OpenGLRenderer.cpp revision 740bf2bb2e900d3db2292b5909b4b4c6e90320e6
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 "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glViewport(0, 0, width, height); 129 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 130 131 mWidth = width; 132 mHeight = height; 133 134 mFirstSnapshot->height = height; 135 mFirstSnapshot->viewport.set(0, 0, width, height); 136 137 mDirtyClip = false; 138} 139 140void OpenGLRenderer::prepare(bool opaque) { 141 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 142} 143 144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 147 mSnapshot = new Snapshot(mFirstSnapshot, 148 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 149 mSnapshot->fbo = getTargetFbo(); 150 151 mSaveCount = 1; 152 153 glViewport(0, 0, mWidth, mHeight); 154 155 glDisable(GL_DITHER); 156 157 glEnable(GL_SCISSOR_TEST); 158 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 mSnapshot->setClip(left, top, right, bottom); 160 161 if (!opaque) { 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 glClear(GL_COLOR_BUFFER_BIT); 164 } 165} 166 167void OpenGLRenderer::finish() { 168#if DEBUG_OPENGL 169 GLenum status = GL_NO_ERROR; 170 while ((status = glGetError()) != GL_NO_ERROR) { 171 LOGD("GL error from OpenGLRenderer: 0x%x", status); 172 switch (status) { 173 case GL_OUT_OF_MEMORY: 174 LOGE(" OpenGLRenderer is out of memory!"); 175 break; 176 } 177 } 178#endif 179#if DEBUG_MEMORY_USAGE 180 mCaches.dumpMemoryUsage(); 181#else 182 if (mCaches.getDebugLevel() & kDebugMemory) { 183 mCaches.dumpMemoryUsage(); 184 } 185#endif 186} 187 188void OpenGLRenderer::interrupt() { 189 if (mCaches.currentProgram) { 190 if (mCaches.currentProgram->isInUse()) { 191 mCaches.currentProgram->remove(); 192 mCaches.currentProgram = NULL; 193 } 194 } 195 mCaches.unbindMeshBuffer(); 196} 197 198void OpenGLRenderer::resume() { 199 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 200 201 glEnable(GL_SCISSOR_TEST); 202 dirtyClip(); 203 204 glDisable(GL_DITHER); 205 206 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 207 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 208 209 mCaches.blend = true; 210 glEnable(GL_BLEND); 211 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 212 glBlendEquation(GL_FUNC_ADD); 213} 214 215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 216 interrupt(); 217 if (mDirtyClip) { 218 setScissorFromClip(); 219 } 220 221 Rect clip(*mSnapshot->clipRect); 222 clip.snapToPixelBoundaries(); 223 224#if RENDER_LAYERS_AS_REGIONS 225 // Since we don't know what the functor will draw, let's dirty 226 // tne entire clip region 227 if (hasLayer()) { 228 dirtyLayerUnchecked(clip, getRegion()); 229 } 230#endif 231 232 DrawGlInfo info; 233 info.clipLeft = clip.left; 234 info.clipTop = clip.top; 235 info.clipRight = clip.right; 236 info.clipBottom = clip.bottom; 237 info.isLayer = hasLayer(); 238 getSnapshot()->transform->copyTo(&info.transform[0]); 239 240 status_t result = (*functor)(0, &info); 241 242 if (result != 0) { 243 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 244 dirty.unionWith(localDirty); 245 } 246 247 resume(); 248 return result != 0; 249} 250 251/////////////////////////////////////////////////////////////////////////////// 252// State management 253/////////////////////////////////////////////////////////////////////////////// 254 255int OpenGLRenderer::getSaveCount() const { 256 return mSaveCount; 257} 258 259int OpenGLRenderer::save(int flags) { 260 return saveSnapshot(flags); 261} 262 263void OpenGLRenderer::restore() { 264 if (mSaveCount > 1) { 265 restoreSnapshot(); 266 } 267} 268 269void OpenGLRenderer::restoreToCount(int saveCount) { 270 if (saveCount < 1) saveCount = 1; 271 272 while (mSaveCount > saveCount) { 273 restoreSnapshot(); 274 } 275} 276 277int OpenGLRenderer::saveSnapshot(int flags) { 278 mSnapshot = new Snapshot(mSnapshot, flags); 279 return mSaveCount++; 280} 281 282bool OpenGLRenderer::restoreSnapshot() { 283 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 284 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 285 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 286 287 sp<Snapshot> current = mSnapshot; 288 sp<Snapshot> previous = mSnapshot->previous; 289 290 if (restoreOrtho) { 291 Rect& r = previous->viewport; 292 glViewport(r.left, r.top, r.right, r.bottom); 293 mOrthoMatrix.load(current->orthoMatrix); 294 } 295 296 mSaveCount--; 297 mSnapshot = previous; 298 299 if (restoreClip) { 300 dirtyClip(); 301 } 302 303 if (restoreLayer) { 304 composeLayer(current, previous); 305 } 306 307 return restoreClip; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Layers 312/////////////////////////////////////////////////////////////////////////////// 313 314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 315 SkPaint* p, int flags) { 316 const GLuint previousFbo = mSnapshot->fbo; 317 const int count = saveSnapshot(flags); 318 319 if (!mSnapshot->isIgnored()) { 320 int alpha = 255; 321 SkXfermode::Mode mode; 322 323 if (p) { 324 alpha = p->getAlpha(); 325 if (!mCaches.extensions.hasFramebufferFetch()) { 326 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 327 if (!isMode) { 328 // Assume SRC_OVER 329 mode = SkXfermode::kSrcOver_Mode; 330 } 331 } else { 332 mode = getXfermode(p->getXfermode()); 333 } 334 } else { 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 338 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 339 } 340 341 return count; 342} 343 344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 345 int alpha, int flags) { 346 if (alpha >= 255 - ALPHA_THRESHOLD) { 347 return saveLayer(left, top, right, bottom, NULL, flags); 348 } else { 349 SkPaint paint; 350 paint.setAlpha(alpha); 351 return saveLayer(left, top, right, bottom, &paint, flags); 352 } 353} 354 355/** 356 * Layers are viewed by Skia are slightly different than layers in image editing 357 * programs (for instance.) When a layer is created, previously created layers 358 * and the frame buffer still receive every drawing command. For instance, if a 359 * layer is created and a shape intersecting the bounds of the layers and the 360 * framebuffer is draw, the shape will be drawn on both (unless the layer was 361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 362 * 363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 364 * texture. Unfortunately, this is inefficient as it requires every primitive to 365 * be drawn n + 1 times, where n is the number of active layers. In practice this 366 * means, for every primitive: 367 * - Switch active frame buffer 368 * - Change viewport, clip and projection matrix 369 * - Issue the drawing 370 * 371 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 372 * To avoid this, layers are implemented in a different way here, at least in the 373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 374 * is set. When this flag is set we can redirect all drawing operations into a 375 * single FBO. 376 * 377 * This implementation relies on the frame buffer being at least RGBA 8888. When 378 * a layer is created, only a texture is created, not an FBO. The content of the 379 * frame buffer contained within the layer's bounds is copied into this texture 380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 381 * buffer and drawing continues as normal. This technique therefore treats the 382 * frame buffer as a scratch buffer for the layers. 383 * 384 * To compose the layers back onto the frame buffer, each layer texture 385 * (containing the original frame buffer data) is drawn as a simple quad over 386 * the frame buffer. The trick is that the quad is set as the composition 387 * destination in the blending equation, and the frame buffer becomes the source 388 * of the composition. 389 * 390 * Drawing layers with an alpha value requires an extra step before composition. 391 * An empty quad is drawn over the layer's region in the frame buffer. This quad 392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 393 * quad is used to multiply the colors in the frame buffer. This is achieved by 394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 395 * GL_ZERO, GL_SRC_ALPHA. 