OpenGLRenderer.cpp revision 8b59a528b54279ce640b2d23a00acae1d0f477c5
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 <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "Vector.h" 46#include "VertexBuffer.h" 47 48#if DEBUG_DETAILED_EVENTS 49 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 50#else 51 #define EVENT_LOGD(...) 52#endif 53 54namespace android { 55namespace uirenderer { 56 57static GLenum getFilter(const SkPaint* paint) { 58 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 59 return GL_LINEAR; 60 } 61 return GL_NEAREST; 62} 63 64/////////////////////////////////////////////////////////////////////////////// 65// Globals 66/////////////////////////////////////////////////////////////////////////////// 67 68/** 69 * Structure mapping Skia xfermodes to OpenGL blending factors. 70 */ 71struct Blender { 72 SkXfermode::Mode mode; 73 GLenum src; 74 GLenum dst; 75}; // struct Blender 76 77// In this array, the index of each Blender equals the value of the first 78// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 79static const Blender gBlends[] = { 80 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 82 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 83 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 84 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 85 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 86 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 87 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 88 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 91 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 93 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 94 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 95}; 96 97// This array contains the swapped version of each SkXfermode. For instance 98// this array's SrcOver blending mode is actually DstOver. You can refer to 99// createLayer() for more information on the purpose of this array. 100static const Blender gBlendsSwap[] = { 101 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 102 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 103 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 104 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 105 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 106 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 107 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 108 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 109 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 110 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 111 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 112 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 114 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 115 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 116}; 117 118/////////////////////////////////////////////////////////////////////////////// 119// Functions 120/////////////////////////////////////////////////////////////////////////////// 121 122template<typename T> 123static inline T min(T a, T b) { 124 return a < b ? a : b; 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Constructors/destructor 129/////////////////////////////////////////////////////////////////////////////// 130 131OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 132 : mFrameStarted(false) 133 , mCaches(Caches::getInstance()) 134 , mExtensions(Extensions::getInstance()) 135 , mRenderState(renderState) 136 , mScissorOptimizationDisabled(false) 137 , mSuppressTiling(false) 138 , mFirstFrameAfterResize(true) 139 , mCountOverdraw(false) 140 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 141 , mLightRadius(FLT_MIN) 142 , mAmbientShadowAlpha(0) 143 , mSpotShadowAlpha(0) { 144 // *set* draw modifiers to be 0 145 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 146 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 147 148 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 149} 150 151OpenGLRenderer::~OpenGLRenderer() { 152 // The context has already been destroyed at this point, do not call 153 // GL APIs. All GL state should be kept in Caches.h 154} 155 156void OpenGLRenderer::initProperties() { 157 char property[PROPERTY_VALUE_MAX]; 158 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 159 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 160 INIT_LOGD(" Scissor optimization %s", 161 mScissorOptimizationDisabled ? "disabled" : "enabled"); 162 } else { 163 INIT_LOGD(" Scissor optimization enabled"); 164 } 165} 166 167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 168 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 169 mLightCenter = lightCenter; 170 mLightRadius = lightRadius; 171 mAmbientShadowAlpha = ambientShadowAlpha; 172 mSpotShadowAlpha = spotShadowAlpha; 173} 174 175/////////////////////////////////////////////////////////////////////////////// 176// Setup 177/////////////////////////////////////////////////////////////////////////////// 178 179void OpenGLRenderer::onViewportInitialized() { 180 glDisable(GL_DITHER); 181 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 182 183 glEnableVertexAttribArray(Program::kBindingPosition); 184 mFirstFrameAfterResize = true; 185} 186 187void OpenGLRenderer::setupFrameState(float left, float top, 188 float right, float bottom, bool opaque) { 189 mCaches.clearGarbage(); 190 initializeSaveStack(left, top, right, bottom, mLightCenter); 191 mOpaque = opaque; 192 mTilingClip.set(left, top, right, bottom); 193} 194 195status_t