OpenGLRenderer.cpp revision 7273daace9303f4662444111c40bb83d3ead4a92
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 <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DeferredDisplayList.h" 36#include "DisplayListRenderer.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 mDrawModifiers.mShader = NULL; 116 mDrawModifiers.mColorFilter = NULL; 117 mDrawModifiers.mHasShadow = false; 118 mDrawModifiers.mHasDrawFilter = false; 119 120 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 121 122 mFirstSnapshot = new Snapshot; 123 mFrameStarted = false; 124 125 mScissorOptimizationDisabled = false; 126} 127 128OpenGLRenderer::~OpenGLRenderer() { 129 // The context has already been destroyed at this point, do not call 130 // GL APIs. All GL state should be kept in Caches.h 131} 132 133void OpenGLRenderer::initProperties() { 134 char property[PROPERTY_VALUE_MAX]; 135 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 136 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 137 INIT_LOGD(" Scissor optimization %s", 138 mScissorOptimizationDisabled ? "disabled" : "enabled"); 139 } else { 140 INIT_LOGD(" Scissor optimization enabled"); 141 } 142} 143 144/////////////////////////////////////////////////////////////////////////////// 145// Setup 146/////////////////////////////////////////////////////////////////////////////// 147 148void OpenGLRenderer::setName(const char* name) { 149 if (name) { 150 mName.setTo(name); 151 } else { 152 mName.clear(); 153 } 154} 155 156const char* OpenGLRenderer::getName() const { 157 return mName.string(); 158} 159 160bool OpenGLRenderer::isDeferred() { 161 return false; 162} 163 164void OpenGLRenderer::setViewport(int width, int height) { 165 initViewport(width, height); 166 167 glDisable(GL_DITHER); 168 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 169 170 glEnableVertexAttribArray(Program::kBindingPosition); 171} 172 173void OpenGLRenderer::initViewport(int width, int height) { 174 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 175 176 mWidth = width; 177 mHeight = height; 178 179 mFirstSnapshot->height = height; 180 mFirstSnapshot->viewport.set(0, 0, width, height); 181} 182 183void OpenGLRenderer::setupFrameState(float left, float top, 184 float right, float bottom, bool opaque) { 185 mCaches.clearGarbage(); 186 187 mOpaque = opaque; 188 mSnapshot = new Snapshot(mFirstSnapshot, 189 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 190 mSnapshot->fbo = getTargetFbo(); 191 mSaveCount = 1; 192 193 mSnapshot->setClip(left, top, right, bottom); 194 mTilingClip.set(left, top, right, bottom); 195} 196 197status_t OpenGLRenderer::startFrame() { 198 if (mFrameStarted) return DrawGlInfo::kStatusDone; 199 mFrameStarted = true; 200 201 mDirtyClip = true; 202 203 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 204 205 glViewport(0, 0, mWidth, mHeight); 206 207 // Functors break the tiling extension in pretty spectacular ways 208 // This ensures we don't use tiling when a functor is going to be 209 // invoked during the frame 210 mSuppressTiling = mCaches.hasRegisteredFunctors(); 211 212 startTiling(mSnapshot, 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::prepare(bool opaque) { 221 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 222} 223 224status_t OpenGLRenderer::prepareDirty(float left, float top, 225 float right, float bottom, bool opaque) { 226 setupFrameState(left, top, right, bottom, opaque); 227 228 // Layer renderers will start the frame immediately 229 // The framebuffer renderer will first defer the display list 230 // for each layer and wait until the first drawing command 231 // to start the frame 232 if (mSnapshot->fbo == 0) { 233 syncState(); 234 updateLayers(); 235 } else { 236 return startFrame(); 237 } 238 239 return DrawGlInfo::kStatusDone; 240} 241 242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 243 // If we know that we are going to redraw the entire framebuffer, 244 // perform a discard to let the driver know we don't need to preserve 245 // the back buffer for this frame. 246 if (mExtensions.hasDiscardFramebuffer() && 247 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 248 const bool isFbo = getTargetFbo() == 0; 249 const GLenum attachments[] = { 250 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 251 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 252 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 253 } 254} 255 256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 257 if (!opaque) { 258 mCaches.enableScissor(); 259 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 260 glClear(GL_COLOR_BUFFER_BIT); 261 return DrawGlInfo::kStatusDrew; 262 } 263 264 mCaches.resetScissor(); 265 return DrawGlInfo::kStatusDone; 266} 267 268void OpenGLRenderer::syncState() { 269 if (mCaches.blend) { 270 glEnable(GL_BLEND); 271 } else { 272 glDisable(GL_BLEND); 273 } 274} 275 276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 277 if (!mSuppressTiling) { 278 Rect* clip = &mTilingClip; 279 if (s->flags & Snapshot::kFlagFboTarget) { 280 clip = &(s->layer->clipRect); 281 } 282 283 startTiling(*clip, s->height, opaque); 284 } 285} 286 287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 288 if (!mSuppressTiling) { 289 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 290 clip.right - clip.left, clip.bottom - clip.top, opaque); 291 } 292} 293 294void OpenGLRenderer::endTiling() { 295 if (!mSuppressTiling) mCaches.endTiling(); 296} 297 298void OpenGLRenderer::finish() { 299 renderOverdraw(); 300 endTiling(); 301 302 // When finish() is invoked on FBO 0 we've reached the end 303 // of the current frame 304 if (getTargetFbo() == 0) { 305 mCaches.pathCache.trim(); 306 } 307 308 if (!suppressErrorChecks()) { 309#if DEBUG_OPENGL 310 GLenum status = GL_NO_ERROR; 311 while ((status = glGetError()) != GL_NO_ERROR) { 312 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 313 switch (status) { 314 case GL_INVALID_ENUM: 315 ALOGE(" GL_INVALID_ENUM"); 316 break; 317 case GL_INVALID_VALUE: 318 ALOGE(" GL_INVALID_VALUE"); 319 break; 320 case GL_INVALID_OPERATION: 321 ALOGE(" GL_INVALID_OPERATION"); 322 break; 323 case GL_OUT_OF_MEMORY: 324 ALOGE(" Out of memory!"); 325 break; 326 } 327 } 328#endif 329 330#if DEBUG_MEMORY_USAGE 331 mCaches.dumpMemoryUsage(); 332#else 333 if (mCaches.getDebugLevel() & kDebugMemory) { 334 mCaches.dumpMemoryUsage(); 335 } 336#endif 337 } 338 339 mFrameStarted = false; 340} 341 342void OpenGLRenderer::interrupt() { 343 if (mCaches.currentProgram) { 344 if (mCaches.currentProgram->isInUse()) { 345 mCaches.currentProgram->remove(); 346 mCaches.currentProgram = NULL; 347 } 348 } 349 mCaches.unbindMeshBuffer(); 350 mCaches.unbindIndicesBuffer(); 351 mCaches.resetVertexPointers(); 352 mCaches.disableTexCoordsVertexArray(); 353 debugOverdraw(false, false); 354} 355 356void OpenGLRenderer::resume() { 357 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 358 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 359 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 360 debugOverdraw(true, false); 361 362 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 363 364 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 365 mCaches.enableScissor(); 366 mCaches.resetScissor(); 367 dirtyClip(); 368 369 mCaches.activeTexture(0); 370 371 mCaches.blend = true; 372 glEnable(GL_BLEND); 373 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 374 glBlendEquation(GL_FUNC_ADD); 375} 376 377void OpenGLRenderer::resumeAfterLayer() { 378 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 379 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 380 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 381 debugOverdraw(true, false); 382 383 mCaches.resetScissor(); 384 dirtyClip(); 385} 386 387void OpenGLRenderer::detachFunctor(Functor* functor) { 388 mFunctors.remove(functor); 389} 390 391void OpenGLRenderer::attachFunctor(Functor* functor) { 392 mFunctors.add(functor); 393} 394 395status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 396 status_t result = DrawGlInfo::kStatusDone; 397 size_t count = mFunctors.size(); 398 399 if (count > 0) { 400 interrupt(); 401 SortedVector<Functor*> functors(mFunctors); 402 mFunctors.clear(); 403 404 DrawGlInfo info; 405 info.clipLeft = 0; 406 info.clipTop = 0; 407 info.clipRight = 0; 408 info.clipBottom = 0; 409 info.isLayer = false; 410 info.width = 0; 411 info.height = 0; 412 memset(info.transform, 0, sizeof(float) * 16); 413 414 for (size_t i = 0; i < count; i++) { 415 Functor* f = functors.itemAt(i); 416 result |= (*f)(DrawGlInfo::kModeProcess, &info); 417 418 if (result & DrawGlInfo::kStatusDraw) { 419 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 420 dirty.unionWith(localDirty); 421 } 422 423 if (result & DrawGlInfo::kStatusInvoke) { 424 mFunctors.add(f); 425 } 426 } 427 resume(); 428 } 429 430 return result; 431} 432 433status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 434 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 435 436 interrupt(); 437 detachFunctor(functor); 438 439 mCaches.enableScissor(); 440 if (mDirtyClip) { 441 setScissorFromClip(); 442 } 443 444 Rect clip(*mSnapshot->clipRect); 445 clip.snapToPixelBoundaries(); 446 447 // Since we don't know what the functor will draw, let's dirty 448 // tne entire clip region 449 if (hasLayer()) { 450 dirtyLayerUnchecked(clip, getRegion()); 451 } 452 453 DrawGlInfo info; 454 info.clipLeft = clip.left; 455 info.clipTop = clip.top; 456 info.clipRight = clip.right; 457 info.clipBottom = clip.bottom; 458 info.isLayer = hasLayer(); 459 info.width = getSnapshot()->viewport.getWidth(); 460 info.height = getSnapshot()->height; 461 getSnapshot()->transform->copyTo(&info.transform[0]); 462 463 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 464 465 if (result != DrawGlInfo::kStatusDone) { 466 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 467 dirty.unionWith(localDirty); 468 469 if (result & DrawGlInfo::kStatusInvoke) { 470 mFunctors.add(functor); 471 } 472 } 473 474 resume(); 475 return result; 476} 477 478/////////////////////////////////////////////////////////////////////////////// 479// Debug 480/////////////////////////////////////////////////////////////////////////////// 481 482void OpenGLRenderer::eventMark(const char* name) const { 483 mCaches.eventMark(0, name); 484} 485 486void OpenGLRenderer::startMark(const char* name) const { 487 mCaches.startMark(0, name); 488} 489 490void OpenGLRenderer::endMark() const { 491 mCaches.endMark(); 492} 493 494void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 495 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 496 if (clear) { 497 mCaches.disableScissor(); 498 mCaches.stencil.clear(); 499 } 500 if (enable) { 501 mCaches.stencil.enableDebugWrite(); 502 } else { 503 mCaches.stencil.disable(); 504 } 505 } 506} 507 508void OpenGLRenderer::renderOverdraw() { 509 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 510 const Rect* clip = &mTilingClip; 511 512 mCaches.enableScissor(); 513 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 514 clip->right - clip->left, clip->bottom - clip->top); 515 516 mCaches.stencil.enableDebugTest(2); 517 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 518 mCaches.stencil.enableDebugTest(3); 519 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 520 mCaches.stencil.enableDebugTest(4); 521 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 522 mCaches.stencil.enableDebugTest(4, true); 523 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 524 mCaches.stencil.disable(); 525 } 526} 527 528/////////////////////////////////////////////////////////////////////////////// 529// Layers 530/////////////////////////////////////////////////////////////////////////////// 531 532bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 533 if (layer->deferredUpdateScheduled && layer->renderer && 534 layer->displayList && layer->displayList->isRenderable()) { 535 Rect& dirty = layer->dirtyRect; 536 537 if (inFrame) { 538 endTiling(); 539 debugOverdraw(false, false); 540 } 541 542 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 543 OpenGLRenderer* renderer = layer->renderer; 544 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 545 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, 546 !layer->isBlend()); 547 renderer->drawDisplayList(layer->displayList, dirty, 548 DisplayList::kReplayFlag_ClipChildren); 549 renderer->finish(); 550 } else { 551 layer->defer(); 552 } 553 554 if (inFrame) { 555 resumeAfterLayer(); 556 startTiling(mSnapshot); 557 } 558 559 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 560 dirty.setEmpty(); 561 layer->renderer = NULL; 562 } 563 564 layer->deferredUpdateScheduled = false; 565 layer->displayList = NULL; 566 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 567 568 return true; 569 } 570 571 return false; 572} 573 574void OpenGLRenderer::updateLayers() { 575 // If draw deferring is enabled this method will simply defer 576 // the display list of each individual layer. The layers remain 577 // in the layer updates list which will be cleared by flushLayers(). 