396 * 397 * Because glCopyTexImage2D() can be slow, an alternative implementation might 398 * be use to draw a single clipped layer. The implementation described above 399 * is correct in every case. 400 * 401 * (1) The frame buffer is actually not cleared right away. To allow the GPU 402 * to potentially optimize series of calls to glCopyTexImage2D, the frame 403 * buffer is left untouched until the first drawing operation. Only when 404 * something actually gets drawn are the layers regions cleared. 405 */ 406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 407 float right, float bottom, int alpha, SkXfermode::Mode mode, 408 int flags, GLuint previousFbo) { 409 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 410 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 411 412 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 413 414 // Window coordinates of the layer 415 Rect bounds(left, top, right, bottom); 416 if (!fboLayer) { 417 mSnapshot->transform->mapRect(bounds); 418 419 // Layers only make sense if they are in the framebuffer's bounds 420 if (bounds.intersect(*snapshot->clipRect)) { 421 // We cannot work with sub-pixels in this case 422 bounds.snapToPixelBoundaries(); 423 424 // When the layer is not an FBO, we may use glCopyTexImage so we 425 // need to make sure the layer does not extend outside the bounds 426 // of the framebuffer 427 if (!bounds.intersect(snapshot->previous->viewport)) { 428 bounds.setEmpty(); 429 } 430 } else { 431 bounds.setEmpty(); 432 } 433 } 434 435 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 436 bounds.getHeight() > mCaches.maxTextureSize) { 437 snapshot->empty = fboLayer; 438 } else { 439 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 440 } 441 442 // Bail out if we won't draw in this snapshot 443 if (snapshot->invisible || snapshot->empty) { 444 return false; 445 } 446 447 glActiveTexture(gTextureUnits[0]); 448 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 449 if (!layer) { 450 return false; 451 } 452 453 layer->mode = mode; 454 layer->alpha = alpha; 455 layer->layer.set(bounds); 456 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 457 bounds.getWidth() / float(layer->width), 0.0f); 458 layer->colorFilter = mColorFilter; 459 460 // Save the layer in the snapshot 461 snapshot->flags |= Snapshot::kFlagIsLayer; 462 snapshot->layer = layer; 463 464 if (fboLayer) { 465 return createFboLayer(layer, bounds, snapshot, previousFbo); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 if (!bounds.isEmpty()) { 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 472 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 476 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Clear the framebuffer where the layer will draw 480 glScissor(bounds.left, mSnapshot->height - bounds.bottom, 481 bounds.getWidth(), bounds.getHeight()); 482 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 483 glClear(GL_COLOR_BUFFER_BIT); 484 485 dirtyClip(); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->fbo = mCaches.fboCache.get(); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->fbo; 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 526 glBindTexture(GL_TEXTURE_2D, layer->texture); 527 528 // Initialize the texture if needed 529 if (layer->empty) { 530 layer->empty = false; 531 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 532 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 533 } 534 535 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 536 layer->texture, 0); 537 538#if DEBUG_LAYERS_AS_REGIONS 539 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 540 if (status != GL_FRAMEBUFFER_COMPLETE) { 541 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 542 543 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 544 glDeleteTextures(1, &layer->texture); 545 mCaches.fboCache.put(layer->fbo); 546 547 delete layer; 548 549 return false; 550 } 551#endif 552 553 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 554 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 555 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 dirtyClip(); 560 561 // Change the ortho projection 562 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 563 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 564 565 return true; 566} 567 568/** 569 * Read the documentation of createLayer() before doing anything in this method. 570 */ 571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 572 if (!current->layer) { 573 LOGE("Attempting to compose a layer that does not exist"); 574 return; 575 } 576 577 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 578 579 if (fboLayer) { 580 // Unbind current FBO and restore previous one 581 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 582 } 583 584 Layer* layer = current->layer; 585 const Rect& rect = layer->layer; 586 587 if (!fboLayer && layer->alpha < 255) { 588 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 589 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 590 // Required below, composeLayerRect() will divide by 255 591 layer->alpha = 255; 592 } 593 594 mCaches.unbindMeshBuffer(); 595 596 glActiveTexture(gTextureUnits[0]); 597 598 // When the layer is stored in an FBO, we can save a bit of fillrate by 599 // drawing only the dirty region 600 if (fboLayer) { 601 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 602 if (layer->colorFilter) { 603 setupColorFilter(layer->colorFilter); 604 } 605 composeLayerRegion(layer, rect); 606 if (layer->colorFilter) { 607 resetColorFilter(); 608 } 609 } else { 610 if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 } 615 616 if (fboLayer) { 617 // Detach the texture from the FBO 618 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 619 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 620 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 621 622 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 623 mCaches.fboCache.put(current->fbo); 624 } 625 626 dirtyClip(); 627 628 // Failing to add the layer to the cache should happen only if the layer is too large 629 if (!mCaches.layerCache.put(layer)) { 630 LAYER_LOGD("Deleting layer"); 631 glDeleteTextures(1, &layer->texture); 632 delete layer; 633 } 634} 635 636void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 637 const Rect& texCoords = layer->texCoords; 638 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 639 640 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 641 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 642 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 643 644 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 645} 646 647void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 648#if RENDER_LAYERS_AS_REGIONS 649 if (layer->region.isRect()) { 650 const android::Rect& bounds = layer->region.getBounds(); 651 layer->regionRect.set(bounds.leftTop().x, bounds.leftTop().y, 652 bounds.rightBottom().x, bounds.rightBottom().y); 653 composeLayerRect(layer, layer->regionRect); 654 layer->region.clear(); 655 return; 656 } 657 658 if (!layer->region.isEmpty()) { 659 size_t count; 660 const android::Rect* rects = layer->region.getArray(&count); 661 662 const float alpha = layer->alpha / 255.0f; 663 const float texX = 1.0f / float(layer->width); 664 const float texY = 1.0f / float(layer->height); 665 const float height = rect.getHeight(); 666 667 TextureVertex* mesh = mCaches.getRegionMesh(); 668 GLsizei numQuads = 0; 669 670 setupDraw(); 671 setupDrawWithTexture(); 672 setupDrawColor(alpha, alpha, alpha, alpha); 673 setupDrawColorFilter(); 674 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 675 setupDrawProgram(); 676 setupDrawDirtyRegionsDisabled(); 677 setupDrawPureColorUniforms(); 678 setupDrawColorFilterUniforms(); 679 setupDrawTexture(layer->texture); 680 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 681 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 682 683 for (size_t i = 0; i < count; i++) { 684 const android::Rect* r = &rects[i]; 685 686 const float u1 = r->left * texX; 687 const float v1 = (height - r->top) * texY; 688 const float u2 = r->right * texX; 689 const float v2 = (height - r->bottom) * texY; 690 691 // TODO: Reject quads outside of the clip 692 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 693 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 694 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 