OpenGLRenderer.cpp revision 72bd95b8feb7ef41eb5dd00003b1aed8f30f4abe
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "PathTessellator.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): 113 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 114 // *set* draw modifiers to be 0 115 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 116 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 mFrameStarted = false; 122 mCountOverdraw = false; 123 124 mScissorOptimizationDisabled = false; 125} 126 127OpenGLRenderer::~OpenGLRenderer() { 128 // The context has already been destroyed at this point, do not call 129 // GL APIs. All GL state should be kept in Caches.h 130} 131 132void OpenGLRenderer::initProperties() { 133 char property[PROPERTY_VALUE_MAX]; 134 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 135 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 136 INIT_LOGD(" Scissor optimization %s", 137 mScissorOptimizationDisabled ? "disabled" : "enabled"); 138 } else { 139 INIT_LOGD(" Scissor optimization enabled"); 140 } 141} 142 143/////////////////////////////////////////////////////////////////////////////// 144// Setup 145/////////////////////////////////////////////////////////////////////////////// 146 147void OpenGLRenderer::setName(const char* name) { 148 if (name) { 149 mName.setTo(name); 150 } else { 151 mName.clear(); 152 } 153} 154 155const char* OpenGLRenderer::getName() const { 156 return mName.string(); 157} 158 159bool OpenGLRenderer::isDeferred() { 160 return false; 161} 162 163void OpenGLRenderer::setViewport(int width, int height) { 164 initViewport(width, height); 165 166 glDisable(GL_DITHER); 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 169 glEnableVertexAttribArray(Program::kBindingPosition); 170} 171 172void OpenGLRenderer::initViewport(int width, int height) { 173 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 174 175 mWidth = width; 176 mHeight = height; 177 178 mFirstSnapshot->height = height; 179 mFirstSnapshot->viewport.set(0, 0, width, height); 180} 181 182void OpenGLRenderer::setupFrameState(float left, float top, 183 float right, float bottom, bool opaque) { 184 mCaches.clearGarbage(); 185 186 mOpaque = opaque; 187 mSnapshot = new Snapshot(mFirstSnapshot, 188 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 189 mSnapshot->fbo = getTargetFbo(); 190 mSaveCount = 1; 191 192 mSnapshot->setClip(left, top, right, bottom); 193 mTilingClip.set(left, top, right, bottom); 194} 195 196status_t OpenGLRenderer::startFrame() { 197 if (mFrameStarted) return DrawGlInfo::kStatusDone; 198 mFrameStarted = true; 199 200 mDirtyClip = true; 201 202 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 203 204 glViewport(0, 0, mWidth, mHeight); 205 206 // Functors break the tiling extension in pretty spectacular ways 207 // This ensures we don't use tiling when a functor is going to be 208 // invoked during the frame 209 mSuppressTiling = mCaches.hasRegisteredFunctors(); 210 211 startTiling(mSnapshot, true); 212 213 debugOverdraw(true, true); 214 215 return clear(mTilingClip.left, mTilingClip.top, 216 mTilingClip.right, mTilingClip.bottom, mOpaque); 217} 218 219status_t OpenGLRenderer::prepare(bool opaque) { 220 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 221} 222 223status_t OpenGLRenderer::prepareDirty(float left, float top, 224 float right, float bottom, bool opaque) { 225 226 setupFrameState(left, top, right, bottom, opaque); 227 228 // Layer renderers will start the frame immediately 229 // The framebuffer renderer will first defer the display list 230 // for each layer and wait until the first drawing command 231 // to start the frame 232 if (mSnapshot->fbo == 0) { 233 syncState(); 234 updateLayers(); 235 } else { 236 return startFrame(); 237 } 238 239 return DrawGlInfo::kStatusDone; 240} 241 242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 243 // If we know that we are going to redraw the entire framebuffer, 244 // perform a discard to let the driver know we don't need to preserve 245 // the back buffer for this frame. 246 if (mExtensions.hasDiscardFramebuffer() && 247 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 248 const bool isFbo = getTargetFbo() == 0; 249 const GLenum attachments[] = { 250 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 251 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 252 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 253 } 254} 255 256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 257 if (!opaque || mCountOverdraw) { 258 mCaches.enableScissor(); 259 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 260 glClear(GL_COLOR_BUFFER_BIT); 261 return DrawGlInfo::kStatusDrew; 262 } 263 264 mCaches.resetScissor(); 265 return DrawGlInfo::kStatusDone; 266} 267 268void OpenGLRenderer::syncState() { 269 if (mCaches.blend) { 270 glEnable(GL_BLEND); 271 } else { 272 glDisable(GL_BLEND); 273 } 274} 275 276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 277 if (!mSuppressTiling) { 278 Rect* clip = &mTilingClip; 279 if (s->flags & Snapshot::kFlagFboTarget) { 280 clip = &(s->layer->clipRect); 281 } 282 283 startTiling(*clip, s->height, opaque); 284 } 285} 286 287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 288 if (!mSuppressTiling) { 289 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 290 clip.right - clip.left, clip.bottom - clip.top, opaque); 291 } 292} 293 294void OpenGLRenderer::endTiling() { 295 if (!mSuppressTiling) mCaches.endTiling(); 296} 297 298void OpenGLRenderer::finish() { 299 renderOverdraw(); 300 endTiling(); 301 302 // When finish() is invoked on FBO 0 we've reached the end 303 // of the current frame 304 if (getTargetFbo() == 0) { 305 mCaches.pathCache.trim(); 306 } 307 308 if (!suppressErrorChecks()) { 309#if DEBUG_OPENGL 310 GLenum status = GL_NO_ERROR; 311 while ((status = glGetError()) != GL_NO_ERROR) { 312 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 313 switch (status) { 314 case GL_INVALID_ENUM: 315 ALOGE(" GL_INVALID_ENUM"); 316 break; 317 case GL_INVALID_VALUE: 318 ALOGE(" GL_INVALID_VALUE"); 319 break; 320 case GL_INVALID_OPERATION: 321 ALOGE(" GL_INVALID_OPERATION"); 322 break; 323 case GL_OUT_OF_MEMORY: 324 ALOGE(" Out of memory!"); 325 break; 326 } 327 } 328#endif 329 330#if DEBUG_MEMORY_USAGE 331 mCaches.dumpMemoryUsage(); 332#else 333 if (mCaches.getDebugLevel() & kDebugMemory) { 334 mCaches.dumpMemoryUsage(); 335 } 336#endif 337 } 338 339 if (mCountOverdraw) { 340 countOverdraw(); 341 } 342 343 mFrameStarted = false; 344} 345 346void OpenGLRenderer::interrupt() { 347 if (mCaches.currentProgram) { 348 if (mCaches.currentProgram->isInUse()) { 349 mCaches.currentProgram->remove(); 350 mCaches.currentProgram = NULL; 351 } 352 } 353 mCaches.unbindMeshBuffer(); 354 mCaches.unbindIndicesBuffer(); 355 mCaches.resetVertexPointers(); 356 mCaches.disableTexCoordsVertexArray(); 357 debugOverdraw(false, false); 358} 359 360void OpenGLRenderer::resume() { 361 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 362 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 363 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 364 debugOverdraw(true, false); 365 366 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 367 368 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 369 mCaches.enableScissor(); 370 mCaches.resetScissor(); 371 dirtyClip(); 372 373 mCaches.activeTexture(0); 374 375 mCaches.blend = true; 376 glEnable(GL_BLEND); 377 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 378 glBlendEquation(GL_FUNC_ADD); 379} 380 381void OpenGLRenderer::resumeAfterLayer() { 382 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 383 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 384 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 385 debugOverdraw(true, false); 386 387 mCaches.resetScissor(); 388 dirtyClip(); 389} 390 391void OpenGLRenderer::detachFunctor(Functor* functor) { 392 mFunctors.remove(functor); 393} 394 395void OpenGLRenderer::attachFunctor(Functor* functor) { 396 mFunctors.add(functor); 397} 398 399status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 400 status_t result = DrawGlInfo::kStatusDone; 401 size_t count = mFunctors.size(); 402 403 if (count > 0) { 404 interrupt(); 405 SortedVector<Functor*> functors(mFunctors); 406 mFunctors.clear(); 407 408 DrawGlInfo info; 409 info.clipLeft = 0; 410 info.clipTop = 0; 411 info.clipRight = 0; 412 info.clipBottom = 0; 413 info.isLayer = false; 414 info.width = 0; 415 info.height = 0; 416 memset(info.transform, 0, sizeof(float) * 16); 417 418 for (size_t i = 0; i < count; i++) { 419 Functor* f = functors.itemAt(i); 420 result |= (*f)(DrawGlInfo::kModeProcess, &info); 421 422 if (result & DrawGlInfo::kStatusDraw) { 423 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 424 dirty.unionWith(localDirty); 425 } 426 427 if (result & DrawGlInfo::kStatusInvoke) { 428 mFunctors.add(f); 429 } 430 } 431 resume(); 432 } 433 434 return result; 435} 436 437status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 438 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 439 440 interrupt(); 441 detachFunctor(functor); 442 443 mCaches.enableScissor(); 444 if (mDirtyClip) { 445 setScissorFromClip(); 446 } 447 448 Rect clip(*mSnapshot->clipRect); 449 clip.snapToPixelBoundaries(); 450 451 // Since we don't know what the functor will draw, let's dirty 452 // tne entire clip region 453 if (hasLayer()) { 454 dirtyLayerUnchecked(clip, getRegion()); 455 } 456 457 DrawGlInfo info; 458 info.clipLeft = clip.left; 459 info.clipTop = clip.top; 460 info.clipRight = clip.right; 461 info.clipBottom = clip.bottom; 462 info.isLayer = hasLayer(); 463 info.width = getSnapshot()->viewport.getWidth(); 464 info.height = getSnapshot()->height; 465 getSnapshot()->transform->copyTo(&info.transform[0]); 466 467 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 468 469 if (result != DrawGlInfo::kStatusDone) { 470 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 471 dirty.unionWith(localDirty); 472 473 if (result & DrawGlInfo::kStatusInvoke) { 474 mFunctors.add(functor); 475 } 476 } 477 478 resume(); 479 return result | DrawGlInfo::kStatusDrew; 480} 481 482/////////////////////////////////////////////////////////////////////////////// 483// Debug 484/////////////////////////////////////////////////////////////////////////////// 485 486void OpenGLRenderer::eventMark(const char* name) const { 487 mCaches.eventMark(0, name); 488} 489 490void OpenGLRenderer::startMark(const char* name) const { 491 mCaches.startMark(0, name); 492} 493 494void OpenGLRenderer::endMark() const { 495 mCaches.endMark(); 496} 497 498void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 499 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 500 if (clear) { 501 mCaches.disableScissor(); 502 mCaches.stencil.clear(); 503 } 504 if (enable) { 505 mCaches.stencil.enableDebugWrite(); 506 } else { 507 mCaches.stencil.disable(); 508 } 509 } 510} 511 512void OpenGLRenderer::renderOverdraw() { 513 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 514 const Rect* clip = &mTilingClip; 515 516 mCaches.enableScissor(); 517 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 518 clip->right - clip->left, clip->bottom - clip->top); 519 520 mCaches.stencil.enableDebugTest(2); 521 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 522 mCaches.stencil.enableDebugTest(3); 523 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 524 mCaches.stencil.enableDebugTest(4); 525 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 526 mCaches.stencil.enableDebugTest(4, true); 527 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 528 mCaches.stencil.disable(); 529 } 530} 531 532void OpenGLRenderer::countOverdraw() { 533 size_t count = mWidth * mHeight; 534 uint32_t* buffer = new uint32_t[count]; 535 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 536 537 size_t total = 0; 538 for (size_t i = 0; i < count; i++) { 539 total += buffer[i] & 0xff; 540 } 541 542 mOverdraw = total / float(count); 543 544 delete[] buffer; 545} 546 547/////////////////////////////////////////////////////////////////////////////// 548// Layers 549/////////////////////////////////////////////////////////////////////////////// 550 551bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 552 if (layer->deferredUpdateScheduled && layer->renderer && 553 layer->displayList && layer->displayList->isRenderable()) { 554 Rect& dirty = layer->dirtyRect; 555 556 if (inFrame) { 557 endTiling(); 558 debugOverdraw(false, false); 559 } 560 561 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 562 layer->render(); 563 } else { 564 layer->defer(); 565 } 566 567 if (inFrame) { 568 resumeAfterLayer(); 569 startTiling(mSnapshot); 570 } 571 572 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 573 layer->hasDrawnSinceUpdate = false; 574 575 return true; 576 } 577 578 return false; 579} 580 581void OpenGLRenderer::updateLayers() { 582 // If draw deferring is enabled this method will simply defer 583 // the display list of each individual layer. The layers remain 584 // in the layer updates list which will be cleared by flushLayers(). 585 int count = mLayerUpdates.size(); 586 if (count > 0) { 587 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 588 startMark("Layer Updates"); 589 } else { 590 startMark("Defer Layer Updates"); 591 } 592 593 // Note: it is very important to update the layers in order 594 for (int i = 0; i < count; i++) { 595 Layer* layer = mLayerUpdates.itemAt(i); 596 updateLayer(layer, false); 597 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 598 mCaches.resourceCache.decrementRefcount(layer); 599 } 600 } 601 602 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 603 mLayerUpdates.clear(); 604 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 605 } 606 endMark(); 607 } 608} 609 610void OpenGLRenderer::flushLayers() { 611 int count = mLayerUpdates.size(); 612 if (count > 0) { 613 startMark("Apply Layer Updates"); 614 char layerName[12]; 615 616 // Note: it is very important to update the layers in order 617 for (int i = 0; i < count; i++) { 618 sprintf(layerName, "Layer #%d", i); 619 startMark(layerName); 620 621 Layer* layer = mLayerUpdates.itemAt(i); 622 layer->flush(); 623 mCaches.resourceCache.decrementRefcount(layer); 624 625 endMark(); 626 } 627 628 mLayerUpdates.clear(); 629 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 630 631 endMark(); 632 } 633} 634 635void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 636 if (layer) { 637 // Make sure we don't introduce duplicates. 