578 int count = mLayerUpdates.size(); 579 if (count > 0) { 580 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 581 startMark("Layer Updates"); 582 } else { 583 startMark("Defer Layer Updates"); 584 } 585 586 // Note: it is very important to update the layers in reverse order 587 for (int i = count - 1; i >= 0; i--) { 588 Layer* layer = mLayerUpdates.itemAt(i); 589 updateLayer(layer, false); 590 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 591 mCaches.resourceCache.decrementRefcount(layer); 592 } 593 } 594 595 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 596 mLayerUpdates.clear(); 597 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 598 } 599 endMark(); 600 } 601} 602 603void OpenGLRenderer::flushLayers() { 604 int count = mLayerUpdates.size(); 605 if (count > 0) { 606 startMark("Apply Layer Updates"); 607 char layerName[12]; 608 609 // Note: it is very important to update the layers in reverse order 610 for (int i = count - 1; i >= 0; i--) { 611 sprintf(layerName, "Layer #%d", i); 612 startMark(layerName); { 613 Layer* layer = mLayerUpdates.itemAt(i); 614 layer->flush(); 615 mCaches.resourceCache.decrementRefcount(layer); 616 } 617 endMark(); 618 } 619 620 mLayerUpdates.clear(); 621 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 622 623 endMark(); 624 } 625} 626 627void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 628 if (layer) { 629 mLayerUpdates.push_back(layer); 630 mCaches.resourceCache.incrementRefcount(layer); 631 } 632} 633 634void OpenGLRenderer::clearLayerUpdates() { 635 size_t count = mLayerUpdates.size(); 636 if (count > 0) { 637 mCaches.resourceCache.lock(); 638 for (size_t i = 0; i < count; i++) { 639 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 640 } 641 mCaches.resourceCache.unlock(); 642 mLayerUpdates.clear(); 643 } 644} 645 646/////////////////////////////////////////////////////////////////////////////// 647// State management 648/////////////////////////////////////////////////////////////////////////////// 649 650int OpenGLRenderer::getSaveCount() const { 651 return mSaveCount; 652} 653 654int OpenGLRenderer::save(int flags) { 655 return saveSnapshot(flags); 656} 657 658void OpenGLRenderer::restore() { 659 if (mSaveCount > 1) { 660 restoreSnapshot(); 661 } 662} 663 664void OpenGLRenderer::restoreToCount(int saveCount) { 665 if (saveCount < 1) saveCount = 1; 666 667 while (mSaveCount > saveCount) { 668 restoreSnapshot(); 669 } 670} 671 672int OpenGLRenderer::saveSnapshot(int flags) { 673 mSnapshot = new Snapshot(mSnapshot, flags); 674 return mSaveCount++; 675} 676 677bool OpenGLRenderer::restoreSnapshot() { 678 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 679 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 680 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 681 682 sp<Snapshot> current = mSnapshot; 683 sp<Snapshot> previous = mSnapshot->previous; 684 685 if (restoreOrtho) { 686 Rect& r = previous->viewport; 687 glViewport(r.left, r.top, r.right, r.bottom); 688 mOrthoMatrix.load(current->orthoMatrix); 689 } 690 691 mSaveCount--; 692 mSnapshot = previous; 693 694 if (restoreClip) { 695 dirtyClip(); 696 } 697 698 if (restoreLayer) { 699 endMark(); // Savelayer 700 startMark("ComposeLayer"); 701 composeLayer(current, previous); 702 endMark(); 703 } 704 705 return restoreClip; 706} 707 708/////////////////////////////////////////////////////////////////////////////// 709// Layers 710/////////////////////////////////////////////////////////////////////////////// 711 712int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 713 int alpha, SkXfermode::Mode mode, int flags) { 714 const GLuint previousFbo = mSnapshot->fbo; 715 const int count = saveSnapshot(flags); 716 717 if (!mSnapshot->isIgnored()) { 718 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 719 } 720 721 return count; 722} 723 724void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 725 const Rect untransformedBounds(bounds); 726 727 currentTransform().mapRect(bounds); 728 729 // Layers only make sense if they are in the framebuffer's bounds 730 if (bounds.intersect(*mSnapshot->clipRect)) { 731 // We cannot work with sub-pixels in this case 732 bounds.snapToPixelBoundaries(); 733 734 // When the layer is not an FBO, we may use glCopyTexImage so we 735 // need to make sure the layer does not extend outside the bounds 736 // of the framebuffer 737 if (!bounds.intersect(mSnapshot->previous->viewport)) { 738 bounds.setEmpty(); 739 } else if (fboLayer) { 740 clip.set(bounds); 741 mat4 inverse; 742 inverse.loadInverse(currentTransform()); 743 inverse.mapRect(clip); 744 clip.snapToPixelBoundaries(); 745 if (clip.intersect(untransformedBounds)) { 746 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 747 bounds.set(untransformedBounds); 748 } else { 749 clip.setEmpty(); 750 } 751 } 752 } else { 753 bounds.setEmpty(); 754 } 755} 756 757void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 758 bool fboLayer, int alpha) { 759 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 760 bounds.getHeight() > mCaches.maxTextureSize || 761 (fboLayer && clip.isEmpty())) { 762 mSnapshot->empty = fboLayer; 763 } else { 764 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 765 } 766} 767 768int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 769 int alpha, SkXfermode::Mode mode, int flags) { 770 const GLuint previousFbo = mSnapshot->fbo; 771 const int count = saveSnapshot(flags); 772 773 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 774 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 775 // operations will be able to store and restore the current clip and transform info, and 776 // quick rejection will be correct (for display lists) 777 778 Rect bounds(left, top, right, bottom); 779 Rect clip; 780 calculateLayerBoundsAndClip(bounds, clip, true); 781 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 782 783 if (!mSnapshot->isIgnored()) { 784 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 785 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 786 } 787 } 788 789 return count; 790} 791 792 793/** 794 * Layers are viewed by Skia are slightly different than layers in image editing 795 * programs (for instance.) When a layer is created, previously created layers 796 * and the frame buffer still receive every drawing command. For instance, if a 797 * layer is created and a shape intersecting the bounds of the layers and the 798 * framebuffer is draw, the shape will be drawn on both (unless the layer was 799 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 800 * 801 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 802 * texture. Unfortunately, this is inefficient as it requires every primitive to 803 * be drawn n + 1 times, where n is the number of active layers. In practice this 804 * means, for every primitive: 805 * - Switch active frame buffer 806 * - Change viewport, clip and projection matrix 807 * - Issue the drawing 808 * 809 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 810 * To avoid this, layers are implemented in a different way here, at least in the 811 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 812 * is set. When this flag is set we can redirect all drawing operations into a 813 * single FBO. 814 * 815 * This implementation relies on the frame buffer being at least RGBA 8888. When 816 * a layer is created, only a texture is created, not an FBO. The content of the 817 * frame buffer contained within the layer's bounds is copied into this texture 818 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 819 * buffer and drawing continues as normal. This technique therefore treats the 820 * frame buffer as a scratch buffer for the layers. 821 * 822 * To compose the layers back onto the frame buffer, each layer texture 823 * (containing the original frame buffer data) is drawn as a simple quad over 824 * the frame buffer. The trick is that the quad is set as the composition 825 * destination in the blending equation, and the frame buffer becomes the source 826 * of the composition. 827 * 828 * Drawing layers with an alpha value requires an extra step before composition. 829 * An empty quad is drawn over the layer's region in the frame buffer. This quad 830 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 831 * quad is used to multiply the colors in the frame buffer. This is achieved by 832 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 833 * GL_ZERO, GL_SRC_ALPHA. 834 * 835 * Because glCopyTexImage2D() can be slow, an alternative implementation might 836 * be use to draw a single clipped layer. The implementation described above 837 * is correct in every case. 838 * 839 * (1) The frame buffer is actually not cleared right away. To allow the GPU 840 * to potentially optimize series of calls to glCopyTexImage2D, the frame 841 * buffer is left untouched until the first drawing operation. Only when 842 * something actually gets drawn are the layers regions cleared. 843 */ 844bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 845 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 846 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 847 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 848 849 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 850 851 // Window coordinates of the layer 852 Rect clip; 853 Rect bounds(left, top, right, bottom); 854 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 855 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 856 857 // Bail out if we won't draw in this snapshot 858 if (mSnapshot->isIgnored()) { 859 return false; 860 } 861 862 mCaches.activeTexture(0); 863 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 864 if (!layer) { 865 return false; 866 } 867 868 layer->setAlpha(alpha, mode); 869 layer->layer.set(bounds); 870 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 871 bounds.getWidth() / float(layer->getWidth()), 0.0f); 872 layer->setColorFilter(mDrawModifiers.mColorFilter); 873 layer->setBlend(true); 874 layer->setDirty(false); 875 876 // Save the layer in the snapshot 877 mSnapshot->flags |= Snapshot::kFlagIsLayer; 878 mSnapshot->layer = layer; 879 880 startMark("SaveLayer"); 881 if (fboLayer) { 882 return createFboLayer(layer, bounds, clip, previousFbo); 883 } else { 884 // Copy the framebuffer into the layer 885 layer->bindTexture(); 886 if (!bounds.isEmpty()) { 887 if (layer->isEmpty()) { 888 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 889 bounds.left, mSnapshot->height - bounds.bottom, 890 layer->getWidth(), layer->getHeight(), 0); 891 layer->setEmpty(false); 892 } else { 893 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 894 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 895 } 896 897 // Enqueue the buffer coordinates to clear the corresponding region later 898 mLayers.push(new Rect(bounds)); 899 } 900 } 901 902 return true; 903} 904 905bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 906 layer->clipRect.set(clip); 907 layer->setFbo(mCaches.fboCache.get()); 908 909 mSnapshot->region = &mSnapshot->layer->region; 910 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 911 Snapshot::kFlagDirtyOrtho; 912 mSnapshot->fbo = layer->getFbo(); 913 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 914 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 915 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 916 mSnapshot->height = bounds.getHeight(); 917 mSnapshot->orthoMatrix.load(mOrthoMatrix); 918 919 endTiling(); 920 debugOverdraw(false, false); 921 // Bind texture to FBO 922 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 923 layer->bindTexture(); 924 925 // Initialize the texture if needed 926 if (layer->isEmpty()) { 927 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 928 layer->setEmpty(false); 929 } 930 931 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 932 layer->getTexture(), 0); 933 934 startTiling(mSnapshot, true); 935 936 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 937 mCaches.enableScissor(); 938 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 939 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 940 glClear(GL_COLOR_BUFFER_BIT); 941 942 dirtyClip(); 943 944 // Change the ortho projection 945 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 946 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 947 948 return true; 949} 950 951/** 952 * Read the documentation of createLayer() before doing anything in this method. 