OpenGLRenderer.cpp revision 75e3ef048d8826f0db58f117403ce412e1d076a7
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 layer->setRegionAsRect(); 651 652 composeLayerRect(layer, layer->regionRect); 653 654 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(bool offset) { 983 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 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::drawLines(float* points, int count, SkPaint* paint) { 1393 if (mSnapshot->isIgnored()) return; 1394 1395 const bool isAA = paint->isAntiAlias(); 1396 float strokeWidth = paint->getStrokeWidth() * 0.5f; 1397 // A stroke width of 0 has a special meaning in Skia: 1398 // it draws a line 1 px wide regardless of current transform 1399 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1400 int alpha; 1401 SkXfermode::Mode mode; 1402 int generatedVerticesCount = 0; 1403 int verticesCount = count; 1404 if (count > 4) { 1405 // Polyline: account for extra vertices needed for continous tri-strip 1406 verticesCount += (count -4); 1407 } 1408 1409 getAlphaAndMode(paint, &alpha, &mode); 1410 setupDraw(); 1411 if (isAA) { 1412 setupDrawAALine(); 1413 } 1414 setupDrawColor(paint->getColor(), alpha); 1415 setupDrawColorFilter(); 1416 setupDrawShader(); 1417 if (isAA) { 1418 setupDrawBlending(true, mode); 1419 } else { 1420 setupDrawBlending(mode); 1421 } 1422 setupDrawProgram(); 1423 setupDrawModelViewIdentity(true); 1424 setupDrawColorUniforms(); 1425 setupDrawColorFilterUniforms(); 1426 setupDrawShaderIdentityUniforms(); 1427 1428 if (isHairLine) { 1429 // Set a real stroke width to be used in quad construction 1430 strokeWidth = .5; 1431 } 1432 if (isAA) { 1433 // Expand boundary to enable AA calculations on the quad border 1434 strokeWidth += .5f; 1435 } 1436 Vertex lines[verticesCount]; 1437 Vertex* vertices = &lines[0]; 1438 AlphaVertex wLines[verticesCount]; 1439 AlphaVertex* aaVertices = &wLines[0]; 1440 if (!isAA) { 1441 setupDrawVertices(vertices); 1442 } else { 1443 void* alphaCoords = ((GLbyte*) aaVertices) + gVertexAlphaOffset; 1444 // innerProportion is the ratio of the inner (non-AA) port of the line to the total 1445 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1446 // This value is used in the fragment shader to determine how to fill fragments. 1447 float innerProportion = fmax(strokeWidth - 1.0f, 0) / (strokeWidth + .5f); 1448 setupDrawAALine((void*) aaVertices, alphaCoords, innerProportion); 1449 } 1450 1451 AlphaVertex *prevAAVertex = NULL; 1452 Vertex *prevVertex = NULL; 1453 float inverseScaleX = 1.0f; 1454 float inverseScaleY = 1.0f; 1455 1456 if (isHairLine) { 1457 // The quad that we use for AA hairlines needs to account for scaling because the line 1458 // should always be one pixel wide regardless of scale. 1459 if (!mSnapshot->transform->isPureTranslate()) { 1460 Matrix4 *mat = mSnapshot->transform; 1461 float m00 = mat->data[Matrix4::kScaleX]; 1462 float m01 = mat->data[Matrix4::kSkewY]; 1463 float m02 = mat->data[2]; 1464 float m10 = mat->data[Matrix4::kSkewX]; 1465 float m11 = mat->data[Matrix4::kScaleX]; 1466 float m12 = mat->data[6]; 1467 float scaleX = sqrt(m00*m00 + m01*m01); 1468 float scaleY = sqrt(m10*m10 + m11*m11); 1469 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1470 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1471 } 1472 } 1473 1474 for (int i = 0; i < count; i += 4) { 1475 // a = start point, b = end point 1476 vec2 a(points[i], points[i + 1]); 1477 vec2 b(points[i + 2], points[i + 3]); 1478 1479 // Find the normal to the line 1480 vec2 n = (b - a).copyNormalized() * strokeWidth; 1481 if (isHairLine) { 1482 n *= inverseScaleX; 1483 if (isAA) { 1484 float wideningFactor; 1485 if (fabs(n.x) >= fabs(n.y)) { 1486 wideningFactor = fabs(1.0f / n.x); 1487 } else { 1488 wideningFactor = fabs(1.0f / n.y); 1489 } 1490 n *= wideningFactor; 1491 } 1492 } 1493 float x = n.x; 1494 n.x = -n.y; 1495 