OpenGLRenderer.cpp revision 7b63142d2f4bc32beacedcc761453b8aea1f3a86
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48// TODO: This should be set in properties 49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143uint32_t OpenGLRenderer::getStencilSize() { 144 return STENCIL_BUFFER_SIZE; 145} 146 147void OpenGLRenderer::setViewport(int width, int height) { 148 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 149 150 mWidth = width; 151 mHeight = height; 152 153 mFirstSnapshot->height = height; 154 mFirstSnapshot->viewport.set(0, 0, width, height); 155 156 glDisable(GL_DITHER); 157 glEnable(GL_SCISSOR_TEST); 158 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 159 160 glEnableVertexAttribArray(Program::kBindingPosition); 161} 162 163void OpenGLRenderer::prepare(bool opaque) { 164 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 165} 166 167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 168 mCaches.clearGarbage(); 169 170 mSnapshot = new Snapshot(mFirstSnapshot, 171 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 172 mSnapshot->fbo = getTargetFbo(); 173 mSaveCount = 1; 174 175 glViewport(0, 0, mWidth, mHeight); 176 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 177 178 mSnapshot->setClip(left, top, right, bottom); 179 mDirtyClip = false; 180 181 if (!opaque) { 182 glClear(GL_COLOR_BUFFER_BIT); 183 } 184} 185 186void OpenGLRenderer::finish() { 187#if DEBUG_OPENGL 188 GLenum status = GL_NO_ERROR; 189 while ((status = glGetError()) != GL_NO_ERROR) { 190 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 191 switch (status) { 192 case GL_OUT_OF_MEMORY: 193 ALOGE(" OpenGLRenderer is out of memory!"); 194 break; 195 } 196 } 197#endif 198#if DEBUG_MEMORY_USAGE 199 mCaches.dumpMemoryUsage(); 200#else 201 if (mCaches.getDebugLevel() & kDebugMemory) { 202 mCaches.dumpMemoryUsage(); 203 } 204#endif 205} 206 207void OpenGLRenderer::interrupt() { 208 if (mCaches.currentProgram) { 209 if (mCaches.currentProgram->isInUse()) { 210 mCaches.currentProgram->remove(); 211 mCaches.currentProgram = NULL; 212 } 213 } 214 mCaches.unbindMeshBuffer(); 215 mCaches.unbindIndicesBuffer(); 216 mCaches.resetVertexPointers(); 217 mCaches.disbaleTexCoordsVertexArray(); 218} 219 220void OpenGLRenderer::resume() { 221 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 222 223 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 224 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 225 226 glEnable(GL_SCISSOR_TEST); 227 mCaches.resetScissor(); 228 dirtyClip(); 229 230 mCaches.activeTexture(0); 231 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 232 233 mCaches.blend = true; 234 glEnable(GL_BLEND); 235 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 236 glBlendEquation(GL_FUNC_ADD); 237} 238 239status_t OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 240 interrupt(); 241 if (mDirtyClip) { 242 setScissorFromClip(); 243 } 244 245 Rect clip(*mSnapshot->clipRect); 246 clip.snapToPixelBoundaries(); 247 248#if RENDER_LAYERS_AS_REGIONS 249 // Since we don't know what the functor will draw, let's dirty 250 // tne entire clip region 251 if (hasLayer()) { 252 dirtyLayerUnchecked(clip, getRegion()); 253 } 254#endif 255 256 DrawGlInfo info; 257 info.clipLeft = clip.left; 258 info.clipTop = clip.top; 259 info.clipRight = clip.right; 260 info.clipBottom = clip.bottom; 261 info.isLayer = hasLayer(); 262 getSnapshot()->transform->copyTo(&info.transform[0]); 263 264 status_t result = (*functor)(0, &info); 265 266 if (result != 0) { 267 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 268 dirty.unionWith(localDirty); 269 } 270 271 resume(); 272 return result; 273} 274 275/////////////////////////////////////////////////////////////////////////////// 276// State management 277/////////////////////////////////////////////////////////////////////////////// 278 279int OpenGLRenderer::getSaveCount() const { 280 return mSaveCount; 281} 282 283int OpenGLRenderer::save(int flags) { 284 return saveSnapshot(flags); 285} 286 287void OpenGLRenderer::restore() { 288 if (mSaveCount > 1) { 289 restoreSnapshot(); 290 } 291} 292 293void OpenGLRenderer::restoreToCount(int saveCount) { 294 if (saveCount < 1) saveCount = 1; 295 296 while (mSaveCount > saveCount) { 297 restoreSnapshot(); 298 } 299} 300 301int OpenGLRenderer::saveSnapshot(int flags) { 302 mSnapshot = new Snapshot(mSnapshot, flags); 303 return mSaveCount++; 304} 305 306bool OpenGLRenderer::restoreSnapshot() { 307 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 308 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 309 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 310 311 sp<Snapshot> current = mSnapshot; 312 sp<Snapshot> previous = mSnapshot->previous; 313 314 if (restoreOrtho) { 315 Rect& r = previous->viewport; 316 glViewport(r.left, r.top, r.right, r.bottom); 317 mOrthoMatrix.load(current->orthoMatrix); 318 } 319 320 mSaveCount--; 321 mSnapshot = previous; 322 323 if (restoreClip) { 324 dirtyClip(); 325 } 326 327 if (restoreLayer) { 328 composeLayer(current, previous); 329 } 330 331 return restoreClip; 332} 333 334/////////////////////////////////////////////////////////////////////////////// 335// Layers 336/////////////////////////////////////////////////////////////////////////////// 337 338int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 339 SkPaint* p, int flags) { 340 const GLuint previousFbo = mSnapshot->fbo; 341 const int count = saveSnapshot(flags); 342 343 if (!mSnapshot->isIgnored()) { 344 int alpha = 255; 345 SkXfermode::Mode mode; 346 347 if (p) { 348 alpha = p->getAlpha(); 349 if (!mCaches.extensions.hasFramebufferFetch()) { 350 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 351 if (!isMode) { 352 // Assume SRC_OVER 353 mode = SkXfermode::kSrcOver_Mode; 354 } 355 } else { 356 mode = getXfermode(p->getXfermode()); 357 } 358 } else { 359 mode = SkXfermode::kSrcOver_Mode; 360 } 361 362 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 363 } 364 365 return count; 366} 367 368int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 369 int alpha, int flags) { 370 if (alpha >= 255 - ALPHA_THRESHOLD) { 371 return saveLayer(left, top, right, bottom, NULL, flags); 372 } else { 373 SkPaint paint; 374 paint.setAlpha(alpha); 375 return saveLayer(left, top, right, bottom, &paint, flags); 376 } 377} 378 379/** 380 * Layers are viewed by Skia are slightly different than layers in image editing 381 * programs (for instance.) When a layer is created, previously created layers 382 * and the frame buffer still receive every drawing command. For instance, if a 383 * layer is created and a shape intersecting the bounds of the layers and the 384 * framebuffer is draw, the shape will be drawn on both (unless the layer was 385 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 386 * 387 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 388 * texture. Unfortunately, this is inefficient as it requires every primitive to 389 * be drawn n + 1 times, where n is the number of active layers. In practice this 390 * means, for every primitive: 391 * - Switch active frame buffer 392 * - Change viewport, clip and projection matrix 393 * - Issue the drawing 394 * 395 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 396 * To avoid this, layers are implemented in a different way here, at least in the 397 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 398 * is set. When this flag is set we can redirect all drawing operations into a 399 * single FBO. 400 * 401 * This implementation relies on the frame buffer being at least RGBA 8888. When 402 * a layer is created, only a texture is created, not an FBO. The content of the 403 * frame buffer contained within the layer's bounds is copied into this texture 404 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 405 * buffer and drawing continues as normal. This technique therefore treats the 406 * frame buffer as a scratch buffer for the layers. 407 * 408 * To compose the layers back onto the frame buffer, each layer texture 409 * (containing the original frame buffer data) is drawn as a simple quad over 410 * the frame buffer. The trick is that the quad is set as the composition 411 * destination in the blending equation, and the frame buffer becomes the source 412 * of the composition. 413 * 414 * Drawing layers with an alpha value requires an extra step before composition. 415 * An empty quad is drawn over the layer's region in the frame buffer. This quad 416 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 417 * quad is used to multiply the colors in the frame buffer. This is achieved by 418 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 419 * GL_ZERO, GL_SRC_ALPHA. 420 * 421 * Because glCopyTexImage2D() can be slow, an alternative implementation might 422 * be use to draw a single clipped layer. The implementation described above 423 * is correct in every case. 424 * 425 * (1) The frame buffer is actually not cleared right away. To allow the GPU 426 * to potentially optimize series of calls to glCopyTexImage2D, the frame 427 * buffer is left untouched until the first drawing operation. Only when 428 * something actually gets drawn are the layers regions cleared. 