638 // SortedVector would do this automatically but we need to respect 639 // the insertion order. The linear search is not an issue since 640 // this list is usually very short (typically one item, at most a few) 641 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 642 if (mLayerUpdates.itemAt(i) == layer) { 643 return; 644 } 645 } 646 mLayerUpdates.push_back(layer); 647 mCaches.resourceCache.incrementRefcount(layer); 648 } 649} 650 651void OpenGLRenderer::clearLayerUpdates() { 652 size_t count = mLayerUpdates.size(); 653 if (count > 0) { 654 mCaches.resourceCache.lock(); 655 for (size_t i = 0; i < count; i++) { 656 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 657 } 658 mCaches.resourceCache.unlock(); 659 mLayerUpdates.clear(); 660 } 661} 662 663/////////////////////////////////////////////////////////////////////////////// 664// State management 665/////////////////////////////////////////////////////////////////////////////// 666 667int OpenGLRenderer::getSaveCount() const { 668 return mSaveCount; 669} 670 671int OpenGLRenderer::save(int flags) { 672 return saveSnapshot(flags); 673} 674 675void OpenGLRenderer::restore() { 676 if (mSaveCount > 1) { 677 restoreSnapshot(); 678 } 679} 680 681void OpenGLRenderer::restoreToCount(int saveCount) { 682 if (saveCount < 1) saveCount = 1; 683 684 while (mSaveCount > saveCount) { 685 restoreSnapshot(); 686 } 687} 688 689int OpenGLRenderer::saveSnapshot(int flags) { 690 mSnapshot = new Snapshot(mSnapshot, flags); 691 return mSaveCount++; 692} 693 694bool OpenGLRenderer::restoreSnapshot() { 695 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 696 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 697 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 698 699 sp<Snapshot> current = mSnapshot; 700 sp<Snapshot> previous = mSnapshot->previous; 701 702 if (restoreOrtho) { 703 Rect& r = previous->viewport; 704 glViewport(r.left, r.top, r.right, r.bottom); 705 mOrthoMatrix.load(current->orthoMatrix); 706 } 707 708 mSaveCount--; 709 mSnapshot = previous; 710 711 if (restoreClip) { 712 dirtyClip(); 713 } 714 715 if (restoreLayer) { 716 endMark(); // Savelayer 717 startMark("ComposeLayer"); 718 composeLayer(current, previous); 719 endMark(); 720 } 721 722 return restoreClip; 723} 724 725/////////////////////////////////////////////////////////////////////////////// 726// Layers 727/////////////////////////////////////////////////////////////////////////////// 728 729int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 730 int alpha, SkXfermode::Mode mode, int flags) { 731 const GLuint previousFbo = mSnapshot->fbo; 732 const int count = saveSnapshot(flags); 733 734 if (!mSnapshot->isIgnored()) { 735 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 736 } 737 738 return count; 739} 740 741void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 742 const Rect untransformedBounds(bounds); 743 744 currentTransform().mapRect(bounds); 745 746 // Layers only make sense if they are in the framebuffer's bounds 747 if (bounds.intersect(*mSnapshot->clipRect)) { 748 // We cannot work with sub-pixels in this case 749 bounds.snapToPixelBoundaries(); 750 751 // When the layer is not an FBO, we may use glCopyTexImage so we 752 // need to make sure the layer does not extend outside the bounds 753 // of the framebuffer 754 if (!bounds.intersect(mSnapshot->previous->viewport)) { 755 bounds.setEmpty(); 756 } else if (fboLayer) { 757 clip.set(bounds); 758 mat4 inverse; 759 inverse.loadInverse(currentTransform()); 760 inverse.mapRect(clip); 761 clip.snapToPixelBoundaries(); 762 if (clip.intersect(untransformedBounds)) { 763 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 764 bounds.set(untransformedBounds); 765 } else { 766 clip.setEmpty(); 767 } 768 } 769 } else { 770 bounds.setEmpty(); 771 } 772} 773 774void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 775 bool fboLayer, int alpha) { 776 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 777 bounds.getHeight() > mCaches.maxTextureSize || 778 (fboLayer && clip.isEmpty())) { 779 mSnapshot->empty = fboLayer; 780 } else { 781 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 782 } 783} 784 785int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 786 int alpha, SkXfermode::Mode mode, int flags) { 787 const GLuint previousFbo = mSnapshot->fbo; 788 const int count = saveSnapshot(flags); 789 790 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 791 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 792 // operations will be able to store and restore the current clip and transform info, and 793 // quick rejection will be correct (for display lists) 794 795 Rect bounds(left, top, right, bottom); 796 Rect clip; 797 calculateLayerBoundsAndClip(bounds, clip, true); 798 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 799 800 if (!mSnapshot->isIgnored()) { 801 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 802 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 803 } 804 } 805 806 return count; 807} 808 809 810/** 811 * Layers are viewed by Skia are slightly different than layers in image editing 812 * programs (for instance.) When a layer is created, previously created layers 813 * and the frame buffer still receive every drawing command. For instance, if a 814 * layer is created and a shape intersecting the bounds of the layers and the 815 * framebuffer is draw, the shape will be drawn on both (unless the layer was 816 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 817 * 818 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 819 * texture. Unfortunately, this is inefficient as it requires every primitive to 820 * be drawn n + 1 times, where n is the number of active layers. In practice this 821 * means, for every primitive: 822 * - Switch active frame buffer 823 * - Change viewport, clip and projection matrix 824 * - Issue the drawing 825 * 826 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 827 * To avoid this, layers are implemented in a different way here, at least in the 828 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 829 * is set. When this flag is set we can redirect all drawing operations into a 830 * single FBO. 831 * 832 * This implementation relies on the frame buffer being at least RGBA 8888. When 833 * a layer is created, only a texture is created, not an FBO. The content of the 834 * frame buffer contained within the layer's bounds is copied into this texture 835 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 836 * buffer and drawing continues as normal. This technique therefore treats the 837 * frame buffer as a scratch buffer for the layers. 838 * 839 * To compose the layers back onto the frame buffer, each layer texture 840 * (containing the original frame buffer data) is drawn as a simple quad over 841 * the frame buffer. The trick is that the quad is set as the composition 842 * destination in the blending equation, and the frame buffer becomes the source 843 * of the composition. 844 * 845 * Drawing layers with an alpha value requires an extra step before composition. 846 * An empty quad is drawn over the layer's region in the frame buffer. This quad 847 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 848 * quad is used to multiply the colors in the frame buffer. This is achieved by 849 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 850 * GL_ZERO, GL_SRC_ALPHA. 851 * 852 * Because glCopyTexImage2D() can be slow, an alternative implementation might 853 * be use to draw a single clipped layer. The implementation described above 854 * is correct in every case. 855 * 856 * (1) The frame buffer is actually not cleared right away. To allow the GPU 857 * to potentially optimize series of calls to glCopyTexImage2D, the frame 858 * buffer is left untouched until the first drawing operation. Only when 859 * something actually gets drawn are the layers regions cleared. 860 */ 861bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 862 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 863 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 864 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 865 866 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 867 868 // Window coordinates of the layer 869 Rect clip; 870 Rect bounds(left, top, right, bottom); 871 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 872 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 873 874 // Bail out if we won't draw in this snapshot 875 if (mSnapshot->isIgnored()) { 876 return false; 877 } 878 879 mCaches.activeTexture(0); 880 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 881 if (!layer) { 882 return false; 883 } 884 885 layer->setAlpha(alpha, mode); 886 layer->layer.set(bounds); 887 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 888 bounds.getWidth() / float(layer->getWidth()), 0.0f); 889 layer->setColorFilter(mDrawModifiers.mColorFilter); 890 layer->setBlend(true); 891 layer->setDirty(false); 892 893 // Save the layer in the snapshot 894 mSnapshot->flags |= Snapshot::kFlagIsLayer; 895 mSnapshot->layer = layer; 896 897 startMark("SaveLayer"); 898 if (fboLayer) { 899 return createFboLayer(layer, bounds, clip, previousFbo); 900 } else { 901 // Copy the framebuffer into the layer 902 layer->bindTexture(); 903 if (!bounds.isEmpty()) { 904 if (layer->isEmpty()) { 905 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 906 bounds.left, mSnapshot->height - bounds.bottom, 907 layer->getWidth(), layer->getHeight(), 0); 908 layer->setEmpty(false); 909 } else { 910 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 911 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 912 } 913 914 // Enqueue the buffer coordinates to clear the corresponding region later 915 mLayers.push(new Rect(bounds)); 916 } 917 } 918 919 return true; 920} 921 922bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 923 layer->clipRect.set(clip); 924 layer->setFbo(mCaches.fboCache.get()); 925 926 mSnapshot->region = &mSnapshot->layer->region; 927 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 928 Snapshot::kFlagDirtyOrtho; 929 mSnapshot->fbo = layer->getFbo(); 930 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 931 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 932 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 933 mSnapshot->height = bounds.getHeight(); 934 mSnapshot->orthoMatrix.load(mOrthoMatrix); 935 936 endTiling(); 937 debugOverdraw(false, false); 938 // Bind texture to FBO 939 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 940 layer->bindTexture(); 941 942 // Initialize the texture if needed 943 if (layer->isEmpty()) { 944 layer->allocateTexture(); 945 layer->setEmpty(false); 946 } 947 948 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 949 layer->getTexture(), 0); 950 951 startTiling(mSnapshot, true); 952 953 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 954 mCaches.enableScissor(); 955 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 956 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 957 glClear(GL_COLOR_BUFFER_BIT); 958 959 dirtyClip(); 960 961 // Change the ortho projection 962 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 963 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 964 965 return true; 966} 967 968/** 969 * Read the documentation of createLayer() before doing anything in this method. 970 */ 971void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 972 if (!current->layer) { 973 ALOGE("Attempting to compose a layer that does not exist"); 974 return; 975 } 976 977 Layer* layer = current->layer; 978 const Rect& rect = layer->layer; 979 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 980 981 if (fboLayer) { 982 endTiling(); 983 984 // Detach the texture from the FBO 985 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 986 987 layer->removeFbo(false); 988 989 // Unbind current FBO and restore previous one 990 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 991 debugOverdraw(true, false); 992 993 startTiling(previous); 994 } 995 996 if (!fboLayer && layer->getAlpha() < 255) { 997 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 998 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 999 // Required below, composeLayerRect() will divide by 255 1000 layer->setAlpha(255); 1001 } 1002 1003 mCaches.unbindMeshBuffer(); 1004 1005 mCaches.activeTexture(0); 1006 1007 // When the layer is stored in an FBO, we can save a bit of fillrate by 1008 // drawing only the dirty region 1009 if (fboLayer) { 1010 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1011 if (layer->getColorFilter()) { 1012 setupColorFilter(layer->getColorFilter()); 1013 } 1014 composeLayerRegion(layer, rect); 1015 if (layer->getColorFilter()) { 1016 resetColorFilter(); 1017 } 1018 } else if (!rect.isEmpty()) { 1019 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1020 composeLayerRect(layer, rect, true); 1021 } 1022 1023 dirtyClip(); 1024 1025 // Failing to add the layer to the cache should happen only if the layer is too large 1026 if (!mCaches.layerCache.put(layer)) { 1027 LAYER_LOGD("Deleting layer"); 1028 Caches::getInstance().resourceCache.decrementRefcount(layer); 1029 } 1030} 1031 1032void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1033 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1034 1035 setupDraw(); 1036 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1037 setupDrawWithTexture(); 1038 } else { 1039 setupDrawWithExternalTexture(); 1040 } 1041 setupDrawTextureTransform(); 1042 setupDrawColor(alpha, alpha, alpha, alpha); 1043 setupDrawColorFilter(); 1044 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1045 setupDrawProgram(); 1046 setupDrawPureColorUniforms(); 1047 setupDrawColorFilterUniforms(); 1048 