n.y = x; 1496 1497 // Four corners of the rectangle defining a thick line 1498 vec2 p1 = a - n; 1499 vec2 p2 = a + n; 1500 vec2 p3 = b + n; 1501 vec2 p4 = b - n; 1502 1503 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1504 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1505 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1506 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1507 1508 if (!quickReject(left, top, right, bottom)) { 1509 // Draw the line as 2 triangles, could be optimized 1510 // by using only 4 vertices and the correct indices 1511 // Also we should probably used non textured vertices 1512 // when line AA is disabled to save on bandwidth 1513 if (!isAA) { 1514 if (prevVertex != NULL) { 1515 // Issue two repeat vertices to create degenerate triangles to bridge 1516 // between the previous line and the new one. This is necessary because 1517 // we are creating a single triangle_strip which will contain 1518 // potentially discontinuous line segments. 1519 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1520 Vertex::set(vertices++, p1.x, p1.y); 1521 generatedVerticesCount += 2; 1522 } 1523 Vertex::set(vertices++, p1.x, p1.y); 1524 Vertex::set(vertices++, p2.x, p2.y); 1525 Vertex::set(vertices++, p4.x, p4.y); 1526 Vertex::set(vertices++, p3.x, p3.y); 1527 prevVertex = vertices - 1; 1528 generatedVerticesCount += 4; 1529 } else { 1530 if (prevAAVertex != NULL) { 1531 // Issue two repeat vertices to create degenerate triangles to bridge 1532 // between the previous line and the new one. This is necessary because 1533 // we are creating a single triangle_strip which will contain 1534 // potentially discontinuous line segments. 1535 AlphaVertex::set(aaVertices++,prevAAVertex->position[0], 1536 prevAAVertex->position[1], prevAAVertex->alpha); 1537 AlphaVertex::set(aaVertices++, p4.x, p4.y, 1); 1538 generatedVerticesCount += 2; 1539 } 1540 AlphaVertex::set(aaVertices++, p4.x, p4.y, 1); 1541 AlphaVertex::set(aaVertices++, p1.x, p1.y, 1); 1542 AlphaVertex::set(aaVertices++, p3.x, p3.y, 0); 1543 AlphaVertex::set(aaVertices++, p2.x, p2.y, 0); 1544 prevAAVertex = aaVertices - 1; 1545 generatedVerticesCount += 4; 1546 } 1547 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1548 } 1549 } 1550 if (generatedVerticesCount > 0) { 1551 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1552 } 1553} 1554 1555void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1556 if (mSnapshot->isIgnored()) return; 1557 1558 // TODO: The paint's cap style defines whether the points are square or circular 1559 // TODO: Handle AA for round points 1560 1561 // A stroke width of 0 has a special meaning in Skia: 1562 // it draws an unscaled 1px point 1563 float strokeWidth = paint->getStrokeWidth(); 1564 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1565 if (isHairLine) { 1566 // Now that we know it's hairline, we can set the effective width, to be used later 1567 strokeWidth = 1.0f; 1568 } 1569 const float halfWidth = strokeWidth / 2; 1570 int alpha; 1571 SkXfermode::Mode mode; 1572 getAlphaAndMode(paint, &alpha, &mode); 1573 1574 int verticesCount = count >> 1; 1575 int generatedVerticesCount = 0; 1576 1577 TextureVertex pointsData[verticesCount]; 1578 TextureVertex* vertex = &pointsData[0]; 1579 1580 setupDraw(); 1581 setupDrawPoint(strokeWidth); 1582 setupDrawColor(paint->getColor(), alpha); 1583 setupDrawColorFilter(); 1584 setupDrawShader(); 1585 setupDrawBlending(mode); 1586 setupDrawProgram(); 1587 setupDrawModelViewIdentity(true); 1588 setupDrawColorUniforms(); 1589 setupDrawColorFilterUniforms(); 1590 setupDrawPointUniforms(); 1591 setupDrawShaderIdentityUniforms(); 1592 setupDrawMesh(vertex); 1593 1594 for (int i = 0; i < count; i += 2) { 1595 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1596 generatedVerticesCount++; 1597 float left = points[i] - halfWidth; 1598 float right = points[i] + halfWidth; 1599 float top = points[i + 1] - halfWidth; 1600 float bottom = points [i + 1] + halfWidth; 1601 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1602 } 1603 1604 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1605} 1606 1607void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1608 // No need to check against the clip, we fill the clip region 1609 if (mSnapshot->isIgnored()) return; 1610 1611 Rect& clip(*mSnapshot->clipRect); 1612 clip.snapToPixelBoundaries(); 1613 1614 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1615} 1616 1617void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1618 if (!texture) return; 1619 const AutoTexture autoCleanup(texture); 1620 1621 const float x = left + texture->left - texture->offset; 1622 const float y = top + texture->top - texture->offset; 1623 1624 drawPathTexture(texture, x, y, paint); 1625} 1626 1627void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1628 float rx, float ry, SkPaint* paint) { 1629 if (mSnapshot->isIgnored()) return; 1630 1631 glActiveTexture(gTextureUnits[0]); 1632 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1633 right - left, bottom - top, rx, ry, paint); 1634 drawShape(left, top, texture, paint); 1635} 1636 1637void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1638 if (mSnapshot->isIgnored()) return; 1639 1640 glActiveTexture(gTextureUnits[0]); 1641 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1642 drawShape(x - radius, y - radius, texture, paint); 1643} 1644 1645void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1646 if (mSnapshot->isIgnored()) return; 1647 1648 glActiveTexture(gTextureUnits[0]); 1649 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1650 drawShape(left, top, texture, paint); 1651} 1652 1653void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1654 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1655 if (mSnapshot->isIgnored()) return; 1656 1657 if (fabs(sweepAngle) >= 360.0f) { 1658 drawOval(left, top, right, bottom, paint); 1659 return; 1660 } 1661 1662 glActiveTexture(gTextureUnits[0]); 1663 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1664 startAngle, sweepAngle, useCenter, paint); 1665 drawShape(left, top, texture, paint); 1666} 1667 1668void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1669 SkPaint* paint) { 1670 if (mSnapshot->isIgnored()) return; 1671 1672 glActiveTexture(gTextureUnits[0]); 1673 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1674 drawShape(left, top, texture, paint); 1675} 1676 1677void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1678 if (p->getStyle() != SkPaint::kFill_Style) { 1679 drawRectAsShape(left, top, right, bottom, p); 1680 return; 1681 } 1682 1683 if (quickReject(left, top, right, bottom)) { 1684 return; 1685 } 1686 1687 SkXfermode::Mode mode; 1688 if (!mCaches.extensions.hasFramebufferFetch()) { 1689 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1690 if (!isMode) { 1691 // Assume SRC_OVER 1692 mode = SkXfermode::kSrcOver_Mode; 1693 } 1694 } else { 1695 mode = getXfermode(p->getXfermode()); 1696 } 1697 1698 int color = p->getColor(); 1699 drawColorRect(left, top, right, bottom, color, mode); 1700} 1701 1702void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1703 float x, float y, SkPaint* paint) { 1704 if (text == NULL || count == 0) { 1705 return; 1706 } 1707 if (mSnapshot->isIgnored()) return; 1708 1709 paint->setAntiAlias(true); 1710 1711 float length = -1.0f; 1712 switch (paint->getTextAlign()) { 1713 case SkPaint::kCenter_Align: 1714 length = paint->measureText(text, bytesCount); 1715 x -= length / 2.0f; 1716 break; 1717 case SkPaint::kRight_Align: 1718 length = paint->measureText(text, bytesCount); 1719 x -= length; 1720 break; 1721 default: 1722 break; 1723 } 1724 1725 const float oldX = x; 1726 const float oldY = y; 1727 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1728 