////////////////////////////////// 49// Globals 50/////////////////////////////////////////////////////////////////////////////// 51 52/** 53 * Structure mapping Skia xfermodes to OpenGL blending factors. 54 */ 55struct Blender { 56 SkXfermode::Mode mode; 57 GLenum src; 58 GLenum dst; 59}; // struct Blender 60 61// In this array, the index of each Blender equals the value of the first 62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 63static const Blender gBlends[] = { 64 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 65 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 66 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 67 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 68 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 69 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 70 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 71 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 75 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 76}; 77 78// This array contains the swapped version of each SkXfermode. For instance 79// this array's SrcOver blending mode is actually DstOver. You can refer to 80// createLayer() for more information on the purpose of this array. 81static const Blender gBlendsSwap[] = { 82 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 83 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 85 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 87 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 94}; 95 96static const GLenum gTextureUnits[] = { 97 GL_TEXTURE0, 98 GL_TEXTURE1, 99 GL_TEXTURE2 100}; 101 102/////////////////////////////////////////////////////////////////////////////// 103// Constructors/destructor 104/////////////////////////////////////////////////////////////////////////////// 105 106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 107 mShader = NULL; 108 mColorFilter = NULL; 109 mHasShadow = false; 110 111 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 112 113 mFirstSnapshot = new Snapshot; 114} 115 116OpenGLRenderer::~OpenGLRenderer() { 117 // The context has already been destroyed at this point, do not call 118 // GL APIs. All GL state should be kept in Caches.h 119} 120 121/////////////////////////////////////////////////////////////////////////////// 122// Setup 123/////////////////////////////////////////////////////////////////////////////// 124 125void OpenGLRenderer::setViewport(int width, int height) { 126 glViewport(0, 0, width, height); 127 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 128 129 mWidth = width; 130 mHeight = height; 131 132 mFirstSnapshot->height = height; 133 mFirstSnapshot->viewport.set(0, 0, width, height); 134 135 mDirtyClip = false; 136} 137 138void OpenGLRenderer::prepare(bool opaque) { 139 mCaches.clearGarbage(); 140 141 mSnapshot = new Snapshot(mFirstSnapshot, 142 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 143 mSaveCount = 1; 144 145 glViewport(0, 0, mWidth, mHeight); 146 147 glDisable(GL_DITHER); 148 149 if (!opaque) { 150 glDisable(GL_SCISSOR_TEST); 151 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 152 glClear(GL_COLOR_BUFFER_BIT); 153 } 154 155 glEnable(GL_SCISSOR_TEST); 156 glScissor(0, 0, mWidth, mHeight); 157 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 158} 159 160void OpenGLRenderer::finish() { 161#if DEBUG_OPENGL 162 GLenum status = GL_NO_ERROR; 163 while ((status = glGetError()) != GL_NO_ERROR) { 164 LOGD("GL error from OpenGLRenderer: 0x%x", status); 165 switch (status) { 166 case GL_OUT_OF_MEMORY: 167 LOGE(" OpenGLRenderer is out of memory!"); 168 break; 169 } 170 } 171#endif 172#if DEBUG_MEMORY_USAGE 173 mCaches.dumpMemoryUsage(); 174#else 175 if (mCaches.getDebugLevel() & kDebugMemory) { 176 mCaches.dumpMemoryUsage(); 177 } 178#endif 179} 180 181void OpenGLRenderer::acquireContext() { 182 if (mCaches.currentProgram) { 183 if (mCaches.currentProgram->isInUse()) { 184 mCaches.currentProgram->remove(); 185 mCaches.currentProgram = NULL; 186 } 187 } 188 mCaches.unbindMeshBuffer(); 189} 190 191void OpenGLRenderer::releaseContext() { 192 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 193 194 glEnable(GL_SCISSOR_TEST); 195 dirtyClip(); 196 197 glDisable(GL_DITHER); 198 199 glBindFramebuffer(GL_FRAMEBUFFER, 0); 200 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 201 202 mCaches.blend = true; 203 glEnable(GL_BLEND); 204 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 205 glBlendEquation(GL_FUNC_ADD); 206} 207 208/////////////////////////////////////////////////////////////////////////////// 209// State management 210/////////////////////////////////////////////////////////////////////////////// 211 212int OpenGLRenderer::getSaveCount() const { 213 return mSaveCount; 214} 215 216int OpenGLRenderer::save(int flags) { 217 return saveSnapshot(flags); 218} 219 220void OpenGLRenderer::restore() { 221 if (mSaveCount > 1) { 222 restoreSnapshot(); 223 } 224} 225 226void OpenGLRenderer::restoreToCount(int saveCount) { 227 if (saveCount < 1) saveCount = 1; 228 229 while (mSaveCount > saveCount) { 230 restoreSnapshot(); 231 } 232} 233 234int OpenGLRenderer::saveSnapshot(int flags) { 235 mSnapshot = new Snapshot(mSnapshot, flags); 236 return mSaveCount++; 237} 238 239bool OpenGLRenderer::restoreSnapshot() { 240 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 241 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 242 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 243 244 sp<Snapshot> current = mSnapshot; 245 sp<Snapshot> previous = mSnapshot->previous; 246 247 if (restoreOrtho) { 248 Rect& r = previous->viewport; 249 glViewport(r.left, r.top, r.right, r.bottom); 250 mOrthoMatrix.load(current->orthoMatrix); 251 } 252 253 mSaveCount--; 254 mSnapshot = previous; 255 256 if (restoreClip) { 257 dirtyClip(); 258 } 259 260 if (restoreLayer) { 261 composeLayer(current, previous); 262 } 263 264 return restoreClip; 265} 266 267/////////////////////////////////////////////////////////////////////////////// 268// Layers 269/////////////////////////////////////////////////////////////////////////////// 270 271int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 272 SkPaint* p, int flags) { 273 const GLuint previousFbo = mSnapshot->fbo; 274 const int count = saveSnapshot(flags); 275 276 if (!mSnapshot->isIgnored()) { 277 int alpha = 255; 278 SkXfermode::Mode mode; 279 280 if (p) { 281 alpha = p->getAlpha(); 282 if (!mCaches.extensions.hasFramebufferFetch()) { 283 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 284 if (!isMode) { 285 // Assume SRC_OVER 286 mode = SkXfermode::kSrcOver_Mode; 287 } 288 } else { 289 mode = getXfermode(p->getXfermode()); 290 } 291 } else { 292 mode = SkXfermode::kSrcOver_Mode; 