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1049 setupDrawTexture(layer->getTexture()); 1050 } else { 1051 setupDrawExternalTexture(layer->getTexture()); 1052 } 1053 if (currentTransform().isPureTranslate() && 1054 layer->getWidth() == (uint32_t) rect.getWidth() && 1055 layer->getHeight() == (uint32_t) rect.getHeight()) { 1056 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1057 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1058 1059 layer->setFilter(GL_NEAREST); 1060 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1061 } else { 1062 layer->setFilter(GL_LINEAR); 1063 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1064 } 1065 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1066 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1067 1068 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1069 1070 finishDrawTexture(); 1071} 1072 1073void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1074 if (!layer->isTextureLayer()) { 1075 const Rect& texCoords = layer->texCoords; 1076 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1077 texCoords.right, texCoords.bottom); 1078 1079 float x = rect.left; 1080 float y = rect.top; 1081 bool simpleTransform = currentTransform().isPureTranslate() && 1082 layer->getWidth() == (uint32_t) rect.getWidth() && 1083 layer->getHeight() == (uint32_t) rect.getHeight(); 1084 1085 if (simpleTransform) { 1086 // When we're swapping, the layer is already in screen coordinates 1087 if (!swap) { 1088 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1089 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1090 } 1091 1092 layer->setFilter(GL_NEAREST, true); 1093 } else { 1094 layer->setFilter(GL_LINEAR, true); 1095 } 1096 1097 float alpha = getLayerAlpha(layer); 1098 bool blend = layer->isBlend() || alpha < 1.0f; 1099 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1100 layer->getTexture(), alpha, layer->getMode(), blend, 1101 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1102 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1103 1104 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1105 } else { 1106 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1107 drawTextureLayer(layer, rect); 1108 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1109 } 1110} 1111 1112/** 1113 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1114 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1115 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1116 * by saveLayer's restore 1117 */ 1118#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1119 DRAW_COMMAND; \ 1120 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1121 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1122 DRAW_COMMAND; \ 1123 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1124 } \ 1125 } 1126 1127#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1128 1129void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1130 if (layer->region.isRect()) { 1131 layer->setRegionAsRect(); 1132 1133 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1134 1135 layer->region.clear(); 1136 return; 1137 } 1138 1139 // TODO: See LayerRenderer.cpp::generateMesh() for important 1140 // information about this implementation 1141 if (CC_LIKELY(!layer->region.isEmpty())) { 1142 size_t count; 1143 const android::Rect* rects; 1144 Region safeRegion; 1145 if (CC_LIKELY(hasRectToRectTransform())) { 1146 rects = layer->region.getArray(&count); 1147 } else { 1148 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1149 rects = safeRegion.getArray(&count); 1150 } 1151 1152 const float alpha = getLayerAlpha(layer); 1153 const float texX = 1.0f / float(layer->getWidth()); 1154 const float texY = 1.0f / float(layer->getHeight()); 1155 const float height = rect.getHeight(); 1156 1157 setupDraw(); 1158 1159 // We must get (and therefore bind) the region mesh buffer 1160 // after we setup drawing in case we need to mess with the 1161 // stencil buffer in setupDraw() 1162 TextureVertex* mesh = mCaches.getRegionMesh(); 1163 GLsizei numQuads = 0; 1164 1165 setupDrawWithTexture(); 1166 setupDrawColor(alpha, alpha, alpha, alpha); 1167 setupDrawColorFilter(); 1168 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1169 setupDrawProgram(); 1170 setupDrawDirtyRegionsDisabled(); 1171 setupDrawPureColorUniforms(); 1172 setupDrawColorFilterUniforms(); 1173 setupDrawTexture(layer->getTexture()); 1174 if (currentTransform().isPureTranslate()) { 1175 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1176 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1177 1178 layer->setFilter(GL_NEAREST); 1179 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1180 } else { 1181 layer->setFilter(GL_LINEAR); 1182 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1183 } 1184 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1185 1186 for (size_t i = 0; i < count; i++) { 1187 const android::Rect* r = &rects[i]; 1188 1189 const float u1 = r->left * texX; 1190 const float v1 = (height - r->top) * texY; 1191 const float u2 = r->right * texX; 1192 const float v2 = (height - r->bottom) * texY; 1193 1194 // TODO: Reject quads outside of the clip 1195 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1196 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1197 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1198 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1199 1200 numQuads++; 1201 1202 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1203 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1204 GL_UNSIGNED_SHORT, NULL)); 1205 numQuads = 0; 1206 mesh = mCaches.getRegionMesh(); 1207 } 1208 } 1209 1210 if (numQuads > 0) { 1211 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1212 GL_UNSIGNED_SHORT, NULL)); 1213 } 1214 1215 finishDrawTexture(); 1216 1217#if DEBUG_LAYERS_AS_REGIONS 1218 drawRegionRects(layer->region); 1219#endif 1220 1221 layer->region.clear(); 1222 } 1223} 1224 1225void OpenGLRenderer::drawRegionRects(const Region& region) { 1226#if DEBUG_LAYERS_AS_REGIONS 1227 size_t count; 1228 const android::Rect* rects = region.getArray(&count); 1229 1230 uint32_t colors[] = { 1231 0x7fff0000, 0x7f00ff00, 1232 0x7f0000ff, 0x7fff00ff, 1233 }; 1234 1235 int offset = 0; 1236 int32_t top = rects[0].top; 1237 1238 for (size_t i = 0; i < count; i++) { 1239 if (top != rects[i].top) { 1240 offset ^= 0x2; 1241 top = rects[i].top; 1242 } 1243 1244 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1245 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1246 SkXfermode::kSrcOver_Mode); 1247 } 1248#endif 1249} 1250 1251void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1252 SkXfermode::Mode mode, bool dirty) { 1253 int count = 0; 1254 Vector<float> rects; 1255 1256 SkRegion::Iterator it(region); 1257 while (!it.done()) { 1258 const SkIRect& r = it.rect(); 1259 rects.push(r.fLeft); 1260 rects.push(r.fTop); 1261 rects.push(r.fRight); 1262 rects.push(r.fBottom); 1263 count += 4; 1264 it.next(); 1265 } 1266 1267 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1268} 1269 1270void OpenGLRenderer::dirtyLayer(const float left, const float top, 1271 const float right, const float bottom, const mat4 transform) { 1272 if (hasLayer()) { 1273 Rect bounds(left, top, right, bottom); 1274 transform.mapRect(bounds); 1275 dirtyLayerUnchecked(bounds, getRegion()); 1276 } 1277} 1278 1279void OpenGLRenderer::dirtyLayer(const float left, const float top, 1280 const float right, const float bottom) { 1281 if (hasLayer()) { 1282 Rect bounds(left, top, right, bottom); 1283 dirtyLayerUnchecked(bounds, getRegion()); 1284 } 1285} 1286 1287void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1288 if (bounds.intersect(*mSnapshot->clipRect)) { 1289 bounds.snapToPixelBoundaries(); 1290 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1291 if (!dirty.isEmpty()) { 1292 region->orSelf(dirty); 1293 } 1294 } 1295} 1296 1297void OpenGLRenderer::clearLayerRegions() { 1298 const size_t count = mLayers.size(); 1299 if (count == 0) return; 1300 1301 if (!mSnapshot->isIgnored()) { 1302 // Doing several glScissor/glClear here can negatively impact 1303 // GPUs with a tiler architecture, instead we draw quads with 1304 // the Clear blending mode 1305 1306 // The list contains bounds that have already been clipped 1307 // against their initial clip rect, and the current clip 1308 // is likely different so we need to disable clipping here 1309 bool scissorChanged = mCaches.disableScissor(); 1310 1311 Vertex mesh[count * 6]; 1312 Vertex* vertex = mesh; 1313 1314 for (uint32_t i = 0; i < count; i++) { 1315 Rect* bounds = mLayers.itemAt(i); 1316 1317 Vertex::set(vertex++, bounds->left, bounds->bottom); 1318 Vertex::set(vertex++, bounds->left, bounds->top); 1319 Vertex::set(vertex++, bounds->right, bounds->top); 1320 Vertex::set(vertex++, bounds->left, bounds->bottom); 1321 Vertex::set(vertex++, bounds->right, bounds->top); 1322 Vertex::set(vertex++, bounds->right, bounds->bottom); 1323 1324 delete bounds; 1325 } 1326 // We must clear the list of dirty rects before we 1327 // call setupDraw() to prevent stencil setup to do 1328 // the same thing again 1329 mLayers.clear(); 1330 1331 setupDraw(false); 1332 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1333 setupDrawBlending(true, SkXfermode::kClear_Mode); 1334 setupDrawProgram(); 1335 setupDrawPureColorUniforms(); 1336 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1337 setupDrawVertices(&mesh[0].position[0]); 1338 1339 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1340 1341 if (scissorChanged) mCaches.enableScissor(); 1342 } else { 1343 for (uint32_t i = 0; i < count; i++) { 1344 delete mLayers.itemAt(i); 1345 } 1346 mLayers.clear(); 1347 } 1348} 1349 1350/////////////////////////////////////////////////////////////////////////////// 1351// State Deferral 1352/////////////////////////////////////////////////////////////////////////////// 1353 1354bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1355 const Rect& currentClip = *(mSnapshot->clipRect); 1356 const mat4& currentMatrix = *(mSnapshot->transform); 1357 1358 if (stateDeferFlags & kStateDeferFlag_Draw) { 1359 // state has bounds initialized in local coordinates 1360 if (!state.mBounds.isEmpty()) { 1361 currentMatrix.mapRect(state.mBounds); 1362 if (!state.mBounds.intersect(currentClip)) { 1363 // quick rejected 1364 return true; 1365 } 1366 } else { 1367 state.mBounds.set(currentClip); 1368 } 1369 } 1370 1371 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1372 if (state.mClipValid) { 1373 state.mClip.set(currentClip); 1374 } 1375 1376 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1377 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1378 state.mMatrix.load(currentMatrix); 1379 state.mDrawModifiers = mDrawModifiers; 1380 state.mAlpha = mSnapshot->alpha; 1381 return false; 1382} 1383 1384void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1385 currentTransform().load(state.mMatrix); 1386 mDrawModifiers = state.mDrawModifiers; 1387 mSnapshot->alpha = state.mAlpha; 1388 1389 if (state.mClipValid && !skipClipRestore) { 1390 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1391 dirtyClip(); 1392 } 1393} 1394 1395void OpenGLRenderer::setFullScreenClip() { 1396 mSnapshot->setClip(0, 0, mWidth, mHeight); 1397 dirtyClip(); 1398} 1399 1400/////////////////////////////////////////////////////////////////////////////// 1401// Transforms 1402/////////////////////////////////////////////////////////////////////////////// 1403 1404void OpenGLRenderer::translate(float dx, float dy) { 1405 currentTransform().translate(dx, dy, 0.0f); 1406} 1407 1408void OpenGLRenderer::rotate(float degrees) { 1409 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1410} 1411 1412void OpenGLRenderer::scale(float sx, float sy) { 1413 currentTransform().scale(sx, sy, 1.0f); 1414} 1415 1416void OpenGLRenderer::skew(float sx, float sy) { 1417 currentTransform().skew(sx, sy); 1418} 1419 1420void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1421 if (matrix) { 1422 currentTransform().load(*matrix); 1423 } else { 1424 currentTransform().loadIdentity(); 1425 } 1426} 1427 1428bool OpenGLRenderer::hasRectToRectTransform() { 1429 return CC_LIKELY(currentTransform().rectToRect()); 1430} 1431 1432void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1433 currentTransform().copyTo(*matrix); 1434} 1435 1436void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1437 SkMatrix transform; 1438 currentTransform().copyTo(transform); 1439 transform.preConcat(*matrix); 1440 currentTransform().load(transform); 1441} 1442 1443/////////////////////////////////////////////////////////////////////////////// 1444// Clipping 1445/////////////////////////////////////////////////////////////////////////////// 1446 1447void OpenGLRenderer::setScissorFromClip() { 1448 Rect clip(*mSnapshot->clipRect); 1449 clip.snapToPixelBoundaries(); 1450 1451 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1452 clip.getWidth(), clip.getHeight())) { 1453 mDirtyClip = false; 1454 } 1455} 1456 1457void OpenGLRenderer::ensureStencilBuffer() { 1458 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1459 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1460 // just hope we have one when hasLayer() returns false. 1461 if (hasLayer()) { 1462 attachStencilBufferToLayer(mSnapshot->layer); 1463 } 1464} 1465 1466void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1467 // The layer's FBO is already bound when we reach this stage 1468 if (!layer->getStencilRenderBuffer()) { 1469 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1470 // is attached after we initiated tiling. We must turn it off, 1471 // attach the new render buffer then turn tiling back on 1472 endTiling(); 1473 1474 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1475 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1476 layer->setStencilRenderBuffer(buffer); 1477 1478 startTiling(layer->clipRect, layer->layer.getHeight()); 1479 } 1480} 1481 1482void OpenGLRenderer::setStencilFromClip() { 1483 if (!mCaches.debugOverdraw) { 1484 if (!mSnapshot->clipRegion->isEmpty()) { 1485 // NOTE: The order here is important, we must set dirtyClip to false 1486 // before any draw call to avoid calling back into this method 1487 mDirtyClip = false; 1488 1489 ensureStencilBuffer(); 1490 1491 mCaches.stencil.enableWrite(); 1492 1493 // Clear the stencil but first make sure we restrict drawing 1494 // to the region's bounds 1495 bool resetScissor = mCaches.enableScissor(); 1496 if (resetScissor) { 1497 // The scissor was not set so we now need to update it 1498 setScissorFromClip(); 1499 } 1500 mCaches.stencil.clear(); 1501 if (resetScissor) mCaches.disableScissor(); 1502 1503 // NOTE: We could use the region contour path to generate a smaller mesh 1504 // Since we are using the stencil we could use the red book path 1505 // drawing technique. It might increase bandwidth usage though. 