429 */ 430bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 431 float right, float bottom, int alpha, SkXfermode::Mode mode, 432 int flags, GLuint previousFbo) { 433 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 434 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 435 436 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 437 438 // Window coordinates of the layer 439 Rect bounds(left, top, right, bottom); 440 if (!fboLayer) { 441 mSnapshot->transform->mapRect(bounds); 442 443 // Layers only make sense if they are in the framebuffer's bounds 444 if (bounds.intersect(*snapshot->clipRect)) { 445 // We cannot work with sub-pixels in this case 446 bounds.snapToPixelBoundaries(); 447 448 // When the layer is not an FBO, we may use glCopyTexImage so we 449 // need to make sure the layer does not extend outside the bounds 450 // of the framebuffer 451 if (!bounds.intersect(snapshot->previous->viewport)) { 452 bounds.setEmpty(); 453 } 454 } else { 455 bounds.setEmpty(); 456 } 457 } 458 459 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 460 bounds.getHeight() > mCaches.maxTextureSize) { 461 snapshot->empty = fboLayer; 462 } else { 463 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 464 } 465 466 // Bail out if we won't draw in this snapshot 467 if (snapshot->invisible || snapshot->empty) { 468 return false; 469 } 470 471 mCaches.activeTexture(0); 472 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 473 if (!layer) { 474 return false; 475 } 476 477 layer->setAlpha(alpha, mode); 478 layer->layer.set(bounds); 479 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 480 bounds.getWidth() / float(layer->getWidth()), 0.0f); 481 layer->setColorFilter(mColorFilter); 482 483 // Save the layer in the snapshot 484 snapshot->flags |= Snapshot::kFlagIsLayer; 485 snapshot->layer = layer; 486 487 if (fboLayer) { 488 return createFboLayer(layer, bounds, snapshot, previousFbo); 489 } else { 490 // Copy the framebuffer into the layer 491 layer->bindTexture(); 492 if (!bounds.isEmpty()) { 493 if (layer->isEmpty()) { 494 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 495 bounds.left, snapshot->height - bounds.bottom, 496 layer->getWidth(), layer->getHeight(), 0); 497 layer->setEmpty(false); 498 } else { 499 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 500 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 501 } 502 503 // Enqueue the buffer coordinates to clear the corresponding region later 504 mLayers.push(new Rect(bounds)); 505 } 506 } 507 508 return true; 509} 510 511bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 512 GLuint previousFbo) { 513 layer->setFbo(mCaches.fboCache.get()); 514 515#if RENDER_LAYERS_AS_REGIONS 516 snapshot->region = &snapshot->layer->region; 517 snapshot->flags |= Snapshot::kFlagFboTarget; 518#endif 519 520 Rect clip(bounds); 521 snapshot->transform->mapRect(clip); 522 clip.intersect(*snapshot->clipRect); 523 clip.snapToPixelBoundaries(); 524 clip.intersect(snapshot->previous->viewport); 525 526 mat4 inverse; 527 inverse.loadInverse(*mSnapshot->transform); 528 529 inverse.mapRect(clip); 530 clip.snapToPixelBoundaries(); 531 clip.intersect(bounds); 532 clip.translate(-bounds.left, -bounds.top); 533 534 snapshot->flags |= Snapshot::kFlagIsFboLayer; 535 snapshot->fbo = layer->getFbo(); 536 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 537 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 538 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 539 snapshot->height = bounds.getHeight(); 540 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 541 snapshot->orthoMatrix.load(mOrthoMatrix); 542 543 // Bind texture to FBO 544 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 545 layer->bindTexture(); 546 547 // Initialize the texture if needed 548 if (layer->isEmpty()) { 549 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 550 layer->setEmpty(false); 551 } 552 553 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 554 layer->getTexture(), 0); 555 556#if DEBUG_LAYERS_AS_REGIONS 557 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 558 if (status != GL_FRAMEBUFFER_COMPLETE) { 559 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 560 561 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 562 layer->deleteTexture(); 563 mCaches.fboCache.put(layer->getFbo()); 564 565 delete layer; 566 567 return false; 568 } 569#endif 570 571 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 572 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 573 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 574 glClear(GL_COLOR_BUFFER_BIT); 575 576 dirtyClip(); 577 578 // Change the ortho projection 579 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 580 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 581 582 return true; 583} 584 585/** 586 * Read the documentation of createLayer() before doing anything in this method. 587 */ 588void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 589 if (!current->layer) { 590 ALOGE("Attempting to compose a layer that does not exist"); 591 return; 592 } 593 594 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 595 596 if (fboLayer) { 597 // Detach the texture from the FBO 598 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 599 600 // Unbind current FBO and restore previous one 601 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 602 } 603 604 Layer* layer = current->layer; 605 const Rect& rect = layer->layer; 606 607 if (!fboLayer && layer->getAlpha() < 255) { 608 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 609 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 610 // Required below, composeLayerRect() will divide by 255 611 layer->setAlpha(255); 612 } 613 614 mCaches.unbindMeshBuffer(); 615 616 mCaches.activeTexture(0); 617 618 // When the layer is stored in an FBO, we can save a bit of fillrate by 619 // drawing only the dirty region 620 if (fboLayer) { 621 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 622 if (layer->getColorFilter()) { 623 setupColorFilter(layer->getColorFilter()); 624 } 625 composeLayerRegion(layer, rect); 626 if (layer->getColorFilter()) { 627 resetColorFilter(); 628 } 629 } else if (!rect.isEmpty()) { 630 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 631 composeLayerRect(layer, rect, true); 632 } 633 634 if (fboLayer) { 635 // Note: No need to use glDiscardFramebufferEXT() since we never 636 // create/compose layers that are not on screen with this 637 // code path 638 // See LayerRenderer::destroyLayer(Layer*) 639 640 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 641 mCaches.fboCache.put(current->fbo); 642 layer->setFbo(0); 643 } 644 645 dirtyClip(); 646 647 // Failing to add the layer to the cache should happen only if the layer is too large 648 if (!mCaches.layerCache.put(layer)) { 649 LAYER_LOGD("Deleting layer"); 650 layer->deleteTexture(); 651 delete layer; 652 } 653} 654 655void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 656 float alpha = layer->getAlpha() / 255.0f; 657 658 mat4& transform = layer->getTransform(); 659 if (!transform.isIdentity()) { 660 save(0); 661 mSnapshot->transform->multiply(transform); 662 } 663 664 setupDraw(); 665 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 666 setupDrawWithTexture(); 667 } else { 668 setupDrawWithExternalTexture(); 669 } 670 setupDrawTextureTransform(); 671 setupDrawColor(alpha, alpha, alpha, alpha); 672 setupDrawColorFilter(); 673 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 674 setupDrawProgram(); 675 setupDrawPureColorUniforms(); 676 setupDrawColorFilterUniforms(); 677 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 678 setupDrawTexture(layer->getTexture()); 679 } else { 680 setupDrawExternalTexture(layer->getTexture()); 681 } 682 if (mSnapshot->transform->isPureTranslate() && 683 layer->getWidth() == (uint32_t) rect.getWidth() && 684 layer->getHeight() == (uint32_t) rect.getHeight()) { 685 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 686 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 687 688 layer->setFilter(GL_NEAREST); 689 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 690 } else { 691 layer->setFilter(GL_LINEAR); 692 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 693 } 694 setupDrawTextureTransformUniforms(layer->getTexTransform()); 695 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 696 697 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 698 699 finishDrawTexture(); 700 701 if (!transform.isIdentity()) { 702 restore(); 703 } 704} 705 706void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 707 if (!layer->isTextureLayer()) { 708 const Rect& texCoords = layer->texCoords; 709 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 710 texCoords.right, texCoords.bottom); 711 712 float x = rect.left; 713 float y = rect.top; 714 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 715 layer->getWidth() == (uint32_t) rect.getWidth() && 716 layer->getHeight() == (uint32_t) rect.getHeight(); 717 718 if (simpleTransform) { 719 // When we're swapping, the layer is already in screen coordinates 720 if (!swap) { 721 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 722 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 723 } 724 725 layer->setFilter(GL_NEAREST, true); 726 } else { 727 layer->setFilter(GL_LINEAR, true); 728 } 729 730 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 731 layer->getTexture(), layer->getAlpha() / 255.0f, 732 layer->getMode(), layer->isBlend(), 733 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 734 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 735 736 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 737 } else { 738 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 739 drawTextureLayer(layer, rect); 740 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 741 } 742} 743 744void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 745#if RENDER_LAYERS_AS_REGIONS 746 if (layer->region.isRect()) { 747 layer->setRegionAsRect(); 748 749 composeLayerRect(layer, layer->regionRect); 750 751 layer->region.clear(); 752 return; 753 } 754 755 // TODO: See LayerRenderer.cpp::generateMesh() for important 756 // information about this implementation 757 if (CC_LIKELY(!layer->region.isEmpty())) { 758 size_t count; 759 const android::Rect* rects = layer->region.getArray(&count); 760 761 const float alpha = layer->getAlpha() / 255.0f; 762 const float texX = 1.0f / float(layer->getWidth()); 763 const float texY = 1.0f / float(layer->getHeight()); 764 const float height = rect.getHeight(); 765 766 TextureVertex* mesh = mCaches.getRegionMesh(); 767 GLsizei numQuads = 0; 768 769 setupDraw(); 770 setupDrawWithTexture(); 771 setupDrawColor(alpha, alpha, alpha, alpha); 772 setupDrawColorFilter(); 773 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 774 setupDrawProgram(); 775 setupDrawDirtyRegionsDisabled(); 776 setupDrawPureColorUniforms(); 777 setupDrawColorFilterUniforms(); 778 setupDrawTexture(layer->getTexture()); 779 if (mSnapshot->transform->isPureTranslate()) { 780 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 781 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 782 783 layer->setFilter(GL_NEAREST); 784 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 785 } else { 786 layer->setFilter(GL_LINEAR); 787 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 788 } 789 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 790 791 for (size_t i = 0; i < count; i++) { 792 const android::Rect* r = &rects[i]; 793 794 const float u1 = r->left * texX; 795 const float v1 = (height - r->top) * texY; 796 const float u2 = r->right * texX; 797 const float v2 = (height - r->bottom) * texY; 798 799 // TODO: Reject quads outside of the clip 800 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 801 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 802 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 803 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 804 805 numQuads++; 806 807 if (numQuads >= REGION_MESH_QUAD_COUNT) { 808 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 809 numQuads = 0; 810 mesh = mCaches.getRegionMesh(); 811 } 812 } 813 814 if (numQuads > 0) { 815 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 816 } 817 818 finishDrawTexture(); 819 820#if