if (pureTranslate) { 1729 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1730 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1731 } 1732 1733 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1734 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1735 paint->getTextSize()); 1736 1737 int alpha; 1738 SkXfermode::Mode mode; 1739 getAlphaAndMode(paint, &alpha, &mode); 1740 1741 if (mHasShadow) { 1742 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1743 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1744 count, mShadowRadius); 1745 const AutoTexture autoCleanup(shadow); 1746 1747 const float sx = oldX - shadow->left + mShadowDx; 1748 const float sy = oldY - shadow->top + mShadowDy; 1749 1750 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1751 int shadowColor = mShadowColor; 1752 if (mShader) { 1753 shadowColor = 0xffffffff; 1754 } 1755 1756 glActiveTexture(gTextureUnits[0]); 1757 setupDraw(); 1758 setupDrawWithTexture(true); 1759 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1760 setupDrawColorFilter(); 1761 setupDrawShader(); 1762 setupDrawBlending(true, mode); 1763 setupDrawProgram(); 1764 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 1765 setupDrawTexture(shadow->id); 1766 setupDrawPureColorUniforms(); 1767 setupDrawColorFilterUniforms(); 1768 setupDrawShaderUniforms(); 1769 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1770 1771 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1772 1773 finishDrawTexture(); 1774 } 1775 1776 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1777 return; 1778 } 1779 1780 // Pick the appropriate texture filtering 1781 bool linearFilter = mSnapshot->transform->changesBounds(); 1782 if (pureTranslate && !linearFilter) { 1783 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1784 } 1785 1786 glActiveTexture(gTextureUnits[0]); 1787 setupDraw(); 1788 setupDrawDirtyRegionsDisabled(); 1789 setupDrawWithTexture(true); 1790 setupDrawAlpha8Color(paint->getColor(), alpha); 1791 setupDrawColorFilter(); 1792 setupDrawShader(); 1793 setupDrawBlending(true, mode); 1794 setupDrawProgram(); 1795 setupDrawModelView(x, y, x, y, pureTranslate, true); 1796 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1797 setupDrawPureColorUniforms(); 1798 setupDrawColorFilterUniforms(); 1799 setupDrawShaderUniforms(pureTranslate); 1800 1801 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1802 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1803 1804#if RENDER_LAYERS_AS_REGIONS 1805 bool hasActiveLayer = hasLayer(); 1806#else 1807 bool hasActiveLayer = false; 1808#endif 1809 mCaches.unbindMeshBuffer(); 1810 1811 // Tell font renderer the locations of position and texture coord 1812 // attributes so it can bind its data properly 1813 int positionSlot = mCaches.currentProgram->position; 1814 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1815 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1816 hasActiveLayer ? &bounds : NULL)) { 1817#if RENDER_LAYERS_AS_REGIONS 1818 if (hasActiveLayer) { 1819 if (!pureTranslate) { 1820 mSnapshot->transform->mapRect(bounds); 1821 } 1822 dirtyLayerUnchecked(bounds, getRegion()); 1823 } 1824#endif 1825 } 1826 1827 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1828 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1829 1830 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1831} 1832 1833void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1834 if (mSnapshot->isIgnored()) return; 1835 1836 glActiveTexture(gTextureUnits[0]); 1837 1838 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1839 if (!texture) return; 1840 const AutoTexture autoCleanup(texture); 1841 1842 const float x = texture->left - texture->offset; 1843 const float y = texture->top - texture->offset; 1844 1845 drawPathTexture(texture, x, y, paint); 1846} 1847 1848void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1849 