1506 1507 // The last parameter is important: we are not drawing in the color buffer 1508 // so we don't want to dirty the current layer, if any 1509 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1510 1511 mCaches.stencil.enableTest(); 1512 1513 // Draw the region used to generate the stencil if the appropriate debug 1514 // mode is enabled 1515 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1516 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1517 } 1518 } else { 1519 mCaches.stencil.disable(); 1520 } 1521 } 1522} 1523 1524const Rect& OpenGLRenderer::getClipBounds() { 1525 return mSnapshot->getLocalClip(); 1526} 1527 1528bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1529 if (mSnapshot->isIgnored()) { 1530 return true; 1531 } 1532 1533 Rect r(left, top, right, bottom); 1534 currentTransform().mapRect(r); 1535 r.snapToPixelBoundaries(); 1536 1537 Rect clipRect(*mSnapshot->clipRect); 1538 clipRect.snapToPixelBoundaries(); 1539 1540 return !clipRect.intersects(r); 1541} 1542 1543bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1544 Rect& transformed, Rect& clip) { 1545 if (mSnapshot->isIgnored()) { 1546 return true; 1547 } 1548 1549 transformed.set(left, top, right, bottom); 1550 currentTransform().mapRect(transformed); 1551 transformed.snapToPixelBoundaries(); 1552 1553 clip.set(*mSnapshot->clipRect); 1554 clip.snapToPixelBoundaries(); 1555 1556 return !clip.intersects(transformed); 1557} 1558 1559bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1560 SkPaint* paint) { 1561 if (paint->getStyle() != SkPaint::kFill_Style) { 1562 float outset = paint->getStrokeWidth() * 0.5f; 1563 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1564 } else { 1565 return quickReject(left, top, right, bottom); 1566 } 1567} 1568 1569bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1570 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1571 return true; 1572 } 1573 1574 Rect r(left, top, right, bottom); 1575 currentTransform().mapRect(r); 1576 r.snapToPixelBoundaries(); 1577 1578 Rect clipRect(*mSnapshot->clipRect); 1579 clipRect.snapToPixelBoundaries(); 1580 1581 bool rejected = !clipRect.intersects(r); 1582 if (!isDeferred() && !rejected) { 1583 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1584 } 1585 1586 return rejected; 1587} 1588 1589void OpenGLRenderer::debugClip() { 1590#if DEBUG_CLIP_REGIONS 1591 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1592 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1593 } 1594#endif 1595} 1596 1597bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1598 if (CC_LIKELY(currentTransform().rectToRect())) { 1599 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1600 if (clipped) { 1601 dirtyClip(); 1602 } 1603 return !mSnapshot->clipRect->isEmpty(); 1604 } 1605 1606 SkPath path; 1607 path.addRect(left, top, right, bottom); 1608 1609 return clipPath(&path, op); 1610} 1611 1612bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1613 SkMatrix transform; 1614 currentTransform().copyTo(transform); 1615 1616 SkPath transformed; 1617 path->transform(transform, &transformed); 1618 1619 SkRegion clip; 1620 if (!mSnapshot->clipRegion->isEmpty()) { 1621 clip.setRegion(*mSnapshot->clipRegion); 1622 } else { 1623 Rect* bounds = mSnapshot->clipRect; 1624 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1625 } 1626 1627 SkRegion region; 1628 region.setPath(transformed, clip); 1629 1630 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1631 if (clipped) { 1632 dirtyClip(); 1633 } 1634 return !mSnapshot->clipRect->isEmpty(); 1635} 1636 1637bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1638 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1639 if (clipped) { 1640 dirtyClip(); 1641 } 1642 return !mSnapshot->clipRect->isEmpty(); 1643} 1644 1645Rect* OpenGLRenderer::getClipRect() { 1646 return mSnapshot->clipRect; 1647} 1648 1649/////////////////////////////////////////////////////////////////////////////// 1650// Drawing commands 1651/////////////////////////////////////////////////////////////////////////////// 1652 1653void OpenGLRenderer::setupDraw(bool clear) { 1654 // TODO: It would be best if we could do this before quickReject() 1655 // changes the scissor test state 1656 if (clear) clearLayerRegions(); 1657 // Make sure setScissor & setStencil happen at the beginning of 1658 // this method 1659 if (mDirtyClip) { 1660 if (mCaches.scissorEnabled) { 1661 setScissorFromClip(); 1662 } 1663 setStencilFromClip(); 1664 } 1665 1666 mDescription.reset(); 1667 1668 mSetShaderColor = false; 1669 mColorSet = false; 1670 mColorA = mColorR = mColorG = mColorB = 0.0f; 1671 mTextureUnit = 0; 1672 mTrackDirtyRegions = true; 1673 1674 // Enable debug highlight when what we're about to draw is tested against 1675 // the stencil buffer and if stencil highlight debugging is on 1676 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1677 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1678 mCaches.stencil.isTestEnabled(); 1679 1680 mDescription.emulateStencil = mCountOverdraw; 1681} 1682 1683void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1684 mDescription.hasTexture = true; 1685 mDescription.hasAlpha8Texture = isAlpha8; 1686} 1687 1688void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1689 mDescription.hasTexture = true; 1690 mDescription.hasColors = true; 1691 mDescription.hasAlpha8Texture = isAlpha8; 1692} 1693 1694void OpenGLRenderer::setupDrawWithExternalTexture() { 1695 mDescription.hasExternalTexture = true; 1696} 1697 1698void OpenGLRenderer::setupDrawNoTexture() { 1699 mCaches.disableTexCoordsVertexArray(); 1700} 1701 1702void OpenGLRenderer::setupDrawAA() { 1703 mDescription.isAA = true; 1704} 1705 1706void OpenGLRenderer::setupDrawPoint(float pointSize) { 1707 mDescription.isPoint = true; 1708 mDescription.pointSize = pointSize; 1709} 1710 1711void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1712 mColorA = alpha / 255.0f; 1713 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1714 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1715 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1716 mColorSet = true; 1717 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1718} 1719 1720void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1721 mColorA = alpha / 255.0f; 1722 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1723 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1724 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1725 mColorSet = true; 1726 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1727} 1728 1729void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1730 mCaches.fontRenderer->describe(mDescription, paint); 1731} 1732 1733void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1734 mColorA = a; 1735 mColorR = r; 1736 mColorG = g; 1737 mColorB = b; 1738 mColorSet = true; 1739 mSetShaderColor = mDescription.setColor(r, g, b, a); 1740} 1741 1742void OpenGLRenderer::setupDrawShader() { 1743 if (mDrawModifiers.mShader) { 1744 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1745 } 1746} 1747 1748void OpenGLRenderer::setupDrawColorFilter() { 1749 if (mDrawModifiers.mColorFilter) { 1750 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1751 } 1752} 1753 1754void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1755 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1756 mColorA = 1.0f; 1757 mColorR = mColorG = mColorB = 0.0f; 1758 mSetShaderColor = mDescription.modulate = true; 1759 } 1760} 1761 1762void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1763 // When the blending mode is kClear_Mode, we need to use a modulate color 1764 // argb=1,0,0,0 1765 accountForClear(mode); 1766 bool blend = (mColorSet && mColorA < 1.0f) || 1767 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1768 chooseBlending(blend, mode, mDescription, swapSrcDst); 1769} 1770 1771void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1772 // When the blending mode is kClear_Mode, we need to use a modulate color 1773 // argb=1,0,0,0 1774 accountForClear(mode); 1775 blend |= (mColorSet && mColorA < 1.0f) || 1776 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1777 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1778 chooseBlending(blend, mode, mDescription, swapSrcDst); 1779} 1780 1781void OpenGLRenderer::setupDrawProgram() { 1782 useProgram(mCaches.programCache.get(mDescription)); 1783} 1784 1785void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1786 mTrackDirtyRegions = false; 1787} 1788 1789void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1790 bool ignoreTransform) { 1791 mModelView.loadTranslate(left, top, 0.0f); 1792 if (!ignoreTransform) { 1793 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1794 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1795 } else { 1796 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1797 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1798 } 1799} 1800 1801void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1802 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1803} 1804 1805void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1806 bool ignoreTransform, bool ignoreModelView) { 1807 if (!ignoreModelView) { 1808 mModelView.loadTranslate(left, top, 0.0f); 1809 mModelView.scale(right - left, bottom - top, 1.0f); 1810 } else { 1811 mModelView.loadIdentity(); 1812 } 1813 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1814 if (!ignoreTransform) { 1815 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1816 if (mTrackDirtyRegions && dirty) { 1817 dirtyLayer(left, top, right, bottom, currentTransform()); 1818 } 1819 } else { 1820 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1821 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1822 } 1823} 1824 1825void OpenGLRenderer::setupDrawPointUniforms() { 1826 int slot = mCaches.currentProgram->getUniform("pointSize"); 1827 glUniform1f(slot, mDescription.pointSize); 1828} 1829 1830void OpenGLRenderer::setupDrawColorUniforms() { 1831 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1832 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1833 } 1834} 1835 1836void OpenGLRenderer::setupDrawPureColorUniforms() { 1837 if (mSetShaderColor) { 1838 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1839 } 1840} 1841 1842void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1843 if (mDrawModifiers.mShader) { 1844 if (ignoreTransform) { 1845 mModelView.loadInverse(currentTransform()); 1846 } 1847 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1848 mModelView, *mSnapshot, &mTextureUnit); 1849 } 1850} 1851 1852void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1853 if (mDrawModifiers.mShader) { 1854 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1855 mat4::identity(), *mSnapshot, &mTextureUnit); 1856 } 1857} 1858 1859void OpenGLRenderer::setupDrawColorFilterUniforms() { 1860 if (mDrawModifiers.mColorFilter) { 1861 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1862 } 1863} 1864 1865void OpenGLRenderer::setupDrawTextGammaUniforms() { 1866 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1867} 1868 1869void OpenGLRenderer::setupDrawSimpleMesh() { 1870 bool force = mCaches.bindMeshBuffer(); 1871 mCaches.bindPositionVertexPointer(force, 0); 1872 mCaches.unbindIndicesBuffer(); 1873} 1874 1875void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1876 if (texture) bindTexture(texture); 1877 mTextureUnit++; 1878 mCaches.enableTexCoordsVertexArray(); 1879} 1880 1881void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1882 bindExternalTexture(texture); 1883 mTextureUnit++; 1884 mCaches.enableTexCoordsVertexArray(); 1885} 1886 1887void OpenGLRenderer::setupDrawTextureTransform() { 1888 mDescription.hasTextureTransform = true; 1889} 1890 1891void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1892 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1893 GL_FALSE, &transform.data[0]); 1894} 1895 1896void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1897 bool force = false; 1898 if (!vertices || vbo) { 1899 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1900 } else { 1901 force = mCaches.unbindMeshBuffer(); 1902 } 1903 1904 mCaches.bindPositionVertexPointer(force, vertices); 1905 if (mCaches.currentProgram->texCoords >= 0) { 1906 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1907 } 1908 1909 mCaches.unbindIndicesBuffer(); 1910} 1911 1912void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1913 bool force = mCaches.unbindMeshBuffer(); 1914 GLsizei stride = sizeof(ColorTextureVertex); 1915 1916 mCaches.bindPositionVertexPointer(force, vertices, stride); 1917 if (mCaches.currentProgram->texCoords >= 0) { 1918 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1919 } 1920 int slot = mCaches.currentProgram->getAttrib("colors"); 1921 if (slot >= 0) { 1922 glEnableVertexAttribArray(slot); 1923 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1924 } 1925 1926 mCaches.unbindIndicesBuffer(); 1927} 1928 1929void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1930 bool force = false; 1931 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1932 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1933 // use the default VBO found in Caches 1934 if (!vertices || vbo) { 1935 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1936 } else { 1937 force = mCaches.unbindMeshBuffer(); 1938 } 1939 mCaches.bindIndicesBuffer(); 1940 1941 