293 } 294 295 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 296 } 297 298 return count; 299} 300 301int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 302 int alpha, int flags) { 303 if (alpha >= 255 - ALPHA_THRESHOLD) { 304 return saveLayer(left, top, right, bottom, NULL, flags); 305 } else { 306 SkPaint paint; 307 paint.setAlpha(alpha); 308 return saveLayer(left, top, right, bottom, &paint, flags); 309 } 310} 311 312/** 313 * Layers are viewed by Skia are slightly different than layers in image editing 314 * programs (for instance.) When a layer is created, previously created layers 315 * and the frame buffer still receive every drawing command. For instance, if a 316 * layer is created and a shape intersecting the bounds of the layers and the 317 * framebuffer is draw, the shape will be drawn on both (unless the layer was 318 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 319 * 320 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 321 * texture. Unfortunately, this is inefficient as it requires every primitive to 322 * be drawn n + 1 times, where n is the number of active layers. In practice this 323 * means, for every primitive: 324 * - Switch active frame buffer 325 * - Change viewport, clip and projection matrix 326 * - Issue the drawing 327 * 328 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 329 * To avoid this, layers are implemented in a different way here, at least in the 330 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 331 * is set. When this flag is set we can redirect all drawing operations into a 332 * single FBO. 333 * 334 * This implementation relies on the frame buffer being at least RGBA 8888. When 335 * a layer is created, only a texture is created, not an FBO. The content of the 336 * frame buffer contained within the layer's bounds is copied into this texture 337 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 338 * buffer and drawing continues as normal. This technique therefore treats the 339 * frame buffer as a scratch buffer for the layers. 340 * 341 * To compose the layers back onto the frame buffer, each layer texture 342 * (containing the original frame buffer data) is drawn as a simple quad over 343 * the frame buffer. The trick is that the quad is set as the composition 344 * destination in the blending equation, and the frame buffer becomes the source 345 * of the composition. 346 * 347 * Drawing layers with an alpha value requires an extra step before composition. 348 * An empty quad is drawn over the layer's region in the frame buffer. This quad 349 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 350 * quad is used to multiply the colors in the frame buffer. This is achieved by 351 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 352 * GL_ZERO, GL_SRC_ALPHA. 353 * 354 * Because glCopyTexImage2D() can be slow, an alternative implementation might 355 * be use to draw a single clipped layer. The implementation described above 356 * is correct in every case. 357 * 358 * (1) The frame buffer is actually not cleared right away. To allow the GPU 359 * to potentially optimize series of calls to glCopyTexImage2D, the frame 360 * buffer is left untouched until the first drawing operation. Only when 361 * something actually gets drawn are the layers regions cleared. 362 */ 363bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 364 float right, float bottom, int alpha, SkXfermode::Mode mode, 365 int flags, GLuint previousFbo) { 366 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 367 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 368 369 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 370 371 // Window coordinates of the layer 372 Rect bounds(left, top, right, bottom); 373 if (fboLayer) { 374 // Clear the previous layer regions before we change the viewport 375 clearLayerRegions(); 376 } else { 377 mSnapshot->transform->mapRect(bounds); 378 379 // Layers only make sense if they are in the framebuffer's bounds 380 bounds.intersect(*snapshot->clipRect); 381 382 // We cannot work with sub-pixels in this case 383 bounds.snapToPixelBoundaries(); 384 385 // When the layer is not an FBO, we may use glCopyTexImage so we 386 // need to make sure the layer does not extend outside the bounds 387 // of the framebuffer 388 bounds.intersect(snapshot->previous->viewport); 389 } 390 391 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 392 bounds.getHeight() > mCaches.maxTextureSize) { 393 snapshot->empty = fboLayer; 394 } else { 395 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 396 } 397 398 // Bail out if we won't draw in this snapshot 399 if (snapshot->invisible || snapshot->empty) { 400 return false; 401 } 402 403 glActiveTexture(gTextureUnits[0]); 404 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 405 if (!layer) { 406 return false; 407 } 408 409 layer->mode = mode; 410 layer->alpha = alpha; 411 layer->layer.set(bounds); 412 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 413 bounds.getWidth() / float(layer->width), 0.0f); 414 layer->colorFilter = mColorFilter; 415 416 // Save the layer in the snapshot 417 snapshot->flags |= Snapshot::kFlagIsLayer; 418 snapshot->layer = layer; 419 420 if (fboLayer) { 421 return createFboLayer(layer, bounds, snapshot, previousFbo); 422 } else { 423 // Copy the framebuffer into the layer 424 glBindTexture(GL_TEXTURE_2D, layer->texture); 425 426 if (layer->empty) { 427 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 428 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 429 layer->empty = false; 430 } else { 431 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 432 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 433 } 434 435 // Enqueue the buffer coordinates to clear the corresponding region later 436 mLayers.push(new Rect(bounds)); 437 } 438 439 return true; 440} 441 442bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 443 GLuint previousFbo) { 444 layer->fbo = mCaches.fboCache.get(); 445 446#if RENDER_LAYERS_AS_REGIONS 447 snapshot->region = &snapshot->layer->region; 448 snapshot->flags |= Snapshot::kFlagFboTarget; 449#endif 450 451 Rect clip(bounds); 452 snapshot->transform->mapRect(clip); 453 clip.intersect(*snapshot->clipRect); 454 clip.snapToPixelBoundaries(); 455 clip.intersect(snapshot->previous->viewport); 456 457 mat4 inverse; 458 inverse.loadInverse(*mSnapshot->transform); 459 460 inverse.mapRect(clip); 461 clip.snapToPixelBoundaries(); 462 clip.intersect(bounds); 463 clip.translate(-bounds.left, -bounds.top); 464 465 snapshot->flags |= Snapshot::kFlagIsFboLayer; 466 snapshot->fbo = layer->fbo; 467 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 468 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 