DEBUG_LAYERS_AS_REGIONS 821 drawRegionRects(layer->region); 822#endif 823 824 layer->region.clear(); 825 } 826#else 827 composeLayerRect(layer, rect); 828#endif 829} 830 831void OpenGLRenderer::drawRegionRects(const Region& region) { 832#if DEBUG_LAYERS_AS_REGIONS 833 size_t count; 834 const android::Rect* rects = region.getArray(&count); 835 836 uint32_t colors[] = { 837 0x7fff0000, 0x7f00ff00, 838 0x7f0000ff, 0x7fff00ff, 839 }; 840 841 int offset = 0; 842 int32_t top = rects[0].top; 843 844 for (size_t i = 0; i < count; i++) { 845 if (top != rects[i].top) { 846 offset ^= 0x2; 847 top = rects[i].top; 848 } 849 850 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 851 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 852 SkXfermode::kSrcOver_Mode); 853 } 854#endif 855} 856 857void OpenGLRenderer::dirtyLayer(const float left, const float top, 858 const float right, const float bottom, const mat4 transform) { 859#if RENDER_LAYERS_AS_REGIONS 860 if (hasLayer()) { 861 Rect bounds(left, top, right, bottom); 862 transform.mapRect(bounds); 863 dirtyLayerUnchecked(bounds, getRegion()); 864 } 865#endif 866} 867 868void OpenGLRenderer::dirtyLayer(const float left, const float top, 869 const float right, const float bottom) { 870#if RENDER_LAYERS_AS_REGIONS 871 if (hasLayer()) { 872 Rect bounds(left, top, right, bottom); 873 dirtyLayerUnchecked(bounds, getRegion()); 874 } 875#endif 876} 877 878void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 879#if RENDER_LAYERS_AS_REGIONS 880 if (bounds.intersect(*mSnapshot->clipRect)) { 881 bounds.snapToPixelBoundaries(); 882 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 883 if (!dirty.isEmpty()) { 884 region->orSelf(dirty); 885 } 886 } 887#endif 888} 889 890void OpenGLRenderer::clearLayerRegions() { 891 const size_t count = mLayers.size(); 892 if (count == 0) return; 893 894 if (!mSnapshot->isIgnored()) { 895 // Doing several glScissor/glClear here can negatively impact 896 // GPUs with a tiler architecture, instead we draw quads with 897 // the Clear blending mode 898 899 // The list contains bounds that have already been clipped 900 // against their initial clip rect, and the current clip 901 // is likely different so we need to disable clipping here 902 glDisable(GL_SCISSOR_TEST); 903 904 Vertex mesh[count * 6]; 905 Vertex* vertex = mesh; 906 907 for (uint32_t i = 0; i < count; i++) { 908 Rect* bounds = mLayers.itemAt(i); 909 910 Vertex::set(vertex++, bounds->left, bounds->bottom); 911 Vertex::set(vertex++, bounds->left, bounds->top); 912 Vertex::set(vertex++, bounds->right, bounds->top); 913 Vertex::set(vertex++, bounds->left, bounds->bottom); 914 Vertex::set(vertex++, bounds->right, bounds->top); 915 Vertex::set(vertex++, bounds->right, bounds->bottom); 916 917 delete bounds; 918 } 919 920 setupDraw(false); 921 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 922 setupDrawBlending(true, SkXfermode::kClear_Mode); 923 setupDrawProgram(); 924 setupDrawPureColorUniforms(); 925 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 926 setupDrawVertices(&mesh[0].position[0]); 927 928 glDrawArrays(GL_TRIANGLES, 0, count * 6); 929 930 glEnable(GL_SCISSOR_TEST); 931 } else { 932 for (uint32_t i = 0; i < count; i++) { 933 delete mLayers.itemAt(i); 934 } 935 } 936 937 mLayers.clear(); 938} 939 940/////////////////////////////////////////////////////////////////////////////// 941// Transforms 942/////////////////////////////////////////////////////////////////////////////// 943 944void OpenGLRenderer::translate(float dx, float dy) { 945 mSnapshot->transform->translate(dx, dy, 0.0f); 946} 947 948void OpenGLRenderer::rotate(float degrees) { 949 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 950} 951 952void OpenGLRenderer::scale(float sx, float sy) { 953 mSnapshot->transform->scale(sx, sy, 1.0f); 954} 955 956void OpenGLRenderer::skew(float sx, float sy) { 957 mSnapshot->transform->skew(sx, sy); 958} 959 960void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 961 if (matrix) { 962 mSnapshot->transform->load(*matrix); 963 } else { 964 mSnapshot->transform->loadIdentity(); 965 } 966} 967 968void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 969 mSnapshot->transform->copyTo(*matrix); 970} 971 972void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 973 SkMatrix transform; 974 mSnapshot->transform->copyTo(transform); 975 transform.preConcat(*matrix); 976 mSnapshot->transform->load(transform); 977} 978 979/////////////////////////////////////////////////////////////////////////////// 980// Clipping 981/////////////////////////////////////////////////////////////////////////////// 982 983void OpenGLRenderer::setScissorFromClip() { 984 Rect clip(*mSnapshot->clipRect); 985 clip.snapToPixelBoundaries(); 986 987 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 988 clip.getWidth(), clip.getHeight()); 989 990 mDirtyClip = false; 991} 992 993const Rect& OpenGLRenderer::getClipBounds() { 994 return mSnapshot->getLocalClip(); 995} 996 997bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 998 if (mSnapshot->isIgnored()) { 999 return true; 1000 } 1001 1002 Rect r(left, top, right, bottom); 1003 mSnapshot->transform->mapRect(r); 1004 r.snapToPixelBoundaries(); 1005 1006 Rect clipRect(*mSnapshot->clipRect); 1007 clipRect.snapToPixelBoundaries(); 1008 1009 return !clipRect.intersects(r); 1010} 1011 1012bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1013 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1014 if (clipped) { 1015 dirtyClip(); 1016 } 1017 return !mSnapshot->clipRect->isEmpty(); 1018} 1019 1020/////////////////////////////////////////////////////////////////////////////// 1021// Drawing commands 1022/////////////////////////////////////////////////////////////////////////////// 1023 1024void OpenGLRenderer::setupDraw(bool clear) { 1025 if (clear) clearLayerRegions(); 1026 if (mDirtyClip) { 1027 setScissorFromClip(); 1028 } 1029 mDescription.reset(); 1030 mSetShaderColor = false; 1031 mColorSet = false; 1032 mColorA = mColorR = mColorG = mColorB = 0.0f; 1033 mTextureUnit = 0; 1034 mTrackDirtyRegions = true; 1035} 1036 1037void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1038 mDescription.hasTexture = true; 1039 mDescription.hasAlpha8Texture = isAlpha8; 1040} 1041 1042void OpenGLRenderer::setupDrawWithExternalTexture() { 1043 mDescription.hasExternalTexture = true; 1044} 1045 1046void OpenGLRenderer::setupDrawNoTexture() { 1047 mCaches.disbaleTexCoordsVertexArray(); 1048} 1049 1050void OpenGLRenderer::setupDrawAALine() { 1051 mDescription.isAA = true; 1052} 1053 1054void OpenGLRenderer::setupDrawPoint(float pointSize) { 1055 mDescription.isPoint = true; 1056 mDescription.pointSize = pointSize; 1057} 1058 1059void OpenGLRenderer::setupDrawColor(int color) { 1060 setupDrawColor(color, (color >> 24) & 0xFF); 1061} 1062 1063void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1064 mColorA = alpha / 255.0f; 1065 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1066 // the rgb values by a instead of also dividing by 255 1067 const float a = mColorA / 255.0f; 1068 mColorR = a * ((color >> 16) & 0xFF); 1069 mColorG = a * ((color >> 8) & 0xFF); 1070 mColorB = a * ((color ) & 0xFF); 1071 mColorSet = true; 1072 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1073} 1074 1075void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1076 mColorA = alpha / 255.0f; 1077 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1078 // the rgb values by a instead of also dividing by 255 1079 const float a = mColorA / 255.0f; 1080 mColorR = a * ((color >> 16) & 0xFF); 1081 mColorG = a * ((color >> 8) & 0xFF); 1082 mColorB = a * ((color ) & 0xFF); 1083 mColorSet = true; 1084 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1085} 1086 1087void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1088 mColorA = a; 1089 mColorR = r; 1090 mColorG = g; 1091 mColorB = b; 1092 mColorSet = true; 1093 mSetShaderColor = mDescription.setColor(r, g, b, a); 1094} 1095 1096void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1097 mColorA = a; 1098 mColorR = r; 1099 mColorG = g; 1100 mColorB = b; 1101 mColorSet = true; 1102 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1103} 1104 1105void OpenGLRenderer::setupDrawShader() { 1106 if (mShader) { 1107 mShader->describe(mDescription, mCaches.extensions); 1108 } 1109} 1110 1111void OpenGLRenderer::setupDrawColorFilter() { 1112 if (mColorFilter) { 1113 mColorFilter->describe(mDescription, mCaches.extensions); 1114 } 1115} 1116 1117void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1118 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1119 mColorA = 1.0f; 1120 mColorR = mColorG = mColorB = 0.0f; 1121 mSetShaderColor = mDescription.modulate = true; 1122 } 1123} 1124 1125void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1126 // When the blending mode is kClear_Mode, we need to use a modulate color 1127 // argb=1,0,0,0 1128 accountForClear(mode); 1129 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1130 mDescription, swapSrcDst); 1131} 1132 1133void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1134 // When the blending mode is kClear_Mode, we need to use a modulate color 1135 // argb=1,0,0,0 1136 accountForClear(mode); 1137 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1138 mDescription, swapSrcDst); 1139} 1140 1141void OpenGLRenderer::setupDrawProgram() { 1142 useProgram(mCaches.programCache.get(mDescription)); 1143} 1144 1145void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1146 mTrackDirtyRegions = false; 1147} 1148 1149void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1150 bool ignoreTransform) { 1151 mModelView.loadTranslate(left, top, 0.0f); 1152 if (!ignoreTransform) { 1153 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1154 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1155 } else { 1156 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1157 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1158 } 1159} 1160 1161void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1162 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1163} 1164 1165void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1166 bool ignoreTransform, bool ignoreModelView) { 1167 if (!ignoreModelView) { 1168 mModelView.loadTranslate(left, top, 0.0f); 1169 mModelView.scale(right - left, bottom - top, 1.0f); 1170 } else { 1171 mModelView.loadIdentity(); 1172 } 1173 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1174 if (!ignoreTransform) { 1175 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1176 if (mTrackDirtyRegions && dirty) { 1177 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1178 } 1179 } else { 1180 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1181 