695 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 696 697 numQuads++; 698 699 if (numQuads >= REGION_MESH_QUAD_COUNT) { 700 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 701 numQuads = 0; 702 mesh = mCaches.getRegionMesh(); 703 } 704 } 705 706 if (numQuads > 0) { 707 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 708 } 709 710 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 711 finishDrawTexture(); 712 713#if DEBUG_LAYERS_AS_REGIONS 714 drawRegionRects(layer->region); 715#endif 716 717 layer->region.clear(); 718 } 719#else 720 composeLayerRect(layer, rect); 721#endif 722} 723 724void OpenGLRenderer::drawRegionRects(const Region& region) { 725#if DEBUG_LAYERS_AS_REGIONS 726 size_t count; 727 const android::Rect* rects = region.getArray(&count); 728 729 uint32_t colors[] = { 730 0x7fff0000, 0x7f00ff00, 731 0x7f0000ff, 0x7fff00ff, 732 }; 733 734 int offset = 0; 735 int32_t top = rects[0].top; 736 737 for (size_t i = 0; i < count; i++) { 738 if (top != rects[i].top) { 739 offset ^= 0x2; 740 top = rects[i].top; 741 } 742 743 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 744 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 745 SkXfermode::kSrcOver_Mode); 746 } 747#endif 748} 749 750void OpenGLRenderer::dirtyLayer(const float left, const float top, 751 const float right, const float bottom, const mat4 transform) { 752#if RENDER_LAYERS_AS_REGIONS 753 if (hasLayer()) { 754 Rect bounds(left, top, right, bottom); 755 transform.mapRect(bounds); 756 dirtyLayerUnchecked(bounds, getRegion()); 757 } 758#endif 759} 760 761void OpenGLRenderer::dirtyLayer(const float left, const float top, 762 const float right, const float bottom) { 763#if RENDER_LAYERS_AS_REGIONS 764 if (hasLayer()) { 765 Rect bounds(left, top, right, bottom); 766 dirtyLayerUnchecked(bounds, getRegion()); 767 } 768#endif 769} 770 771void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 772#if RENDER_LAYERS_AS_REGIONS 773 if (bounds.intersect(*mSnapshot->clipRect)) { 774 bounds.snapToPixelBoundaries(); 775 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 776 if (!dirty.isEmpty()) { 777 region->orSelf(dirty); 778 } 779 } 780#endif 781} 782 783/////////////////////////////////////////////////////////////////////////////// 784// Transforms 785/////////////////////////////////////////////////////////////////////////////// 786 787void OpenGLRenderer::translate(float dx, float dy) { 788 mSnapshot->transform->translate(dx, dy, 0.0f); 789} 790 791void OpenGLRenderer::rotate(float degrees) { 792 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 793} 794 795void OpenGLRenderer::scale(float sx, float sy) { 796 mSnapshot->transform->scale(sx, sy, 1.0f); 797} 798 799void OpenGLRenderer::skew(float sx, float sy) { 800 mSnapshot->transform->skew(sx, sy); 801} 802 803void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 804 mSnapshot->transform->load(*matrix); 805} 806 807const float* OpenGLRenderer::getMatrix() const { 808 if (mSnapshot->fbo != 0) { 809 return &mSnapshot->transform->data[0]; 810 } 811 return &mIdentity.data[0]; 812} 813 814void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 815 mSnapshot->transform->copyTo(*matrix); 816} 817 818void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 819 SkMatrix transform; 820 mSnapshot->transform->copyTo(transform); 821 transform.preConcat(*matrix); 822 mSnapshot->transform->load(transform); 823} 824 825/////////////////////////////////////////////////////////////////////////////// 826// Clipping 827/////////////////////////////////////////////////////////////////////////////// 828 829void OpenGLRenderer::setScissorFromClip() { 830 Rect clip(*mSnapshot->clipRect); 831 clip.snapToPixelBoundaries(); 832 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 833 mDirtyClip = false; 834} 835 836const Rect& OpenGLRenderer::getClipBounds() { 837 return mSnapshot->getLocalClip(); 838} 839 840bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 841 if (mSnapshot->isIgnored()) { 842 return true; 843 } 844 845 Rect r(left, top, right, bottom); 846 mSnapshot->transform->mapRect(r); 847 r.snapToPixelBoundaries(); 848 849 Rect clipRect(*mSnapshot->clipRect); 850 clipRect.snapToPixelBoundaries(); 851 852 return !clipRect.intersects(r); 853} 854 855bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 856 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 857 if (clipped) { 858 dirtyClip(); 859 } 860 return !mSnapshot->clipRect->isEmpty(); 861} 862 863/////////////////////////////////////////////////////////////////////////////// 864// Drawing commands 865/////////////////////////////////////////////////////////////////////////////// 866 867void OpenGLRenderer::setupDraw() { 868 if (mDirtyClip) { 869 setScissorFromClip(); 870 } 871 mDescription.reset(); 872 mSetShaderColor = false; 873 mColorSet = false; 874 mColorA = mColorR = mColorG = mColorB = 0.0f; 875 mTextureUnit = 0; 876 mTrackDirtyRegions = true; 877 mTexCoordsSlot = -1; 878} 879 880void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 881 mDescription.hasTexture = true; 882 mDescription.hasAlpha8Texture = isAlpha8; 883} 884 885void OpenGLRenderer::setupDrawAALine() { 886 mDescription.hasWidth = true; 887} 888 889void OpenGLRenderer::setupDrawPoint(float pointSize) { 890 mDescription.isPoint = true; 891 mDescription.pointSize = pointSize; 892} 893 894void OpenGLRenderer::setupDrawColor(int color) { 895 setupDrawColor(color, (color >> 24) & 0xFF); 896} 897 898void OpenGLRenderer::setupDrawColor(int color, int alpha) { 899 mColorA = alpha / 255.0f; 900 // Second divide of a by 255 is an optimization, allowing us to simply multiply 901 // the rgb values by a instead of also dividing by 255 902 const float a = mColorA / 255.0f; 903 mColorR = a * ((color >> 16) & 0xFF); 904 mColorG = a * ((color >> 8) & 0xFF); 905 mColorB = a * ((color ) & 0xFF); 906 mColorSet = true; 907 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 908} 909 910void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 911 mColorA = alpha / 255.0f; 912 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 913 // the rgb values by a instead of also dividing by 255 914 const float a = mColorA / 255.0f; 915 mColorR = a * ((color >> 16) & 0xFF); 916 mColorG = a * ((color >> 8) & 0xFF); 917 mColorB = a * ((color ) & 0xFF); 918 mColorSet = true; 919 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 920} 921 922void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 923 mColorA = a; 924 mColorR = r; 925 mColorG = g; 926 mColorB = b; 927 mColorSet = true; 928 mSetShaderColor = mDescription.setColor(r, g, b, a); 929} 930 931void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 932 mColorA = a; 933 mColorR = r; 934 mColorG = g; 935 mColorB = b; 936 mColorSet = true; 937 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 938} 939 940void OpenGLRenderer::setupDrawShader() { 941 if (mShader) { 942 mShader->describe(mDescription, mCaches.extensions); 943 } 944} 945 946void OpenGLRenderer::setupDrawColorFilter() { 947 if (mColorFilter) { 948 mColorFilter->describe(mDescription, mCaches.extensions); 949 } 950} 951 952void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 953 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 954 mDescription, swapSrcDst); 955} 956 957void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 958 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 959 mDescription, swapSrcDst); 960} 961 962void OpenGLRenderer::setupDrawProgram() { 963 useProgram(mCaches.programCache.get(mDescription)); 964} 965 966void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 967 mTrackDirtyRegions = false; 968} 969 970void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 971 bool ignoreTransform) { 972 mModelView.loadTranslate(left, top, 0.0f); 973 if (!ignoreTransform) { 974 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 975 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 976 } else { 977 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 978 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 979 } 980} 981 982void OpenGLRenderer::setupDrawModelViewIdentity() { 983 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 984} 985 986void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 