469 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 470 snapshot->height = bounds.getHeight(); 471 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 472 snapshot->orthoMatrix.load(mOrthoMatrix); 473 474 // Bind texture to FBO 475 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 476 glBindTexture(GL_TEXTURE_2D, layer->texture); 477 478 // Initialize the texture if needed 479 if (layer->empty) { 480 layer->empty = false; 481 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 482 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 483 } 484 485 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 486 layer->texture, 0); 487 488#if DEBUG_LAYERS_AS_REGIONS 489 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 490 if (status != GL_FRAMEBUFFER_COMPLETE) { 491 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 492 493 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 494 glDeleteTextures(1, &layer->texture); 495 mCaches.fboCache.put(layer->fbo); 496 497 delete layer; 498 499 return false; 500 } 501#endif 502 503 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 504 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 505 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 506 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 507 glClear(GL_COLOR_BUFFER_BIT); 508 509 dirtyClip(); 510 511 // Change the ortho projection 512 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 513 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 514 515 return true; 516} 517 518/** 519 * Read the documentation of createLayer() before doing anything in this method. 520 */ 521void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 522 if (!current->layer) { 523 LOGE("Attempting to compose a layer that does not exist"); 524 return; 525 } 526 527 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 528 529 if (fboLayer) { 530 // Unbind current FBO and restore previous one 531 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 532 } 533 534 Layer* layer = current->layer; 535 const Rect& rect = layer->layer; 536 537 if (!fboLayer && layer->alpha < 255) { 538 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 539 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 540 // Required below, composeLayerRect() will divide by 255 541 layer->alpha = 255; 542 } 543 544 mCaches.unbindMeshBuffer(); 545 546 glActiveTexture(gTextureUnits[0]); 547 548 // When the layer is stored in an FBO, we can save a bit of fillrate by 549 // drawing only the dirty region 550 if (fboLayer) { 551 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 552 if (layer->colorFilter) { 553 setupColorFilter(layer->colorFilter); 554 } 555 composeLayerRegion(layer, rect); 556 if (layer->colorFilter) { 557 resetColorFilter(); 558 } 559 } else { 560 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 561 composeLayerRect(layer, rect, true); 562 } 563 564 if (fboLayer) { 565 // Detach the texture from the FBO 566 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 567 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 568 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 569 570 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 571 mCaches.fboCache.put(current->fbo); 572 } 573 574 dirtyClip(); 575 576 // Failing to add the layer to the cache should happen only if the layer is too large 577 if (!mCaches.layerCache.put(layer)) { 578 LAYER_LOGD("Deleting layer"); 579 glDeleteTextures(1, &layer->texture); 580 delete layer; 581 } 582} 583 584void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 585 const Rect& texCoords = layer->texCoords; 586 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 587 588 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 589 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 590 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 591 592 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 593} 594 595void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 596#if RENDER_LAYERS_AS_REGIONS 597 if (layer->region.isRect()) { 598 composeLayerRect(layer, rect); 599 layer->region.clear(); 600 return; 601 } 602 603 if (!layer->region.isEmpty()) { 604 size_t count; 605 const android::Rect* rects = layer->region.getArray(&count); 606 607 const float alpha = layer->alpha / 255.0f; 608 const float texX = 1.0f / float(layer->width); 609 const float texY = 1.0f / float(layer->height); 610 611 TextureVertex* mesh = mCaches.getRegionMesh(); 612 GLsizei numQuads = 0; 613 614 setupDraw(); 615 setupDrawWithTexture(); 616 setupDrawColor(alpha, alpha, alpha, alpha); 617 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 618 setupDrawProgram(); 619 setupDrawDirtyRegionsDisabled(); 620 setupDrawPureColorUniforms(); 621 setupDrawTexture(layer->texture); 622 setupDrawModelViewIdentity(); 623 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 624 625 for (size_t i = 0; i < count; i++) { 626 const android::Rect* r = &rects[i]; 627 628 const float u1 = r->left * texX; 629 const float v1 = (rect.getHeight() - r->top) * texY; 630 const float u2 = r->right * texX; 631 const float v2 = (rect.getHeight() - r->bottom) * texY; 632 633 // TODO: Reject quads outside of the clip 634 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 635 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 636 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 637 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 638 639 numQuads++; 640 641 if (numQuads >= REGION_MESH_QUAD_COUNT) { 642 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 643 numQuads = 0; 644 mesh = mCaches.getRegionMesh(); 645 } 646 } 647 648 if (numQuads > 0) { 649 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 650 } 651 652 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 653 finishDrawTexture(); 654 655#if DEBUG_LAYERS_AS_REGIONS 656 uint32_t colors[] = { 657 0x7fff0000, 0x7f00ff00, 658 0x7f0000ff, 0x7fff00ff, 659 }; 660 661 int offset = 0; 662 int32_t top = rects[0].top; 663 int i = 0; 664 665 for (size_t i = 0; i < count; i++) { 666 if (top != rects[i].top) { 667 offset ^= 0x2; 668 top = rects[i].top; 669 } 670 671 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 672 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 673 SkXfermode::kSrcOver_Mode); 674 } 675#endif 676 677 layer->region.clear(); 678 } 679#else 680 composeLayerRect(layer, rect); 681#endif 682} 683 684void OpenGLRenderer::dirtyLayer(const float left, const float top, 685 const float right, const float bottom, const mat4 transform) { 686#if RENDER_LAYERS_AS_REGIONS 687 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 688 Rect bounds(left, top, right, bottom); 689 transform.mapRect(bounds); 690 bounds.intersect(*mSnapshot->clipRect); 