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1182 } 1183} 1184 1185void OpenGLRenderer::setupDrawPointUniforms() { 1186 int slot = mCaches.currentProgram->getUniform("pointSize"); 1187 glUniform1f(slot, mDescription.pointSize); 1188} 1189 1190void OpenGLRenderer::setupDrawColorUniforms() { 1191 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1192 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1193 } 1194} 1195 1196void OpenGLRenderer::setupDrawPureColorUniforms() { 1197 if (mSetShaderColor) { 1198 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1199 } 1200} 1201 1202void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1203 if (mShader) { 1204 if (ignoreTransform) { 1205 mModelView.loadInverse(*mSnapshot->transform); 1206 } 1207 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1208 } 1209} 1210 1211void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1212 if (mShader) { 1213 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1214 } 1215} 1216 1217void OpenGLRenderer::setupDrawColorFilterUniforms() { 1218 if (mColorFilter) { 1219 mColorFilter->setupProgram(mCaches.currentProgram); 1220 } 1221} 1222 1223void OpenGLRenderer::setupDrawSimpleMesh() { 1224 bool force = mCaches.bindMeshBuffer(); 1225 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1226 mCaches.unbindIndicesBuffer(); 1227} 1228 1229void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1230 bindTexture(texture); 1231 mTextureUnit++; 1232 mCaches.enableTexCoordsVertexArray(); 1233} 1234 1235void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1236 bindExternalTexture(texture); 1237 mTextureUnit++; 1238 mCaches.enableTexCoordsVertexArray(); 1239} 1240 1241void OpenGLRenderer::setupDrawTextureTransform() { 1242 mDescription.hasTextureTransform = true; 1243} 1244 1245void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1246 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1247 GL_FALSE, &transform.data[0]); 1248} 1249 1250void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1251 bool force = false; 1252 if (!vertices) { 1253 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1254 } else { 1255 force = mCaches.unbindMeshBuffer(); 1256 } 1257 1258 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1259 if (mCaches.currentProgram->texCoords >= 0) { 1260 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1261 } 1262 1263 mCaches.unbindIndicesBuffer(); 1264} 1265 1266void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1267 bool force = mCaches.unbindMeshBuffer(); 1268 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1269 if (mCaches.currentProgram->texCoords >= 0) { 1270 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1271 } 1272} 1273 1274void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1275 bool force = mCaches.unbindMeshBuffer(); 1276 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1277 vertices, gVertexStride); 1278 mCaches.unbindIndicesBuffer(); 1279} 1280 1281/** 1282 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1283 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1284 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1285 * attributes (one per vertex) are values from zero to one that tells the fragment 1286 * shader where the fragment is in relation to the line width/length overall; these values are 1287 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1288 * region of the line. 1289 * Note that we only pass down the width values in this setup function. The length coordinates 1290 * are set up for each individual segment. 1291 */ 1292void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1293 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1294 bool force = mCaches.unbindMeshBuffer(); 1295 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1296 vertices, gAAVertexStride); 1297 mCaches.resetTexCoordsVertexPointer(); 1298 mCaches.unbindIndicesBuffer(); 1299 1300 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1301 glEnableVertexAttribArray(widthSlot); 1302 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1303 1304 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1305 glEnableVertexAttribArray(lengthSlot); 1306 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1307 1308 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1309 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1310 1311 // Setting the inverse value saves computations per-fragment in the shader 1312 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1313 glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion); 1314} 1315 1316void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1317 glDisableVertexAttribArray(widthSlot); 1318 glDisableVertexAttribArray(lengthSlot); 1319} 1320 1321void OpenGLRenderer::finishDrawTexture() { 1322} 1323 1324/////////////////////////////////////////////////////////////////////////////// 1325// Drawing 1326/////////////////////////////////////////////////////////////////////////////// 1327 1328status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1329 Rect& dirty, int32_t flags, uint32_t level) { 1330 1331 if (!USE_DISPLAY_LIST_PROPERTIES && quickReject(0, 0, width, height)) { 1332 return false; 1333 } 1334 1335 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1336 // will be performed by the display list itself 1337 if (displayList && displayList->isRenderable()) { 1338 return displayList->replay(*this, width, height, dirty, flags, level); 1339 } 1340 1341 return DrawGlInfo::kStatusDone; 1342} 1343 1344void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1345 if (displayList) { 1346 displayList->output(*this, level); 1347 } 1348} 1349 1350void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1351 int alpha; 1352 SkXfermode::Mode mode; 1353 getAlphaAndMode(paint, &alpha, &mode); 1354 1355 float x = left; 1356 float y = top; 1357 1358 GLenum filter = GL_LINEAR; 1359 bool ignoreTransform = false; 1360 if (mSnapshot->transform->isPureTranslate()) { 1361 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1362 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1363 ignoreTransform = true; 1364 filter = GL_NEAREST; 1365 } else { 1366 filter = FILTER(paint); 1367 } 1368 1369 setupDraw(); 1370 setupDrawWithTexture(true); 1371 if (paint) { 1372 setupDrawAlpha8Color(paint->getColor(), alpha); 1373 } 1374 setupDrawColorFilter(); 1375 setupDrawShader(); 1376 setupDrawBlending(true, mode); 1377 setupDrawProgram(); 1378 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1379 1380 setupDrawTexture(texture->id); 1381 texture->setWrap(GL_CLAMP_TO_EDGE); 1382 texture->setFilter(filter); 1383 1384 setupDrawPureColorUniforms(); 1385 setupDrawColorFilterUniforms(); 1386 setupDrawShaderUniforms(); 1387 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1388 1389 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1390 1391 finishDrawTexture(); 1392} 1393 1394void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1395 const float right = left + bitmap->width(); 1396 const float bottom = top + bitmap->height(); 1397 1398 if (quickReject(left, top, right, bottom)) { 1399 return; 1400 } 1401 1402 mCaches.activeTexture(0); 1403 Texture* texture = mCaches.textureCache.get(bitmap); 1404 if (!texture) return; 1405 const AutoTexture autoCleanup(texture); 1406 1407 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1408 drawAlphaBitmap(texture, left, top, paint); 1409 } else { 1410 drawTextureRect(left, top, right, bottom, texture, paint); 1411 } 1412} 1413 1414void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1415 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1416 const mat4 transform(*matrix); 1417 transform.mapRect(r); 1418 1419 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1420 return; 1421 } 1422 1423 mCaches.activeTexture(0); 1424 Texture* texture = mCaches.textureCache.get(bitmap); 1425 if (!texture) return; 1426 const AutoTexture autoCleanup(texture); 1427 1428 // This could be done in a cheaper way, all we need is pass the matrix 1429 // to the vertex shader. The save/restore is a bit overkill. 1430 save(SkCanvas::kMatrix_SaveFlag); 1431 concatMatrix(matrix); 1432 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1433 restore(); 1434} 1435 1436void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1437 float* vertices, int* colors, SkPaint* paint) { 1438 // TODO: Do a quickReject 1439 if (!vertices || mSnapshot->isIgnored()) { 1440 return; 1441 } 1442 1443 mCaches.activeTexture(0); 1444 Texture* texture = mCaches.textureCache.get(bitmap); 1445 if (!texture) return; 1446 const AutoTexture autoCleanup(texture); 1447 1448 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1449 texture->setFilter(FILTER(paint), true); 1450 1451 int alpha; 1452 SkXfermode::Mode mode; 1453 getAlphaAndMode(paint, &alpha, &mode); 1454 1455 const uint32_t count = meshWidth * meshHeight * 6; 1456 1457 float left = FLT_MAX; 1458 float top = FLT_MAX; 1459 float right = FLT_MIN; 1460 float bottom = FLT_MIN; 1461 1462#if RENDER_LAYERS_AS_REGIONS 1463 const bool hasActiveLayer = hasLayer(); 1464#else 1465 const bool hasActiveLayer = false; 1466#endif 1467 1468 // TODO: Support the colors array 1469 TextureVertex mesh[count]; 1470 TextureVertex* vertex = mesh; 1471 for (int32_t y = 0; y < meshHeight; y++) { 1472 for (int32_t x = 0; x < meshWidth; x++) { 1473 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1474 1475 float u1 = float(x) / meshWidth; 1476 float u2 = float(x + 1) / meshWidth; 1477 float v1 = float(y) / meshHeight; 1478 float v2 = float(y + 1) / meshHeight; 1479 1480 int ax = i + (meshWidth + 1) * 2; 1481 int ay = ax + 1; 1482 int bx = i; 1483 int by = bx + 1; 1484 int cx = i + 2; 1485 int cy = cx + 1; 1486 int dx = i + (meshWidth + 1) * 2 + 2; 1487 int dy = dx + 1; 1488 1489 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1490 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1491 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1492 1493 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1494 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1495 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1496 1497#if RENDER_LAYERS_AS_REGIONS 1498 if (hasActiveLayer) { 1499 // TODO: This could be optimized to avoid unnecessary ops 1500 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1501 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1502 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1503 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1504 } 1505#endif 1506 } 1507 } 1508 1509#if RENDER_LAYERS_AS_REGIONS 1510 if (hasActiveLayer) { 1511 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1512 } 1513#endif 1514 1515 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1516 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1517 