987 bool ignoreTransform, bool ignoreModelView) { 988 if (!ignoreModelView) { 989 mModelView.loadTranslate(left, top, 0.0f); 990 mModelView.scale(right - left, bottom - top, 1.0f); 991 } else { 992 mModelView.loadIdentity(); 993 } 994 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 995 if (!ignoreTransform) { 996 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 997 if (mTrackDirtyRegions && dirty) { 998 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 999 } 1000 } else { 1001 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1002 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1003 } 1004} 1005 1006void OpenGLRenderer::setupDrawPointUniforms() { 1007 int slot = mCaches.currentProgram->getUniform("pointSize"); 1008 glUniform1f(slot, mDescription.pointSize); 1009} 1010 1011void OpenGLRenderer::setupDrawColorUniforms() { 1012 if (mColorSet || (mShader && mSetShaderColor)) { 1013 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1014 } 1015} 1016 1017void OpenGLRenderer::setupDrawPureColorUniforms() { 1018 if (mSetShaderColor) { 1019 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1020 } 1021} 1022 1023void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1024 if (mShader) { 1025 if (ignoreTransform) { 1026 mModelView.loadInverse(*mSnapshot->transform); 1027 } 1028 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1029 } 1030} 1031 1032void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1033 if (mShader) { 1034 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1035 } 1036} 1037 1038void OpenGLRenderer::setupDrawColorFilterUniforms() { 1039 if (mColorFilter) { 1040 mColorFilter->setupProgram(mCaches.currentProgram); 1041 } 1042} 1043 1044void OpenGLRenderer::setupDrawSimpleMesh() { 1045 mCaches.bindMeshBuffer(); 1046 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1047 gMeshStride, 0); 1048} 1049 1050void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1051 bindTexture(texture); 1052 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1053 1054 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1055 glEnableVertexAttribArray(mTexCoordsSlot); 1056} 1057 1058void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1059 if (!vertices) { 1060 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1061 } else { 1062 mCaches.unbindMeshBuffer(); 1063 } 1064 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1065 gMeshStride, vertices); 1066 if (mTexCoordsSlot >= 0) { 1067 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1068 } 1069} 1070 1071void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1072 mCaches.unbindMeshBuffer(); 1073 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1074 gVertexStride, vertices); 1075} 1076 1077/** 1078 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1079 * outer boundary that fades out to 0. The variables set in the shader define the width of the 1080 * core line primitive ("width") and the width of the fading boundary ("boundaryWidth"). The 1081 * "vtxDistance" attribute (one per vertex) is a value from zero to one that tells the fragment 1082 * shader where the fragment is in relation to the line width overall; this value is then used 1083 * to compute the proper color, based on whether the fragment lies in the fading AA region of 1084 * the line. 1085 */ 1086void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* distanceCoords, float strokeWidth) { 1087 mCaches.unbindMeshBuffer(); 1088 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1089 gAlphaVertexStride, vertices); 1090 int distanceSlot = mCaches.currentProgram->getAttrib("vtxDistance"); 1091 glEnableVertexAttribArray(distanceSlot); 1092 glVertexAttribPointer(distanceSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, distanceCoords); 1093 int widthSlot = mCaches.currentProgram->getUniform("width"); 1094 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1095 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1096 float boundaryWidth = (1 - strokeWidth) / 2; 1097 glUniform1f(widthSlot, strokeWidth); 1098 glUniform1f(boundaryWidthSlot, boundaryWidth); 1099 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidth)); 1100} 1101 1102void OpenGLRenderer::finishDrawTexture() { 1103 glDisableVertexAttribArray(mTexCoordsSlot); 1104} 1105 1106/////////////////////////////////////////////////////////////////////////////// 1107// Drawing 1108/////////////////////////////////////////////////////////////////////////////// 1109 1110bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1111 Rect& dirty, uint32_t level) { 1112 if (quickReject(0.0f, 0.0f, width, height)) { 1113 return false; 1114 } 1115 1116 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1117 // will be performed by the display list itself 1118 if (displayList) { 1119 return displayList->replay(*this, dirty, level); 1120 } 1121 1122 return false; 1123} 1124 1125void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1126 int alpha; 1127 SkXfermode::Mode mode; 1128 getAlphaAndMode(paint, &alpha, &mode); 1129 1130 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1131 1132 float x = left; 1133 float y = top; 1134 1135 bool ignoreTransform = false; 1136 if (mSnapshot->transform->isPureTranslate()) { 1137 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1138 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1139 ignoreTransform = true; 1140 } 1141 1142 setupDraw(); 1143 setupDrawWithTexture(true); 1144 if (paint) { 1145 setupDrawAlpha8Color(paint->getColor(), alpha); 1146 } 1147 setupDrawColorFilter(); 1148 setupDrawShader(); 1149 setupDrawBlending(true, mode); 1150 setupDrawProgram(); 1151 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1152 setupDrawTexture(texture->id); 1153 setupDrawPureColorUniforms(); 1154 setupDrawColorFilterUniforms(); 1155 setupDrawShaderUniforms(); 1156 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1157 1158 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1159 1160 finishDrawTexture(); 1161} 1162 1163void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1164 const float right = left + bitmap->width(); 1165 const float bottom = top + bitmap->height(); 1166 1167 if (quickReject(left, top, right, bottom)) { 1168 return; 1169 } 1170 1171 glActiveTexture(gTextureUnits[0]); 1172 Texture* texture = mCaches.textureCache.get(bitmap); 1173 if (!texture) return; 1174 const AutoTexture autoCleanup(texture); 1175 1176 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1177 drawAlphaBitmap(texture, left, top, paint); 1178 } else { 1179 drawTextureRect(left, top, right, bottom, texture, paint); 1180 } 1181} 1182 1183void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1184 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1185 const mat4 transform(*matrix); 1186 transform.mapRect(r); 1187 1188 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1189 return; 1190 } 1191 1192 glActiveTexture(gTextureUnits[0]); 1193 Texture* texture = mCaches.textureCache.get(bitmap); 1194 if (!texture) return; 1195 const AutoTexture autoCleanup(texture); 1196 1197 // This could be done in a cheaper way, all we need is pass the matrix 1198 // to the vertex shader. The save/restore is a bit overkill. 