OpenGLRenderer::startFrame() { 196 if (mFrameStarted) return DrawGlInfo::kStatusDone; 197 mFrameStarted = true; 198 199 mDirtyClip = true; 200 201 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 202 203 mRenderState.setViewport(getWidth(), getHeight()); 204 205 // Functors break the tiling extension in pretty spectacular ways 206 // This ensures we don't use tiling when a functor is going to be 207 // invoked during the frame 208 mSuppressTiling = mCaches.hasRegisteredFunctors() 209 || mFirstFrameAfterResize; 210 mFirstFrameAfterResize = false; 211 212 startTilingCurrentClip(true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepareDirty(float left, float top, 221 float right, float bottom, bool opaque) { 222 223 setupFrameState(left, top, right, bottom, opaque); 224 225 // Layer renderers will start the frame immediately 226 // The framebuffer renderer will first defer the display list 227 // for each layer and wait until the first drawing command 228 // to start the frame 229 if (currentSnapshot()->fbo == 0) { 230 syncState(); 231 updateLayers(); 232 } else { 233 return startFrame(); 234 } 235 236 return DrawGlInfo::kStatusDone; 237} 238 239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 240 // If we know that we are going to redraw the entire framebuffer, 241 // perform a discard to let the driver know we don't need to preserve 242 // the back buffer for this frame. 243 if (mExtensions.hasDiscardFramebuffer() && 244 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 245 const bool isFbo = getTargetFbo() == 0; 246 const GLenum attachments[] = { 247 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 248 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 249 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 250 } 251} 252 253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 254 if (!opaque || mCountOverdraw) { 255 mCaches.enableScissor(); 256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 257 glClear(GL_COLOR_BUFFER_BIT); 258 return DrawGlInfo::kStatusDrew; 259 } 260 261 mCaches.resetScissor(); 262 return DrawGlInfo::kStatusDone; 263} 264 265void OpenGLRenderer::syncState() { 266 if (mCaches.blend) { 267 glEnable(GL_BLEND); 268 } else { 269 glDisable(GL_BLEND); 270 } 271} 272 273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 274 if (!mSuppressTiling) { 275 const Snapshot* snapshot = currentSnapshot(); 276 277 const Rect* clip = &mTilingClip; 278 if (snapshot->flags & Snapshot::kFlagFboTarget) { 279 clip = &(snapshot->layer->clipRect); 280 } 281 282 startTiling(*clip, getViewportHeight(), opaque, expand); 283 } 284} 285 286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 287 if (!mSuppressTiling) { 288 if(expand) { 289 // Expand the startTiling region by 1 290 int leftNotZero = (clip.left > 0) ? 1 : 0; 291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 292 293 mCaches.startTiling( 294 clip.left - leftNotZero, 295 windowHeight - clip.bottom - topNotZero, 296 clip.right - clip.left + leftNotZero + 1, 297 clip.bottom - clip.top + topNotZero + 1, 298 opaque); 299 } else { 300 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 301 clip.right - clip.left, clip.bottom - clip.top, opaque); 302 } 303 } 304} 305 306void OpenGLRenderer::endTiling() { 307 if (!mSuppressTiling) mCaches.endTiling(); 308} 309 310void OpenGLRenderer::finish() { 311 renderOverdraw(); 312 endTiling(); 313 314 // When finish() is invoked on FBO 0 we've reached the end 315 // of the current frame 316 if (getTargetFbo() == 0) { 317 mCaches.pathCache.trim(); 318 mCaches.tessellationCache.trim(); 319 } 320 321 if (!suppressErrorChecks()) { 322#if DEBUG_OPENGL 323 GLUtils::dumpGLErrors(); 324#endif 325 326#if DEBUG_MEMORY_USAGE 327 mCaches.dumpMemoryUsage(); 328#else 329 if (mCaches.getDebugLevel() & kDebugMemory) { 330 mCaches.dumpMemoryUsage(); 331 } 332#endif 333 } 334 335 if (mCountOverdraw) { 336 countOverdraw(); 337 } 338 339 mFrameStarted = false; 340} 341 342void OpenGLRenderer::resumeAfterLayer() { 343 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 344 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 345 debugOverdraw(true, false); 346 347 mCaches.resetScissor(); 348 dirtyClip(); 349} 350 351status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 352 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 353 354 Rect clip(*currentClipRect()); 355 clip.snapToPixelBoundaries(); 356 357 // Since we don't know what the functor will draw, let's dirty 358 // the entire clip region 359 if (hasLayer()) { 360 dirtyLayerUnchecked(clip, getRegion()); 361 } 362 363 DrawGlInfo info; 364 info.clipLeft = clip.left; 365 info.clipTop = clip.top; 366 info.clipRight = clip.right; 367 info.clipBottom = clip.bottom; 368 info.isLayer = hasLayer(); 369 info.width = getViewportWidth(); 370 info.height = getViewportHeight(); 371 currentTransform()->copyTo(&info.transform[0]); 372 373 bool prevDirtyClip = mDirtyClip; 374 // setup GL state for functor 375 if (mDirtyClip) { 376 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 377 } 378 if (mCaches.enableScissor() || prevDirtyClip) { 379 setScissorFromClip(); 380 } 381 382 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 383 // Scissor may have been modified, reset dirty clip 384 dirtyClip(); 385 386 return DrawGlInfo::kStatusDrew; 387} 388 389/////////////////////////////////////////////////////////////////////////////// 390// Debug 391/////////////////////////////////////////////////////////////////////////////// 392 