GL_TRIANGLES, count, false, false, 0, false, false); 1518} 1519 1520void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1521 float srcLeft, float srcTop, float srcRight, float srcBottom, 1522 float dstLeft, float dstTop, float dstRight, float dstBottom, 1523 SkPaint* paint) { 1524 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1525 return; 1526 } 1527 1528 mCaches.activeTexture(0); 1529 Texture* texture = mCaches.textureCache.get(bitmap); 1530 if (!texture) return; 1531 const AutoTexture autoCleanup(texture); 1532 1533 const float width = texture->width; 1534 const float height = texture->height; 1535 1536 const float u1 = fmax(0.0f, srcLeft / width); 1537 const float v1 = fmax(0.0f, srcTop / height); 1538 const float u2 = fmin(1.0f, srcRight / width); 1539 const float v2 = fmin(1.0f, srcBottom / height); 1540 1541 mCaches.unbindMeshBuffer(); 1542 resetDrawTextureTexCoords(u1, v1, u2, v2); 1543 1544 int alpha; 1545 SkXfermode::Mode mode; 1546 getAlphaAndMode(paint, &alpha, &mode); 1547 1548 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1549 1550 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1551 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1552 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1553 1554 GLenum filter = GL_NEAREST; 1555 // Enable linear filtering if the source rectangle is scaled 1556 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1557 filter = FILTER(paint); 1558 } 1559 1560 texture->setFilter(filter, true); 1561 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1562 texture->id, alpha / 255.0f, mode, texture->blend, 1563 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1564 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1565 } else { 1566 texture->setFilter(FILTER(paint), true); 1567 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1568 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1569 GL_TRIANGLE_STRIP, gMeshCount); 1570 } 1571 1572 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1573} 1574 1575void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1576 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1577 float left, float top, float right, float bottom, SkPaint* paint) { 1578 if (quickReject(left, top, right, bottom)) { 1579 return; 1580 } 1581 1582 mCaches.activeTexture(0); 1583 Texture* texture = mCaches.textureCache.get(bitmap); 1584 if (!texture) return; 1585 const AutoTexture autoCleanup(texture); 1586 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1587 texture->setFilter(GL_LINEAR, true); 1588 1589 int alpha; 1590 SkXfermode::Mode mode; 1591 getAlphaAndMode(paint, &alpha, &mode); 1592 1593 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1594 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1595 1596 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1597 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1598#if RENDER_LAYERS_AS_REGIONS 1599 // Mark the current layer dirty where we are going to draw the patch 1600 if (hasLayer() && mesh->hasEmptyQuads) { 1601 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1602 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1603 const size_t count = mesh->quads.size(); 1604 for (size_t i = 0; i < count; i++) { 1605 const Rect& bounds = mesh->quads.itemAt(i); 1606 if (CC_LIKELY(pureTranslate)) { 1607 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1608 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1609 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1610 } else { 1611 dirtyLayer(left + bounds.left, top + bounds.top, 1612 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1613 } 1614 } 1615 } 1616#endif 1617 1618 if (CC_LIKELY(pureTranslate)) { 1619 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1620 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1621 1622 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1623 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1624 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1625 true, !mesh->hasEmptyQuads); 1626 } else { 1627 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1628 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1629 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1630 true, !mesh->hasEmptyQuads); 1631 } 1632 } 1633} 1634 1635/** 1636 * This function uses a similar approach to that of AA lines in the drawLines() function. 1637 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1638 * shader to compute the translucency of the color, determined by whether a given pixel is 1639 * within that boundary region and how far into the region it is. 1640 */ 1641void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1642 int color, SkXfermode::Mode mode) { 1643 float inverseScaleX = 1.0f; 1644 float inverseScaleY = 1.0f; 1645 // The quad that we use needs to account for scaling. 1646 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1647 Matrix4 *mat = mSnapshot->transform; 1648 float m00 = mat->data[Matrix4::kScaleX]; 1649 float m01 = mat->data[Matrix4::kSkewY]; 1650 float m02 = mat->data[2]; 1651 float m10 = mat->data[Matrix4::kSkewX]; 1652 float m11 = mat->data[Matrix4::kScaleX]; 1653 float m12 = mat->data[6]; 1654 float scaleX = sqrt(m00 * m00 + m01 * m01); 1655 float scaleY = sqrt(m10 * m10 + m11 * m11); 1656 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1657 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1658 } 1659 1660 setupDraw(); 1661 setupDrawNoTexture(); 1662 setupDrawAALine(); 1663 setupDrawColor(color); 1664 setupDrawColorFilter(); 1665 setupDrawShader(); 1666 setupDrawBlending(true, mode); 1667 setupDrawProgram(); 1668 setupDrawModelViewIdentity(true); 1669 setupDrawColorUniforms(); 1670 setupDrawColorFilterUniforms(); 1671 setupDrawShaderIdentityUniforms(); 1672 1673 AAVertex rects[4]; 1674 AAVertex* aaVertices = &rects[0]; 1675 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1676 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1677 1678 float boundarySizeX = .5 * inverseScaleX; 1679 float boundarySizeY = .5 * inverseScaleY; 1680 1681 // Adjust the rect by the AA boundary padding 1682 left -= boundarySizeX; 1683 right += boundarySizeX; 1684 top -= boundarySizeY; 1685 bottom += boundarySizeY; 1686 1687 float width = right - left; 1688 float height = bottom - top; 1689 1690 int widthSlot; 1691 int lengthSlot; 1692 1693 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1694 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1695 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1696 boundaryWidthProportion, widthSlot, lengthSlot); 1697 1698 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1699 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1700 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1701 glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion)); 1702 1703 if (!quickReject(left, top, right, bottom)) { 1704 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1705 AAVertex::set(aaVertices++, left, top, 1, 0); 1706 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1707 AAVertex::set(aaVertices++, right, top, 0, 0); 1708 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1709 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1710 } 1711 1712 finishDrawAALine(widthSlot, lengthSlot); 1713} 1714 1715/** 1716 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1717 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1718 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1719 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1720 * of the line. Hairlines are more involved because we need to account for transform scaling 1721 * to end up with a one-pixel-wide line in screen space.. 1722 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1723 * in combination with values that we calculate and pass down in this method. The basic approach 1724 * is that the quad we create contains both the core line area plus a bounding area in which 1725 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1726 * proportion of the width and the length of a given segment is represented by the boundary 1727 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1728 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1729 * on the inside). This ends up giving the result we want, with pixels that are completely 1730 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1731 * how far into the boundary region they are, which is determined by shader interpolation. 1732 */ 1733void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1734 if (mSnapshot->isIgnored()) return; 1735 1736 const bool isAA = paint->isAntiAlias(); 1737 // We use half the stroke width here because we're going to position the quad 1738 // corner vertices half of the width away from the line endpoints 1739 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1740 // A stroke width of 0 has a special meaning in Skia: 1741 // it draws a line 1 px wide regardless of current transform 1742 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1743 1744 float inverseScaleX = 1.0f; 1745 float inverseScaleY = 1.0f; 1746 bool scaled = false; 1747 1748 int alpha; 1749 SkXfermode::Mode mode; 1750 1751 int generatedVerticesCount = 0; 1752 int verticesCount = count; 1753 if (count > 4) { 1754 // Polyline: account for extra vertices needed for continuous tri-strip 1755 verticesCount += (count - 4); 1756 } 1757 1758 if (isHairLine || isAA) { 1759 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1760 // the line on the screen should always be one pixel wide regardless of scale. For 1761 // AA lines, we only want one pixel of translucent boundary around the quad. 1762 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1763 Matrix4 *mat = mSnapshot->transform; 1764 float m00 = mat->data[Matrix4::kScaleX]; 1765 float m01 = mat->data[Matrix4::kSkewY]; 1766 float m02 = mat->data[2]; 1767 float m10 = mat->data[Matrix4::kSkewX]; 1768 float m11 = mat->data[Matrix4::kScaleX]; 1769 float m12 = mat->data[6]; 1770 1771 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1772 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1773 1774 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1775 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1776 1777 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1778 scaled = true; 1779 } 1780 } 1781 } 1782 1783 getAlphaAndMode(paint, &alpha, &mode); 1784 setupDraw(); 1785 setupDrawNoTexture(); 1786 if (isAA) { 1787 setupDrawAALine(); 1788 } 1789 setupDrawColor(paint->getColor(), alpha); 1790 setupDrawColorFilter(); 1791 setupDrawShader(); 1792 setupDrawBlending(isAA, mode); 1793 setupDrawProgram(); 1794 setupDrawModelViewIdentity(true); 1795 setupDrawColorUniforms(); 1796 setupDrawColorFilterUniforms(); 1797 setupDrawShaderIdentityUniforms(); 1798 1799 if (isHairLine) { 1800 // Set a real stroke width to be used in quad construction 1801 halfStrokeWidth = isAA? 1 : .5; 1802 } else if (isAA && !scaled) { 1803 // Expand boundary to enable AA calculations on the quad border 1804 halfStrokeWidth += .5f; 1805 } 1806 1807 int widthSlot; 1808 int lengthSlot; 1809 1810 Vertex lines[verticesCount]; 1811 Vertex* vertices = &lines[0]; 1812 1813 AAVertex wLines[verticesCount]; 1814 AAVertex* aaVertices = &wLines[0]; 1815 1816 if (CC_UNLIKELY(!isAA)) { 1817 setupDrawVertices(vertices); 1818 } else { 1819 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1820 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1821 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1822 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1823 // This value is used in the fragment shader to determine how to fill fragments. 