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1850 return; 1851 } 1852 1853 glActiveTexture(gTextureUnits[0]); 1854 1855 int alpha; 1856 SkXfermode::Mode mode; 1857 getAlphaAndMode(paint, &alpha, &mode); 1858 1859 layer->alpha = alpha; 1860 layer->mode = mode; 1861 1862#if RENDER_LAYERS_AS_REGIONS 1863 if (!layer->region.isEmpty()) { 1864 if (layer->region.isRect()) { 1865 composeLayerRect(layer, layer->regionRect); 1866 } else if (layer->mesh) { 1867 const float a = alpha / 255.0f; 1868 const Rect& rect = layer->layer; 1869 1870 setupDraw(); 1871 setupDrawWithTexture(); 1872 setupDrawColor(a, a, a, a); 1873 setupDrawColorFilter(); 1874 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1875 setupDrawProgram(); 1876 setupDrawModelViewTranslate(x, y, 1877 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1878 setupDrawPureColorUniforms(); 1879 setupDrawColorFilterUniforms(); 1880 setupDrawTexture(layer->texture); 1881 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1882 1883 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1884 GL_UNSIGNED_SHORT, layer->meshIndices); 1885 1886 finishDrawTexture(); 1887 1888#if DEBUG_LAYERS_AS_REGIONS 1889 drawRegionRects(layer->region); 1890#endif 1891 } 1892 } 1893#else 1894 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1895 composeLayerRect(layer, r); 1896#endif 1897} 1898 1899/////////////////////////////////////////////////////////////////////////////// 1900// Shaders 1901/////////////////////////////////////////////////////////////////////////////// 1902 1903void OpenGLRenderer::resetShader() { 1904 mShader = NULL; 1905} 1906 1907void OpenGLRenderer::setupShader(SkiaShader* shader) { 1908 mShader = shader; 1909 if (mShader) { 1910 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1911 } 1912} 1913 1914/////////////////////////////////////////////////////////////////////////////// 1915// Color filters 1916/////////////////////////////////////////////////////////////////////////////// 1917 1918void OpenGLRenderer::resetColorFilter() { 1919 mColorFilter = NULL; 1920} 1921 1922void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1923 mColorFilter = filter; 1924} 1925 1926/////////////////////////////////////////////////////////////////////////////// 1927// Drop shadow 1928/////////////////////////////////////////////////////////////////////////////// 1929 1930void OpenGLRenderer::resetShadow() { 1931 mHasShadow = false; 1932} 1933 1934void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1935 mHasShadow = true; 1936 mShadowRadius = radius; 1937 mShadowDx = dx; 1938 mShadowDy = dy; 1939 mShadowColor = color; 1940} 1941 1942/////////////////////////////////////////////////////////////////////////////// 1943// Drawing implementation 1944/////////////////////////////////////////////////////////////////////////////// 1945 1946void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1947 float x, float y, SkPaint* paint) { 1948 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1949 return; 1950 } 1951 1952 int alpha; 1953 SkXfermode::Mode mode; 1954 getAlphaAndMode(paint, &alpha, &mode); 1955 1956 setupDraw(); 1957 setupDrawWithTexture(true); 1958 setupDrawAlpha8Color(paint->getColor(), alpha); 1959 setupDrawColorFilter(); 1960 setupDrawShader(); 1961 setupDrawBlending(true, mode); 1962 setupDrawProgram(); 1963 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1964 setupDrawTexture(texture->id); 1965 setupDrawPureColorUniforms(); 1966 setupDrawColorFilterUniforms(); 1967 setupDrawShaderUniforms(); 1968 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1969 1970 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1971 1972 finishDrawTexture(); 1973} 1974 1975// Same values used by Skia 1976#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1977#define kStdUnderline_Offset (1.0f / 9.0f) 1978#define kStdUnderline_Thickness (1.0f / 18.0f) 1979 