mCaches.bindPositionVertexPointer(force, vertices); 1942 if (mCaches.currentProgram->texCoords >= 0) { 1943 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1944 } 1945} 1946 1947void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1948 bool force = mCaches.unbindMeshBuffer(); 1949 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1950 mCaches.unbindIndicesBuffer(); 1951} 1952 1953void OpenGLRenderer::finishDrawTexture() { 1954} 1955 1956/////////////////////////////////////////////////////////////////////////////// 1957// Drawing 1958/////////////////////////////////////////////////////////////////////////////// 1959 1960status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1961 int32_t replayFlags) { 1962 status_t status; 1963 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1964 // will be performed by the display list itself 1965 if (displayList && displayList->isRenderable()) { 1966 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1967 status = startFrame(); 1968 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1969 displayList->replay(replayStruct, 0); 1970 return status | replayStruct.mDrawGlStatus; 1971 } 1972 1973 DeferredDisplayList deferredList; 1974 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1975 displayList->defer(deferStruct, 0); 1976 1977 flushLayers(); 1978 status = startFrame(); 1979 1980 return status | deferredList.flush(*this, dirty); 1981 } 1982 1983 return DrawGlInfo::kStatusDone; 1984} 1985 1986void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1987 if (displayList) { 1988 displayList->output(1); 1989 } 1990} 1991 1992void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1993 int alpha; 1994 SkXfermode::Mode mode; 1995 getAlphaAndMode(paint, &alpha, &mode); 1996 1997 int color = paint != NULL ? paint->getColor() : 0; 1998 1999 float x = left; 2000 float y = top; 2001 2002 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2003 2004 bool ignoreTransform = false; 2005 if (currentTransform().isPureTranslate()) { 2006 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2007 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2008 ignoreTransform = true; 2009 2010 texture->setFilter(GL_NEAREST, true); 2011 } else { 2012 texture->setFilter(FILTER(paint), true); 2013 } 2014 2015 // No need to check for a UV mapper on the texture object, only ARGB_8888 2016 // bitmaps get packed in the atlas 2017 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2018 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2019 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2020} 2021 2022status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices, 2023 const Rect& bounds, SkPaint* paint) { 2024 2025 // merged draw operations don't need scissor, but clip should still be valid 2026 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2027 2028 mCaches.activeTexture(0); 2029 Texture* texture = getTexture(bitmap); 2030 if (!texture) return DrawGlInfo::kStatusDone; 2031 2032 const AutoTexture autoCleanup(texture); 2033 2034 int alpha; 2035 SkXfermode::Mode mode; 2036 getAlphaAndMode(paint, &alpha, &mode); 2037 2038 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2039 texture->setFilter(GL_NEAREST, true); // merged ops are always pure-translation for now 2040 2041 const float x = (int) floorf(bounds.left + 0.5f); 2042 const float y = (int) floorf(bounds.top + 0.5f); 2043 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2044 int color = paint != NULL ? paint->getColor() : 0; 2045 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2046 texture->id, paint != NULL, color, alpha, mode, 2047 &vertices[0].position[0], &vertices[0].texture[0], 2048 GL_TRIANGLES, bitmapCount * 6, true, true); 2049 } else { 2050 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2051 texture->id, alpha / 255.0f, mode, texture->blend, 2052 &vertices[0].position[0], &vertices[0].texture[0], 2053 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true); 2054 } 2055 2056 return DrawGlInfo::kStatusDrew; 2057} 2058 2059status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2060 const float right = left + bitmap->width(); 2061 const float bottom = top + bitmap->height(); 2062 2063 if (quickReject(left, top, right, bottom)) { 2064 return DrawGlInfo::kStatusDone; 2065 } 2066 2067 mCaches.activeTexture(0); 2068 Texture* texture = getTexture(bitmap); 2069 if (!texture) return DrawGlInfo::kStatusDone; 2070 const AutoTexture autoCleanup(texture); 2071 2072 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2073 drawAlphaBitmap(texture, left, top, paint); 2074 } else { 2075 drawTextureRect(left, top, right, bottom, texture, paint); 2076 } 2077 2078 return DrawGlInfo::kStatusDrew; 2079} 2080 2081status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2082 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2083 const mat4 transform(*matrix); 2084 transform.mapRect(r); 2085 2086 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2087 return DrawGlInfo::kStatusDone; 2088 } 2089 2090 mCaches.activeTexture(0); 2091 Texture* texture = getTexture(bitmap); 2092 if (!texture) return DrawGlInfo::kStatusDone; 2093 const AutoTexture autoCleanup(texture); 2094 2095 // This could be done in a cheaper way, all we need is pass the matrix 2096 // to the vertex shader. The save/restore is a bit overkill. 2097 save(SkCanvas::kMatrix_SaveFlag); 2098 concatMatrix(matrix); 2099 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2100 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2101 } else { 2102 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2103 } 2104 restore(); 2105 2106 return DrawGlInfo::kStatusDrew; 2107} 2108 2109status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2110 const float right = left + bitmap->width(); 2111 const float bottom = top + bitmap->height(); 2112 2113 if (quickReject(left, top, right, bottom)) { 2114 return DrawGlInfo::kStatusDone; 2115 } 2116 2117 mCaches.activeTexture(0); 2118 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2119 const AutoTexture autoCleanup(texture); 2120 2121 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2122 drawAlphaBitmap(texture, left, top, paint); 2123 } else { 2124 drawTextureRect(left, top, right, bottom, texture, paint); 2125 } 2126 2127 return DrawGlInfo::kStatusDrew; 2128} 2129 2130status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2131 float* vertices, int* colors, SkPaint* paint) { 2132 if (!vertices || mSnapshot->isIgnored()) { 2133 return DrawGlInfo::kStatusDone; 2134 } 2135 2136 float left = FLT_MAX; 2137 float top = FLT_MAX; 2138 float right = FLT_MIN; 2139 float bottom = FLT_MIN; 2140 2141 const uint32_t count = meshWidth * meshHeight * 6; 2142 2143 ColorTextureVertex mesh[count]; 2144 ColorTextureVertex* vertex = mesh; 2145 2146 bool cleanupColors = false; 2147 if (!colors) { 2148 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2149 colors = new int[colorsCount]; 2150 memset(colors, 0xff, colorsCount * sizeof(int)); 2151 cleanupColors = true; 2152 } 2153 2154 mCaches.activeTexture(0); 2155 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2156 const UvMapper& mapper(getMapper(texture)); 2157 2158 for (int32_t y = 0; y < meshHeight; y++) { 2159 for (int32_t x = 0; x < meshWidth; x++) { 2160 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2161 2162 float u1 = float(x) / meshWidth; 2163 float u2 = float(x + 1) / meshWidth; 2164 float v1 = float(y) / meshHeight; 2165 float v2 = float(y + 1) / meshHeight; 2166 2167 mapper.map(u1, v1, u2, v2); 2168 2169 int ax = i + (meshWidth + 1) * 2; 2170 int ay = ax + 1; 2171 int bx = i; 2172 int by = bx + 1; 2173 int cx = i + 2; 2174 int cy = cx + 1; 2175 int dx = i + (meshWidth + 1) * 2 + 2; 2176 int dy = dx + 1; 2177 2178 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2179 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2180 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2181 2182 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2183 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2184 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2185 2186 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2187 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2188 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2189 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2190 } 2191 } 2192 2193 if (quickReject(left, top, right, bottom)) { 2194 if (cleanupColors) delete[] colors; 2195 return DrawGlInfo::kStatusDone; 2196 } 2197 2198 if (!texture) { 2199 texture = mCaches.textureCache.get(bitmap); 2200 if (!texture) { 2201 if (cleanupColors) delete[] colors; 2202 return DrawGlInfo::kStatusDone; 2203 } 2204 } 2205 const AutoTexture autoCleanup(texture); 2206 2207 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2208 texture->setFilter(FILTER(paint), true); 2209 2210 int alpha; 2211 SkXfermode::Mode mode; 2212 getAlphaAndMode(paint, &alpha, &mode); 2213 2214 float a = alpha / 255.0f; 2215 2216 if (hasLayer()) { 2217 dirtyLayer(left, top, right, bottom, currentTransform()); 2218 } 2219 2220 setupDraw(); 2221 setupDrawWithTextureAndColor(); 2222 setupDrawColor(a, a, a, a); 2223 setupDrawColorFilter(); 2224 setupDrawBlending(true, mode, false); 2225 setupDrawProgram(); 2226 setupDrawDirtyRegionsDisabled(); 2227 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2228 setupDrawTexture(texture->id); 2229 setupDrawPureColorUniforms(); 2230 setupDrawColorFilterUniforms(); 2231 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2232 2233 glDrawArrays(GL_TRIANGLES, 0, count); 2234 2235 finishDrawTexture(); 2236 2237 int slot = mCaches.currentProgram->getAttrib("colors"); 2238 if (slot >= 0) { 2239 glDisableVertexAttribArray(slot); 2240 } 2241 2242 if (cleanupColors) delete[] colors; 2243 2244 return DrawGlInfo::kStatusDrew; 2245} 2246 2247status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2248 float srcLeft, float srcTop, float srcRight, float srcBottom, 2249 float dstLeft, float dstTop, float dstRight, float dstBottom, 2250 SkPaint* paint) { 2251 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2252 return DrawGlInfo::kStatusDone; 2253 } 2254 2255 mCaches.activeTexture(0); 2256 Texture* texture = getTexture(bitmap); 2257 if (!texture) return DrawGlInfo::kStatusDone; 2258 const AutoTexture autoCleanup(texture); 2259 2260 const float width = texture->width; 2261 const float height = texture->height; 2262 2263 float u1 = fmax(0.0f, srcLeft / width); 2264 float v1 = fmax(0.0f, srcTop / height); 2265 float u2 = fmin(1.0f, srcRight / width); 2266 float v2 = fmin(1.0f, srcBottom / height); 2267 2268 getMapper(texture).map(u1, v1, u2, v2); 2269 2270 mCaches.unbindMeshBuffer(); 2271 resetDrawTextureTexCoords(u1, v1, u2, v2); 2272 2273 int alpha; 2274 SkXfermode::Mode mode; 2275 getAlphaAndMode(paint, &alpha, &mode); 2276 2277 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2278 2279 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2280 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2281 2282 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2283 // Apply a scale transform on the canvas only when a shader is in use 2284 // Skia handles the ratio between the dst and src rects as a scale factor 2285 // when a shader is set 2286 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2287 bool ignoreTransform = false; 2288 2289 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2290 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2291 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2292 2293 dstRight = x + (dstRight - dstLeft); 2294 dstBottom = y + (dstBottom - dstTop); 2295 2296 dstLeft = x; 2297 dstTop = y; 2298 2299 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2300 ignoreTransform = true; 2301 } else { 2302 texture->setFilter(FILTER(paint), true); 2303 } 2304 2305 if (CC_UNLIKELY(useScaleTransform)) { 2306 save(SkCanvas::kMatrix_SaveFlag); 2307 translate(dstLeft, dstTop); 2308 scale(scaleX, scaleY); 2309 2310 dstLeft = 0.0f; 2311 dstTop = 0.0f; 2312 2313 dstRight = srcRight - srcLeft; 2314 dstBottom = srcBottom - srcTop; 2315 } 2316 2317 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2318 int color = paint ? paint->getColor() : 0; 2319 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2320 texture->id, paint != NULL, color, alpha, mode, 2321 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2322 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2323 } else { 2324 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2325 texture->id, alpha / 255.0f, mode, texture->blend, 2326 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2327 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2328 } 2329 2330 if (CC_UNLIKELY(useScaleTransform)) { 2331 restore(); 2332 } 2333 2334 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2335 2336 return DrawGlInfo::kStatusDrew; 2337} 2338 2339status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2340 float left, float top, float right, float bottom, SkPaint* paint) { 2341 int alpha; 2342 SkXfermode::Mode mode; 2343 getAlphaAndMode(paint, &alpha, &mode); 2344 2345 return drawPatch(bitmap, patch, mCaches.assetAtlas.getEntry(bitmap), 2346 left, top, right, bottom, alpha, mode); 2347} 2348 2349status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2350 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2351 int alpha, SkXfermode::Mode mode) { 2352 if (quickReject(left, top, right, bottom)) { 2353 return DrawGlInfo::kStatusDone; 2354 } 2355 2356 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2357 right - left, bottom - top, patch); 2358 2359 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2360 mCaches.activeTexture(0); 2361 Texture* texture = entry ? &entry->texture : mCaches.textureCache.get(bitmap); 2362 if (!texture) return DrawGlInfo::kStatusDone; 2363 const AutoTexture autoCleanup(texture); 2364 2365 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2366 texture->setFilter(GL_LINEAR, true); 2367 2368 const bool pureTranslate = currentTransform().isPureTranslate(); 2369 // Mark the current layer dirty where we are going to draw the patch 2370 if (hasLayer() && mesh->hasEmptyQuads) { 2371 const float