691 bounds.snapToPixelBoundaries(); 692 693 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 694 if (!dirty.isEmpty()) { 695 mSnapshot->region->orSelf(dirty); 696 } 697 } 698#endif 699} 700 701void OpenGLRenderer::dirtyLayer(const float left, const float top, 702 const float right, const float bottom) { 703#if RENDER_LAYERS_AS_REGIONS 704 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 705 Rect bounds(left, top, right, bottom); 706 bounds.intersect(*mSnapshot->clipRect); 707 bounds.snapToPixelBoundaries(); 708 709 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 710 if (!dirty.isEmpty()) { 711 mSnapshot->region->orSelf(dirty); 712 } 713 } 714#endif 715} 716 717void OpenGLRenderer::clearLayerRegions() { 718 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 719 720 Rect clipRect(*mSnapshot->clipRect); 721 clipRect.snapToPixelBoundaries(); 722 723 for (uint32_t i = 0; i < mLayers.size(); i++) { 724 Rect* bounds = mLayers.itemAt(i); 725 if (clipRect.intersects(*bounds)) { 726 // Clear the framebuffer where the layer will draw 727 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 728 bounds->getWidth(), bounds->getHeight()); 729 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 730 glClear(GL_COLOR_BUFFER_BIT); 731 732 // Restore the clip 733 dirtyClip(); 734 } 735 736 delete bounds; 737 } 738 739 mLayers.clear(); 740} 741 742/////////////////////////////////////////////////////////////////////////////// 743// Transforms 744/////////////////////////////////////////////////////////////////////////////// 745 746void OpenGLRenderer::translate(float dx, float dy) { 747 mSnapshot->transform->translate(dx, dy, 0.0f); 748} 749 750void OpenGLRenderer::rotate(float degrees) { 751 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 752} 753 754void OpenGLRenderer::scale(float sx, float sy) { 755 mSnapshot->transform->scale(sx, sy, 1.0f); 756} 757 758void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 759 mSnapshot->transform->load(*matrix); 760} 761 762const float* OpenGLRenderer::getMatrix() const { 763 if (mSnapshot->fbo != 0) { 764 return &mSnapshot->transform->data[0]; 765 } 766 return &mIdentity.data[0]; 767} 768 769void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 770 mSnapshot->transform->copyTo(*matrix); 771} 772 773void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 774 SkMatrix transform; 775 mSnapshot->transform->copyTo(transform); 776 transform.preConcat(*matrix); 777 mSnapshot->transform->load(transform); 778} 779 780/////////////////////////////////////////////////////////////////////////////// 781// Clipping 782/////////////////////////////////////////////////////////////////////////////// 783 784void OpenGLRenderer::setScissorFromClip() { 785 Rect clip(*mSnapshot->clipRect); 786 clip.snapToPixelBoundaries(); 787 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 788 mDirtyClip = false; 789} 790 791const Rect& OpenGLRenderer::getClipBounds() { 792 return mSnapshot->getLocalClip(); 793} 794 795bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 796 if (mSnapshot->isIgnored()) { 797 return true; 798 } 799 800 Rect r(left, top, right, bottom); 801 mSnapshot->transform->mapRect(r); 802 r.snapToPixelBoundaries(); 803 804 Rect clipRect(*mSnapshot->clipRect); 805 clipRect.snapToPixelBoundaries(); 806 807 return !clipRect.intersects(r); 808} 809 810bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 811 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 812 if (clipped) { 813 dirtyClip(); 814 } 815 return !mSnapshot->clipRect->isEmpty(); 816} 817 818/////////////////////////////////////////////////////////////////////////////// 819// Drawing commands 820/////////////////////////////////////////////////////////////////////////////// 821 822void OpenGLRenderer::setupDraw() { 823 clearLayerRegions(); 824 if (mDirtyClip) { 825 setScissorFromClip(); 826 } 827 mDescription.reset(); 828 mSetShaderColor = false; 829 mColorSet = false; 830 mColorA = mColorR = mColorG = mColorB = 0.0f; 831 mTextureUnit = 0; 832 mTrackDirtyRegions = true; 833 mTexCoordsSlot = -1; 834} 835 836void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 837 mDescription.hasTexture = true; 838 mDescription.hasAlpha8Texture = isAlpha8; 839} 840 841void OpenGLRenderer::setupDrawColor(int color) { 842 setupDrawColor(color, (color >> 24) & 0xFF); 843} 844 845void OpenGLRenderer::setupDrawColor(int color, int alpha) { 846 mColorA = alpha / 255.0f; 847 const float a = mColorA / 255.0f; 848 mColorR = a * ((color >> 16) & 0xFF); 849 mColorG = a * ((color >> 8) & 0xFF); 850 mColorB = a * ((color ) & 0xFF); 851 mColorSet = true; 852 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 853} 854 855void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 856 mColorA = alpha / 255.0f; 857 const float a = mColorA / 255.0f; 858 mColorR = a * ((color >> 16) & 0xFF); 859 mColorG = a * ((color >> 8) & 0xFF); 860 mColorB = a * ((color ) & 0xFF); 861 mColorSet = true; 862 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 863} 864 865void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 866 mColorA = a; 867 mColorR = r; 868 mColorG = g; 869 mColorB = b; 870 mColorSet = true; 871 mSetShaderColor = mDescription.setColor(r, g, b, a); 872} 873 874void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 875 mColorA = a; 876 mColorR = r; 877 mColorG = g; 878 mColorB = b; 879 mColorSet = true; 880 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 881} 882 883void OpenGLRenderer::setupDrawShader() { 884 if (mShader) { 885 mShader->describe(mDescription, mCaches.extensions); 886 } 887} 888 889void OpenGLRenderer::setupDrawColorFilter() { 890 if (mColorFilter) { 891 mColorFilter->describe(mDescription, mCaches.extensions); 892 } 893} 894 895void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 896 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 897 mDescription, swapSrcDst); 898} 899 900void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 901 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 902 mDescription, swapSrcDst); 903} 904 905void OpenGLRenderer::setupDrawProgram() { 906 useProgram(mCaches.programCache.get(mDescription)); 907} 908 909void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 910 mTrackDirtyRegions = false; 911} 912 913void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 914 bool ignoreTransform) { 915 mModelView.loadTranslate(left, top, 0.0f); 916 if (!ignoreTransform) { 917 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 918 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 919 } else { 920 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 921 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 922 } 923} 