1980void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1981 float x, float y, SkPaint* paint) { 1982 // Handle underline and strike-through 1983 uint32_t flags = paint->getFlags(); 1984 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1985 float underlineWidth = length; 1986 // If length is > 0.0f, we already measured the text for the text alignment 1987 if (length <= 0.0f) { 1988 underlineWidth = paint->measureText(text, bytesCount); 1989 } 1990 1991 float offsetX = 0; 1992 switch (paint->getTextAlign()) { 1993 case SkPaint::kCenter_Align: 1994 offsetX = underlineWidth * 0.5f; 1995 break; 1996 case SkPaint::kRight_Align: 1997 offsetX = underlineWidth; 1998 break; 1999 default: 2000 break; 2001 } 2002 2003 if (underlineWidth > 0.0f) { 2004 const float textSize = paint->getTextSize(); 2005 // TODO: Support stroke width < 1.0f when we have AA lines 2006 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2007 2008 const float left = x - offsetX; 2009 float top = 0.0f; 2010 2011 int linesCount = 0; 2012 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2013 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2014 2015 const int pointsCount = 4 * linesCount; 2016 float points[pointsCount]; 2017 int currentPoint = 0; 2018 2019 if (flags & SkPaint::kUnderlineText_Flag) { 2020 top = y + textSize * kStdUnderline_Offset; 2021 points[currentPoint++] = left; 2022 points[currentPoint++] = top; 2023 points[currentPoint++] = left + underlineWidth; 2024 points[currentPoint++] = top; 2025 } 2026 2027 if (flags & SkPaint::kStrikeThruText_Flag) { 2028 top = y + textSize * kStdStrikeThru_Offset; 2029 points[currentPoint++] = left; 2030 points[currentPoint++] = top; 2031 points[currentPoint++] = left + underlineWidth; 2032 points[currentPoint++] = top; 2033 } 2034 2035 SkPaint linesPaint(*paint); 2036 linesPaint.setStrokeWidth(strokeWidth); 2037 2038 drawLines(&points[0], pointsCount, &linesPaint); 2039 } 2040 } 2041} 2042 2043void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2044 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2045 // If a shader is set, preserve only the alpha 2046 if (mShader) { 2047 color |= 0x00ffffff; 2048 } 2049 2050 setupDraw(); 2051 setupDrawColor(color); 2052 setupDrawShader(); 2053 setupDrawColorFilter(); 2054 setupDrawBlending(mode); 2055 setupDrawProgram(); 2056 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2057 setupDrawColorUniforms(); 2058 setupDrawShaderUniforms(ignoreTransform); 2059 setupDrawColorFilterUniforms(); 2060 setupDrawSimpleMesh(); 2061 2062 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2063} 2064 2065void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2066 Texture* texture, SkPaint* paint) { 2067 int alpha; 2068 SkXfermode::Mode mode; 2069 getAlphaAndMode(paint, &alpha, &mode); 2070 2071 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 2072 2073 if (mSnapshot->transform->isPureTranslate()) { 2074 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2075 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2076 2077 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2078 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2079 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2080 } else { 2081 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2082 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2083 GL_TRIANGLE_STRIP, gMeshCount); 2084 } 2085} 2086 2087void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2088 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2089 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2090 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2091} 2092 2093void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2094 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2095 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2096 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2097 2098 