offsetX = left + currentTransform().getTranslateX(); 2372 const float offsetY = top + currentTransform().getTranslateY(); 2373 const size_t count = mesh->quads.size(); 2374 for (size_t i = 0; i < count; i++) { 2375 const Rect& bounds = mesh->quads.itemAt(i); 2376 if (CC_LIKELY(pureTranslate)) { 2377 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2378 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2379 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2380 } else { 2381 dirtyLayer(left + bounds.left, top + bounds.top, 2382 left + bounds.right, top + bounds.bottom, currentTransform()); 2383 } 2384 } 2385 } 2386 2387 alpha *= mSnapshot->alpha; 2388 2389 if (CC_LIKELY(pureTranslate)) { 2390 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2391 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2392 2393 right = x + right - left; 2394 bottom = y + bottom - top; 2395 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2396 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2397 GL_TRIANGLES, mesh->indexCount, false, true, 2398 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2399 } else { 2400 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2401 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2402 GL_TRIANGLES, mesh->indexCount, false, false, 2403 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2404 } 2405 } 2406 2407 return DrawGlInfo::kStatusDrew; 2408} 2409 2410status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2411 bool useOffset) { 2412 if (!vertexBuffer.getSize()) { 2413 // no vertices to draw 2414 return DrawGlInfo::kStatusDone; 2415 } 2416 2417 int color = paint->getColor(); 2418 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2419 bool isAA = paint->isAntiAlias(); 2420 2421 setupDraw(); 2422 setupDrawNoTexture(); 2423 if (isAA) setupDrawAA(); 2424 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2425 setupDrawColorFilter(); 2426 setupDrawShader(); 2427 setupDrawBlending(isAA, mode); 2428 setupDrawProgram(); 2429 setupDrawModelViewIdentity(useOffset); 2430 setupDrawColorUniforms(); 2431 setupDrawColorFilterUniforms(); 2432 setupDrawShaderIdentityUniforms(); 2433 2434 void* vertices = vertexBuffer.getBuffer(); 2435 bool force = mCaches.unbindMeshBuffer(); 2436 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2437 mCaches.resetTexCoordsVertexPointer(); 2438 mCaches.unbindIndicesBuffer(); 2439 2440 int alphaSlot = -1; 2441 if (isAA) { 2442 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2443 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2444 2445 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2446 glEnableVertexAttribArray(alphaSlot); 2447 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2448 } 2449 2450 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2451 2452 if (isAA) { 2453 glDisableVertexAttribArray(alphaSlot); 2454 } 2455 2456 return DrawGlInfo::kStatusDrew; 2457} 2458 2459/** 2460 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2461 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2462 * screen space in all directions. However, instead of using a fragment shader to compute the 2463 * translucency of the color from its position, we simply use a varying parameter to define how far 2464 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2465 * 2466 * Doesn't yet support joins, caps, or path effects. 2467 */ 2468status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2469 VertexBuffer vertexBuffer; 2470 // TODO: try clipping large paths to viewport 2471 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2472 2473 if (hasLayer()) { 2474 SkRect bounds = path.getBounds(); 2475 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2476 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2477 } 2478 2479 return drawVertexBuffer(vertexBuffer, paint); 2480} 2481 2482/** 2483 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2484 * and additional geometry for defining an alpha slope perimeter. 2485 * 2486 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2487 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2488 * in-shader alpha region, but found it to be taxing on some GPUs. 2489 * 2490 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2491 * memory transfer by removing need for degenerate vertices. 2492 */ 2493status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2494 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2495 2496 count &= ~0x3; // round down to nearest four 2497 2498 VertexBuffer buffer; 2499 SkRect bounds; 2500 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2501 2502 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2503 return DrawGlInfo::kStatusDone; 2504 } 2505 2506 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2507 2508 bool useOffset = !paint->isAntiAlias(); 2509 return drawVertexBuffer(buffer, paint, useOffset); 2510} 2511 2512status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2513 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2514 2515 // TODO: The paint's cap style defines whether the points are square or circular 2516 // TODO: Handle AA for round points 2517 2518 // A stroke width of 0 has a special meaning in Skia: 2519 // it draws an unscaled 1px point 2520 float strokeWidth = paint->getStrokeWidth(); 2521 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2522 if (isHairLine) { 2523 // Now that we know it's hairline, we can set the effective width, to be used later 2524 strokeWidth = 1.0f; 2525 } 2526 const float halfWidth = strokeWidth / 2; 2527 2528 int alpha; 2529 SkXfermode::Mode mode; 2530 getAlphaAndMode(paint, &alpha, &mode); 2531 2532 int verticesCount = count >> 1; 2533 int generatedVerticesCount = 0; 2534 2535 TextureVertex pointsData[verticesCount]; 2536 TextureVertex* vertex = &pointsData[0]; 2537 2538 // TODO: We should optimize this method to not generate vertices for points 2539 // that lie outside of the clip. 2540 mCaches.enableScissor(); 2541 2542 setupDraw(); 2543 setupDrawNoTexture(); 2544 setupDrawPoint(strokeWidth); 2545 setupDrawColor(paint->getColor(), alpha); 2546 setupDrawColorFilter(); 2547 setupDrawShader(); 2548 setupDrawBlending(mode); 2549 setupDrawProgram(); 2550 setupDrawModelViewIdentity(true); 2551 setupDrawColorUniforms(); 2552 setupDrawColorFilterUniforms(); 2553 setupDrawPointUniforms(); 2554 setupDrawShaderIdentityUniforms(); 2555 setupDrawMesh(vertex); 2556 2557 for (int i = 0; i < count; i += 2) { 2558 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2559 generatedVerticesCount++; 2560 2561 float left = points[i] - halfWidth; 2562 float right = points[i] + halfWidth; 2563 float top = points[i + 1] - halfWidth; 2564 float bottom = points [i + 1] + halfWidth; 2565 2566 dirtyLayer(left, top, right, bottom, currentTransform()); 2567 } 2568 2569 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2570 2571 return DrawGlInfo::kStatusDrew; 2572} 2573 2574status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2575 // No need to check against the clip, we fill the clip region 2576 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2577 2578 Rect& clip(*mSnapshot->clipRect); 2579 clip.snapToPixelBoundaries(); 2580 2581 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2582 2583 return DrawGlInfo::kStatusDrew; 2584} 2585 2586status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2587 SkPaint* paint) { 2588 if (!texture) return DrawGlInfo::kStatusDone; 2589 const AutoTexture autoCleanup(texture); 2590 2591 const float x = left + texture->left - texture->offset; 2592 const float y = top + texture->top - texture->offset; 2593 2594 drawPathTexture(texture, x, y, paint); 2595 2596 return DrawGlInfo::kStatusDrew; 2597} 2598 2599status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2600 float rx, float ry, SkPaint* p) { 2601 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2602 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2603 return DrawGlInfo::kStatusDone; 2604 } 2605 2606 if (p->getPathEffect() != 0) { 2607 mCaches.activeTexture(0); 2608 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2609 right - left, bottom - top, rx, ry, p); 2610 return drawShape(left, top, texture, p); 2611 } 2612 2613 SkPath path; 2614 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2615 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2616 float outset = p->getStrokeWidth() / 2; 2617 rect.outset(outset, outset); 2618 rx += outset; 2619 ry += outset; 2620 } 2621 path.addRoundRect(rect, rx, ry); 2622 return drawConvexPath(path, p); 2623} 2624 2625status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2626 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2627 x + radius, y + radius, p) || 2628 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2629 return DrawGlInfo::kStatusDone; 2630 } 2631 if (p->getPathEffect() != 0) { 2632 mCaches.activeTexture(0); 2633 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2634 return drawShape(x - radius, y - radius, texture, p); 2635 } 2636 2637 SkPath path; 2638 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2639 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2640 } else { 2641 path.addCircle(x, y, radius); 2642 } 2643 return drawConvexPath(path, p); 2644} 2645 2646status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2647 SkPaint* p) { 2648 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2649 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2650 return DrawGlInfo::kStatusDone; 2651 } 2652 2653 if (p->getPathEffect() != 0) { 2654 mCaches.activeTexture(0); 2655 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2656 return drawShape(left, top, texture, p); 2657 } 2658 2659 SkPath path; 2660 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2661 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2662 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2663 } 2664 path.addOval(rect); 2665 return drawConvexPath(path, p); 2666} 2667 2668status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2669 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2670 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2671 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2672 return DrawGlInfo::kStatusDone; 2673 } 2674 2675 if (fabs(sweepAngle) >= 360.0f) { 2676 return drawOval(left, top, right, bottom, p); 2677 } 2678 2679 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2680 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2681 mCaches.activeTexture(0); 2682 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2683 startAngle, sweepAngle, useCenter, p); 2684 return drawShape(left, top, texture, p); 2685 } 2686 2687 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2688 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2689 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2690 } 2691 2692 SkPath path; 2693 if (useCenter) { 2694 path.moveTo(rect.centerX(), rect.centerY()); 2695 } 2696 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2697 if (useCenter) { 2698 path.close(); 2699 } 2700 return drawConvexPath(path, p); 2701} 2702 2703// See SkPaintDefaults.h 2704#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2705 2706status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2707 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2708 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2709 return DrawGlInfo::kStatusDone; 2710 } 2711 2712 if (p->getStyle() != SkPaint::kFill_Style) { 2713 // only fill style is supported by drawConvexPath, since others have to handle joins 2714 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2715 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2716 mCaches.activeTexture(0); 2717 const PathTexture* texture = 2718 mCaches.pathCache.getRect(right - left, bottom - top, p); 2719 return drawShape(left, top, texture, p); 2720 } 2721 2722 SkPath path; 2723 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2724 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2725 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2726 } 2727 path.addRect(rect); 2728 return drawConvexPath(path, p); 2729 } 2730 2731 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2732 SkPath path; 2733 path.addRect(left, top, right, bottom); 2734 return drawConvexPath(path, p); 2735 } else { 2736 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2737 return DrawGlInfo::kStatusDrew; 2738 } 2739} 2740 2741void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2742 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2743 float x, float y) { 2744 mCaches.activeTexture(0); 2745 2746 // NOTE: The drop shadow will not perform gamma correction 2747 // if shader-based correction is enabled 2748 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2749 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2750 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2751 // If the drop shadow exceeds the max texture size or couldn't be 2752 // allocated, skip drawing 2753 if (!shadow) return; 2754 const AutoTexture autoCleanup(shadow); 2755 2756 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2757 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2758 2759 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2760 int shadowColor = mDrawModifiers.mShadowColor; 2761 if (mDrawModifiers.mShader) { 2762 shadowColor = 0xffffffff; 2763 } 2764 2765 setupDraw(); 2766 setupDrawWithTexture(true); 2767 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2768 setupDrawColorFilter(); 2769 setupDrawShader(); 2770 setupDrawBlending(true, mode); 2771 setupDrawProgram(); 2772 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2773 setupDrawTexture(shadow->id); 2774 setupDrawPureColorUniforms(); 2775 setupDrawColorFilterUniforms(); 2776 setupDrawShaderUniforms(); 2777 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2778 2779 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2780} 2781 2782bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2783 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2784 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2785} 2786 2787class TextSetupFunctor: public Functor { 2788public: 2789 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2790 