953 */ 954void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 955 if (!current->layer) { 956 ALOGE("Attempting to compose a layer that does not exist"); 957 return; 958 } 959 960 Layer* layer = current->layer; 961 const Rect& rect = layer->layer; 962 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 963 964 if (fboLayer) { 965 endTiling(); 966 967 // Detach the texture from the FBO 968 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 969 970 layer->removeFbo(false); 971 972 // Unbind current FBO and restore previous one 973 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 974 debugOverdraw(true, false); 975 976 startTiling(previous); 977 } 978 979 if (!fboLayer && layer->getAlpha() < 255) { 980 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 981 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 982 // Required below, composeLayerRect() will divide by 255 983 layer->setAlpha(255); 984 } 985 986 mCaches.unbindMeshBuffer(); 987 988 mCaches.activeTexture(0); 989 990 // When the layer is stored in an FBO, we can save a bit of fillrate by 991 // drawing only the dirty region 992 if (fboLayer) { 993 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 994 if (layer->getColorFilter()) { 995 setupColorFilter(layer->getColorFilter()); 996 } 997 composeLayerRegion(layer, rect); 998 if (layer->getColorFilter()) { 999 resetColorFilter(); 1000 } 1001 } else if (!rect.isEmpty()) { 1002 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1003 composeLayerRect(layer, rect, true); 1004 } 1005 1006 dirtyClip(); 1007 1008 // Failing to add the layer to the cache should happen only if the layer is too large 1009 if (!mCaches.layerCache.put(layer)) { 1010 LAYER_LOGD("Deleting layer"); 1011 Caches::getInstance().resourceCache.decrementRefcount(layer); 1012 } 1013} 1014 1015void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1016 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1017 1018 setupDraw(); 1019 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1020 setupDrawWithTexture(); 1021 } else { 1022 setupDrawWithExternalTexture(); 1023 } 1024 setupDrawTextureTransform(); 1025 setupDrawColor(alpha, alpha, alpha, alpha); 1026 setupDrawColorFilter(); 1027 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1028 setupDrawProgram(); 1029 setupDrawPureColorUniforms(); 1030 setupDrawColorFilterUniforms(); 1031 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1032 setupDrawTexture(layer->getTexture()); 1033 } else { 1034 setupDrawExternalTexture(layer->getTexture()); 1035 } 1036 if (currentTransform().isPureTranslate() && 1037 layer->getWidth() == (uint32_t) rect.getWidth() && 1038 layer->getHeight() == (uint32_t) rect.getHeight()) { 1039 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1040 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1041 1042 layer->setFilter(GL_NEAREST); 1043 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1044 } else { 1045 layer->setFilter(GL_LINEAR); 1046 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1047 } 1048 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1049 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1050 1051 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1052 1053 finishDrawTexture(); 1054} 1055 1056void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1057 if (!layer->isTextureLayer()) { 1058 const Rect& texCoords = layer->texCoords; 1059 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1060 texCoords.right, texCoords.bottom); 1061 1062 float x = rect.left; 1063 float y = rect.top; 1064 bool simpleTransform = currentTransform().isPureTranslate() && 1065 layer->getWidth() == (uint32_t) rect.getWidth() && 1066 layer->getHeight() == (uint32_t) rect.getHeight(); 1067 1068 if (simpleTransform) { 1069 // When we're swapping, the layer is already in screen coordinates 1070 if (!swap) { 1071 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1072 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1073 } 1074 1075 layer->setFilter(GL_NEAREST, true); 1076 } else { 1077 layer->setFilter(GL_LINEAR, true); 1078 } 1079 1080 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1081 bool blend = layer->isBlend() || alpha < 1.0f; 1082 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1083 layer->getTexture(), alpha, layer->getMode(), blend, 1084 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1085 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1086 1087 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1088 } else { 1089 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1090 drawTextureLayer(layer, rect); 1091 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1092 } 1093} 1094 1095void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1096 if (layer->region.isRect()) { 1097 layer->setRegionAsRect(); 1098 1099 composeLayerRect(layer, layer->regionRect); 1100 1101 layer->region.clear(); 1102 return; 1103 } 1104 1105 // TODO: See LayerRenderer.cpp::generateMesh() for important 1106 // information about this implementation 1107 if (CC_LIKELY(!layer->region.isEmpty())) { 1108 size_t count; 1109 const android::Rect* rects; 1110 Region safeRegion; 1111 if (CC_LIKELY(hasRectToRectTransform())) { 1112 rects = layer->region.getArray(&count); 1113 } else { 1114 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1115 rects = safeRegion.getArray(&count); 1116 } 1117 1118 const float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1119 const float texX = 1.0f / float(layer->getWidth()); 1120 const float texY = 1.0f / float(layer->getHeight()); 1121 const float height = rect.getHeight(); 1122 1123 setupDraw(); 1124 1125 // We must get (and therefore bind) the region mesh buffer 1126 // after we setup drawing in case we need to mess with the 1127 // stencil buffer in setupDraw() 1128 TextureVertex* mesh = mCaches.getRegionMesh(); 1129 GLsizei numQuads = 0; 1130 1131 setupDrawWithTexture(); 1132 setupDrawColor(alpha, alpha, alpha, alpha); 1133 setupDrawColorFilter(); 1134 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1135 setupDrawProgram(); 1136 setupDrawDirtyRegionsDisabled(); 1137 setupDrawPureColorUniforms(); 1138 setupDrawColorFilterUniforms(); 1139 setupDrawTexture(layer->getTexture()); 1140 if (currentTransform().isPureTranslate()) { 1141 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1142 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1143 1144 layer->setFilter(GL_NEAREST); 1145 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1146 } else { 1147 layer->setFilter(GL_LINEAR); 1148 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1149 } 1150 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1151 1152 for (size_t i = 0; i < count; i++) { 1153 const android::Rect* r = &rects[i]; 1154 1155 const float u1 = r->left * texX; 1156 const float v1 = (height - r->top) * texY; 1157 const float u2 = r->right * texX; 1158 const float v2 = (height - r->bottom) * texY; 1159 1160 // TODO: Reject quads outside of the clip 1161 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1162 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1163 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1164 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1165 1166 numQuads++; 1167 1168 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1169 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1170 numQuads = 0; 1171 mesh = mCaches.getRegionMesh(); 1172 } 1173 } 1174 1175 if (numQuads > 0) { 1176 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1177 } 1178 1179 finishDrawTexture(); 1180 1181#if DEBUG_LAYERS_AS_REGIONS 1182 drawRegionRects(layer->region); 1183#endif 1184 1185 layer->region.clear(); 1186 } 1187} 1188 1189void OpenGLRenderer::drawRegionRects(const Region& region) { 1190#if DEBUG_LAYERS_AS_REGIONS 1191 size_t count; 1192 const android::Rect* rects = region.getArray(&count); 1193 1194 uint32_t colors[] = { 1195 0x7fff0000, 0x7f00ff00, 1196 0x7f0000ff, 0x7fff00ff, 1197 }; 1198 1199 int offset = 0; 1200 int32_t top = rects[0].top; 1201 1202 for (size_t i = 0; i < count; i++) { 1203 if (top != rects[i].top) { 1204 offset ^= 0x2; 1205 top = rects[i].top; 1206 } 1207 1208 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1209 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1210 SkXfermode::kSrcOver_Mode); 1211 } 1212#endif 1213} 1214 1215void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1216 SkXfermode::Mode mode, bool dirty) { 1217 int count = 0; 1218 Vector<float> rects; 1219 1220 SkRegion::Iterator it(region); 1221 while (!it.done()) { 1222 const SkIRect& r = it.rect(); 1223 rects.push(r.fLeft); 1224 rects.push(r.fTop); 1225 rects.push(r.fRight); 1226 rects.push(r.fBottom); 1227 count += 4; 1228 it.next(); 1229 } 1230 1231 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1232} 1233 1234void OpenGLRenderer::dirtyLayer(const float left, const float top, 1235 const float right, const float bottom, const mat4 transform) { 1236 if (hasLayer()) { 1237 Rect bounds(left, top, right, bottom); 1238 transform.mapRect(bounds); 1239 dirtyLayerUnchecked(bounds, getRegion()); 1240 } 1241} 1242 1243void OpenGLRenderer::dirtyLayer(const float left, const float top, 1244 const float right, const float bottom) { 1245 if (hasLayer()) { 1246 Rect bounds(left, top, right, bottom); 1247 dirtyLayerUnchecked(bounds, getRegion()); 1248 } 1249} 1250 1251void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1252 if (bounds.intersect(*mSnapshot->clipRect)) { 1253 bounds.snapToPixelBoundaries(); 1254 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1255 if (!dirty.isEmpty()) { 1256 region->orSelf(dirty); 1257 } 1258 } 1259} 1260 1261void OpenGLRenderer::clearLayerRegions() { 1262 const size_t count = mLayers.size(); 1263 if (count == 0) return; 1264 1265 if (!mSnapshot->isIgnored()) { 1266 // Doing several glScissor/glClear here can negatively impact 1267 // GPUs with a tiler architecture, instead we draw quads with 1268 // the Clear blending mode 1269 1270 // The list contains bounds that have already been clipped 1271 // against their initial clip rect, and the current clip 1272 // is likely different so we need to disable clipping here 1273 bool scissorChanged = mCaches.disableScissor(); 1274 1275 Vertex mesh[count * 6]; 1276 Vertex* vertex = mesh; 1277 1278 for (uint32_t i = 0; i < count; i++) { 1279 Rect* bounds = mLayers.itemAt(i); 1280 1281 Vertex::set(vertex++, bounds->left, bounds->bottom); 1282 Vertex::set(vertex++, bounds->left, bounds->top); 1283 Vertex::set(vertex++, bounds->right, bounds->top); 1284 Vertex::set(vertex++, bounds->left, bounds->bottom); 1285 Vertex::set(vertex++, bounds->right, bounds->top); 1286 Vertex::set(vertex++, bounds->right, bounds->bottom); 1287 1288 delete bounds; 1289 } 1290 // We must clear the list of dirty rects before we 1291 // call setupDraw() to prevent stencil setup to do 1292 // the same thing again 1293 mLayers.clear(); 1294 1295 setupDraw(false); 1296 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1297 setupDrawBlending(true, SkXfermode::kClear_Mode); 1298 setupDrawProgram(); 1299 setupDrawPureColorUniforms(); 1300 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1301 setupDrawVertices(&mesh[0].position[0]); 1302 1303 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1304 1305 if (scissorChanged) mCaches.enableScissor(); 1306 } else { 1307 for (uint32_t i = 0; i < count; i++) { 1308 delete mLayers.itemAt(i); 1309 } 1310 mLayers.clear(); 1311 } 1312} 1313 1314/////////////////////////////////////////////////////////////////////////////// 1315// State Deferral 1316/////////////////////////////////////////////////////////////////////////////// 1317 1318bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1319 const Rect& currentClip = *(mSnapshot->clipRect); 1320 const mat4& currentMatrix = *(mSnapshot->transform); 1321 1322 if (stateDeferFlags & kStateDeferFlag_Draw) { 1323 // state has bounds initialized in local coordinates 1324 if (!state.mBounds.isEmpty()) { 1325 currentMatrix.mapRect(state.mBounds); 1326 if (!state.mBounds.intersect(currentClip)) { 1327 // quick rejected 1328 return true; 1329 } 1330 } else { 1331 state.mBounds.set(currentClip); 1332 } 1333 } 1334 1335 if (stateDeferFlags & kStateDeferFlag_Clip) { 1336 state.mClip.set(currentClip); 1337 } else { 1338 state.mClip.setEmpty(); 1339 } 1340 1341 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1342 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1343 state.mMatrix.load(currentMatrix); 1344 state.mDrawModifiers = mDrawModifiers; 1345 state.mAlpha = mSnapshot->alpha; 1346 return false; 1347} 1348 1349void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) { 1350 currentTransform().load(state.mMatrix); 1351 mDrawModifiers = state.mDrawModifiers; 1352 mSnapshot->alpha = state.mAlpha; 1353 1354 if (!state.mClip.isEmpty()) { 1355 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1356 dirtyClip(); 1357 } 1358} 1359 1360/////////////////////////////////////////////////////////////////////////////// 1361// Transforms 1362/////////////////////////////////////////////////////////////////////////////// 1363 1364void OpenGLRenderer::translate(float dx, float dy) { 1365 currentTransform().translate(dx, dy, 0.0f); 1366} 1367 1368void OpenGLRenderer::rotate(float degrees) { 1369 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1370} 1371 1372void OpenGLRenderer::scale(float sx, float sy) { 1373 currentTransform().scale(sx, sy, 1.0f); 1374} 1375 1376void OpenGLRenderer::skew(float sx, float sy) { 1377 currentTransform().skew(sx, sy); 1378} 1379 1380void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1381 if (matrix) { 1382 currentTransform().load(*matrix); 1383 } else { 1384 currentTransform().loadIdentity(); 1385 } 1386} 1387 1388bool OpenGLRenderer::hasRectToRectTransform() { 1389 return CC_LIKELY(currentTransform().rectToRect()); 1390} 1391 1392void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1393 currentTransform().copyTo(*matrix); 1394} 1395 1396void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1397 SkMatrix transform; 1398 currentTransform().copyTo(transform); 1399 transform.preConcat(*matrix); 1400 currentTransform().load(transform); 1401} 1402 1403/////////////////////////////////////////////////////////////////////////////// 1404// Clipping 1405/////////////////////////////////////////////////////////////////////////////// 1406 1407void OpenGLRenderer::setScissorFromClip() { 1408 Rect clip(*mSnapshot->clipRect); 1409 clip.snapToPixelBoundaries(); 1410 1411 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1412 clip.getWidth(), clip.getHeight())) { 1413 mDirtyClip = false; 1414 } 1415} 1416 1417void OpenGLRenderer::ensureStencilBuffer() { 1418 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1419 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1420 // just hope we have one when hasLayer() returns false. 