1199 save(SkCanvas::kMatrix_SaveFlag); 1200 concatMatrix(matrix); 1201 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1202 restore(); 1203} 1204 1205void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1206 float* vertices, int* colors, SkPaint* paint) { 1207 // TODO: Do a quickReject 1208 if (!vertices || mSnapshot->isIgnored()) { 1209 return; 1210 } 1211 1212 glActiveTexture(gTextureUnits[0]); 1213 Texture* texture = mCaches.textureCache.get(bitmap); 1214 if (!texture) return; 1215 const AutoTexture autoCleanup(texture); 1216 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1217 1218 int alpha; 1219 SkXfermode::Mode mode; 1220 getAlphaAndMode(paint, &alpha, &mode); 1221 1222 const uint32_t count = meshWidth * meshHeight * 6; 1223 1224 float left = FLT_MAX; 1225 float top = FLT_MAX; 1226 float right = FLT_MIN; 1227 float bottom = FLT_MIN; 1228 1229#if RENDER_LAYERS_AS_REGIONS 1230 bool hasActiveLayer = hasLayer(); 1231#else 1232 bool hasActiveLayer = false; 1233#endif 1234 1235 // TODO: Support the colors array 1236 TextureVertex mesh[count]; 1237 TextureVertex* vertex = mesh; 1238 for (int32_t y = 0; y < meshHeight; y++) { 1239 for (int32_t x = 0; x < meshWidth; x++) { 1240 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1241 1242 float u1 = float(x) / meshWidth; 1243 float u2 = float(x + 1) / meshWidth; 1244 float v1 = float(y) / meshHeight; 1245 float v2 = float(y + 1) / meshHeight; 1246 1247 int ax = i + (meshWidth + 1) * 2; 1248 int ay = ax + 1; 1249 int bx = i; 1250 int by = bx + 1; 1251 int cx = i + 2; 1252 int cy = cx + 1; 1253 int dx = i + (meshWidth + 1) * 2 + 2; 1254 int dy = dx + 1; 1255 1256 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1257 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1258 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1259 1260 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1261 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1262 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1263 1264#if RENDER_LAYERS_AS_REGIONS 1265 if (hasActiveLayer) { 1266 // TODO: This could be optimized to avoid unnecessary ops 1267 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1268 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1269 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1270 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1271 } 1272#endif 1273 } 1274 } 1275 1276#if RENDER_LAYERS_AS_REGIONS 1277 if (hasActiveLayer) { 1278 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1279 } 1280#endif 1281 1282 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1283 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1284 GL_TRIANGLES, count, false, false, 0, false, false); 1285} 1286 1287void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1288 float srcLeft, float srcTop, float srcRight, float srcBottom, 1289 float dstLeft, float dstTop, float dstRight, float dstBottom, 1290 SkPaint* paint) { 1291 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1292 return; 1293 } 1294 1295 glActiveTexture(gTextureUnits[0]); 1296 Texture* texture = mCaches.textureCache.get(bitmap); 1297 if (!texture) return; 1298 const AutoTexture autoCleanup(texture); 1299 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1300 1301 const float width = texture->width; 1302 const float height = texture->height; 1303 1304 const float u1 = srcLeft / width; 1305 const float v1 = srcTop / height; 1306 const float u2 = srcRight / width; 1307 const float v2 = srcBottom / height; 1308 1309 mCaches.unbindMeshBuffer(); 1310 resetDrawTextureTexCoords(u1, v1, u2, v2); 1311 1312 int alpha; 1313 SkXfermode::Mode mode; 1314 getAlphaAndMode(paint, &alpha, &mode); 1315 1316 if (mSnapshot->transform->isPureTranslate()) { 1317 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1318 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1319 1320 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1321 texture->id, alpha / 255.0f, mode, texture->blend, 1322 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1323 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1324 } else { 1325 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1326 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1327 GL_TRIANGLE_STRIP, gMeshCount); 1328 } 1329 1330 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1331} 1332 1333void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1334 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1335 float left, float top, float right, float bottom, SkPaint* paint) { 1336 if (quickReject(left, top, right, bottom)) { 1337 return; 1338 } 1339 1340 glActiveTexture(gTextureUnits[0]); 1341 Texture* texture = mCaches.textureCache.get(bitmap); 1342 if (!texture) return; 1343 const AutoTexture autoCleanup(texture); 1344 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1345 1346 int alpha; 1347 SkXfermode::Mode mode; 1348 getAlphaAndMode(paint, &alpha, &mode); 1349 1350 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1351 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1352 1353 if (mesh && mesh->verticesCount > 0) { 1354 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1355#if RENDER_LAYERS_AS_REGIONS 1356 // Mark the current layer dirty where we are going to draw the patch 1357 if (hasLayer() && mesh->hasEmptyQuads) { 1358 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1359 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1360 const size_t count = mesh->quads.size(); 1361 for (size_t i = 0; i < count; i++) { 1362 const Rect& bounds = mesh->quads.itemAt(i); 1363 if (pureTranslate) { 1364 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1365 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1366 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1367 } else { 1368 dirtyLayer(left + bounds.left, top + bounds.top, 1369 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1370 } 1371 } 1372 } 1373#endif 1374 1375 if (pureTranslate) { 1376 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1377 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1378 1379 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1380 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1381 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1382 true, !mesh->hasEmptyQuads); 1383 } else { 1384 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1385 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1386 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1387 true, !mesh->hasEmptyQuads); 1388 } 1389 } 1390} 1391 1392void OpenGLRenderer::drawLinesAsQuads(float *points, int count, bool isAA, bool isHairline, 1393 float strokeWidth) { 1394 int verticesCount = count; 1395 if (count > 4) { 1396 // Polyline: account for extra vertices needed for continous tri-strip 1397 verticesCount += (count -4); 1398 } 1399 if (isAA) { 1400 // Expand boundary to enable AA calculations on the quad border 1401 strokeWidth += .5f; 1402 } 1403 Vertex lines[verticesCount]; 1404 Vertex* vertices = &lines[0]; 1405 AlphaVertex wLines[verticesCount]; 1406 AlphaVertex* aaVertices = &wLines[0]; 1407 if (!isAA) { 1408 setupDrawVertices(vertices); 1409 } else { 1410 AlphaVertex* alphaCoords = aaVertices + gVertexAlphaOffset; 1411 // innerProportion is the ratio of the inner (non-AA) port of the line to the total 1412 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1413 // This value is used in the fragment shader to determine how to fill fragments. 1414 float innerProportion = fmax(strokeWidth - 1.0f, 0) / (strokeWidth + .5f); 1415 setupDrawAALine((void*) aaVertices, (void*) alphaCoords, innerProportion); 1416 } 1417 1418 int generatedVerticesCount = 0; 1419 AlphaVertex *prevAAVertex = NULL; 1420 Vertex *prevVertex = NULL; 1421 float inverseScaleX = 1.0f; 1422 float inverseScaleY = 1.0f; 1423 1424 if (isHairline) { 1425 // The quad that we use for AA hairlines needs to account for scaling because the line 1426 // should always be one pixel wide regardless of scale. 1427 inverseScaleX = 1.0f; 1428 inverseScaleY = 1.0f; 1429 if (!mSnapshot->transform->isPureTranslate()) { 1430 Matrix4 *mat = mSnapshot->transform; 1431 float m00 = mat->data[Matrix4::kScaleX]; 1432 float m01 = mat->data[Matrix4::kSkewY]; 1433 float m02 = mat->data[2]; 1434 float m10 = mat->data[Matrix4::kSkewX]; 1435 float m11 = mat->data[Matrix4::kScaleX]; 1436 float m12 = mat->data[6]; 1437 float scaleX = sqrt(m00*m00 + m01*m01); 1438 float scaleY = sqrt(m10*m10 + m11*m11); 1439 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1440 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1441 } 1442 } 1443 1444 for (int i = 0; i < count; i += 4) { 1445 // a = start point, b = end point 1446 vec2 a(points[i], points[i + 1]); 1447 vec2 b(points[i + 2], points[i + 3]); 1448 1449 // Bias to snap to the same pixels as Skia 1450 a += 0.375; 1451 b += 0.375; 1452 1453 // Find the normal to the line 1454 vec2 n = (b - a).copyNormalized() * strokeWidth; 1455 if (isHairline) { 1456 float wideningFactor; 1457 if (fabs(n.x) >= fabs(n.y)) { 1458 wideningFactor = fabs(1.0f / n.x); 1459 } else { 1460 wideningFactor = fabs(1.0f / n.y); 1461 } 1462 n.x *= inverseScaleX; 1463 n.y *= inverseScaleY; 1464 n *= wideningFactor; 1465 } 1466 float x = n.x; 1467 n.x = -n.y; 1468 n.y = x; 1469 1470 // Four corners of the rectangle defining a thick line 1471 vec2 p1 = a - n; 1472 vec2 p2 = a + n; 1473 vec2 p3 = b + n; 1474 vec2 p4 = b - n; 1475 1476 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1477 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1478 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1479 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1480 1481 if (!quickReject(left, top, right, bottom)) { 1482 // Draw the line as 2 triangles, could be optimized 1483 // by using only 4 vertices and the correct indices 1484 // Also we should probably used non textured vertices 1485 // when line AA is disabled to save on bandwidth 1486 if (!isAA) { 1487 if (prevVertex != NULL) { 1488 // Issue two repeat vertices to create degenerate triangles to bridge 1489 // between the previous line and the new one. This is necessary because 1490 // we are creating a single triangle_strip which will contain 1491 // potentially discontinuous line segments. 