924 925void OpenGLRenderer::setupDrawModelViewIdentity() { 926 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 927} 928 929void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 930 bool ignoreTransform, bool ignoreModelView) { 931 if (!ignoreModelView) { 932 mModelView.loadTranslate(left, top, 0.0f); 933 mModelView.scale(right - left, bottom - top, 1.0f); 934 } else { 935 mModelView.loadIdentity(); 936 } 937 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 938 if (!ignoreTransform) { 939 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 940 if (mTrackDirtyRegions && dirty) { 941 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 942 } 943 } else { 944 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 945 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 946 } 947} 948 949void OpenGLRenderer::setupDrawColorUniforms() { 950 if (mColorSet || (mShader && mSetShaderColor)) { 951 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 952 } 953} 954 955void OpenGLRenderer::setupDrawPureColorUniforms() { 956 if (mSetShaderColor) { 957 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 958 } 959} 960 961void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 962 if (mShader) { 963 if (ignoreTransform) { 964 mModelView.loadInverse(*mSnapshot->transform); 965 } 966 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 967 } 968} 969 970void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 971 if (mShader) { 972 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 973 } 974} 975 976void OpenGLRenderer::setupDrawColorFilterUniforms() { 977 if (mColorFilter) { 978 mColorFilter->setupProgram(mCaches.currentProgram); 979 } 980} 981 982void OpenGLRenderer::setupDrawSimpleMesh() { 983 mCaches.bindMeshBuffer(); 984 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 985 gMeshStride, 0); 986} 987 988void OpenGLRenderer::setupDrawTexture(GLuint texture) { 989 bindTexture(texture); 990 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 991 992 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 993 glEnableVertexAttribArray(mTexCoordsSlot); 994} 995 996void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 997 if (!vertices) { 998 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 999 } else { 1000 mCaches.unbindMeshBuffer(); 1001 } 1002 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1003 gMeshStride, vertices); 1004 if (mTexCoordsSlot > 0) { 1005 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1006 } 1007} 1008 1009void OpenGLRenderer::finishDrawTexture() { 1010 glDisableVertexAttribArray(mTexCoordsSlot); 1011} 1012 1013/////////////////////////////////////////////////////////////////////////////// 1014// Drawing 1015/////////////////////////////////////////////////////////////////////////////// 1016 1017void OpenGLRenderer::drawDisplayList(DisplayList* displayList) { 1018 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1019 // will be performed by the display list itself 1020 if (displayList) { 1021 displayList->replay(*this); 1022 } 1023} 1024 1025void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1026 const float right = left + bitmap->width(); 1027 const float bottom = top + bitmap->height(); 1028 1029 if (quickReject(left, top, right, bottom)) { 1030 return; 1031 } 1032 1033 glActiveTexture(gTextureUnits[0]); 1034 Texture* texture = mCaches.textureCache.get(bitmap); 1035 if (!texture) return; 1036 const AutoTexture autoCleanup(texture); 1037 1038 drawTextureRect(left, top, right, bottom, texture, paint); 1039} 1040 1041void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1042 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1043 const mat4 transform(*matrix); 1044 transform.mapRect(r); 1045 1046 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1047 return; 1048 } 1049 1050 glActiveTexture(gTextureUnits[0]); 1051 Texture* texture = mCaches.textureCache.get(bitmap); 1052 if (!texture) return; 1053 const AutoTexture autoCleanup(texture); 1054 1055 // This could be done in a cheaper way, all we need is pass the matrix 1056 // to the vertex shader. The save/restore is a bit overkill. 1057 save(SkCanvas::kMatrix_SaveFlag); 1058 concatMatrix(matrix); 1059 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1060 restore(); 1061} 1062 1063void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1064 float srcLeft, float srcTop, float srcRight, float srcBottom, 1065 float dstLeft, float dstTop, float dstRight, float dstBottom, 1066 SkPaint* paint) { 1067 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1068 return; 1069 } 1070 1071 glActiveTexture(gTextureUnits[0]); 1072 Texture* texture = mCaches.textureCache.get(bitmap); 1073 if (!texture) return; 1074 const AutoTexture autoCleanup(texture); 1075 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1076 1077 const float width = texture->width; 1078 const float height = texture->height; 1079 1080 const float u1 = srcLeft / width; 1081 const float v1 = srcTop / height; 1082 const float u2 = srcRight / width; 1083 const float v2 = srcBottom / height; 1084 1085 mCaches.unbindMeshBuffer(); 1086 resetDrawTextureTexCoords(u1, v1, u2, v2); 1087 1088 int alpha; 1089 SkXfermode::Mode mode; 1090 getAlphaAndMode(paint, &alpha, &mode); 1091 1092 if (mSnapshot->transform->isPureTranslate()) { 1093 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1094 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1095 1096 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1097 texture->id, alpha / 255.0f, mode, texture->blend, 1098 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1099 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1100 } else { 1101 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1102 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1103 GL_TRIANGLE_STRIP, gMeshCount); 1104 } 1105 1106 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1107} 1108 1109void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1110 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1111 float left, float top, float right, float bottom, SkPaint* paint) { 1112 if (quickReject(left, top, right, bottom)) { 1113 return; 1114 } 1115 1116 glActiveTexture(gTextureUnits[0]); 1117 Texture* texture = mCaches.textureCache.get(bitmap); 1118 if (!texture) return; 1119 const AutoTexture autoCleanup(texture); 1120 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1121 1122 int alpha; 1123 SkXfermode::Mode mode; 1124 getAlphaAndMode(paint, &alpha, &mode); 1125 1126 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1127 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1128 1129 if (mesh && mesh->verticesCount > 0) { 1130 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1131#if