1421 if (hasLayer()) { 1422 attachStencilBufferToLayer(mSnapshot->layer); 1423 } 1424} 1425 1426void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1427 // The layer's FBO is already bound when we reach this stage 1428 if (!layer->getStencilRenderBuffer()) { 1429 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1430 // is attached after we initiated tiling. We must turn it off, 1431 // attach the new render buffer then turn tiling back on 1432 endTiling(); 1433 1434 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1435 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1436 layer->setStencilRenderBuffer(buffer); 1437 1438 startTiling(layer->clipRect, layer->layer.getHeight()); 1439 } 1440} 1441 1442void OpenGLRenderer::setStencilFromClip() { 1443 if (!mCaches.debugOverdraw) { 1444 if (!mSnapshot->clipRegion->isEmpty()) { 1445 // NOTE: The order here is important, we must set dirtyClip to false 1446 // before any draw call to avoid calling back into this method 1447 mDirtyClip = false; 1448 1449 ensureStencilBuffer(); 1450 1451 mCaches.stencil.enableWrite(); 1452 1453 // Clear the stencil but first make sure we restrict drawing 1454 // to the region's bounds 1455 bool resetScissor = mCaches.enableScissor(); 1456 if (resetScissor) { 1457 // The scissor was not set so we now need to update it 1458 setScissorFromClip(); 1459 } 1460 mCaches.stencil.clear(); 1461 if (resetScissor) mCaches.disableScissor(); 1462 1463 // NOTE: We could use the region contour path to generate a smaller mesh 1464 // Since we are using the stencil we could use the red book path 1465 // drawing technique. It might increase bandwidth usage though. 1466 1467 // The last parameter is important: we are not drawing in the color buffer 1468 // so we don't want to dirty the current layer, if any 1469 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1470 1471 mCaches.stencil.enableTest(); 1472 1473 // Draw the region used to generate the stencil if the appropriate debug 1474 // mode is enabled 1475 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1476 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1477 } 1478 } else { 1479 mCaches.stencil.disable(); 1480 } 1481 } 1482} 1483 1484const Rect& OpenGLRenderer::getClipBounds() { 1485 return mSnapshot->getLocalClip(); 1486} 1487 1488bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1489 if (mSnapshot->isIgnored()) { 1490 return true; 1491 } 1492 1493 Rect r(left, top, right, bottom); 1494 currentTransform().mapRect(r); 1495 r.snapToPixelBoundaries(); 1496 1497 Rect clipRect(*mSnapshot->clipRect); 1498 clipRect.snapToPixelBoundaries(); 1499 1500 return !clipRect.intersects(r); 1501} 1502 1503bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1504 Rect& transformed, Rect& clip) { 1505 if (mSnapshot->isIgnored()) { 1506 return true; 1507 } 1508 1509 transformed.set(left, top, right, bottom); 1510 currentTransform().mapRect(transformed); 1511 transformed.snapToPixelBoundaries(); 1512 1513 clip.set(*mSnapshot->clipRect); 1514 clip.snapToPixelBoundaries(); 1515 1516 return !clip.intersects(transformed); 1517} 1518 1519bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1520 SkPaint* paint) { 1521 if (paint->getStyle() != SkPaint::kFill_Style) { 1522 float outset = paint->getStrokeWidth() * 0.5f; 1523 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1524 } else { 1525 return quickReject(left, top, right, bottom); 1526 } 1527} 1528 1529bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1530 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1531 return true; 1532 } 1533 1534 Rect r(left, top, right, bottom); 1535 currentTransform().mapRect(r); 1536 r.snapToPixelBoundaries(); 1537 1538 Rect clipRect(*mSnapshot->clipRect); 1539 clipRect.snapToPixelBoundaries(); 1540 1541 bool rejected = !clipRect.intersects(r); 1542 if (!isDeferred() && !rejected) { 1543 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1544 } 1545 1546 return rejected; 1547} 1548 1549void OpenGLRenderer::debugClip() { 1550#if DEBUG_CLIP_REGIONS 1551 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1552 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1553 } 1554#endif 1555} 1556 1557bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1558 if (CC_LIKELY(currentTransform().rectToRect())) { 1559 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1560 if (clipped) { 1561 dirtyClip(); 1562 } 1563 return !mSnapshot->clipRect->isEmpty(); 1564 } 1565 1566 SkPath path; 1567 path.addRect(left, top, right, bottom); 1568 1569 return clipPath(&path, op); 1570} 1571 1572bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1573 SkMatrix transform; 1574 currentTransform().copyTo(transform); 1575 1576 SkPath transformed; 1577 path->transform(transform, &transformed); 1578 1579 SkRegion clip; 1580 if (!mSnapshot->clipRegion->isEmpty()) { 1581 clip.setRegion(*mSnapshot->clipRegion); 1582 } else { 1583 Rect* bounds = mSnapshot->clipRect; 1584 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1585 } 1586 1587 SkRegion region; 1588 region.setPath(transformed, clip); 1589 1590 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1591 if (clipped) { 1592 dirtyClip(); 1593 } 1594 return !mSnapshot->clipRect->isEmpty(); 1595} 1596 1597bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1598 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1599 if (clipped) { 1600 dirtyClip(); 1601 } 1602 return !mSnapshot->clipRect->isEmpty(); 1603} 1604 1605Rect* OpenGLRenderer::getClipRect() { 1606 return mSnapshot->clipRect; 1607} 1608 1609/////////////////////////////////////////////////////////////////////////////// 1610// Drawing commands 1611/////////////////////////////////////////////////////////////////////////////// 1612 1613void OpenGLRenderer::setupDraw(bool clear) { 1614 // TODO: It would be best if we could do this before quickReject() 1615 // changes the scissor test state 1616 if (clear) clearLayerRegions(); 1617 // Make sure setScissor & setStencil happen at the beginning of 1618 // this method 1619 if (mDirtyClip) { 1620 if (mCaches.scissorEnabled) { 1621 setScissorFromClip(); 1622 } 1623 setStencilFromClip(); 1624 } 1625 1626 mDescription.reset(); 1627 1628 mSetShaderColor = false; 1629 mColorSet = false; 1630 mColorA = mColorR = mColorG = mColorB = 0.0f; 1631 mTextureUnit = 0; 1632 mTrackDirtyRegions = true; 1633 1634 // Enable debug highlight when what we're about to draw is tested against 1635 // the stencil buffer and if stencil highlight debugging is on 1636 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1637 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1638 mCaches.stencil.isTestEnabled(); 1639} 1640 1641void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1642 mDescription.hasTexture = true; 1643 mDescription.hasAlpha8Texture = isAlpha8; 1644} 1645 1646void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1647 mDescription.hasTexture = true; 1648 mDescription.hasColors = true; 1649 mDescription.hasAlpha8Texture = isAlpha8; 1650} 1651 1652void OpenGLRenderer::setupDrawWithExternalTexture() { 1653 mDescription.hasExternalTexture = true; 1654} 1655 1656void OpenGLRenderer::setupDrawNoTexture() { 1657 mCaches.disableTexCoordsVertexArray(); 1658} 1659 1660void OpenGLRenderer::setupDrawAA() { 1661 mDescription.isAA = true; 1662} 1663 1664void OpenGLRenderer::setupDrawPoint(float pointSize) { 1665 mDescription.isPoint = true; 1666 mDescription.pointSize = pointSize; 1667} 1668 1669void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1670 mColorA = alpha / 255.0f; 1671 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1672 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1673 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1674 mColorSet = true; 1675 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1676} 1677 1678void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1679 mColorA = alpha / 255.0f; 1680 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1681 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1682 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1683 mColorSet = true; 1684 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1685} 1686 1687void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1688 mCaches.fontRenderer->describe(mDescription, paint); 1689} 1690 1691void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1692 mColorA = a; 1693 mColorR = r; 1694 mColorG = g; 1695 mColorB = b; 1696 mColorSet = true; 1697 mSetShaderColor = mDescription.setColor(r, g, b, a); 1698} 1699 1700void OpenGLRenderer::setupDrawShader() { 1701 if (mDrawModifiers.mShader) { 1702 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1703 } 1704} 1705 1706void OpenGLRenderer::setupDrawColorFilter() { 1707 if (mDrawModifiers.mColorFilter) { 1708 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1709 } 1710} 1711 1712void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1713 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1714 mColorA = 1.0f; 1715 mColorR = mColorG = mColorB = 0.0f; 1716 mSetShaderColor = mDescription.modulate = true; 1717 } 1718} 1719 1720void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1721 // When the blending mode is kClear_Mode, we need to use a modulate color 1722 // argb=1,0,0,0 1723 accountForClear(mode); 1724 bool blend = (mColorSet && mColorA < 1.0f) || 1725 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1726 chooseBlending(blend, mode, mDescription, swapSrcDst); 1727} 1728 1729void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1730 // When the blending mode is kClear_Mode, we need to use a modulate color 1731 // argb=1,0,0,0 1732 accountForClear(mode); 1733 blend |= (mColorSet && mColorA < 1.0f) || 1734 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1735 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1736 chooseBlending(blend, mode, mDescription, swapSrcDst); 1737} 1738 1739void OpenGLRenderer::setupDrawProgram() { 1740 useProgram(mCaches.programCache.get(mDescription)); 1741} 1742 1743void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1744 mTrackDirtyRegions = false; 1745} 1746 1747void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1748 bool ignoreTransform) { 1749 mModelView.loadTranslate(left, top, 0.0f); 1750 if (!ignoreTransform) { 1751 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1752 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1753 } else { 1754 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1755 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1756 } 1757} 1758 1759void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1760 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1761} 1762 1763void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1764 bool ignoreTransform, bool ignoreModelView) { 1765 if (!ignoreModelView) { 1766 mModelView.loadTranslate(left, top, 0.0f); 1767 mModelView.scale(right - left, bottom - top, 1.0f); 1768 } else { 1769 mModelView.loadIdentity(); 1770 } 1771 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1772 if (!ignoreTransform) { 1773 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1774 if (mTrackDirtyRegions && dirty) { 1775 dirtyLayer(left, top, right, bottom, currentTransform()); 1776 } 1777 } else { 1778 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1779 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1780 } 1781} 1782 1783void OpenGLRenderer::setupDrawPointUniforms() { 1784 int slot = mCaches.currentProgram->getUniform("pointSize"); 1785 glUniform1f(slot, mDescription.pointSize); 1786} 1787 1788void OpenGLRenderer::setupDrawColorUniforms() { 1789 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1790 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1791 } 1792} 1793 1794void OpenGLRenderer::setupDrawPureColorUniforms() { 1795 if (mSetShaderColor) { 1796 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1797 } 1798} 1799 1800void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1801 if (mDrawModifiers.mShader) { 1802 if (ignoreTransform) { 1803 mModelView.loadInverse(currentTransform()); 1804 } 1805 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1806 mModelView, *mSnapshot, &mTextureUnit); 1807 } 1808} 1809 1810void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1811 if (mDrawModifiers.mShader) { 1812 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1813 mat4::identity(), *mSnapshot, &mTextureUnit); 1814 } 1815} 1816 1817void OpenGLRenderer::setupDrawColorFilterUniforms() { 1818 if (mDrawModifiers.mColorFilter) { 1819 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1820 } 1821} 1822 1823void OpenGLRenderer::setupDrawTextGammaUniforms() { 1824 