1492 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1493 Vertex::set(vertices++, p1.x, p1.y); 1494 generatedVerticesCount += 2; 1495 } 1496 Vertex::set(vertices++, p1.x, p1.y); 1497 Vertex::set(vertices++, p2.x, p2.y); 1498 Vertex::set(vertices++, p4.x, p4.y); 1499 Vertex::set(vertices++, p3.x, p3.y); 1500 prevVertex = vertices - 1; 1501 generatedVerticesCount += 4; 1502 } else { 1503 if (prevAAVertex != NULL) { 1504 // Issue two repeat vertices to create degenerate triangles to bridge 1505 // between the previous line and the new one. This is necessary because 1506 // we are creating a single triangle_strip which will contain 1507 // potentially discontinuous line segments. 1508 AlphaVertex::set(aaVertices++,prevAAVertex->position[0], 1509 prevAAVertex->position[1], prevAAVertex->alpha); 1510 AlphaVertex::set(aaVertices++, p4.x, p4.y, 1); 1511 generatedVerticesCount += 2; 1512 } 1513 AlphaVertex::set(aaVertices++, p4.x, p4.y, 1); 1514 AlphaVertex::set(aaVertices++, p1.x, p1.y, 1); 1515 AlphaVertex::set(aaVertices++, p3.x, p3.y, 0); 1516 AlphaVertex::set(aaVertices++, p2.x, p2.y, 0); 1517 prevAAVertex = aaVertices - 1; 1518 generatedVerticesCount += 4; 1519 } 1520 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1521 } 1522 } 1523 if (generatedVerticesCount > 0) { 1524 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1525 } 1526} 1527 1528void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1529 if (mSnapshot->isIgnored()) return; 1530 1531 const bool isAA = paint->isAntiAlias(); 1532 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1533 // A stroke width of 0 has a special meaning in Skia: 1534 // it draws a line 1 px wide regardless of current transform 1535 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1536 1537 int alpha; 1538 SkXfermode::Mode mode; 1539 getAlphaAndMode(paint, &alpha, &mode); 1540 int generatedVerticesCount = 0; 1541 1542 setupDraw(); 1543 if (isAA) { 1544 setupDrawAALine(); 1545 } 1546 setupDrawColor(paint->getColor(), alpha); 1547 setupDrawColorFilter(); 1548 setupDrawShader(); 1549 if (isAA) { 1550 setupDrawBlending(true, mode); 1551 } else { 1552 setupDrawBlending(mode); 1553 } 1554 setupDrawProgram(); 1555 setupDrawModelViewIdentity(); 1556 setupDrawColorUniforms(); 1557 setupDrawColorFilterUniforms(); 1558 setupDrawShaderIdentityUniforms(); 1559 1560 if (!isHairLine) { 1561 drawLinesAsQuads(points, count, isAA, isHairLine, strokeWidth); 1562 } else { 1563 if (isAA) { 1564 drawLinesAsQuads(points, count, isAA, isHairLine, .5f); 1565 } else { 1566 int verticesCount = count >> 1; 1567 Vertex lines[verticesCount]; 1568 Vertex* vertices = &lines[0]; 1569 setupDrawVertices(vertices); 1570 for (int i = 0; i < count; i += 4) { 1571 1572 const float left = fmin(points[i], points[i + 2]); 1573 const float right = fmax(points[i], points[i + 2]); 1574 const float top = fmin(points[i + 1], points[i + 3]); 1575 const float bottom = fmax(points[i + 1], points[i + 3]); 1576 1577 Vertex::set(vertices++, points[i], points[i + 1]); 1578 Vertex::set(vertices++, points[i + 2], points[i + 3]); 1579 generatedVerticesCount += 2; 1580 dirtyLayer(left, top, 1581 right == left ? left + 1 : right, bottom == top ? top + 1 : bottom, 1582 *mSnapshot->transform); 1583 } 1584 1585 glLineWidth(1.0f); 1586 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1587 } 1588 } 1589} 1590 1591void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1592 if (mSnapshot->isIgnored()) return; 1593 1594 // TODO: The paint's cap style defines whether the points are square or circular 1595 // TODO: Handle AA for round points 1596 1597 // A stroke width of 0 has a special meaning in Skia: 1598 // it draws an unscaled 1px point 1599 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1600 1601 int alpha; 1602 SkXfermode::Mode mode; 1603 getAlphaAndMode(paint, &alpha, &mode); 1604 1605 int verticesCount = count >> 1; 1606 int generatedVerticesCount = 0; 1607 1608 TextureVertex pointsData[verticesCount]; 1609 TextureVertex* vertex = &pointsData[0]; 1610 1611 setupDraw(); 1612 setupDrawPoint(isHairLine ? 1.0f : paint->getStrokeWidth()); 1613 setupDrawColor(paint->getColor(), alpha); 1614 setupDrawColorFilter(); 1615 setupDrawShader(); 1616 setupDrawBlending(mode); 1617 setupDrawProgram(); 1618 setupDrawModelViewIdentity(); 1619 setupDrawColorUniforms(); 1620 setupDrawColorFilterUniforms(); 1621 setupDrawPointUniforms(); 1622 setupDrawShaderIdentityUniforms(); 1623 setupDrawMesh(vertex); 1624 1625 for (int i = 0; i < count; i += 2) { 1626 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1627 generatedVerticesCount++; 1628 } 1629 1630 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1631} 1632 1633void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1634 // No need to check against the clip, we fill the clip region 1635 if (mSnapshot->isIgnored()) return; 1636 1637 Rect& clip(*mSnapshot->clipRect); 1638 clip.snapToPixelBoundaries(); 1639 1640 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1641} 1642 1643void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1644 if (!texture) return; 1645 const AutoTexture autoCleanup(texture); 1646 1647 const float x = left + texture->left - texture->offset; 1648 const float y = top + texture->top - texture->offset; 1649 1650 drawPathTexture(texture, x, y, paint); 1651} 1652 1653void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1654 float rx, float ry, SkPaint* paint) { 1655 if (mSnapshot->isIgnored()) return; 1656 1657 glActiveTexture(gTextureUnits[0]); 1658 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1659 right - left, bottom - top, rx, ry, paint); 1660 drawShape(left, top, texture, paint); 1661} 1662 1663void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1664 if (mSnapshot->isIgnored()) return; 1665 1666 glActiveTexture(gTextureUnits[0]); 1667 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1668 drawShape(x - radius, y - radius, texture, paint); 1669} 1670 1671void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1672 if (mSnapshot->isIgnored()) return; 1673 1674 glActiveTexture(gTextureUnits[0]); 1675 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1676 drawShape(left, top, texture, paint); 1677} 1678 1679void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1680 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1681 if (mSnapshot->isIgnored()) return; 1682 1683 if (fabs(sweepAngle) >= 360.0f) { 1684 drawOval(left, top, right, bottom, paint); 1685 return; 1686 } 1687 1688 glActiveTexture(gTextureUnits[0]); 1689 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1690 startAngle, sweepAngle, useCenter, paint); 1691 drawShape(left, top, texture, paint); 1692} 1693 1694void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1695 SkPaint* paint) { 1696 if (mSnapshot->isIgnored()) return; 1697 1698 glActiveTexture(gTextureUnits[0]); 1699 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1700 drawShape(left, top, texture, paint); 1701} 1702 1703void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1704 if (p->getStyle() != SkPaint::kFill_Style) { 1705 drawRectAsShape(left, top, right, bottom, p); 1706 return; 1707 } 1708 1709 if (quickReject(left, top, right, bottom)) { 1710 return; 1711 } 1712 1713 SkXfermode::Mode mode; 1714 if (!mCaches.extensions.hasFramebufferFetch()) { 1715 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1716 