RENDER_LAYERS_AS_REGIONS 1132 // Mark the current layer dirty where we are going to draw the patch 1133 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1134 mSnapshot->region && mesh->hasEmptyQuads) { 1135 const size_t count = mesh->quads.size(); 1136 for (size_t i = 0; i < count; i++) { 1137 const Rect& bounds = mesh->quads.itemAt(i); 1138 if (pureTranslate) { 1139 const float x = (int) floorf(bounds.left + 0.5f); 1140 const float y = (int) floorf(bounds.top + 0.5f); 1141 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1142 *mSnapshot->transform); 1143 } else { 1144 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1145 *mSnapshot->transform); 1146 } 1147 } 1148 } 1149#endif 1150 1151 if (pureTranslate) { 1152 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1153 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1154 1155 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1156 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1157 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1158 true, !mesh->hasEmptyQuads); 1159 } else { 1160 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1161 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1162 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1163 true, !mesh->hasEmptyQuads); 1164 } 1165 } 1166} 1167 1168void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1169 if (mSnapshot->isIgnored()) return; 1170 1171 const bool isAA = paint->isAntiAlias(); 1172 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1173 // A stroke width of 0 has a special meaningin Skia: 1174 // it draws an unscaled 1px wide line 1175 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1176 1177 int alpha; 1178 SkXfermode::Mode mode; 1179 getAlphaAndMode(paint, &alpha, &mode); 1180 1181 int verticesCount = count >> 2; 1182 int generatedVerticesCount = 0; 1183 if (!isHairLine) { 1184 // TODO: AA needs more vertices 1185 verticesCount *= 6; 1186 } else { 1187 // TODO: AA will be different 1188 verticesCount *= 2; 1189 } 1190 1191 TextureVertex lines[verticesCount]; 1192 TextureVertex* vertex = &lines[0]; 1193 1194 setupDraw(); 1195 setupDrawColor(paint->getColor(), alpha); 1196 setupDrawColorFilter(); 1197 setupDrawShader(); 1198 setupDrawBlending(mode); 1199 setupDrawProgram(); 1200 setupDrawModelViewIdentity(); 1201 setupDrawColorUniforms(); 1202 setupDrawColorFilterUniforms(); 1203 setupDrawShaderIdentityUniforms(); 1204 setupDrawMesh(vertex); 1205 1206 if (!isHairLine) { 1207 // TODO: Handle the AA case 1208 for (int i = 0; i < count; i += 4) { 1209 // a = start point, b = end point 1210 vec2 a(points[i], points[i + 1]); 1211 vec2 b(points[i + 2], points[i + 3]); 1212 1213 // Bias to snap to the same pixels as Skia 1214 a += 0.375; 1215 b += 0.375; 1216 1217 // Find the normal to the line 1218 vec2 n = (b - a).copyNormalized() * strokeWidth; 1219 float x = n.x; 1220 n.x = -n.y; 1221 n.y = x; 1222 1223 // Four corners of the rectangle defining a thick line 1224 vec2 p1 = a - n; 1225 vec2 p2 = a + n; 1226 vec2 p3 = b + n; 1227 vec2 p4 = b - n; 1228 1229 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1230 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1231 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1232 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1233 1234 if (!quickReject(left, top, right, bottom)) { 1235 // Draw the line as 2 triangles, could be optimized 1236 // by using only 4 vertices and the correct indices 1237 // Also we should probably used non textured vertices 1238 // when line AA is disabled to save on bandwidth 1239 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1240 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1241 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1242 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1243 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1244 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1245 1246 generatedVerticesCount += 6; 1247 1248 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1249 } 1250 } 1251 1252 if (generatedVerticesCount > 0) { 1253 // GL_LINE does not give the result we want to match Skia 1254 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1255 } 1256 } else { 1257 // TODO: Handle the AA case 1258 for (int i = 0; i < count; i += 4) { 1259 const float left = fmin(points[i], points[i + 1]); 1260 const float right = fmax(points[i], points[i + 1]); 1261 const float top = fmin(points[i + 2], points[i + 3]); 1262 const float bottom = fmax(points[i + 2], points[i + 3]); 1263 1264 if (!quickReject(left, top, right, bottom)) { 1265 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1266 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1267 1268 generatedVerticesCount += 2; 1269 1270 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1271 } 1272 } 1273 1274 if (generatedVerticesCount > 0) { 1275 glLineWidth(1.0f); 1276 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1277 } 1278 } 1279} 1280 1281void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1282 // No need to check against the clip, we fill the clip region 1283 if (mSnapshot->isIgnored()) return; 1284 1285 Rect& clip(*mSnapshot->clipRect); 1286 clip.snapToPixelBoundaries(); 1287 1288 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1289} 1290 1291void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1292 if (quickReject(left, top, right, bottom)) { 1293 return; 1294 } 1295 1296 SkXfermode::Mode mode; 1297 if (!mCaches.extensions.hasFramebufferFetch()) { 1298 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1299 if (!isMode) { 1300 // Assume SRC_OVER 1301 mode = SkXfermode::kSrcOver_Mode; 1302 } 1303 } else { 1304 mode = getXfermode(p->getXfermode()); 1305 } 1306 1307 // Skia draws using the color's alpha channel if < 255 1308 // Otherwise, it uses the paint's alpha 1309 int color = p->getColor(); 1310 if (((color >> 24) & 0xff) == 255) { 1311 color |= p->getAlpha() << 24; 1312 } 1313 1314 drawColorRect(left, top, right, bottom, color, mode); 1315} 1316 1317void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1318 float x, float y, SkPaint* paint) { 1319 if (text == NULL || count == 0) { 1320 return; 1321 } 1322 if (mSnapshot->isIgnored()) return; 1323 1324 paint->setAntiAlias(true); 1325 1326 float length = -1.0f; 1327 switch (paint->getTextAlign()) { 1328 case SkPaint::kCenter_Align: 1329 length = paint->measureText(text, bytesCount); 1330 x -= length / 2.0f; 1331 break; 1332 case SkPaint::kRight_Align: 1333 length = paint->measureText(text, bytesCount); 1334 x -= length; 1335 break; 1336 default: 1337 break; 1338 } 1339 1340 // TODO: Handle paint->getTextScaleX() 1341 const float oldX = x; 1342 const float oldY = y; 1343 