setupDraw(); 2099 setupDrawWithTexture(); 2100 setupDrawColor(alpha, alpha, alpha, alpha); 2101 setupDrawColorFilter(); 2102 setupDrawBlending(blend, mode, swapSrcDst); 2103 setupDrawProgram(); 2104 if (!dirty) { 2105 setupDrawDirtyRegionsDisabled(); 2106 } 2107 if (!ignoreScale) { 2108 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2109 } else { 2110 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2111 } 2112 setupDrawPureColorUniforms(); 2113 setupDrawColorFilterUniforms(); 2114 setupDrawTexture(texture); 2115 setupDrawMesh(vertices, texCoords, vbo); 2116 2117 glDrawArrays(drawMode, 0, elementsCount); 2118 2119 finishDrawTexture(); 2120} 2121 2122void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2123 ProgramDescription& description, bool swapSrcDst) { 2124 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2125 if (blend) { 2126 if (mode < SkXfermode::kPlus_Mode) { 2127 if (!mCaches.blend) { 2128 glEnable(GL_BLEND); 2129 } 2130 2131 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2132 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2133 2134 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2135 glBlendFunc(sourceMode, destMode); 2136 mCaches.lastSrcMode = sourceMode; 2137 mCaches.lastDstMode = destMode; 2138 } 2139 } else { 2140 // These blend modes are not supported by OpenGL directly and have 2141 // to be implemented using shaders. Since the shader will perform 2142 // the blending, turn blending off here 2143 if (mCaches.extensions.hasFramebufferFetch()) { 2144 description.framebufferMode = mode; 2145 description.swapSrcDst = swapSrcDst; 2146 } 2147 2148 if (mCaches.blend) { 2149 glDisable(GL_BLEND); 2150 } 2151 blend = false; 2152 } 2153 } else if (mCaches.blend) { 2154 glDisable(GL_BLEND); 2155 } 2156 mCaches.blend = blend; 2157} 2158 2159bool OpenGLRenderer::useProgram(Program* program) { 2160 if (!program->isInUse()) { 2161 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2162 program->use(); 2163 mCaches.currentProgram = program; 2164 return false; 2165 } 2166 return true; 2167} 2168 2169void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2170 TextureVertex* v = &mMeshVertices[0]; 2171 TextureVertex::setUV(v++, u1, v1); 2172 TextureVertex::setUV(v++, u2, v1); 2173 TextureVertex::setUV(v++, u1, v2); 2174 TextureVertex::setUV(v++, u2, v2); 2175} 2176 2177void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2178 if (paint) { 2179 if (!mCaches.extensions.hasFramebufferFetch()) { 2180 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2181 if (!isMode) { 2182 // Assume SRC_OVER 2183 *mode = SkXfermode::kSrcOver_Mode; 2184 } 2185 } else { 2186 *mode = getXfermode(paint->getXfermode()); 2187 } 2188 2189 // Skia draws using the color's alpha channel if < 255 2190 // Otherwise, it uses the paint's alpha 2191 int color = paint->getColor(); 2192 *alpha = (color >> 24) & 0xFF; 2193 if (*alpha == 255) { 2194 *alpha = paint->getAlpha(); 2195 } 2196 } else { 2197 *mode = SkXfermode::kSrcOver_Mode; 2198 *alpha = 255; 2199 } 2200} 2201 2202SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2203 // In the future we should look at unifying the Porter-Duff modes and 2204 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 2205 if (mode == NULL) { 2206 return SkXfermode::kSrcOver_Mode; 2207 } 2208 return mode->fMode; 2209} 2210 2211void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2212 bool bound = false; 2213 if (wrapS != texture->wrapS) { 2214 glBindTexture(GL_TEXTURE_2D, texture->id); 2215 bound = true; 2216 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2217 texture->wrapS = wrapS; 2218 } 2219 if (wrapT != texture->wrapT) { 2220 if (!bound) { 2221 glBindTexture(GL_TEXTURE_2D, texture->id); 2222 } 2223 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2224 texture->wrapT = wrapT; 2225 } 2226} 2227 2228}; // namespace uirenderer 2229}; // namespace android 2230