if (!isMode) { 1717 // Assume SRC_OVER 1718 mode = SkXfermode::kSrcOver_Mode; 1719 } 1720 } else { 1721 mode = getXfermode(p->getXfermode()); 1722 } 1723 1724 int color = p->getColor(); 1725 drawColorRect(left, top, right, bottom, color, mode); 1726} 1727 1728void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1729 float x, float y, SkPaint* paint) { 1730 if (text == NULL || count == 0) { 1731 return; 1732 } 1733 if (mSnapshot->isIgnored()) return; 1734 1735 paint->setAntiAlias(true); 1736 1737 float length = -1.0f; 1738 switch (paint->getTextAlign()) { 1739 case SkPaint::kCenter_Align: 1740 length = paint->measureText(text, bytesCount); 1741 x -= length / 2.0f; 1742 break; 1743 case SkPaint::kRight_Align: 1744 length = paint->measureText(text, bytesCount); 1745 x -= length; 1746 break; 1747 default: 1748 break; 1749 } 1750 1751 const float oldX = x; 1752 const float oldY = y; 1753 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1754 if (pureTranslate) { 1755 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1756 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1757 } 1758 1759 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1760 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1761 paint->getTextSize()); 1762 1763 int alpha; 1764 SkXfermode::Mode mode; 1765 getAlphaAndMode(paint, &alpha, &mode); 1766 1767 if (mHasShadow) { 1768 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1769 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1770 count, mShadowRadius); 1771 const AutoTexture autoCleanup(shadow); 1772 1773 const float sx = oldX - shadow->left + mShadowDx; 1774 const float sy = oldY - shadow->top + mShadowDy; 1775 1776 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1777 int shadowColor = mShadowColor; 1778 if (mShader) { 1779 shadowColor = 0xffffffff; 1780 } 1781 1782 glActiveTexture(gTextureUnits[0]); 1783 setupDraw(); 1784 setupDrawWithTexture(true); 1785 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1786 setupDrawColorFilter(); 1787 setupDrawShader(); 1788 setupDrawBlending(true, mode); 1789 setupDrawProgram(); 1790 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 1791 setupDrawTexture(shadow->id); 1792 setupDrawPureColorUniforms(); 1793 setupDrawColorFilterUniforms(); 1794 setupDrawShaderUniforms(); 1795 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1796 1797 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1798 1799 finishDrawTexture(); 1800 } 1801 1802 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1803 return; 1804 } 1805 1806 // Pick the appropriate texture filtering 1807 bool linearFilter = mSnapshot->transform->changesBounds(); 1808 if (pureTranslate && !linearFilter) { 1809 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1810 } 1811 1812 glActiveTexture(gTextureUnits[0]); 1813 setupDraw(); 1814 setupDrawDirtyRegionsDisabled(); 1815 setupDrawWithTexture(true); 1816 setupDrawAlpha8Color(paint->getColor(), alpha); 1817 setupDrawColorFilter(); 1818 setupDrawShader(); 1819 setupDrawBlending(true, mode); 1820 setupDrawProgram(); 1821 setupDrawModelView(x, y, x, y, pureTranslate, true); 1822 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1823 setupDrawPureColorUniforms(); 1824 setupDrawColorFilterUniforms(); 1825 setupDrawShaderUniforms(pureTranslate); 1826 1827 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1828 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1829 1830#if RENDER_LAYERS_AS_REGIONS 1831 bool hasActiveLayer = hasLayer(); 1832#else 1833 bool hasActiveLayer = false; 1834#endif 1835 mCaches.unbindMeshBuffer(); 1836 1837 // Tell font renderer the locations of position and texture coord 1838 // attributes so it can bind its data properly 1839 int positionSlot = mCaches.currentProgram->position; 1840 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1841 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1842 hasActiveLayer ? &bounds : NULL)) { 1843#if RENDER_LAYERS_AS_REGIONS 1844 if (hasActiveLayer) { 1845 if (!pureTranslate) { 1846 mSnapshot->transform->mapRect(bounds); 1847 } 1848 dirtyLayerUnchecked(bounds, getRegion()); 1849 } 1850#endif 1851 } 1852 1853 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1854 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1855 1856 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1857} 1858 1859void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1860 if (mSnapshot->isIgnored()) return; 1861 1862 glActiveTexture(gTextureUnits[0]); 1863 1864 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1865 if (!texture) return; 1866 const AutoTexture autoCleanup(texture); 1867 1868 const float x = texture->left - texture->offset; 1869 const float y = texture->top - texture->offset; 1870 1871 drawPathTexture(texture, x, y, paint); 1872} 1873 1874void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1875 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1876 return; 1877 } 1878 1879 glActiveTexture(gTextureUnits[0]); 1880 1881 int alpha; 1882 SkXfermode::Mode mode; 1883 getAlphaAndMode(paint, &alpha, &mode); 1884 1885 layer->alpha = alpha; 1886 layer->mode = mode; 1887 1888#if RENDER_LAYERS_AS_REGIONS 1889 if (!layer->region.isEmpty()) { 1890 if (layer->region.isRect()) { 1891 composeLayerRect(layer, layer->regionRect); 1892 } else if (layer->mesh) { 1893 const float a = alpha / 255.0f; 1894 const Rect& rect = layer->layer; 1895 1896 setupDraw(); 1897 setupDrawWithTexture(); 1898 setupDrawColor(a, a, a, a); 1899 setupDrawColorFilter(); 1900 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1901 setupDrawProgram(); 1902 setupDrawModelViewTranslate(x, y, 1903 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1904 setupDrawPureColorUniforms(); 1905 setupDrawColorFilterUniforms(); 1906 setupDrawTexture(layer->texture); 1907 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1908 1909 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1910 GL_UNSIGNED_SHORT, layer->meshIndices); 1911 1912 finishDrawTexture(); 1913 1914#if DEBUG_LAYERS_AS_REGIONS 1915 drawRegionRects(layer->region); 1916#endif 1917 } 1918 } 1919#else 1920 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1921 composeLayerRect(layer, r); 1922#endif 1923} 1924 1925/////////////////////////////////////////////////////////////////////////////// 1926// Shaders 1927/////////////////////////////////////////////////////////////////////////////// 1928 1929void OpenGLRenderer::resetShader() { 1930 mShader = NULL; 1931} 1932 1933void OpenGLRenderer::setupShader(SkiaShader* shader) { 1934 mShader = shader; 1935 if (mShader) { 1936 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1937 } 1938} 1939 1940/////////////////////////////////////////////////////////////////////////////// 1941// Color filters 1942/////////////////////////////////////////////////////////////////////////////// 1943 1944void OpenGLRenderer::resetColorFilter() { 1945 mColorFilter = NULL; 1946} 1947 1948void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1949 mColorFilter = filter; 1950} 1951 1952/////////////////////////////////////////////////////////////////////////////// 1953// Drop shadow 1954/////////////////////////////////////////////////////////////////////////////// 1955 1956void OpenGLRenderer::resetShadow() { 1957 mHasShadow = false; 1958} 1959 1960void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1961 mHasShadow = true; 1962 mShadowRadius = radius; 1963 mShadowDx = dx; 1964 mShadowDy = dy; 1965 mShadowColor = color; 1966} 1967 1968/////////////////////////////////////////////////////////////////////////////// 1969// Drawing implementation 1970/////////////////////////////////////////////////////////////////////////////// 1971 1972void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1973 float x, float y, SkPaint* paint) { 1974 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1975 return; 1976 } 1977 1978 int alpha; 1979 SkXfermode::Mode mode; 1980 getAlphaAndMode(paint, &alpha, &mode); 1981 1982 setupDraw(); 1983 setupDrawWithTexture(true); 1984 setupDrawAlpha8Color(paint->getColor(), alpha); 1985 setupDrawColorFilter(); 1986 setupDrawShader(); 1987 setupDrawBlending(true, mode); 1988 setupDrawProgram(); 1989 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1990 