1824 // We will need to calculate the actual width proportion on each segment for 1825 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1826 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1827 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1828 boundaryWidthProportion, widthSlot, lengthSlot); 1829 } 1830 1831 AAVertex* prevAAVertex = NULL; 1832 Vertex* prevVertex = NULL; 1833 1834 int boundaryLengthSlot = -1; 1835 int inverseBoundaryLengthSlot = -1; 1836 int boundaryWidthSlot = -1; 1837 int inverseBoundaryWidthSlot = -1; 1838 1839 for (int i = 0; i < count; i += 4) { 1840 // a = start point, b = end point 1841 vec2 a(points[i], points[i + 1]); 1842 vec2 b(points[i + 2], points[i + 3]); 1843 1844 float length = 0; 1845 float boundaryLengthProportion = 0; 1846 float boundaryWidthProportion = 0; 1847 1848 // Find the normal to the line 1849 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1850 if (isHairLine) { 1851 if (isAA) { 1852 float wideningFactor; 1853 if (fabs(n.x) >= fabs(n.y)) { 1854 wideningFactor = fabs(1.0f / n.x); 1855 } else { 1856 wideningFactor = fabs(1.0f / n.y); 1857 } 1858 n *= wideningFactor; 1859 } 1860 1861 if (scaled) { 1862 n.x *= inverseScaleX; 1863 n.y *= inverseScaleY; 1864 } 1865 } else if (scaled) { 1866 // Extend n by .5 pixel on each side, post-transform 1867 vec2 extendedN = n.copyNormalized(); 1868 extendedN /= 2; 1869 extendedN.x *= inverseScaleX; 1870 extendedN.y *= inverseScaleY; 1871 1872 float extendedNLength = extendedN.length(); 1873 // We need to set this value on the shader prior to drawing 1874 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1875 n += extendedN; 1876 } 1877 1878 float x = n.x; 1879 n.x = -n.y; 1880 n.y = x; 1881 1882 // aa lines expand the endpoint vertices to encompass the AA boundary 1883 if (isAA) { 1884 vec2 abVector = (b - a); 1885 length = abVector.length(); 1886 abVector.normalize(); 1887 1888 if (scaled) { 1889 abVector.x *= inverseScaleX; 1890 abVector.y *= inverseScaleY; 1891 float abLength = abVector.length(); 1892 boundaryLengthProportion = abLength / (length + abLength); 1893 } else { 1894 boundaryLengthProportion = .5 / (length + 1); 1895 } 1896 1897 abVector /= 2; 1898 a -= abVector; 1899 b += abVector; 1900 } 1901 1902 // Four corners of the rectangle defining a thick line 1903 vec2 p1 = a - n; 1904 vec2 p2 = a + n; 1905 vec2 p3 = b + n; 1906 vec2 p4 = b - n; 1907 1908 1909 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1910 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1911 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1912 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1913 1914 if (!quickReject(left, top, right, bottom)) { 1915 if (!isAA) { 1916 if (prevVertex != NULL) { 1917 // Issue two repeat vertices to create degenerate triangles to bridge 1918 // between the previous line and the new one. This is necessary because 1919 // we are creating a single triangle_strip which will contain 1920 // potentially discontinuous line segments. 1921 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1922 Vertex::set(vertices++, p1.x, p1.y); 1923 generatedVerticesCount += 2; 1924 } 1925 1926 Vertex::set(vertices++, p1.x, p1.y); 1927 Vertex::set(vertices++, p2.x, p2.y); 1928 Vertex::set(vertices++, p4.x, p4.y); 1929 Vertex::set(vertices++, p3.x, p3.y); 1930 1931 prevVertex = vertices - 1; 1932 generatedVerticesCount += 4; 1933 } else { 1934 if (!isHairLine && scaled) { 1935 // Must set width proportions per-segment for scaled non-hairlines to use the 1936 // correct AA boundary dimensions 1937 if (boundaryWidthSlot < 0) { 1938 boundaryWidthSlot = 1939 mCaches.currentProgram->getUniform("boundaryWidth"); 1940 inverseBoundaryWidthSlot = 1941 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1942 } 1943 1944 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1945 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1946 } 1947 1948 if (boundaryLengthSlot < 0) { 1949 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1950 inverseBoundaryLengthSlot = 1951 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1952 } 1953 1954 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1955 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1956 1957 if (prevAAVertex != NULL) { 1958 // Issue two repeat vertices to create degenerate triangles to bridge 1959 // between the previous line and the new one. This is necessary because 1960 // we are creating a single triangle_strip which will contain 1961 // potentially discontinuous line segments. 1962 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1963 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1964 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1965 generatedVerticesCount += 2; 1966 } 1967 1968 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1969 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1970 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1971 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1972 1973 prevAAVertex = aaVertices - 1; 1974 generatedVerticesCount += 4; 1975 } 1976 1977 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1978 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1979 *mSnapshot->transform); 1980 } 1981 } 1982 1983 if (generatedVerticesCount > 0) { 1984 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1985 } 1986 1987 if (isAA) { 1988 finishDrawAALine(widthSlot, lengthSlot); 1989 } 1990} 1991 1992void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1993 if (mSnapshot->isIgnored()) return; 1994 1995 // TODO: The paint's cap style defines whether the points are square or circular 1996 // TODO: Handle AA for round points 1997 1998 // A stroke width of 0 has a special meaning in Skia: 1999 // it draws an unscaled 1px point 2000 float strokeWidth = paint->getStrokeWidth(); 2001 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2002 if (isHairLine) { 2003 // Now that we know it's hairline, we can set the effective width, to be used later 2004 strokeWidth = 1.0f; 2005 } 2006 const float halfWidth = strokeWidth / 2; 2007 int alpha; 2008 SkXfermode::Mode mode; 2009 getAlphaAndMode(paint, &alpha, &mode); 2010 2011 int verticesCount = count >> 1; 2012 int generatedVerticesCount = 0; 2013 2014 TextureVertex pointsData[verticesCount]; 2015 TextureVertex* vertex = &pointsData[0]; 2016 2017 setupDraw(); 2018 setupDrawNoTexture(); 2019 setupDrawPoint(strokeWidth); 2020 setupDrawColor(paint->getColor(), alpha); 2021 setupDrawColorFilter(); 2022 setupDrawShader(); 2023 setupDrawBlending(mode); 2024 setupDrawProgram(); 2025 setupDrawModelViewIdentity(true); 2026 setupDrawColorUniforms(); 2027 setupDrawColorFilterUniforms(); 2028 setupDrawPointUniforms(); 2029 setupDrawShaderIdentityUniforms(); 2030 setupDrawMesh(vertex); 2031 2032 for (int i = 0; i < count; i += 2) { 2033 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2034 generatedVerticesCount++; 2035 2036 float left = points[i] - halfWidth; 2037 float right = points[i] + halfWidth; 2038 float top = points[i + 1] - halfWidth; 2039 float bottom = points [i + 1] + halfWidth; 2040 2041 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2042 } 2043 2044 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2045} 2046 2047void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2048 // No need to check against the clip, we fill the clip region 2049 if (mSnapshot->isIgnored()) return; 2050 2051 Rect& clip(*mSnapshot->clipRect); 2052 clip.snapToPixelBoundaries(); 2053 2054 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2055} 2056 2057void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2058 if (!texture) return; 2059 const AutoTexture autoCleanup(texture); 2060 2061 const float x = left + texture->left - texture->offset; 2062 const float y = top + texture->top - texture->offset; 2063 2064 drawPathTexture(texture, x, y, paint); 2065} 2066 2067void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2068 float rx, float ry, SkPaint* paint) { 2069 if (mSnapshot->isIgnored()) return; 2070 2071 mCaches.activeTexture(0); 2072 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2073 right - left, bottom - top, rx, ry, paint); 2074 drawShape(left, top, texture, paint); 2075} 2076 2077void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2078 if (mSnapshot->isIgnored()) return; 2079 2080 mCaches.activeTexture(0); 2081 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2082 drawShape(x - radius, y - radius, texture, paint); 2083} 2084 2085void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2086 if (mSnapshot->isIgnored()) return; 2087 2088 mCaches.activeTexture(0); 2089 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2090 drawShape(left, top, texture, paint); 2091} 2092 2093void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2094 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2095 if (mSnapshot->isIgnored()) return; 2096 2097 if (fabs(sweepAngle) >= 360.0f) { 2098 drawOval(left, top, right, bottom, paint); 2099 return; 2100 } 2101 2102 mCaches.activeTexture(0); 2103 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2104 startAngle, sweepAngle, useCenter, paint); 2105 drawShape(left, top, texture, paint); 2106} 2107 2108void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2109 SkPaint* paint) { 2110 if (mSnapshot->isIgnored()) return; 2111 2112 mCaches.activeTexture(0); 2113 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2114 drawShape(left, top, texture, paint); 2115} 2116 2117void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2118 if (p->getStyle() != SkPaint::kFill_Style) { 2119 drawRectAsShape(left, top, right, bottom, p); 2120 return; 2121 } 2122 2123 if (quickReject(left, top, right, bottom)) { 2124 return; 2125 } 2126 2127 SkXfermode::Mode mode; 2128 if (!mCaches.extensions.hasFramebufferFetch()) { 2129 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2130 