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2791 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2792 alpha(alpha), mode(mode), paint(paint) { 2793 } 2794 ~TextSetupFunctor() { } 2795 2796 status_t operator ()(int what, void* data) { 2797 renderer.setupDraw(); 2798 renderer.setupDrawTextGamma(paint); 2799 renderer.setupDrawDirtyRegionsDisabled(); 2800 renderer.setupDrawWithTexture(true); 2801 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2802 renderer.setupDrawColorFilter(); 2803 renderer.setupDrawShader(); 2804 renderer.setupDrawBlending(true, mode); 2805 renderer.setupDrawProgram(); 2806 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2807 // Calling setupDrawTexture with the name 0 will enable the 2808 // uv attributes and increase the texture unit count 2809 // texture binding will be performed by the font renderer as 2810 // needed 2811 renderer.setupDrawTexture(0); 2812 renderer.setupDrawPureColorUniforms(); 2813 renderer.setupDrawColorFilterUniforms(); 2814 renderer.setupDrawShaderUniforms(pureTranslate); 2815 renderer.setupDrawTextGammaUniforms(); 2816 2817 return NO_ERROR; 2818 } 2819 2820 OpenGLRenderer& renderer; 2821 float x; 2822 float y; 2823 bool pureTranslate; 2824 int alpha; 2825 SkXfermode::Mode mode; 2826 SkPaint* paint; 2827}; 2828 2829status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2830 const float* positions, SkPaint* paint) { 2831 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2832 return DrawGlInfo::kStatusDone; 2833 } 2834 2835 // NOTE: Skia does not support perspective transform on drawPosText yet 2836 if (!currentTransform().isSimple()) { 2837 return DrawGlInfo::kStatusDone; 2838 } 2839 2840 float x = 0.0f; 2841 float y = 0.0f; 2842 const bool pureTranslate = currentTransform().isPureTranslate(); 2843 if (pureTranslate) { 2844 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2845 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2846 } 2847 2848 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2849 fontRenderer.setFont(paint, mat4::identity()); 2850 2851 int alpha; 2852 SkXfermode::Mode mode; 2853 getAlphaAndMode(paint, &alpha, &mode); 2854 2855 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2856 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2857 alpha, mode, 0.0f, 0.0f); 2858 } 2859 2860 // Pick the appropriate texture filtering 2861 bool linearFilter = currentTransform().changesBounds(); 2862 if (pureTranslate && !linearFilter) { 2863 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2864 } 2865 fontRenderer.setTextureFiltering(linearFilter); 2866 2867 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2868 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2869 2870 const bool hasActiveLayer = hasLayer(); 2871 2872 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2873 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2874 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2875 if (hasActiveLayer) { 2876 if (!pureTranslate) { 2877 currentTransform().mapRect(bounds); 2878 } 2879 dirtyLayerUnchecked(bounds, getRegion()); 2880 } 2881 } 2882 2883 return DrawGlInfo::kStatusDrew; 2884} 2885 2886mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2887 mat4 fontTransform; 2888 if (CC_LIKELY(transform.isPureTranslate())) { 2889 fontTransform = mat4::identity(); 2890 } else { 2891 if (CC_UNLIKELY(transform.isPerspective())) { 2892 fontTransform = mat4::identity(); 2893 } else { 2894 float sx, sy; 2895 currentTransform().decomposeScale(sx, sy); 2896 fontTransform.loadScale(sx, sy, 1.0f); 2897 } 2898 } 2899 return fontTransform; 2900} 2901 2902status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2903 float x, float y, const float* positions, SkPaint* paint, float length, 2904 DrawOpMode drawOpMode) { 2905 2906 if (drawOpMode == kDrawOpMode_Immediate && 2907 (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) { 2908 return DrawGlInfo::kStatusDone; 2909 } 2910 2911 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2912 switch (paint->getTextAlign()) { 2913 case SkPaint::kCenter_Align: 2914 x -= length / 2.0f; 2915 break; 2916 case SkPaint::kRight_Align: 2917 x -= length; 2918 break; 2919 default: 2920 break; 2921 } 2922 2923 SkPaint::FontMetrics metrics; 2924 paint->getFontMetrics(&metrics, 0.0f); 2925 if (drawOpMode == kDrawOpMode_Immediate) { 2926 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2927 return DrawGlInfo::kStatusDone; 2928 } 2929 } else { 2930 // merged draw operations don't need scissor, but clip should still be valid 2931 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2932 } 2933 2934 const float oldX = x; 2935 const float oldY = y; 2936 2937 const mat4& transform = currentTransform(); 2938 const bool pureTranslate = transform.isPureTranslate(); 2939 2940 if (CC_LIKELY(pureTranslate)) { 2941 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2942 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2943 } 2944 2945 int alpha; 2946 SkXfermode::Mode mode; 2947 getAlphaAndMode(paint, &alpha, &mode); 2948 2949 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2950 2951 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2952 fontRenderer.setFont(paint, mat4::identity()); 2953 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2954 alpha, mode, oldX, oldY); 2955 } 2956 2957 const bool hasActiveLayer = hasLayer(); 2958 2959 // We only pass a partial transform to the font renderer. That partial 2960 // matrix defines how glyphs are rasterized. Typically we want glyphs 2961 // to be rasterized at their final size on screen, which means the partial 2962 // matrix needs to take the scale factor into account. 2963 // When a partial matrix is used to transform glyphs during rasterization, 2964 // the mesh is generated with the inverse transform (in the case of scale, 2965 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2966 // apply the full transform matrix at draw time in the vertex shader. 2967 // Applying the full matrix in the shader is the easiest way to handle 2968 // rotation and perspective and allows us to always generated quads in the 2969 // font renderer which greatly simplifies the code, clipping in particular. 2970 mat4 fontTransform = findBestFontTransform(transform); 2971 fontRenderer.setFont(paint, fontTransform); 2972 2973 // Pick the appropriate texture filtering 2974 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2975 fontRenderer.setTextureFiltering(linearFilter); 2976 2977 // TODO: Implement better clipping for scaled/rotated text 2978 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2979 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2980 2981 bool status; 2982 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2983 2984 // don't call issuedrawcommand, do it at end of batch 2985 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2986 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2987 SkPaint paintCopy(*paint); 2988 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2989 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2990 positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish); 2991 } else { 2992 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2993 positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish); 2994 } 2995 2996 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2997 if (!pureTranslate) { 2998 transform.mapRect(bounds); 2999 } 3000 dirtyLayerUnchecked(bounds, getRegion()); 3001 } 3002 3003 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 3004 3005 return DrawGlInfo::kStatusDrew; 3006} 3007 3008status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3009 float hOffset, float vOffset, SkPaint* paint) { 3010 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3011 return DrawGlInfo::kStatusDone; 3012 } 3013 3014 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3015 fontRenderer.setFont(paint, mat4::identity()); 3016 fontRenderer.setTextureFiltering(true); 3017 3018 int alpha; 3019 SkXfermode::Mode mode; 3020 getAlphaAndMode(paint, &alpha, &mode); 3021 3022 setupDraw(); 3023 setupDrawTextGamma(paint); 3024 setupDrawDirtyRegionsDisabled(); 3025 setupDrawWithTexture(true); 3026 setupDrawAlpha8Color(paint->getColor(), alpha); 3027 setupDrawColorFilter(); 3028 setupDrawShader(); 3029 setupDrawBlending(true, mode); 3030 setupDrawProgram(); 3031 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 3032 // Calling setupDrawTexture with the name 0 will enable the 3033 // uv attributes and increase the texture unit count 3034 // texture binding will be performed by the font renderer as 3035 // needed 3036 setupDrawTexture(0); 3037 setupDrawPureColorUniforms(); 3038 setupDrawColorFilterUniforms(); 3039 setupDrawShaderUniforms(false); 3040 setupDrawTextGammaUniforms(); 3041 3042 const Rect* clip = &mSnapshot->getLocalClip(); 3043 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3044 3045 const bool hasActiveLayer = hasLayer(); 3046 3047 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3048 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 3049 if (hasActiveLayer) { 3050 currentTransform().mapRect(bounds); 3051 dirtyLayerUnchecked(bounds, getRegion()); 3052 } 3053 } 3054 3055 return DrawGlInfo::kStatusDrew; 3056} 3057 3058status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3059 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3060 3061 mCaches.activeTexture(0); 3062 3063 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3064 if (!texture) return DrawGlInfo::kStatusDone; 3065 const AutoTexture autoCleanup(texture); 3066 3067 const float x = texture->left - texture->offset; 3068 const float y = texture->top - texture->offset; 3069 3070 drawPathTexture(texture, x, y, paint); 3071 3072 return DrawGlInfo::kStatusDrew; 3073} 3074 3075status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3076 if (!layer) { 3077 return DrawGlInfo::kStatusDone; 3078 } 3079 3080 mat4* transform = NULL; 3081 if (layer->isTextureLayer()) { 3082 transform = &layer->getTransform(); 3083 if (!transform->isIdentity()) { 3084 save(0); 3085 currentTransform().multiply(*transform); 3086 } 3087 } 3088 3089 Rect transformed; 3090 Rect clip; 3091 const bool rejected = quickRejectNoScissor(x, y, 3092 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 3093 3094 if (rejected) { 3095 if (transform && !transform->isIdentity()) { 3096 restore(); 3097 } 3098 return DrawGlInfo::kStatusDone; 3099 } 3100 3101 updateLayer(layer, true); 3102 3103 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 3104 mCaches.activeTexture(0); 3105 3106 if (CC_LIKELY(!layer->region.isEmpty())) { 3107 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3108 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3109 3110 if (layer->region.isRect()) { 3111 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3112 composeLayerRect(layer, layer->regionRect)); 3113 } else if (layer->mesh) { 3114 const float a = getLayerAlpha(layer); 3115 setupDraw(); 3116 setupDrawWithTexture(); 3117 setupDrawColor(a, a, a, a); 3118 setupDrawColorFilter(); 3119 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3120 setupDrawProgram(); 3121 setupDrawPureColorUniforms(); 3122 setupDrawColorFilterUniforms(); 3123 setupDrawTexture(layer->getTexture()); 3124 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3125 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3126 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3127 3128 layer->setFilter(GL_NEAREST); 3129 setupDrawModelViewTranslate(tx, ty, 3130 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3131 } else { 3132 layer->setFilter(GL_LINEAR); 3133 setupDrawModelViewTranslate(x, y, 3134 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3135 } 3136 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3137 3138 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3139 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3140 GL_UNSIGNED_SHORT, layer->meshIndices)); 3141 3142 finishDrawTexture(); 3143 3144#if DEBUG_LAYERS_AS_REGIONS 3145 drawRegionRects(layer->region); 3146#endif 3147 } 3148 3149 mDrawModifiers.mColorFilter = oldFilter; 3150 3151 if (layer->debugDrawUpdate) { 3152 layer->debugDrawUpdate = false; 3153 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3154 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3155 } 3156 } 3157 layer->hasDrawnSinceUpdate = true; 3158 3159 if (transform && !transform->isIdentity()) { 3160 restore(); 3161 } 3162 3163 return DrawGlInfo::kStatusDrew; 3164} 3165 3166/////////////////////////////////////////////////////////////////////////////// 3167// Shaders 3168/////////////////////////////////////////////////////////////////////////////// 3169 3170void OpenGLRenderer::resetShader() { 3171 mDrawModifiers.mShader = NULL; 3172} 3173 3174void OpenGLRenderer::setupShader(SkiaShader* shader) { 3175 mDrawModifiers.mShader = shader; 3176 if (mDrawModifiers.mShader) { 3177 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 3178 } 3179} 3180 3181/////////////////////////////////////////////////////////////////////////////// 3182// Color filters 3183/////////////////////////////////////////////////////////////////////////////// 3184 3185void OpenGLRenderer::resetColorFilter() { 3186 mDrawModifiers.mColorFilter = NULL; 3187} 3188 3189void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3190 mDrawModifiers.mColorFilter = filter; 3191} 3192 3193/////////////////////////////////////////////////////////////////////////////// 3194// Drop shadow 3195/////////////////////////////////////////////////////////////////////////////// 3196 3197void OpenGLRenderer::resetShadow() { 3198 mDrawModifiers.mHasShadow = false; 3199} 3200 3201void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3202 mDrawModifiers.mHasShadow = true; 3203 mDrawModifiers.mShadowRadius = radius; 3204 mDrawModifiers.mShadowDx = dx; 3205 mDrawModifiers.mShadowDy = dy; 3206 mDrawModifiers.mShadowColor = color; 3207} 3208 3209/////////////////////////////////////////////////////////////////////////////// 3210// Draw filters 3211/////////////////////////////////////////////////////////////////////////////// 3212 3213void