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1825} 1826 1827void OpenGLRenderer::setupDrawSimpleMesh() { 1828 bool force = mCaches.bindMeshBuffer(); 1829 mCaches.bindPositionVertexPointer(force, 0); 1830 mCaches.unbindIndicesBuffer(); 1831} 1832 1833void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1834 if (texture) bindTexture(texture); 1835 mTextureUnit++; 1836 mCaches.enableTexCoordsVertexArray(); 1837} 1838 1839void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1840 bindExternalTexture(texture); 1841 mTextureUnit++; 1842 mCaches.enableTexCoordsVertexArray(); 1843} 1844 1845void OpenGLRenderer::setupDrawTextureTransform() { 1846 mDescription.hasTextureTransform = true; 1847} 1848 1849void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1850 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1851 GL_FALSE, &transform.data[0]); 1852} 1853 1854void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1855 bool force = false; 1856 if (!vertices) { 1857 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1858 } else { 1859 force = mCaches.unbindMeshBuffer(); 1860 } 1861 1862 mCaches.bindPositionVertexPointer(force, vertices); 1863 if (mCaches.currentProgram->texCoords >= 0) { 1864 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1865 } 1866 1867 mCaches.unbindIndicesBuffer(); 1868} 1869 1870void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1871 bool force = mCaches.unbindMeshBuffer(); 1872 GLsizei stride = sizeof(ColorTextureVertex); 1873 1874 mCaches.bindPositionVertexPointer(force, vertices, stride); 1875 if (mCaches.currentProgram->texCoords >= 0) { 1876 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1877 } 1878 int slot = mCaches.currentProgram->getAttrib("colors"); 1879 if (slot >= 0) { 1880 glEnableVertexAttribArray(slot); 1881 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1882 } 1883 1884 mCaches.unbindIndicesBuffer(); 1885} 1886 1887void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1888 bool force = mCaches.unbindMeshBuffer(); 1889 mCaches.bindPositionVertexPointer(force, vertices); 1890 if (mCaches.currentProgram->texCoords >= 0) { 1891 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1892 } 1893} 1894 1895void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1896 bool force = mCaches.unbindMeshBuffer(); 1897 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1898 mCaches.unbindIndicesBuffer(); 1899} 1900 1901void OpenGLRenderer::finishDrawTexture() { 1902} 1903 1904/////////////////////////////////////////////////////////////////////////////// 1905// Drawing 1906/////////////////////////////////////////////////////////////////////////////// 1907 1908status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1909 int32_t replayFlags) { 1910 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1911 // will be performed by the display list itself 1912 if (displayList && displayList->isRenderable()) { 1913 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1914 startFrame(); 1915 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1916 displayList->replay(replayStruct, 0); 1917 return replayStruct.mDrawGlStatus; 1918 } 1919 1920 DeferredDisplayList deferredList; 1921 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1922 displayList->defer(deferStruct, 0); 1923 1924 flushLayers(); 1925 startFrame(); 1926 1927 return deferredList.flush(*this, dirty); 1928 } 1929 1930 return DrawGlInfo::kStatusDone; 1931} 1932 1933void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1934 if (displayList) { 1935 displayList->output(1); 1936 } 1937} 1938 1939void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1940 int alpha; 1941 SkXfermode::Mode mode; 1942 getAlphaAndMode(paint, &alpha, &mode); 1943 1944 int color = paint != NULL ? paint->getColor() : 0; 1945 1946 float x = left; 1947 float y = top; 1948 1949 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1950 1951 bool ignoreTransform = false; 1952 if (currentTransform().isPureTranslate()) { 1953 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 1954 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 1955 ignoreTransform = true; 1956 1957 texture->setFilter(GL_NEAREST, true); 1958 } else { 1959 texture->setFilter(FILTER(paint), true); 1960 } 1961 1962 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1963 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1964 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1965} 1966 1967status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1968 const float right = left + bitmap->width(); 1969 const float bottom = top + bitmap->height(); 1970 1971 if (quickReject(left, top, right, bottom)) { 1972 return DrawGlInfo::kStatusDone; 1973 } 1974 1975 mCaches.activeTexture(0); 1976 Texture* texture = mCaches.textureCache.get(bitmap); 1977 if (!texture) return DrawGlInfo::kStatusDone; 1978 const AutoTexture autoCleanup(texture); 1979 1980 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1981 drawAlphaBitmap(texture, left, top, paint); 1982 } else { 1983 drawTextureRect(left, top, right, bottom, texture, paint); 1984 } 1985 1986 return DrawGlInfo::kStatusDrew; 1987} 1988 1989status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1990 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1991 const mat4 transform(*matrix); 1992 transform.mapRect(r); 1993 1994 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1995 return DrawGlInfo::kStatusDone; 1996 } 1997 1998 mCaches.activeTexture(0); 1999 Texture* texture = mCaches.textureCache.get(bitmap); 2000 if (!texture) return DrawGlInfo::kStatusDone; 2001 const AutoTexture autoCleanup(texture); 2002 2003 // This could be done in a cheaper way, all we need is pass the matrix 2004 // to the vertex shader. The save/restore is a bit overkill. 2005 save(SkCanvas::kMatrix_SaveFlag); 2006 concatMatrix(matrix); 2007 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2008 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2009 } else { 2010 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2011 } 2012 restore(); 2013 2014 return DrawGlInfo::kStatusDrew; 2015} 2016 2017status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2018 const float right = left + bitmap->width(); 2019 const float bottom = top + bitmap->height(); 2020 2021 if (quickReject(left, top, right, bottom)) { 2022 return DrawGlInfo::kStatusDone; 2023 } 2024 2025 mCaches.activeTexture(0); 2026 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2027 const AutoTexture autoCleanup(texture); 2028 2029 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2030 drawAlphaBitmap(texture, left, top, paint); 2031 } else { 2032 drawTextureRect(left, top, right, bottom, texture, paint); 2033 } 2034 2035 return DrawGlInfo::kStatusDrew; 2036} 2037 2038status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2039 float* vertices, int* colors, SkPaint* paint) { 2040 if (!vertices || mSnapshot->isIgnored()) { 2041 return DrawGlInfo::kStatusDone; 2042 } 2043 2044 float left = FLT_MAX; 2045 float top = FLT_MAX; 2046 float right = FLT_MIN; 2047 float bottom = FLT_MIN; 2048 2049 const uint32_t count = meshWidth * meshHeight * 6; 2050 2051 ColorTextureVertex mesh[count]; 2052 ColorTextureVertex* vertex = mesh; 2053 2054 bool cleanupColors = false; 2055 if (!colors) { 2056 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2057 colors = new int[colorsCount]; 2058 memset(colors, 0xff, colorsCount * sizeof(int)); 2059 cleanupColors = true; 2060 } 2061 2062 for (int32_t y = 0; y < meshHeight; y++) { 2063 for (int32_t x = 0; x < meshWidth; x++) { 2064 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2065 2066 float u1 = float(x) / meshWidth; 2067 float u2 = float(x + 1) / meshWidth; 2068 float v1 = float(y) / meshHeight; 2069 float v2 = float(y + 1) / meshHeight; 2070 2071 int ax = i + (meshWidth + 1) * 2; 2072 int ay = ax + 1; 2073 int bx = i; 2074 int by = bx + 1; 2075 int cx = i + 2; 2076 int cy = cx + 1; 2077 int dx = i + (meshWidth + 1) * 2 + 2; 2078 int dy = dx + 1; 2079 2080 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2081 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2082 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2083 2084 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2085 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2086 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2087 2088 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2089 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2090 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2091 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2092 } 2093 } 2094 2095 if (quickReject(left, top, right, bottom)) { 2096 if (cleanupColors) delete[] colors; 2097 return DrawGlInfo::kStatusDone; 2098 } 2099 2100 mCaches.activeTexture(0); 2101 Texture* texture = mCaches.textureCache.get(bitmap); 2102 if (!texture) { 2103 if (cleanupColors) delete[] colors; 2104 return DrawGlInfo::kStatusDone; 2105 } 2106 const AutoTexture autoCleanup(texture); 2107 2108 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2109 texture->setFilter(FILTER(paint), true); 2110 2111 int alpha; 2112 SkXfermode::Mode mode; 2113 getAlphaAndMode(paint, &alpha, &mode); 2114 2115 float a = alpha / 255.0f; 2116 2117 if (hasLayer()) { 2118 dirtyLayer(left, top, right, bottom, currentTransform()); 2119 } 2120 2121 setupDraw(); 2122 setupDrawWithTextureAndColor(); 2123 setupDrawColor(a, a, a, a); 2124 setupDrawColorFilter(); 2125 setupDrawBlending(true, mode, false); 2126 setupDrawProgram(); 2127 setupDrawDirtyRegionsDisabled(); 2128 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2129 setupDrawTexture(texture->id); 2130 setupDrawPureColorUniforms(); 2131 setupDrawColorFilterUniforms(); 2132 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2133 2134 glDrawArrays(GL_TRIANGLES, 0, count); 2135 2136 finishDrawTexture(); 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(SkBitmap* bitmap, 2149 float srcLeft, float srcTop, float srcRight, float srcBottom, 2150 float dstLeft, float dstTop, float dstRight, float dstBottom, 2151 SkPaint* paint) { 2152 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2153 return DrawGlInfo::kStatusDone; 2154 } 2155 2156 mCaches.activeTexture(0); 2157 Texture* texture = mCaches.textureCache.get(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 const float u1 = fmax(0.0f, srcLeft / width); 2165 const float v1 = fmax(0.0f, srcTop / height); 2166 const float u2 = fmin(1.0f, srcRight / width); 2167 const float v2 = fmin(1.0f, srcBottom / height); 2168 2169 mCaches.unbindMeshBuffer(); 2170 resetDrawTextureTexCoords(u1, v1, u2, v2); 2171 2172 int alpha; 2173 SkXfermode::Mode mode; 2174 getAlphaAndMode(paint, &alpha, &mode); 2175 2176 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2177 2178 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2179 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2180 2181 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2182 // Apply a scale transform on the canvas only when a shader is in use 2183 // Skia handles the ratio between the dst and src rects as a scale factor 2184 // when a shader is set 2185 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2186 bool ignoreTransform = false; 2187 2188 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2189 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2190 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2191 2192 dstRight = x + (dstRight - dstLeft); 2193 dstBottom = y + (dstBottom - dstTop); 2194 2195 dstLeft = x; 2196 dstTop = y; 2197 2198 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2199 ignoreTransform = true; 2200 } else { 2201 texture->setFilter(FILTER(paint), true); 2202 } 2203 2204 if (CC_UNLIKELY(useScaleTransform)) { 2205 save(SkCanvas::kMatrix_SaveFlag); 2206 translate(dstLeft, dstTop); 2207 scale(scaleX, scaleY); 2208 2209 dstLeft = 0.0f; 2210 dstTop = 0.0f; 2211 2212 dstRight = srcRight - srcLeft; 2213 dstBottom = srcBottom - srcTop; 2214 } 2215 2216 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2217 int color = paint ? paint->getColor() : 0; 2218 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2219 texture->id, paint != NULL, color, alpha, mode, 2220 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2221 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2222 } else { 2223 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2224 texture->id, alpha / 255.0f, mode, texture->blend, 2225 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2226 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2227 } 2228 2229 if (CC_UNLIKELY(useScaleTransform)) { 2230 restore(); 2231 } 2232 2233 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2234 2235 return DrawGlInfo::kStatusDrew; 2236} 2237 2238status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2239 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2240 float left, float top, float right, float bottom, SkPaint* paint) { 2241 int alpha; 2242 SkXfermode::Mode mode; 2243 getAlphaAndModeDirect(paint, &alpha, &mode); 2244 2245 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 2246 left, top, right, bottom, alpha, mode); 2247} 2248 2249status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2250 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2251 