if (!isMode) { 2131 // Assume SRC_OVER 2132 mode = SkXfermode::kSrcOver_Mode; 2133 } 2134 } else { 2135 mode = getXfermode(p->getXfermode()); 2136 } 2137 2138 int color = p->getColor(); 2139 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2140 drawAARect(left, top, right, bottom, color, mode); 2141 } else { 2142 drawColorRect(left, top, right, bottom, color, mode); 2143 } 2144} 2145 2146void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2147 const float* positions, SkPaint* paint) { 2148 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2149 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2150 return; 2151 } 2152 2153 // NOTE: Skia does not support perspective transform on drawPosText yet 2154 if (!mSnapshot->transform->isSimple()) { 2155 return; 2156 } 2157 2158 float x = 0.0f; 2159 float y = 0.0f; 2160 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2161 if (pureTranslate) { 2162 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2163 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2164 } 2165 2166 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2167 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2168 paint->getTextSize()); 2169 2170 int alpha; 2171 SkXfermode::Mode mode; 2172 getAlphaAndMode(paint, &alpha, &mode); 2173 2174 // Pick the appropriate texture filtering 2175 bool linearFilter = mSnapshot->transform->changesBounds(); 2176 if (pureTranslate && !linearFilter) { 2177 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2178 } 2179 2180 mCaches.activeTexture(0); 2181 setupDraw(); 2182 setupDrawDirtyRegionsDisabled(); 2183 setupDrawWithTexture(true); 2184 setupDrawAlpha8Color(paint->getColor(), alpha); 2185 setupDrawColorFilter(); 2186 setupDrawShader(); 2187 setupDrawBlending(true, mode); 2188 setupDrawProgram(); 2189 setupDrawModelView(x, y, x, y, pureTranslate, true); 2190 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2191 setupDrawPureColorUniforms(); 2192 setupDrawColorFilterUniforms(); 2193 setupDrawShaderUniforms(pureTranslate); 2194 2195 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2196 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2197 2198#if RENDER_LAYERS_AS_REGIONS 2199 const bool hasActiveLayer = hasLayer(); 2200#else 2201 const bool hasActiveLayer = false; 2202#endif 2203 2204 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2205 positions, hasActiveLayer ? &bounds : NULL)) { 2206#if RENDER_LAYERS_AS_REGIONS 2207 if (hasActiveLayer) { 2208 if (!pureTranslate) { 2209 mSnapshot->transform->mapRect(bounds); 2210 } 2211 dirtyLayerUnchecked(bounds, getRegion()); 2212 } 2213#endif 2214 } 2215} 2216 2217void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2218 float x, float y, SkPaint* paint, float length) { 2219 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2220 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2221 return; 2222 } 2223 2224 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2225 switch (paint->getTextAlign()) { 2226 case SkPaint::kCenter_Align: 2227 x -= length / 2.0f; 2228 break; 2229 case SkPaint::kRight_Align: 2230 x -= length; 2231 break; 2232 default: 2233 break; 2234 } 2235 2236 SkPaint::FontMetrics metrics; 2237 paint->getFontMetrics(&metrics, 0.0f); 2238 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2239 return; 2240 } 2241 2242 const float oldX = x; 2243 const float oldY = y; 2244 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2245 if (CC_LIKELY(pureTranslate)) { 2246 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2247 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2248 } 2249 2250#if DEBUG_GLYPHS 2251 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2252#endif 2253 2254 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2255 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2256 paint->getTextSize()); 2257 2258 int alpha; 2259 SkXfermode::Mode mode; 2260 getAlphaAndMode(paint, &alpha, &mode); 2261 2262 if (CC_UNLIKELY(mHasShadow)) { 2263 mCaches.activeTexture(0); 2264 2265 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2266 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2267 paint, text, bytesCount, count, mShadowRadius); 2268 const AutoTexture autoCleanup(shadow); 2269 2270 const float sx = oldX - shadow->left + mShadowDx; 2271 const float sy = oldY - shadow->top + mShadowDy; 2272 2273 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2274 int shadowColor = mShadowColor; 2275 if (mShader) { 2276 shadowColor = 0xffffffff; 2277 } 2278 2279 setupDraw(); 2280 setupDrawWithTexture(true); 2281 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2282 setupDrawColorFilter(); 2283 setupDrawShader(); 2284 setupDrawBlending(true, mode); 2285 setupDrawProgram(); 2286 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2287 setupDrawTexture(shadow->id); 2288 setupDrawPureColorUniforms(); 2289 setupDrawColorFilterUniforms(); 2290 setupDrawShaderUniforms(); 2291 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2292 2293 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2294 } 2295 2296 // Pick the appropriate texture filtering 2297 bool linearFilter = mSnapshot->transform->changesBounds(); 2298 if (pureTranslate && !linearFilter) { 2299 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2300 } 2301 2302 mCaches.activeTexture(0); 2303 setupDraw(); 2304 setupDrawDirtyRegionsDisabled(); 2305 setupDrawWithTexture(true); 2306 setupDrawAlpha8Color(paint->getColor(), alpha); 2307 setupDrawColorFilter(); 2308 setupDrawShader(); 2309 setupDrawBlending(true, mode); 2310 setupDrawProgram(); 2311 setupDrawModelView(x, y, x, y, pureTranslate, true); 2312 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2313 setupDrawPureColorUniforms(); 2314 setupDrawColorFilterUniforms(); 2315 setupDrawShaderUniforms(pureTranslate); 2316 2317 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2318 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2319 2320#if RENDER_LAYERS_AS_REGIONS 2321 const bool hasActiveLayer = hasLayer(); 2322#else 2323 const bool hasActiveLayer = false; 2324#endif 2325 2326 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2327 hasActiveLayer ? &bounds : NULL)) { 2328#if RENDER_LAYERS_AS_REGIONS 2329 if (hasActiveLayer) { 2330 if (!pureTranslate) { 2331 mSnapshot->transform->mapRect(bounds); 2332 } 2333 dirtyLayerUnchecked(bounds, getRegion()); 2334 } 2335#endif 2336 } 2337 2338 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2339} 2340 2341void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2342 float hOffset, float vOffset, SkPaint* paint) { 2343 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2344 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2345 return; 2346 } 2347 2348 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2349 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2350 paint->getTextSize()); 2351 2352 int alpha; 2353 SkXfermode::Mode mode; 2354 getAlphaAndMode(paint, &alpha, &mode); 2355 2356 mCaches.activeTexture(0); 2357 setupDraw(); 2358 setupDrawDirtyRegionsDisabled(); 2359 setupDrawWithTexture(true); 2360 setupDrawAlpha8Color(paint->getColor(), alpha); 2361 setupDrawColorFilter(); 2362 setupDrawShader(); 2363 setupDrawBlending(true, mode); 2364 setupDrawProgram(); 2365 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2366 setupDrawTexture(fontRenderer.getTexture(true)); 2367 setupDrawPureColorUniforms(); 2368 setupDrawColorFilterUniforms(); 2369 setupDrawShaderUniforms(false); 2370 2371 const Rect* clip = &mSnapshot->getLocalClip(); 2372 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2373 2374#if RENDER_LAYERS_AS_REGIONS 2375 const bool hasActiveLayer = hasLayer(); 2376#else 2377 const bool hasActiveLayer = false; 2378#endif 2379 2380 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2381 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2382#if RENDER_LAYERS_AS_REGIONS 2383 if (hasActiveLayer) { 2384 mSnapshot->transform->mapRect(bounds); 2385 dirtyLayerUnchecked(bounds, getRegion()); 2386 } 2387#endif 2388 } 2389} 2390 2391void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2392 if (mSnapshot->isIgnored()) return; 2393 2394 mCaches.activeTexture(0); 2395 2396 // TODO: Perform early clip test before we rasterize the path 2397 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2398 if (!texture) return; 2399 const AutoTexture autoCleanup(texture); 2400 2401 const float x = texture->left - texture->offset; 2402 const float y = texture->top - texture->offset; 2403 2404 drawPathTexture(texture, x, y, paint); 2405} 2406 2407void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2408 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2409 return; 2410 } 2411 2412 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2413 OpenGLRenderer* renderer = layer->renderer; 2414 Rect& dirty = layer->dirtyRect; 2415 2416 interrupt(); 2417 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2418 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2419 renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(), 2420 dirty, DisplayList::kReplayFlag_ClipChildren); 2421 renderer->finish(); 2422 resume(); 2423 2424 dirty.setEmpty(); 2425 layer->deferredUpdateScheduled = false; 2426 layer->renderer = NULL; 2427 layer->displayList = NULL; 2428 } 2429 2430 mCaches.activeTexture(0); 2431 2432 int alpha; 2433 SkXfermode::Mode mode; 2434 getAlphaAndMode(paint, &alpha, &mode); 2435 2436 layer->setAlpha(alpha, mode); 2437 2438#if RENDER_LAYERS_AS_REGIONS 2439 if (CC_LIKELY(!layer->region.isEmpty())) { 2440 if (layer->region.isRect()) { 2441 composeLayerRect(layer, layer->regionRect); 2442 } else if (layer->mesh) { 2443 const float a = alpha / 255.0f; 2444 const Rect& rect = layer->layer; 2445 2446 setupDraw(); 2447 setupDrawWithTexture(); 2448 setupDrawColor(a, a, a, a); 2449 setupDrawColorFilter(); 2450 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2451 setupDrawProgram(); 2452 setupDrawPureColorUniforms(); 2453 setupDrawColorFilterUniforms(); 2454 setupDrawTexture(layer->getTexture()); 2455 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2456 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2457 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2458 2459 layer->setFilter(GL_NEAREST); 2460 setupDrawModelViewTranslate(x, y, 2461 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2462 } else { 2463 layer->setFilter(GL_LINEAR); 2464 setupDrawModelViewTranslate(x, y, 2465 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2466 } 2467 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2468 2469 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2470 GL_UNSIGNED_SHORT, layer->meshIndices); 2471 2472 finishDrawTexture(); 2473 2474#if DEBUG_LAYERS_AS_REGIONS 2475 drawRegionRects(layer->region); 