OpenGLRenderer::resetPaintFilter() { 3214 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3215 // comparison, see MergingDrawBatch::canMergeWith 3216 mDrawModifiers.mHasDrawFilter = false; 3217 mDrawModifiers.mPaintFilterClearBits = 0; 3218 mDrawModifiers.mPaintFilterSetBits = 0; 3219} 3220 3221void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3222 mDrawModifiers.mHasDrawFilter = true; 3223 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3224 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3225} 3226 3227SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3228 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3229 return paint; 3230 } 3231 3232 uint32_t flags = paint->getFlags(); 3233 3234 mFilteredPaint = *paint; 3235 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3236 mDrawModifiers.mPaintFilterSetBits); 3237 3238 return &mFilteredPaint; 3239} 3240 3241/////////////////////////////////////////////////////////////////////////////// 3242// Drawing implementation 3243/////////////////////////////////////////////////////////////////////////////// 3244 3245Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3246 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3247 if (!texture) { 3248 return mCaches.textureCache.get(bitmap); 3249 } 3250 return texture; 3251} 3252 3253void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3254 float x, float y, SkPaint* paint) { 3255 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3256 return; 3257 } 3258 3259 int alpha; 3260 SkXfermode::Mode mode; 3261 getAlphaAndMode(paint, &alpha, &mode); 3262 3263 setupDraw(); 3264 setupDrawWithTexture(true); 3265 setupDrawAlpha8Color(paint->getColor(), alpha); 3266 setupDrawColorFilter(); 3267 setupDrawShader(); 3268 setupDrawBlending(true, mode); 3269 setupDrawProgram(); 3270 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3271 setupDrawTexture(texture->id); 3272 setupDrawPureColorUniforms(); 3273 setupDrawColorFilterUniforms(); 3274 setupDrawShaderUniforms(); 3275 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3276 3277 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3278 3279 finishDrawTexture(); 3280} 3281 3282// Same values used by Skia 3283#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3284#define kStdUnderline_Offset (1.0f / 9.0f) 3285#define kStdUnderline_Thickness (1.0f / 18.0f) 3286 3287void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 3288 float x, float y, SkPaint* paint) { 3289 // Handle underline and strike-through 3290 uint32_t flags = paint->getFlags(); 3291 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3292 SkPaint paintCopy(*paint); 3293 float underlineWidth = length; 3294 // If length is > 0.0f, we already measured the text for the text alignment 3295 if (length <= 0.0f) { 3296 underlineWidth = paintCopy.measureText(text, bytesCount); 3297 } 3298 3299 if (CC_LIKELY(underlineWidth > 0.0f)) { 3300 const float textSize = paintCopy.getTextSize(); 3301 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3302 3303 const float left = x; 3304 float top = 0.0f; 3305 3306 int linesCount = 0; 3307 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3308 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3309 3310 const int pointsCount = 4 * linesCount; 3311 float points[pointsCount]; 3312 int currentPoint = 0; 3313 3314 if (flags & SkPaint::kUnderlineText_Flag) { 3315 top = y + textSize * kStdUnderline_Offset; 3316 points[currentPoint++] = left; 3317 points[currentPoint++] = top; 3318 points[currentPoint++] = left + underlineWidth; 3319 points[currentPoint++] = top; 3320 } 3321 3322 if (flags & SkPaint::kStrikeThruText_Flag) { 3323 top = y + textSize * kStdStrikeThru_Offset; 3324 points[currentPoint++] = left; 3325 points[currentPoint++] = top; 3326 points[currentPoint++] = left + underlineWidth; 3327 points[currentPoint++] = top; 3328 } 3329 3330 paintCopy.setStrokeWidth(strokeWidth); 3331 3332 drawLines(&points[0], pointsCount, &paintCopy); 3333 } 3334 } 3335} 3336 3337status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3338 if (mSnapshot->isIgnored()) { 3339 return DrawGlInfo::kStatusDone; 3340 } 3341 3342 int color = paint->getColor(); 3343 // If a shader is set, preserve only the alpha 3344 if (mDrawModifiers.mShader) { 3345 color |= 0x00ffffff; 3346 } 3347 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3348 3349 return drawColorRects(rects, count, color, mode); 3350} 3351 3352status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3353 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3354 if (count == 0) { 3355 return DrawGlInfo::kStatusDone; 3356 } 3357 3358 float left = FLT_MAX; 3359 float top = FLT_MAX; 3360 float right = FLT_MIN; 3361 float bottom = FLT_MIN; 3362 3363 int vertexCount = 0; 3364 Vertex mesh[count * 6]; 3365 Vertex* vertex = mesh; 3366 3367 for (int index = 0; index < count; index += 4) { 3368 float l = rects[index + 0]; 3369 float t = rects[index + 1]; 3370 float r = rects[index + 2]; 3371 float b = rects[index + 3]; 3372 3373 Vertex::set(vertex++, l, b); 3374 Vertex::set(vertex++, l, t); 3375 Vertex::set(vertex++, r, t); 3376 Vertex::set(vertex++, l, b); 3377 Vertex::set(vertex++, r, t); 3378 Vertex::set(vertex++, r, b); 3379 3380 vertexCount += 6; 3381 3382 left = fminf(left, l); 3383 top = fminf(top, t); 3384 right = fmaxf(right, r); 3385 bottom = fmaxf(bottom, b); 3386 } 3387 3388 if (clip && quickReject(left, top, right, bottom)) { 3389 return DrawGlInfo::kStatusDone; 3390 } 3391 3392 setupDraw(); 3393 setupDrawNoTexture(); 3394 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3395 setupDrawShader(); 3396 setupDrawColorFilter(); 3397 setupDrawBlending(mode); 3398 setupDrawProgram(); 3399 setupDrawDirtyRegionsDisabled(); 3400 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3401 setupDrawColorUniforms(); 3402 setupDrawShaderUniforms(); 3403 setupDrawColorFilterUniforms(); 3404 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3405 3406 if (dirty && hasLayer()) { 3407 dirtyLayer(left, top, right, bottom, currentTransform()); 3408 } 3409 3410 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3411 3412 return DrawGlInfo::kStatusDrew; 3413} 3414 3415void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3416 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3417 // If a shader is set, preserve only the alpha 3418 if (mDrawModifiers.mShader) { 3419 color |= 0x00ffffff; 3420 } 3421 3422 setupDraw(); 3423 setupDrawNoTexture(); 3424 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3425 setupDrawShader(); 3426 setupDrawColorFilter(); 3427 setupDrawBlending(mode); 3428 setupDrawProgram(); 3429 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3430 setupDrawColorUniforms(); 3431 setupDrawShaderUniforms(ignoreTransform); 3432 setupDrawColorFilterUniforms(); 3433 setupDrawSimpleMesh(); 3434 3435 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3436} 3437 3438void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3439 Texture* texture, SkPaint* paint) { 3440 int alpha; 3441 SkXfermode::Mode mode; 3442 getAlphaAndMode(paint, &alpha, &mode); 3443 3444 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3445 3446 GLvoid* vertices = (GLvoid*) NULL; 3447 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3448 3449 if (texture->uvMapper) { 3450 vertices = &mMeshVertices[0].position[0]; 3451 texCoords = &mMeshVertices[0].texture[0]; 3452 3453 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3454 texture->uvMapper->map(uvs); 3455 3456 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3457 } 3458 3459 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3460 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3461 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3462 3463 texture->setFilter(GL_NEAREST, true); 3464 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3465 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3466 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3467 } else { 3468 texture->setFilter(FILTER(paint), true); 3469 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3470 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3471 } 3472 3473 if (texture->uvMapper) { 3474 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3475 } 3476} 3477 3478void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3479 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3480 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3481 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3482} 3483 3484void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3485 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3486 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3487 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3488 3489 setupDraw(); 3490 setupDrawWithTexture(); 3491 setupDrawColor(alpha, alpha, alpha, alpha); 3492 setupDrawColorFilter(); 3493 setupDrawBlending(blend, mode, swapSrcDst); 3494 setupDrawProgram(); 3495 if (!dirty) setupDrawDirtyRegionsDisabled(); 3496 if (!ignoreScale) { 3497 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3498 } else { 3499 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3500 } 3501 setupDrawTexture(texture); 3502 setupDrawPureColorUniforms(); 3503 setupDrawColorFilterUniforms(); 3504 setupDrawMesh(vertices, texCoords, vbo); 3505 3506 glDrawArrays(drawMode, 0, elementsCount); 3507 3508 finishDrawTexture(); 3509} 3510 3511void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3512 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3513 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3514 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3515 3516 setupDraw(); 3517 setupDrawWithTexture(); 3518 setupDrawColor(alpha, alpha, alpha, alpha); 3519 setupDrawColorFilter(); 3520 setupDrawBlending(blend, mode, swapSrcDst); 3521 setupDrawProgram(); 3522 if (!dirty) setupDrawDirtyRegionsDisabled(); 3523 if (!ignoreScale) { 3524 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3525 } else { 3526 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3527 } 3528 setupDrawTexture(texture); 3529 setupDrawPureColorUniforms(); 3530 setupDrawColorFilterUniforms(); 3531 setupDrawMeshIndices(vertices, texCoords, vbo); 3532 3533 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3534 3535 finishDrawTexture(); 3536} 3537 3538void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3539 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3540 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3541 bool ignoreTransform, bool ignoreScale, bool dirty) { 3542 3543 setupDraw(); 3544 setupDrawWithTexture(true); 3545 if (hasColor) { 3546 setupDrawAlpha8Color(color, alpha); 3547 } 3548 setupDrawColorFilter(); 3549 setupDrawShader(); 3550 setupDrawBlending(true, mode); 3551 setupDrawProgram(); 3552 if (!dirty) setupDrawDirtyRegionsDisabled(); 3553 if (!ignoreScale) { 3554 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3555 } else { 3556 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3557 } 3558 setupDrawTexture(texture); 3559 setupDrawPureColorUniforms(); 3560 setupDrawColorFilterUniforms(); 3561 setupDrawShaderUniforms(); 3562 setupDrawMesh(vertices, texCoords); 3563 3564 glDrawArrays(drawMode, 0, elementsCount); 3565 3566 finishDrawTexture(); 3567} 3568 3569void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3570 ProgramDescription& description, bool swapSrcDst) { 3571 if (mCountOverdraw) { 3572 if (!mCaches.blend) glEnable(GL_BLEND); 3573 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3574 glBlendFunc(GL_ONE, GL_ONE); 3575 } 3576 3577 mCaches.blend = true; 3578 mCaches.lastSrcMode = GL_ONE; 3579 mCaches.lastDstMode = GL_ONE; 3580 3581 return; 3582 } 3583 3584 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3585 3586 if (blend) { 3587 // These blend modes are not supported by OpenGL directly and have 3588 // to be implemented using shaders. Since the shader will perform 3589 // the blending, turn blending off here 3590 // If the blend mode cannot be implemented using shaders, fall 3591 // back to the default SrcOver blend mode instead 3592 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3593 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3594 description.framebufferMode = mode; 3595 description.swapSrcDst = swapSrcDst; 3596 3597 if (mCaches.blend) { 3598 glDisable(GL_BLEND); 3599 mCaches.blend = false; 3600 } 3601 3602 return; 3603 } else { 3604 mode = SkXfermode::kSrcOver_Mode; 3605 } 3606 } 3607 3608 if (!mCaches.blend) { 3609 glEnable(GL_BLEND); 3610 } 3611 3612 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3613 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3614 3615 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3616 glBlendFunc(sourceMode, destMode); 3617 mCaches.lastSrcMode = sourceMode; 3618 mCaches.lastDstMode = destMode; 3619 } 3620 } else if (mCaches.blend) { 3621 glDisable(GL_BLEND); 3622 } 3623 mCaches.blend = blend; 3624} 3625 3626bool OpenGLRenderer::useProgram(Program* program) { 3627 if (!program->isInUse()) { 3628 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3629 program->use(); 3630 mCaches.currentProgram = program; 3631 return false; 3632 } 3633 return true; 3634} 3635 3636void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3637 TextureVertex* v = &mMeshVertices[0]; 3638 TextureVertex::setUV(v++, u1, v1); 3639 TextureVertex::setUV(v++, u2, v1); 3640 TextureVertex::setUV(v++, u1, v2); 3641 TextureVertex::setUV(v++, u2, v2); 3642} 3643 3644void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3645 getAlphaAndModeDirect(paint, alpha, mode); 3646 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3647 // if drawing a layer, ignore the paint's alpha 3648 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3649 } 3650 *alpha *= mSnapshot->alpha; 3651} 3652 3653float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3654 float alpha; 3655 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3656 alpha = mDrawModifiers.mOverrideLayerAlpha; 3657 } else { 3658 alpha = layer->getAlpha() / 255.0f; 3659 } 3660 return alpha * mSnapshot->alpha; 3661} 3662 3663}; // namespace uirenderer 3664}; // namespace android 3665