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 2252 if (quickReject(left, top, right, bottom)) { 2253 return DrawGlInfo::kStatusDone; 2254 } 2255 2256 alpha *= mSnapshot->alpha; 2257 2258 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 2259 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 2260 2261 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2262 mCaches.activeTexture(0); 2263 Texture* texture = mCaches.textureCache.get(bitmap); 2264 if (!texture) return DrawGlInfo::kStatusDone; 2265 const AutoTexture autoCleanup(texture); 2266 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2267 texture->setFilter(GL_LINEAR, true); 2268 2269 const bool pureTranslate = currentTransform().isPureTranslate(); 2270 // Mark the current layer dirty where we are going to draw the patch 2271 if (hasLayer() && mesh->hasEmptyQuads) { 2272 const float offsetX = left + currentTransform().getTranslateX(); 2273 const float offsetY = top + currentTransform().getTranslateY(); 2274 const size_t count = mesh->quads.size(); 2275 for (size_t i = 0; i < count; i++) { 2276 const Rect& bounds = mesh->quads.itemAt(i); 2277 if (CC_LIKELY(pureTranslate)) { 2278 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2279 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2280 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2281 } else { 2282 dirtyLayer(left + bounds.left, top + bounds.top, 2283 left + bounds.right, top + bounds.bottom, currentTransform()); 2284 } 2285 } 2286 } 2287 2288 if (CC_LIKELY(pureTranslate)) { 2289 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2290 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2291 2292 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 2293 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2294 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 2295 true, !mesh->hasEmptyQuads); 2296 } else { 2297 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2298 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2299 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 2300 true, !mesh->hasEmptyQuads); 2301 } 2302 } 2303 2304 return DrawGlInfo::kStatusDrew; 2305} 2306 2307status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2308 bool useOffset) { 2309 if (!vertexBuffer.getSize()) { 2310 // no vertices to draw 2311 return DrawGlInfo::kStatusDone; 2312 } 2313 2314 int color = paint->getColor(); 2315 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2316 bool isAA = paint->isAntiAlias(); 2317 2318 setupDraw(); 2319 setupDrawNoTexture(); 2320 if (isAA) setupDrawAA(); 2321 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2322 setupDrawColorFilter(); 2323 setupDrawShader(); 2324 setupDrawBlending(isAA, mode); 2325 setupDrawProgram(); 2326 setupDrawModelViewIdentity(useOffset); 2327 setupDrawColorUniforms(); 2328 setupDrawColorFilterUniforms(); 2329 setupDrawShaderIdentityUniforms(); 2330 2331 void* vertices = vertexBuffer.getBuffer(); 2332 bool force = mCaches.unbindMeshBuffer(); 2333 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2334 mCaches.resetTexCoordsVertexPointer(); 2335 mCaches.unbindIndicesBuffer(); 2336 2337 int alphaSlot = -1; 2338 if (isAA) { 2339 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2340 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2341 2342 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2343 glEnableVertexAttribArray(alphaSlot); 2344 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2345 } 2346 2347 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2348 2349 if (isAA) { 2350 glDisableVertexAttribArray(alphaSlot); 2351 } 2352 2353 return DrawGlInfo::kStatusDrew; 2354} 2355 2356/** 2357 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2358 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2359 * screen space in all directions. However, instead of using a fragment shader to compute the 2360 * translucency of the color from its position, we simply use a varying parameter to define how far 2361 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2362 * 2363 * Doesn't yet support joins, caps, or path effects. 2364 */ 2365status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2366 VertexBuffer vertexBuffer; 2367 // TODO: try clipping large paths to viewport 2368 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2369 2370 if (hasLayer()) { 2371 SkRect bounds = path.getBounds(); 2372 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2373 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2374 } 2375 2376 return drawVertexBuffer(vertexBuffer, paint); 2377} 2378 2379/** 2380 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2381 * and additional geometry for defining an alpha slope perimeter. 2382 * 2383 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2384 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2385 * in-shader alpha region, but found it to be taxing on some GPUs. 2386 * 2387 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2388 * memory transfer by removing need for degenerate vertices. 2389 */ 2390status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2391 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2392 2393 count &= ~0x3; // round down to nearest four 2394 2395 VertexBuffer buffer; 2396 SkRect bounds; 2397 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2398 2399 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2400 return DrawGlInfo::kStatusDone; 2401 } 2402 2403 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2404 2405 bool useOffset = !paint->isAntiAlias(); 2406 return drawVertexBuffer(buffer, paint, useOffset); 2407} 2408 2409status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2410 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2411 2412 // TODO: The paint's cap style defines whether the points are square or circular 2413 // TODO: Handle AA for round points 2414 2415 // A stroke width of 0 has a special meaning in Skia: 2416 // it draws an unscaled 1px point 2417 float strokeWidth = paint->getStrokeWidth(); 2418 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2419 if (isHairLine) { 2420 // Now that we know it's hairline, we can set the effective width, to be used later 2421 strokeWidth = 1.0f; 2422 } 2423 const float halfWidth = strokeWidth / 2; 2424 2425 int alpha; 2426 SkXfermode::Mode mode; 2427 getAlphaAndMode(paint, &alpha, &mode); 2428 2429 int verticesCount = count >> 1; 2430 int generatedVerticesCount = 0; 2431 2432 TextureVertex pointsData[verticesCount]; 2433 TextureVertex* vertex = &pointsData[0]; 2434 2435 // TODO: We should optimize this method to not generate vertices for points 2436 // that lie outside of the clip. 2437 mCaches.enableScissor(); 2438 2439 setupDraw(); 2440 setupDrawNoTexture(); 2441 setupDrawPoint(strokeWidth); 2442 setupDrawColor(paint->getColor(), alpha); 2443 setupDrawColorFilter(); 2444 setupDrawShader(); 2445 setupDrawBlending(mode); 2446 setupDrawProgram(); 2447 setupDrawModelViewIdentity(true); 2448 setupDrawColorUniforms(); 2449 setupDrawColorFilterUniforms(); 2450 setupDrawPointUniforms(); 2451 setupDrawShaderIdentityUniforms(); 2452 setupDrawMesh(vertex); 2453 2454 for (int i = 0; i < count; i += 2) { 2455 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2456 generatedVerticesCount++; 2457 2458 float left = points[i] - halfWidth; 2459 float right = points[i] + halfWidth; 2460 float top = points[i + 1] - halfWidth; 2461 float bottom = points [i + 1] + halfWidth; 2462 2463 dirtyLayer(left, top, right, bottom, currentTransform()); 2464 } 2465 2466 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2467 2468 return DrawGlInfo::kStatusDrew; 2469} 2470 2471status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2472 // No need to check against the clip, we fill the clip region 2473 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2474 2475 Rect& clip(*mSnapshot->clipRect); 2476 clip.snapToPixelBoundaries(); 2477 2478 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2479 2480 return DrawGlInfo::kStatusDrew; 2481} 2482 2483status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2484 SkPaint* paint) { 2485 if (!texture) return DrawGlInfo::kStatusDone; 2486 const AutoTexture autoCleanup(texture); 2487 2488 const float x = left + texture->left - texture->offset; 2489 const float y = top + texture->top - texture->offset; 2490 2491 drawPathTexture(texture, x, y, paint); 2492 2493 return DrawGlInfo::kStatusDrew; 2494} 2495 2496status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2497 float rx, float ry, SkPaint* p) { 2498 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2499 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2500 return DrawGlInfo::kStatusDone; 2501 } 2502 2503 if (p->getPathEffect() != 0) { 2504 mCaches.activeTexture(0); 2505 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2506 right - left, bottom - top, rx, ry, p); 2507 return drawShape(left, top, texture, p); 2508 } 2509 2510 SkPath path; 2511 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2512 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2513 float outset = p->getStrokeWidth() / 2; 2514 rect.outset(outset, outset); 2515 rx += outset; 2516 ry += outset; 2517 } 2518 path.addRoundRect(rect, rx, ry); 2519 return drawConvexPath(path, p); 2520} 2521 2522status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2523 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2524 x + radius, y + radius, p) || 2525 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2526 return DrawGlInfo::kStatusDone; 2527 } 2528 if (p->getPathEffect() != 0) { 2529 mCaches.activeTexture(0); 2530 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2531 return drawShape(x - radius, y - radius, texture, p); 2532 } 2533 2534 SkPath path; 2535 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2536 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2537 } else { 2538 path.addCircle(x, y, radius); 2539 } 2540 return drawConvexPath(path, p); 2541} 2542 2543status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2544 SkPaint* p) { 2545 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2546 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2547 return DrawGlInfo::kStatusDone; 2548 } 2549 2550 if (p->getPathEffect() != 0) { 2551 mCaches.activeTexture(0); 2552 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2553 return drawShape(left, top, texture, p); 2554 } 2555 2556 SkPath path; 2557 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2558 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2559 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2560 } 2561 path.addOval(rect); 2562 return drawConvexPath(path, p); 2563} 2564 2565status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2566 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2567 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2568 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2569 return DrawGlInfo::kStatusDone; 2570 } 2571 2572 if (fabs(sweepAngle) >= 360.0f) { 2573 return drawOval(left, top, right, bottom, p); 2574 } 2575 2576 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2577 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2578 mCaches.activeTexture(0); 2579 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2580 startAngle, sweepAngle, useCenter, p); 2581 return drawShape(left, top, texture, p); 2582 } 2583 2584 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2585 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2586 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2587 } 2588 2589 SkPath path; 2590 if (useCenter) { 2591 path.moveTo(rect.centerX(), rect.centerY()); 2592 } 2593 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2594 if (useCenter) { 2595 path.close(); 2596 } 2597 return drawConvexPath(path, p); 2598} 2599 2600// See SkPaintDefaults.h 2601#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2602 2603status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2604 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2605 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2606 return DrawGlInfo::kStatusDone; 2607 } 2608 2609 if (p->getStyle() != SkPaint::kFill_Style) { 2610 // only fill style is supported by drawConvexPath, since others have to handle joins 2611 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2612 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2613 mCaches.activeTexture(0); 2614 const PathTexture* texture = 2615 mCaches.pathCache.getRect(right - left, bottom - top, p); 2616 return drawShape(left, top, texture, p); 2617 } 2618 2619 SkPath path; 2620 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2621 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2622 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2623 } 2624 path.addRect(rect); 2625 return drawConvexPath(path, p); 2626 } 2627 2628 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2629 SkPath path; 2630 path.addRect(left, top, right, bottom); 2631 return drawConvexPath(path, p); 2632 } else { 2633 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2634 return DrawGlInfo::kStatusDrew; 2635 } 2636} 2637 2638void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2639 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2640 float x, float