setupDrawTexture(texture->id); 1991 setupDrawPureColorUniforms(); 1992 setupDrawColorFilterUniforms(); 1993 setupDrawShaderUniforms(); 1994 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1995 1996 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1997 1998 finishDrawTexture(); 1999} 2000 2001// Same values used by Skia 2002#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2003#define kStdUnderline_Offset (1.0f / 9.0f) 2004#define kStdUnderline_Thickness (1.0f / 18.0f) 2005 2006void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2007 float x, float y, SkPaint* paint) { 2008 // Handle underline and strike-through 2009 uint32_t flags = paint->getFlags(); 2010 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2011 float underlineWidth = length; 2012 // If length is > 0.0f, we already measured the text for the text alignment 2013 if (length <= 0.0f) { 2014 underlineWidth = paint->measureText(text, bytesCount); 2015 } 2016 2017 float offsetX = 0; 2018 switch (paint->getTextAlign()) { 2019 case SkPaint::kCenter_Align: 2020 offsetX = underlineWidth * 0.5f; 2021 break; 2022 case SkPaint::kRight_Align: 2023 offsetX = underlineWidth; 2024 break; 2025 default: 2026 break; 2027 } 2028 2029 if (underlineWidth > 0.0f) { 2030 const float textSize = paint->getTextSize(); 2031 // TODO: Support stroke width < 1.0f when we have AA lines 2032 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2033 2034 const float left = x - offsetX; 2035 float top = 0.0f; 2036 2037 int linesCount = 0; 2038 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2039 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2040 2041 const int pointsCount = 4 * linesCount; 2042 float points[pointsCount]; 2043 int currentPoint = 0; 2044 2045 if (flags & SkPaint::kUnderlineText_Flag) { 2046 top = y + textSize * kStdUnderline_Offset; 2047 points[currentPoint++] = left; 2048 points[currentPoint++] = top; 2049 points[currentPoint++] = left + underlineWidth; 2050 points[currentPoint++] = top; 2051 } 2052 2053 if (flags & SkPaint::kStrikeThruText_Flag) { 2054 top = y + textSize * kStdStrikeThru_Offset; 2055 points[currentPoint++] = left; 2056 points[currentPoint++] = top; 2057 points[currentPoint++] = left + underlineWidth; 2058 points[currentPoint++] = top; 2059 } 2060 2061 SkPaint linesPaint(*paint); 2062 linesPaint.setStrokeWidth(strokeWidth); 2063 2064 drawLines(&points[0], pointsCount, &linesPaint); 2065 } 2066 } 2067} 2068 2069void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2070 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2071 // If a shader is set, preserve only the alpha 2072 if (mShader) { 2073 color |= 0x00ffffff; 2074 } 2075 2076 setupDraw(); 2077 setupDrawColor(color); 2078 setupDrawShader(); 2079 setupDrawColorFilter(); 2080 setupDrawBlending(mode); 2081 setupDrawProgram(); 2082 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2083 setupDrawColorUniforms(); 2084 setupDrawShaderUniforms(ignoreTransform); 2085 setupDrawColorFilterUniforms(); 2086 setupDrawSimpleMesh(); 2087 2088 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2089} 2090 2091void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2092 Texture* texture, SkPaint* paint) { 2093 int alpha; 2094 SkXfermode::Mode mode; 2095 getAlphaAndMode(paint, &alpha, &mode); 2096 2097 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 2098 2099 if (mSnapshot->transform->isPureTranslate()) { 2100 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2101 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2102 2103 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2104 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2105 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2106 } else { 2107 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2108 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2109 GL_TRIANGLE_STRIP, gMeshCount); 2110 } 2111} 2112 2113void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2114 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2115 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2116 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2117} 2118 2119void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2120 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2121 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2122 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2123 2124 setupDraw(); 2125 setupDrawWithTexture(); 2126 setupDrawColor(alpha, alpha, alpha, alpha); 2127 setupDrawColorFilter(); 2128 setupDrawBlending(blend, mode, swapSrcDst); 2129 setupDrawProgram(); 2130 if (!dirty) { 2131 setupDrawDirtyRegionsDisabled(); 2132 } 2133 if (!ignoreScale) { 2134 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2135 } else { 2136 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2137 } 2138 setupDrawPureColorUniforms(); 2139 setupDrawColorFilterUniforms(); 2140 setupDrawTexture(texture); 2141 setupDrawMesh(vertices, texCoords, vbo); 2142 2143 glDrawArrays(drawMode, 0, elementsCount); 2144 2145 finishDrawTexture(); 2146} 2147 2148void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2149 ProgramDescription& description, bool swapSrcDst) { 2150 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2151 if (blend) { 2152 if (mode < SkXfermode::kPlus_Mode) { 2153 if (!mCaches.blend) { 2154 glEnable(GL_BLEND); 2155 } 2156 2157 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2158 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2159 2160 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2161 glBlendFunc(sourceMode, destMode); 2162 mCaches.lastSrcMode = sourceMode; 2163 mCaches.lastDstMode = destMode; 2164 } 2165 } else { 2166 // These blend modes are not supported by OpenGL directly and have 2167 // to be implemented using shaders. Since the shader will perform 2168 // the blending, turn blending off here 2169 if (mCaches.extensions.hasFramebufferFetch()) { 2170 description.framebufferMode = mode; 2171 description.swapSrcDst = swapSrcDst; 2172 } 2173 2174 if (mCaches.blend) { 2175 glDisable(GL_BLEND); 2176 } 2177 blend = false; 2178 } 2179 } else if (mCaches.blend) { 2180 glDisable(GL_BLEND); 2181 } 2182 mCaches.blend = blend; 2183} 2184 2185bool OpenGLRenderer::useProgram(Program* program) { 2186 if (!program->isInUse()) { 2187 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2188 program->use(); 2189 mCaches.currentProgram = program; 2190 return false; 2191 } 2192 return true; 2193} 2194 2195void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2196 TextureVertex* v = &mMeshVertices[0]; 2197 TextureVertex::setUV(v++, u1, v1); 2198 TextureVertex::setUV(v++, u2, v1); 2199 TextureVertex::setUV(v++, u1, v2); 2200 TextureVertex::setUV(v++, u2, v2); 2201} 2202 2203void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2204 if (paint) { 2205 if (!mCaches.extensions.hasFramebufferFetch()) { 2206 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2207 if (!isMode) { 2208 // Assume SRC_OVER 2209 *mode = SkXfermode::kSrcOver_Mode; 2210 } 2211 } else { 2212 *mode = getXfermode(paint->getXfermode()); 2213 } 2214 2215 // Skia draws using the color's alpha channel if < 255 2216 // Otherwise, it uses the paint's alpha 2217 int color = paint->getColor(); 2218 *alpha = (color >> 24) & 0xFF; 2219 if (*alpha == 255) { 2220 *alpha = paint->getAlpha(); 2221 } 2222 } else { 2223 *mode = SkXfermode::kSrcOver_Mode; 2224 *alpha = 255; 2225 } 2226} 2227 2228SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2229 // In the future we should look at unifying the Porter-Duff modes and 2230 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 2231 if (mode == NULL) { 2232 return SkXfermode::kSrcOver_Mode; 2233 } 2234 return mode->fMode; 2235} 2236 2237void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2238 bool bound = false; 2239 if (wrapS != texture->wrapS) { 2240 glBindTexture(GL_TEXTURE_2D, texture->id); 2241 bound = true; 2242 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2243 texture->wrapS = wrapS; 2244 } 2245 if (wrapT != texture->wrapT) { 2246 if (!bound) { 2247 glBindTexture(GL_TEXTURE_2D, texture->id); 2248 } 2249 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2250 texture->wrapT = wrapT; 2251 } 2252} 2253 2254}; // namespace uirenderer 2255}; // namespace android 2256