2476#endif 2477 } 2478 } 2479#else 2480 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2481 composeLayerRect(layer, r); 2482#endif 2483} 2484 2485/////////////////////////////////////////////////////////////////////////////// 2486// Shaders 2487/////////////////////////////////////////////////////////////////////////////// 2488 2489void OpenGLRenderer::resetShader() { 2490 mShader = NULL; 2491} 2492 2493void OpenGLRenderer::setupShader(SkiaShader* shader) { 2494 mShader = shader; 2495 if (mShader) { 2496 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2497 } 2498} 2499 2500/////////////////////////////////////////////////////////////////////////////// 2501// Color filters 2502/////////////////////////////////////////////////////////////////////////////// 2503 2504void OpenGLRenderer::resetColorFilter() { 2505 mColorFilter = NULL; 2506} 2507 2508void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2509 mColorFilter = filter; 2510} 2511 2512/////////////////////////////////////////////////////////////////////////////// 2513// Drop shadow 2514/////////////////////////////////////////////////////////////////////////////// 2515 2516void OpenGLRenderer::resetShadow() { 2517 mHasShadow = false; 2518} 2519 2520void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2521 mHasShadow = true; 2522 mShadowRadius = radius; 2523 mShadowDx = dx; 2524 mShadowDy = dy; 2525 mShadowColor = color; 2526} 2527 2528/////////////////////////////////////////////////////////////////////////////// 2529// Draw filters 2530/////////////////////////////////////////////////////////////////////////////// 2531 2532void OpenGLRenderer::resetPaintFilter() { 2533 mHasDrawFilter = false; 2534} 2535 2536void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2537 mHasDrawFilter = true; 2538 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2539 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2540} 2541 2542SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2543 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2544 2545 uint32_t flags = paint->getFlags(); 2546 2547 mFilteredPaint = *paint; 2548 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2549 2550 return &mFilteredPaint; 2551} 2552 2553/////////////////////////////////////////////////////////////////////////////// 2554// Drawing implementation 2555/////////////////////////////////////////////////////////////////////////////// 2556 2557void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2558 float x, float y, SkPaint* paint) { 2559 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2560 return; 2561 } 2562 2563 int alpha; 2564 SkXfermode::Mode mode; 2565 getAlphaAndMode(paint, &alpha, &mode); 2566 2567 setupDraw(); 2568 setupDrawWithTexture(true); 2569 setupDrawAlpha8Color(paint->getColor(), alpha); 2570 setupDrawColorFilter(); 2571 setupDrawShader(); 2572 setupDrawBlending(true, mode); 2573 setupDrawProgram(); 2574 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2575 setupDrawTexture(texture->id); 2576 setupDrawPureColorUniforms(); 2577 setupDrawColorFilterUniforms(); 2578 setupDrawShaderUniforms(); 2579 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2580 2581 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2582 2583 finishDrawTexture(); 2584} 2585 2586// Same values used by Skia 2587#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2588#define kStdUnderline_Offset (1.0f / 9.0f) 2589#define kStdUnderline_Thickness (1.0f / 18.0f) 2590 2591void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2592 float x, float y, SkPaint* paint) { 2593 // Handle underline and strike-through 2594 uint32_t flags = paint->getFlags(); 2595 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2596 SkPaint paintCopy(*paint); 2597 float underlineWidth = length; 2598 // If length is > 0.0f, we already measured the text for the text alignment 2599 if (length <= 0.0f) { 2600 underlineWidth = paintCopy.measureText(text, bytesCount); 2601 } 2602 2603 float offsetX = 0; 2604 switch (paintCopy.getTextAlign()) { 2605 case SkPaint::kCenter_Align: 2606 offsetX = underlineWidth * 0.5f; 2607 break; 2608 case SkPaint::kRight_Align: 2609 offsetX = underlineWidth; 2610 break; 2611 default: 2612 break; 2613 } 2614 2615 if (CC_LIKELY(underlineWidth > 0.0f)) { 2616 const float textSize = paintCopy.getTextSize(); 2617 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2618 2619 const float left = x - offsetX; 2620 float top = 0.0f; 2621 2622 int linesCount = 0; 2623 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2624 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2625 2626 const int pointsCount = 4 * linesCount; 2627 float points[pointsCount]; 2628 int currentPoint = 0; 2629 2630 if (flags & SkPaint::kUnderlineText_Flag) { 2631 top = y + textSize * kStdUnderline_Offset; 2632 points[currentPoint++] = left; 2633 points[currentPoint++] = top; 2634 points[currentPoint++] = left + underlineWidth; 2635 points[currentPoint++] = top; 2636 } 2637 2638 if (flags & SkPaint::kStrikeThruText_Flag) { 2639 top = y + textSize * kStdStrikeThru_Offset; 2640 points[currentPoint++] = left; 2641 points[currentPoint++] = top; 2642 points[currentPoint++] = left + underlineWidth; 2643 points[currentPoint++] = top; 2644 } 2645 2646 paintCopy.setStrokeWidth(strokeWidth); 2647 2648 drawLines(&points[0], pointsCount, &paintCopy); 2649 } 2650 } 2651} 2652 2653void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2654 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2655 // If a shader is set, preserve only the alpha 2656 if (mShader) { 2657 color |= 0x00ffffff; 2658 } 2659 2660 setupDraw(); 2661 setupDrawNoTexture(); 2662 setupDrawColor(color); 2663 setupDrawShader(); 2664 setupDrawColorFilter(); 2665 setupDrawBlending(mode); 2666 setupDrawProgram(); 2667 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2668 setupDrawColorUniforms(); 2669 setupDrawShaderUniforms(ignoreTransform); 2670 setupDrawColorFilterUniforms(); 2671 setupDrawSimpleMesh(); 2672 2673 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2674} 2675 2676void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2677 Texture* texture, SkPaint* paint) { 2678 int alpha; 2679 SkXfermode::Mode mode; 2680 getAlphaAndMode(paint, &alpha, &mode); 2681 2682 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2683 2684 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2685 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2686 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2687 2688 texture->setFilter(GL_NEAREST, true); 2689 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2690 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2691 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2692 } else { 2693 texture->setFilter(FILTER(paint), true); 2694 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2695 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2696 GL_TRIANGLE_STRIP, gMeshCount); 2697 } 2698} 2699 2700void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2701 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2702 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2703 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2704} 2705 2706void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2707 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2708 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2709 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2710 2711 setupDraw(); 2712 setupDrawWithTexture(); 2713 setupDrawColor(alpha, alpha, alpha, alpha); 2714 setupDrawColorFilter(); 2715 setupDrawBlending(blend, mode, swapSrcDst); 2716 setupDrawProgram(); 2717 if (!dirty) { 2718 setupDrawDirtyRegionsDisabled(); 2719 } 2720 if (!ignoreScale) { 2721 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2722 } else { 2723 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2724 } 2725 setupDrawPureColorUniforms(); 2726 setupDrawColorFilterUniforms(); 2727 setupDrawTexture(texture); 2728 setupDrawMesh(vertices, texCoords, vbo); 2729 2730 glDrawArrays(drawMode, 0, elementsCount); 2731 2732 finishDrawTexture(); 2733} 2734 2735void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2736 ProgramDescription& description, bool swapSrcDst) { 2737 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2738 if (blend) { 2739 // These blend modes are not supported by OpenGL directly and have 2740 // to be implemented using shaders. Since the shader will perform 2741 // the blending, turn blending off here 2742 // If the blend mode cannot be implemented using shaders, fall 2743 // back to the default SrcOver blend mode instead 2744 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2745 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2746 description.framebufferMode = mode; 2747 description.swapSrcDst = swapSrcDst; 2748 2749 if (mCaches.blend) { 2750 glDisable(GL_BLEND); 2751 mCaches.blend = false; 2752 } 2753 2754 return; 2755 } else { 2756 mode = SkXfermode::kSrcOver_Mode; 2757 } 2758 } 2759 2760 if (!mCaches.blend) { 2761 glEnable(GL_BLEND); 2762 } 2763 2764 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2765 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2766 2767 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2768 glBlendFunc(sourceMode, destMode); 2769 mCaches.lastSrcMode = sourceMode; 2770 mCaches.lastDstMode = destMode; 2771 } 2772 } else if (mCaches.blend) { 2773 glDisable(GL_BLEND); 2774 } 2775 mCaches.blend = blend; 2776} 2777 2778bool OpenGLRenderer::useProgram(Program* program) { 2779 if (!program->isInUse()) { 2780 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2781 program->use(); 2782 mCaches.currentProgram = program; 2783 return false; 2784 } 2785 return true; 2786} 2787 2788void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2789 TextureVertex* v = &mMeshVertices[0]; 2790 TextureVertex::setUV(v++, u1, v1); 2791 TextureVertex::setUV(v++, u2, v1); 2792 TextureVertex::setUV(v++, u1, v2); 2793 TextureVertex::setUV(v++, u2, v2); 2794} 2795 2796void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2797 if (paint) { 2798 *mode = getXfermode(paint->getXfermode()); 2799 2800 // Skia draws using the color's alpha channel if < 255 2801 // Otherwise, it uses the paint's alpha 2802 int color = paint->getColor(); 2803 *alpha = (color >> 24) & 0xFF; 2804 if (*alpha == 255) { 2805 *alpha = paint->getAlpha(); 2806 } 2807 } else { 2808 *mode = SkXfermode::kSrcOver_Mode; 2809 *alpha = 255; 2810 } 2811} 2812 2813SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2814 SkXfermode::Mode resultMode; 2815 if (!SkXfermode::AsMode(mode, &resultMode)) { 2816 resultMode = SkXfermode::kSrcOver_Mode; 2817 } 2818 return resultMode; 2819} 2820 2821}; // namespace uirenderer 2822}; // namespace android 2823