y) { 2641 mCaches.activeTexture(0); 2642 2643 // NOTE: The drop shadow will not perform gamma correction 2644 // if shader-based correction is enabled 2645 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2646 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2647 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2648 const AutoTexture autoCleanup(shadow); 2649 2650 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2651 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2652 2653 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2654 int shadowColor = mDrawModifiers.mShadowColor; 2655 if (mDrawModifiers.mShader) { 2656 shadowColor = 0xffffffff; 2657 } 2658 2659 setupDraw(); 2660 setupDrawWithTexture(true); 2661 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2662 setupDrawColorFilter(); 2663 setupDrawShader(); 2664 setupDrawBlending(true, mode); 2665 setupDrawProgram(); 2666 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2667 setupDrawTexture(shadow->id); 2668 setupDrawPureColorUniforms(); 2669 setupDrawColorFilterUniforms(); 2670 setupDrawShaderUniforms(); 2671 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2672 2673 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2674} 2675 2676bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2677 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2678 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2679} 2680 2681class TextSetupFunctor: public Functor { 2682public: 2683 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2684 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2685 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2686 alpha(alpha), mode(mode), paint(paint) { 2687 } 2688 ~TextSetupFunctor() { } 2689 2690 status_t operator ()(int what, void* data) { 2691 renderer.setupDraw(); 2692 renderer.setupDrawTextGamma(paint); 2693 renderer.setupDrawDirtyRegionsDisabled(); 2694 renderer.setupDrawWithTexture(true); 2695 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2696 renderer.setupDrawColorFilter(); 2697 renderer.setupDrawShader(); 2698 renderer.setupDrawBlending(true, mode); 2699 renderer.setupDrawProgram(); 2700 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2701 // Calling setupDrawTexture with the name 0 will enable the 2702 // uv attributes and increase the texture unit count 2703 // texture binding will be performed by the font renderer as 2704 // needed 2705 renderer.setupDrawTexture(0); 2706 renderer.setupDrawPureColorUniforms(); 2707 renderer.setupDrawColorFilterUniforms(); 2708 renderer.setupDrawShaderUniforms(pureTranslate); 2709 renderer.setupDrawTextGammaUniforms(); 2710 2711 return NO_ERROR; 2712 } 2713 2714 OpenGLRenderer& renderer; 2715 float x; 2716 float y; 2717 bool pureTranslate; 2718 int alpha; 2719 SkXfermode::Mode mode; 2720 SkPaint* paint; 2721}; 2722 2723status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2724 const float* positions, SkPaint* paint) { 2725 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2726 return DrawGlInfo::kStatusDone; 2727 } 2728 2729 // NOTE: Skia does not support perspective transform on drawPosText yet 2730 if (!currentTransform().isSimple()) { 2731 return DrawGlInfo::kStatusDone; 2732 } 2733 2734 float x = 0.0f; 2735 float y = 0.0f; 2736 const bool pureTranslate = currentTransform().isPureTranslate(); 2737 if (pureTranslate) { 2738 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2739 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2740 } 2741 2742 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2743 fontRenderer.setFont(paint, mat4::identity()); 2744 2745 int alpha; 2746 SkXfermode::Mode mode; 2747 getAlphaAndMode(paint, &alpha, &mode); 2748 2749 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2750 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2751 alpha, mode, 0.0f, 0.0f); 2752 } 2753 2754 // Pick the appropriate texture filtering 2755 bool linearFilter = currentTransform().changesBounds(); 2756 if (pureTranslate && !linearFilter) { 2757 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2758 } 2759 fontRenderer.setTextureFiltering(linearFilter); 2760 2761 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2762 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2763 2764 const bool hasActiveLayer = hasLayer(); 2765 2766 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2767 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2768 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2769 if (hasActiveLayer) { 2770 if (!pureTranslate) { 2771 currentTransform().mapRect(bounds); 2772 } 2773 dirtyLayerUnchecked(bounds, getRegion()); 2774 } 2775 } 2776 2777 return DrawGlInfo::kStatusDrew; 2778} 2779 2780mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2781 mat4 fontTransform; 2782 if (CC_LIKELY(transform.isPureTranslate())) { 2783 fontTransform = mat4::identity(); 2784 } else { 2785 if (CC_UNLIKELY(transform.isPerspective())) { 2786 fontTransform = mat4::identity(); 2787 } else { 2788 float sx, sy; 2789 currentTransform().decomposeScale(sx, sy); 2790 fontTransform.loadScale(sx, sy, 1.0f); 2791 } 2792 } 2793 return fontTransform; 2794} 2795 2796status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2797 float x, float y, const float* positions, SkPaint* paint, float length) { 2798 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2799 return DrawGlInfo::kStatusDone; 2800 } 2801 2802 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2803 switch (paint->getTextAlign()) { 2804 case SkPaint::kCenter_Align: 2805 x -= length / 2.0f; 2806 break; 2807 case SkPaint::kRight_Align: 2808 x -= length; 2809 break; 2810 default: 2811 break; 2812 } 2813 2814 SkPaint::FontMetrics metrics; 2815 paint->getFontMetrics(&metrics, 0.0f); 2816 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2817 return DrawGlInfo::kStatusDone; 2818 } 2819 2820 const float oldX = x; 2821 const float oldY = y; 2822 2823 const mat4& transform = currentTransform(); 2824 const bool pureTranslate = transform.isPureTranslate(); 2825 2826 if (CC_LIKELY(pureTranslate)) { 2827 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2828 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2829 } 2830 2831 int alpha; 2832 SkXfermode::Mode mode; 2833 getAlphaAndMode(paint, &alpha, &mode); 2834 2835 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2836 2837 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2838 fontRenderer.setFont(paint, mat4::identity()); 2839 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2840 alpha, mode, oldX, oldY); 2841 } 2842 2843 const bool hasActiveLayer = hasLayer(); 2844 2845 // We only pass a partial transform to the font renderer. That partial 2846 // matrix defines how glyphs are rasterized. Typically we want glyphs 2847 // to be rasterized at their final size on screen, which means the partial 2848 // matrix needs to take the scale factor into account. 2849 // When a partial matrix is used to transform glyphs during rasterization, 2850 // the mesh is generated with the inverse transform (in the case of scale, 2851 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2852 // apply the full transform matrix at draw time in the vertex shader. 2853 // Applying the full matrix in the shader is the easiest way to handle 2854 // rotation and perspective and allows us to always generated quads in the 2855 // font renderer which greatly simplifies the code, clipping in particular. 2856 mat4 fontTransform = findBestFontTransform(transform); 2857 fontRenderer.setFont(paint, fontTransform); 2858 2859 // Pick the appropriate texture filtering 2860 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2861 fontRenderer.setTextureFiltering(linearFilter); 2862 2863 // TODO: Implement better clipping for scaled/rotated text 2864 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2865 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2866 2867 bool status; 2868 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2869 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2870 SkPaint paintCopy(*paint); 2871 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2872 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2873 positions, hasActiveLayer ? &bounds : NULL, &functor); 2874 } else { 2875 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2876 positions, hasActiveLayer ? &bounds : NULL, &functor); 2877 } 2878 2879 if (status && hasActiveLayer) { 2880 if (!pureTranslate) { 2881 transform.mapRect(bounds); 2882 } 2883 dirtyLayerUnchecked(bounds, getRegion()); 2884 } 2885 2886 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2887 2888 return DrawGlInfo::kStatusDrew; 2889} 2890 2891status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2892 float hOffset, float vOffset, SkPaint* paint) { 2893 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2894 return DrawGlInfo::kStatusDone; 2895 } 2896 2897 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2898 fontRenderer.setFont(paint, mat4::identity()); 2899 fontRenderer.setTextureFiltering(true); 2900 2901 int alpha; 2902 SkXfermode::Mode mode; 2903 getAlphaAndMode(paint, &alpha, &mode); 2904 2905 setupDraw(); 2906 setupDrawTextGamma(paint); 2907 setupDrawDirtyRegionsDisabled(); 2908 setupDrawWithTexture(true); 2909 setupDrawAlpha8Color(paint->getColor(), alpha); 2910 setupDrawColorFilter(); 2911 setupDrawShader(); 2912 setupDrawBlending(true, mode); 2913 setupDrawProgram(); 2914 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2915 // Calling setupDrawTexture with the name 0 will enable the 2916 // uv attributes and increase the texture unit count 2917 // texture binding will be performed by the font renderer as 2918 // needed 2919 setupDrawTexture(0); 2920 setupDrawPureColorUniforms(); 2921 setupDrawColorFilterUniforms(); 2922 setupDrawShaderUniforms(false); 2923 setupDrawTextGammaUniforms(); 2924 2925 const Rect* clip = &mSnapshot->getLocalClip(); 2926 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2927 2928 const bool hasActiveLayer = hasLayer(); 2929 2930 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2931 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2932 if (hasActiveLayer) { 2933 currentTransform().mapRect(bounds); 2934 dirtyLayerUnchecked(bounds, getRegion()); 2935 } 2936 } 2937 2938 return DrawGlInfo::kStatusDrew; 2939} 2940 2941status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2942 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2943 2944 mCaches.activeTexture(0); 2945 2946 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2947 if (!texture) return DrawGlInfo::kStatusDone; 2948 const AutoTexture autoCleanup(texture); 2949 2950 const float x = texture->left - texture->offset; 2951 const float y = texture->top - texture->offset; 2952 2953 drawPathTexture(texture, x, y, paint); 2954 2955 return DrawGlInfo::kStatusDrew; 2956} 2957 2958status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2959 if (!layer) { 2960 return DrawGlInfo::kStatusDone; 2961 } 2962 2963 mat4* transform = NULL; 2964 if (layer->isTextureLayer()) { 2965 transform = &layer->getTransform(); 2966 if (!transform->isIdentity()) { 2967 save(0); 2968 currentTransform().multiply(*transform); 2969 } 2970 } 2971 2972 Rect transformed; 2973 Rect clip; 2974 const bool rejected = quickRejectNoScissor(x, y, 2975 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2976 2977 if (rejected) { 2978 if (transform && !transform->isIdentity()) { 2979 restore(); 2980 } 2981 return DrawGlInfo::kStatusDone; 2982 } 2983 2984 updateLayer(layer, true); 2985 2986 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2987 mCaches.activeTexture(0); 2988 2989 if (CC_LIKELY(!layer->region.isEmpty())) { 2990 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 2991 mDrawModifiers.mColorFilter = layer->getColorFilter(); 2992 2993 if (layer->region.isRect()) { 2994 composeLayerRect(layer, layer->regionRect); 2995 } else if (layer->mesh) { 2996 const float a = layer->getAlpha() / 255.0f * mSnapshot->alpha; 2997 setupDraw(); 2998 setupDrawWithTexture(); 2999 setupDrawColor(a, a, a, a); 3000 setupDrawColorFilter(); 3001 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3002 setupDrawProgram(); 3003 setupDrawPureColorUniforms(); 3004 setupDrawColorFilterUniforms(); 3005 setupDrawTexture(layer->getTexture()); 3006 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3007 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3008 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3009 3010 layer->setFilter(GL_NEAREST); 3011 setupDrawModelViewTranslate(tx, ty, 3012 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3013 } else { 3014 layer->setFilter(GL_LINEAR); 3015 setupDrawModelViewTranslate(x, y, 3016 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3017 } 3018 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3019 3020 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3021 GL_UNSIGNED_SHORT, layer->meshIndices); 3022 3023 finishDrawTexture(); 3024 3025#if DEBUG_LAYERS_AS_REGIONS 3026 drawRegionRects(layer->region); 3027#endif 3028 } 3029 3030 mDrawModifiers.mColorFilter = oldFilter; 3031 3032 if (layer->debugDrawUpdate) { 3033 layer->debugDrawUpdate = false; 3034 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3035 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3036 } 3037 } 3038 3039 if (transform && !transform->isIdentity()) { 3040 restore(); 3041 } 3042 3043 return DrawGlInfo::kStatusDrew; 3044} 3045 3046/////////////////////////////////////////////////////////////////////////////// 3047// Shaders 3048/////////////////////////////////////////////////////////////////////////////// 3049 3050void OpenGLRenderer::resetShader() { 3051 mDrawModifiers.mShader = NULL; 3052} 3053 3054void OpenGLRenderer::setupShader(SkiaShader* shader) { 3055 mDrawModifiers.mShader = shader; 3056 if (mDrawModifiers.mShader) { 3057 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 3058 } 3059} 3060 3061/////////////////////////////////////////////////////////////////////////////// 3062// Color filters 3063/////////////////////////////////////////////////////////////////////////////// 3064 3065void OpenGLRenderer::resetColorFilter() { 3066 mDrawModifiers.mColorFilter = NULL; 3067} 3068 3069void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3070 mDrawModifiers.mColorFilter = filter; 3071} 3072 3073/////////////////////////////////////////////////////////////////////////////// 3074// Drop shadow 3075/////////////////////////////////////////////////////////////////////////////// 3076 3077void OpenGLRenderer::resetShadow() { 3078 mDrawModifiers.mHasShadow = false; 3079} 3080 3081void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3082 mDrawModifiers.mHasShadow = true; 3083 mDrawModifiers.mShadowRadius = radius; 3084 mDrawModifiers.mShadowDx = dx; 3085 mDrawModifiers.mShadowDy = dy; 3086 mDrawModifiers.mShadowColor = color; 3087} 3088 3089/////////////////////////////////////////////////////////////////////////////// 3090// Draw filters 3091/////////////////////////////////////////////////////////////////////////////// 3092 3093void OpenGLRenderer::resetPaintFilter() { 3094 mDrawModifiers.mHasDrawFilter = false; 3095} 3096 3097void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3098 mDrawModifiers.mHasDrawFilter = true; 3099 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3100 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3101} 3102 3103SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3104 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3105 return paint; 3106 } 3107 3108 uint32_t flags = paint->getFlags(); 3109 3110 mFilteredPaint = *paint; 3111 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3112 mDrawModifiers.mPaintFilterSetBits); 3113 3114 return &mFilteredPaint; 3115} 3116 3117/////////////////////////////////////////////////////////////////////////////// 3118// Drawing implementation 3119/////////////////////////////////////////////////////////////////////////////// 3120 3121void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3122 float x, float y, SkPaint* paint) { 3123 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3124 return; 3125 } 3126 3127 int alpha; 3128 SkXfermode::Mode mode; 3129 getAlphaAndMode(paint, &alpha, &mode); 3130 3131 setupDraw(); 3132 setupDrawWithTexture(true); 3133 setupDrawAlpha8Color(paint->getColor(), alpha); 3134 setupDrawColorFilter(); 3135 setupDrawShader(); 3136 setupDrawBlending(true, mode); 3137 setupDrawProgram(); 3138 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3139 setupDrawTexture(texture->id); 3140 setupDrawPureColorUniforms(); 3141 setupDrawColorFilterUniforms(); 3142 setupDrawShaderUniforms(); 3143 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3144 3145 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3146 3147 finishDrawTexture(); 3148} 3149 3150// Same values used by Skia 3151#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3152#define kStdUnderline_Offset (1.0f / 9.0f) 3153#define kStdUnderline_Thickness (1.0f / 18.0f) 3154 3155void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 3156 float x, float y, SkPaint* paint) { 3157 // Handle underline and strike-through 3158 uint32_t flags = paint->getFlags(); 3159 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3160 SkPaint paintCopy(*paint); 3161 float underlineWidth = length; 3162 // If length is > 0.0f, we already measured the text for the text alignment 3163 if (length <= 0.0f) { 3164 underlineWidth = paintCopy.measureText(text, bytesCount); 3165 } 3166 3167 if (CC_LIKELY(underlineWidth > 0.0f)) { 3168 const float textSize = paintCopy.getTextSize(); 3169 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3170 3171 const float left = x; 3172 float top = 0.0f; 3173 3174 int linesCount = 0; 3175 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3176 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3177 3178 const int pointsCount = 4 * linesCount; 3179 float points[pointsCount]; 3180 int currentPoint = 0; 3181 3182 if (flags & SkPaint::kUnderlineText_Flag) { 3183 top = y + textSize * kStdUnderline_Offset; 3184 points[currentPoint++] = left; 3185 points[currentPoint++] = top; 3186 points[currentPoint++] = left + underlineWidth; 3187 points[currentPoint++] = top; 3188 } 3189 3190 if (flags & SkPaint::kStrikeThruText_Flag) { 3191 top = y + textSize * kStdStrikeThru_Offset; 3192 points[currentPoint++] = left; 3193 points[currentPoint++] = top; 3194 points[currentPoint++] = left + underlineWidth; 3195 points[currentPoint++] = top; 3196 } 3197 3198 paintCopy.setStrokeWidth(strokeWidth); 3199 3200 drawLines(&points[0], pointsCount, &paintCopy); 3201 } 3202 } 3203} 3204 3205status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3206 if (mSnapshot->isIgnored()) { 3207 return DrawGlInfo::kStatusDone; 3208 } 3209 3210 int color = paint->getColor(); 3211 // If a shader is set, preserve only the alpha 3212 if (mDrawModifiers.mShader) { 3213 color |= 0x00ffffff; 3214 } 3215 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3216 3217 return drawColorRects(rects, count, color, mode); 3218} 3219 3220status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3221 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3222 if (count == 0) { 3223 return DrawGlInfo::kStatusDone; 3224 } 3225 3226 float left = FLT_MAX; 3227 float top = FLT_MAX; 3228 float right = FLT_MIN; 3229 float bottom = FLT_MIN; 3230 3231 int vertexCount = 0; 3232 Vertex mesh[count * 6]; 3233 Vertex* vertex = mesh; 3234 3235 for (int index = 0; index < count; index += 4) { 3236 float l = rects[index + 0]; 3237 float t = rects[index + 1]; 3238 float r = rects[index + 2]; 3239 float b = rects[index + 3]; 3240 3241 Vertex::set(vertex++, l, b); 3242 Vertex::set(vertex++, l, t); 3243 Vertex::set(vertex++, r, t); 3244 Vertex::set(vertex++, l, b); 3245 Vertex::set(vertex++, r, t); 3246 Vertex::set(vertex++, r, b); 3247 3248 vertexCount += 6; 3249 3250 left = fminf(left, l); 3251 top = fminf(top, t); 3252 right = fmaxf(right, r); 3253 bottom = fmaxf(bottom, b); 3254 } 3255 3256 if (clip && quickReject(left, top, right, bottom)) { 3257 return DrawGlInfo::kStatusDone; 3258 } 3259 3260 setupDraw(); 3261 setupDrawNoTexture(); 3262 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3263 setupDrawShader(); 3264 setupDrawColorFilter(); 3265 setupDrawBlending(mode); 3266 setupDrawProgram(); 3267 setupDrawDirtyRegionsDisabled(); 3268 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3269 setupDrawColorUniforms(); 3270 setupDrawShaderUniforms(); 3271 setupDrawColorFilterUniforms(); 3272 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3273 3274 if (dirty && hasLayer()) { 3275 dirtyLayer(left, top, right, bottom, currentTransform()); 3276 } 3277 3278 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3279 3280 return DrawGlInfo::kStatusDrew; 3281} 3282 3283void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3284 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3285 // If a shader is set, preserve only the alpha 3286 if (mDrawModifiers.mShader) { 3287 color |= 0x00ffffff; 3288 } 3289 3290 setupDraw(); 3291 setupDrawNoTexture(); 3292 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3293 setupDrawShader(); 3294 setupDrawColorFilter(); 3295 setupDrawBlending(mode); 3296 setupDrawProgram(); 3297 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3298 setupDrawColorUniforms(); 3299 setupDrawShaderUniforms(ignoreTransform); 3300 setupDrawColorFilterUniforms(); 3301 setupDrawSimpleMesh(); 3302 3303 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3304} 3305 3306void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3307 Texture* texture, SkPaint* paint) { 3308 int alpha; 3309 SkXfermode::Mode mode; 3310 getAlphaAndMode(paint, &alpha, &mode); 3311 3312 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3313 3314 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3315 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3316 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3317 3318 texture->setFilter(GL_NEAREST, true); 3319 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3320 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3321 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3322 } else { 3323 texture->setFilter(FILTER(paint), true); 3324 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3325 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3326 GL_TRIANGLE_STRIP, gMeshCount); 3327 } 3328} 3329 3330void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3331 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3332 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3333 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3334} 3335 3336void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3337 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3338 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3339 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3340 3341 setupDraw(); 3342 setupDrawWithTexture(); 3343 setupDrawColor(alpha, alpha, alpha, alpha); 3344 setupDrawColorFilter(); 3345 setupDrawBlending(blend, mode, swapSrcDst); 3346 setupDrawProgram(); 3347 if (!dirty) setupDrawDirtyRegionsDisabled(); 3348 if (!ignoreScale) { 3349 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3350 } else { 3351 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3352 } 3353 setupDrawTexture(texture); 3354 setupDrawPureColorUniforms(); 3355 setupDrawColorFilterUniforms(); 3356 setupDrawMesh(vertices, texCoords, vbo); 3357 3358 glDrawArrays(drawMode, 0, elementsCount); 3359 3360 finishDrawTexture(); 3361} 3362 3363void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3364 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3365 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3366 bool ignoreTransform, bool dirty) { 3367 3368 setupDraw(); 3369 setupDrawWithTexture(true); 3370 if (hasColor) { 3371 setupDrawAlpha8Color(color, alpha); 3372 } 3373 setupDrawColorFilter(); 3374 setupDrawShader(); 3375 setupDrawBlending(true, mode); 3376 setupDrawProgram(); 3377 if (!dirty) setupDrawDirtyRegionsDisabled(); 3378 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3379 setupDrawTexture(texture); 3380 setupDrawPureColorUniforms(); 3381 setupDrawColorFilterUniforms(); 3382 setupDrawShaderUniforms(); 3383 setupDrawMesh(vertices, texCoords); 3384 3385 glDrawArrays(drawMode, 0, elementsCount); 3386 3387 finishDrawTexture(); 3388} 3389 3390void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3391 ProgramDescription& description, bool swapSrcDst) { 3392 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3393 3394 if (blend) { 3395 // These blend modes are not supported by OpenGL directly and have 3396 // to be implemented using shaders. Since the shader will perform 3397 // the blending, turn blending off here 3398 // If the blend mode cannot be implemented using shaders, fall 3399 // back to the default SrcOver blend mode instead 3400 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3401 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3402 description.framebufferMode = mode; 3403 description.swapSrcDst = swapSrcDst; 3404 3405 if (mCaches.blend) { 3406 glDisable(GL_BLEND); 3407 mCaches.blend = false; 3408 } 3409 3410 return; 3411 } else { 3412 mode = SkXfermode::kSrcOver_Mode; 3413 } 3414 } 3415 3416 if (!mCaches.blend) { 3417 glEnable(GL_BLEND); 3418 } 3419 3420 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3421 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3422 3423 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3424 glBlendFunc(sourceMode, destMode); 3425 mCaches.lastSrcMode = sourceMode; 3426 mCaches.lastDstMode = destMode; 3427 } 3428 } else if (mCaches.blend) { 3429 glDisable(GL_BLEND); 3430 } 3431 mCaches.blend = blend; 3432} 3433 3434bool OpenGLRenderer::useProgram(Program* program) { 3435 if (!program->isInUse()) { 3436 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3437 program->use(); 3438 mCaches.currentProgram = program; 3439 return false; 3440 } 3441 return true; 3442} 3443 3444void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3445 TextureVertex* v = &mMeshVertices[0]; 3446 TextureVertex::setUV(v++, u1, v1); 3447 TextureVertex::setUV(v++, u2, v1); 3448 TextureVertex::setUV(v++, u1, v2); 3449 TextureVertex::setUV(v++, u2, v2); 3450} 3451 3452void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3453 getAlphaAndModeDirect(paint, alpha, mode); 3454 *alpha *= mSnapshot->alpha; 3455} 3456 3457}; // namespace uirenderer 3458}; // namespace android 3459