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1344 if (pureTranslate) { 1345 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1346 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1347 } 1348 1349 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1350 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1351 paint->getTextSize()); 1352 1353 int alpha; 1354 SkXfermode::Mode mode; 1355 getAlphaAndMode(paint, &alpha, &mode); 1356 1357 if (mHasShadow) { 1358 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1359 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1360 count, mShadowRadius); 1361 const AutoTexture autoCleanup(shadow); 1362 1363 const float sx = x - shadow->left + mShadowDx; 1364 const float sy = y - shadow->top + mShadowDy; 1365 1366 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1367 1368 glActiveTexture(gTextureUnits[0]); 1369 setupDraw(); 1370 setupDrawWithTexture(true); 1371 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1372 setupDrawBlending(true, mode); 1373 setupDrawProgram(); 1374 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1375 setupDrawTexture(shadow->id); 1376 setupDrawPureColorUniforms(); 1377 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1378 1379 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1380 finishDrawTexture(); 1381 } 1382 1383 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1384 return; 1385 } 1386 1387 // Pick the appropriate texture filtering 1388 bool linearFilter = mSnapshot->transform->changesBounds(); 1389 if (pureTranslate && !linearFilter) { 1390 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1391 } 1392 1393 glActiveTexture(gTextureUnits[0]); 1394 setupDraw(); 1395 setupDrawDirtyRegionsDisabled(); 1396 setupDrawWithTexture(true); 1397 setupDrawAlpha8Color(paint->getColor(), alpha); 1398 setupDrawColorFilter(); 1399 setupDrawShader(); 1400 setupDrawBlending(true, mode); 1401 setupDrawProgram(); 1402 setupDrawModelView(x, y, x, y, pureTranslate, true); 1403 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1404 setupDrawPureColorUniforms(); 1405 setupDrawColorFilterUniforms(); 1406 setupDrawShaderUniforms(pureTranslate); 1407 1408 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1409 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1410 1411#if RENDER_LAYERS_AS_REGIONS 1412 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1413#else 1414 bool hasLayer = false; 1415#endif 1416 1417 mCaches.unbindMeshBuffer(); 1418 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1419 hasLayer ? &bounds : NULL)) { 1420#if RENDER_LAYERS_AS_REGIONS 1421 if (hasLayer) { 1422 if (!pureTranslate) { 1423 mSnapshot->transform->mapRect(bounds); 1424 } 1425 bounds.intersect(*mSnapshot->clipRect); 1426 bounds.snapToPixelBoundaries(); 1427 1428 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1429 mSnapshot->region->orSelf(dirty); 1430 } 1431#endif 1432 } 1433 1434 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1435 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1436 1437 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1438} 1439 1440void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1441 if (mSnapshot->isIgnored()) return; 1442 1443 GLuint textureUnit = 0; 1444 glActiveTexture(gTextureUnits[textureUnit]); 1445 1446 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1447 if (!texture) return; 1448 const AutoTexture autoCleanup(texture); 1449 1450 const float x = texture->left - texture->offset; 1451 const float y = texture->top - texture->offset; 1452 1453 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1454 return; 1455 } 1456 1457 int alpha; 1458 SkXfermode::Mode mode; 1459 getAlphaAndMode(paint, &alpha, &mode); 1460 1461 setupDraw(); 1462 setupDrawWithTexture(true); 1463 setupDrawAlpha8Color(paint->getColor(), alpha); 1464 setupDrawColorFilter(); 1465 setupDrawShader(); 1466 setupDrawBlending(true, mode); 1467 setupDrawProgram(); 1468 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1469 setupDrawTexture(texture->id); 1470 setupDrawPureColorUniforms(); 1471 setupDrawColorFilterUniforms(); 1472 setupDrawShaderUniforms(); 1473 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1474 1475 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1476 1477 finishDrawTexture(); 1478} 1479 1480/////////////////////////////////////////////////////////////////////////////// 1481// Shaders 1482/////////////////////////////////////////////////////////////////////////////// 1483 1484void OpenGLRenderer::resetShader() { 1485 mShader = NULL; 1486} 1487 1488void OpenGLRenderer::setupShader(SkiaShader* shader) { 1489 mShader = shader; 1490 if (mShader) { 1491 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1492 } 1493} 1494 1495/////////////////////////////////////////////////////////////////////////////// 1496// Color filters 1497/////////////////////////////////////////////////////////////////////////////// 1498 1499void OpenGLRenderer::resetColorFilter() { 1500 mColorFilter = NULL; 1501} 1502 1503void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1504 mColorFilter = filter; 1505} 1506 1507/////////////////////////////////////////////////////////////////////////////// 1508// Drop shadow 1509/////////////////////////////////////////////////////////////////////////////// 1510 1511void OpenGLRenderer::resetShadow() { 1512 mHasShadow = false; 1513} 1514 1515void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1516 mHasShadow = true; 1517 mShadowRadius = radius; 1518 mShadowDx = dx; 1519 mShadowDy = dy; 1520 mShadowColor = color; 1521} 1522 1523/////////////////////////////////////////////////////////////////////////////// 1524// Drawing implementation 1525/////////////////////////////////////////////////////////////////////////////// 1526 1527// Same values used by Skia 1528#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1529#define kStdUnderline_Offset (1.0f / 9.0f) 1530#define kStdUnderline_Thickness (1.0f / 18.0f) 1531 1532void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1533 float x, float y, SkPaint* paint) { 1534 // Handle underline and strike-through 1535 uint32_t flags = paint->getFlags(); 1536 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1537 float underlineWidth = length; 1538 // If length is > 0.0f, we already measured the text for the text alignment 1539 if (length <= 0.0f) { 1540 underlineWidth = paint->measureText(text, bytesCount); 1541 } 1542 1543 float offsetX = 0; 1544 switch (paint->getTextAlign()) { 1545 case SkPaint::kCenter_Align: 1546 offsetX = underlineWidth * 0.5f; 1547 break; 1548 case SkPaint::kRight_Align: 1549 offsetX = underlineWidth; 1550 break; 1551 default: 1552 break; 1553 } 1554 1555 if (underlineWidth > 0.0f) { 1556 const float textSize = paint->getTextSize(); 1557 const float strokeWidth = textSize * kStdUnderline_Thickness; 1558 1559 const float left = x - offsetX; 1560 float top = 0.0f; 1561 1562 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1563 float points[pointsCount]; 1564 int currentPoint = 0; 1565 1566 if (flags & SkPaint::kUnderlineText_Flag) { 1567 top = y + textSize * kStdUnderline_Offset; 1568 points[currentPoint++] = left; 1569 points[currentPoint++] = top; 1570 points[currentPoint++] = left + underlineWidth; 1571 points[currentPoint++] = top; 1572 } 1573 1574 if (flags & SkPaint::kStrikeThruText_Flag) { 1575 top = y + textSize * kStdStrikeThru_Offset; 1576 points[currentPoint++] = left; 1577 points[currentPoint++] = top; 1578 points[currentPoint++] = left + underlineWidth; 1579 points[currentPoint++] = top; 1580 } 1581 1582 SkPaint linesPaint(*paint); 1583 linesPaint.setStrokeWidth(strokeWidth); 1584 1585 drawLines(&points[0], pointsCount, &linesPaint); 1586 } 1587 } 1588} 1589 1590void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1591 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1592 // If a shader is set, preserve only the alpha 1593 if (mShader) { 1594 color |= 0x00ffffff; 1595 } 1596 1597 setupDraw(); 1598 setupDrawColor(color); 1599 setupDrawShader(); 1600 setupDrawColorFilter(); 1601 setupDrawBlending(mode); 1602 setupDrawProgram(); 1603 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1604 setupDrawColorUniforms(); 1605 setupDrawShaderUniforms(ignoreTransform); 1606 setupDrawColorFilterUniforms(); 1607 setupDrawSimpleMesh(); 1608 1609 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1610} 1611 1612void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1613 Texture* texture, SkPaint* paint) { 1614 int alpha; 1615 SkXfermode::Mode mode; 1616 getAlphaAndMode(paint, &alpha, &mode); 1617 1618 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1619 1620 if (mSnapshot->transform->isPureTranslate()) { 1621 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1622 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1623 1624 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1625 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1626 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1627 } else { 1628 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1629 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1630 GL_TRIANGLE_STRIP, gMeshCount); 1631 } 1632} 1633 1634void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1635 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1636 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1637 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1638} 1639 1640void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1641 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1642 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1643 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1644 1645 setupDraw(); 1646 setupDrawWithTexture(); 1647 setupDrawColor(alpha, alpha, alpha, alpha); 1648 setupDrawColorFilter(); 1649 setupDrawBlending(blend, mode, swapSrcDst); 1650 setupDrawProgram(); 1651 if (!dirty) { 1652 setupDrawDirtyRegionsDisabled(); 1653 } 1654 if (!ignoreScale) { 1655 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1656 } else { 1657 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1658 } 1659 setupDrawPureColorUniforms(); 1660 setupDrawColorFilterUniforms(); 1661 setupDrawTexture(texture); 1662 setupDrawMesh(vertices, texCoords, vbo); 1663 1664 glDrawArrays(drawMode, 0, elementsCount); 1665 1666 finishDrawTexture(); 1667} 1668 1669void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1670 ProgramDescription& description, bool swapSrcDst) { 1671 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1672 if (blend) { 1673 if (mode < SkXfermode::kPlus_Mode) { 1674 if (!mCaches.blend) { 1675 glEnable(GL_BLEND); 1676 } 1677 1678 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1679 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1680 1681 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1682 glBlendFunc(sourceMode, destMode); 1683 mCaches.lastSrcMode = sourceMode; 1684 mCaches.lastDstMode = destMode; 1685 } 1686 } else { 1687 // These blend modes are not supported by OpenGL directly and have 1688 // to be implemented using shaders. Since the shader will perform 1689 // the blending, turn blending off here 1690 if (mCaches.extensions.hasFramebufferFetch()) { 1691 description.framebufferMode = mode; 1692 description.swapSrcDst = swapSrcDst; 1693 } 1694 1695 if (mCaches.blend) { 1696 glDisable(GL_BLEND); 1697 } 1698 blend = false; 1699 } 1700 } else if (mCaches.blend) { 1701 glDisable(GL_BLEND); 1702 } 1703 mCaches.blend = blend; 1704} 1705 1706bool OpenGLRenderer::useProgram(Program* program) { 1707 if (!program->isInUse()) { 1708 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1709 program->use(); 1710 mCaches.currentProgram = program; 1711 return false; 1712 } 1713 return true; 1714} 1715 1716void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1717 TextureVertex* v = &mMeshVertices[0]; 1718 TextureVertex::setUV(v++, u1, v1); 1719 TextureVertex::setUV(v++, u2, v1); 1720 TextureVertex::setUV(v++, u1, v2); 1721 TextureVertex::setUV(v++, u2, v2); 1722} 1723 1724void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1725 if (paint) { 1726 if (!mCaches.extensions.hasFramebufferFetch()) { 1727 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1728 if (!isMode) { 1729 // Assume SRC_OVER 1730 *mode = SkXfermode::kSrcOver_Mode; 1731 } 1732 } else { 1733 *mode = getXfermode(paint->getXfermode()); 1734 } 1735 1736 // Skia draws using the color's alpha channel if < 255 1737 // Otherwise, it uses the paint's alpha 1738 int color = paint->getColor(); 1739 *alpha = (color >> 24) & 0xFF; 1740 if (*alpha == 255) { 1741 *alpha = paint->getAlpha(); 1742 } 1743 } else { 1744 *mode = SkXfermode::kSrcOver_Mode; 1745 *alpha = 255; 1746 } 1747} 1748 1749SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1750 if (mode == NULL) { 1751 return SkXfermode::kSrcOver_Mode; 1752 } 1753 return mode->fMode; 1754} 1755 1756void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1757 bool bound = false; 1758 if (wrapS != texture->wrapS) { 1759 glBindTexture(GL_TEXTURE_2D, texture->id); 1760 bound = true; 1761 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1762 texture->wrapS = wrapS; 1763 } 1764 if (wrapT != texture->wrapT) { 1765 if (!bound) { 1766 glBindTexture(GL_TEXTURE_2D, texture->id); 1767 } 1768 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1769 texture->wrapT = wrapT; 1770 } 1771} 1772 1773}; // namespace uirenderer 1774}; // namespace android 1775