393void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 394#if DEBUG_DETAILED_EVENTS 395 const int BUFFER_SIZE = 256; 396 va_list ap; 397 char buf[BUFFER_SIZE]; 398 399 va_start(ap, fmt); 400 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 401 va_end(ap); 402 403 eventMark(buf); 404#endif 405} 406 407 408void OpenGLRenderer::eventMark(const char* name) const { 409 mCaches.eventMark(0, name); 410} 411 412void OpenGLRenderer::startMark(const char* name) const { 413 mCaches.startMark(0, name); 414} 415 416void OpenGLRenderer::endMark() const { 417 mCaches.endMark(); 418} 419 420void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 421 mRenderState.debugOverdraw(enable, clear); 422} 423 424void OpenGLRenderer::renderOverdraw() { 425 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 426 const Rect* clip = &mTilingClip; 427 428 mCaches.enableScissor(); 429 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 430 clip->right - clip->left, clip->bottom - clip->top); 431 432 // 1x overdraw 433 mCaches.stencil.enableDebugTest(2); 434 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 435 436 // 2x overdraw 437 mCaches.stencil.enableDebugTest(3); 438 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 439 440 // 3x overdraw 441 mCaches.stencil.enableDebugTest(4); 442 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 443 444 // 4x overdraw and higher 445 mCaches.stencil.enableDebugTest(4, true); 446 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 447 448 mCaches.stencil.disable(); 449 } 450} 451 452void OpenGLRenderer::countOverdraw() { 453 size_t count = getWidth() * getHeight(); 454 uint32_t* buffer = new uint32_t[count]; 455 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 456 457 size_t total = 0; 458 for (size_t i = 0; i < count; i++) { 459 total += buffer[i] & 0xff; 460 } 461 462 mOverdraw = total / float(count); 463 464 delete[] buffer; 465} 466 467/////////////////////////////////////////////////////////////////////////////// 468// Layers 469/////////////////////////////////////////////////////////////////////////////// 470 471bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 472 if (layer->deferredUpdateScheduled && layer->renderer 473 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 474 ATRACE_CALL(); 475 476 if (inFrame) { 477 endTiling(); 478 debugOverdraw(false, false); 479 } 480 481 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 482 layer->render(*this); 483 } else { 484 layer->defer(*this); 485 } 486 487 if (inFrame) { 488 resumeAfterLayer(); 489 startTilingCurrentClip(); 490 } 491 492 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 493 layer->hasDrawnSinceUpdate = false; 494 495 return true; 496 } 497 498 return false; 499} 500 501void OpenGLRenderer::updateLayers() { 502 // If draw deferring is enabled this method will simply defer 503 // the display list of each individual layer. The layers remain 504 // in the layer updates list which will be cleared by flushLayers(). 505 int count = mLayerUpdates.size(); 506 if (count > 0) { 507 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 508 startMark("Layer Updates"); 509 } else { 510 startMark("Defer Layer Updates"); 511 } 512 513 // Note: it is very important to update the layers in order 514 for (int i = 0; i < count; i++) { 515 Layer* layer = mLayerUpdates.itemAt(i); 516 updateLayer(layer, false); 517 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 518 mCaches.resourceCache.decrementRefcount(layer); 519 } 520 } 521 522 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 523 mLayerUpdates.clear(); 524 mRenderState.bindFramebuffer(getTargetFbo()); 525 } 526 endMark(); 527 } 528} 529 530void OpenGLRenderer::flushLayers() { 531 int count = mLayerUpdates.size(); 532 if (count > 0) { 533 startMark("Apply Layer Updates"); 534 char layerName[12]; 535 536 // Note: it is very important to update the layers in order 537 for (int i = 0; i < count; i++) { 538 sprintf(layerName, "Layer #%d", i); 539 startMark(layerName); 540 541 ATRACE_BEGIN("flushLayer"); 542 Layer* layer = mLayerUpdates.itemAt(i); 543 layer->flush(); 544 ATRACE_END(); 545 546 mCaches.resourceCache.decrementRefcount(layer); 547 548 endMark(); 549 } 550 551 mLayerUpdates.clear(); 552 mRenderState.bindFramebuffer(getTargetFbo()); 553 554 endMark(); 555 } 556} 557 558void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 559 if (layer) { 560 // Make sure we don't introduce duplicates. 561 // SortedVector would do this automatically but we need to respect 562 // the insertion order. The linear search is not an issue since 563 // this list is usually very short (typically one item, at most a few) 564 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 565 if (mLayerUpdates.itemAt(i) == layer) { 566 return; 567 } 568 } 569 mLayerUpdates.push_back(layer); 570 mCaches.resourceCache.incrementRefcount(layer); 571 } 572} 573 574void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 575 if (layer) { 576 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 577 if (mLayerUpdates.itemAt(i) == layer) { 578 mLayerUpdates.removeAt(i); 579 mCaches.resourceCache.decrementRefcount(layer); 580 break; 581 } 582 } 583 } 584} 585 586void OpenGLRenderer::clearLayerUpdates() { 587 size_t count = mLayerUpdates.size(); 588 if (count > 0) { 589 mCaches.resourceCache.lock(); 590 for (size_t i = 0; i < count; i++) { 591 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 592 } 593 mCaches.resourceCache.unlock(); 594 mLayerUpdates.clear(); 595 } 596} 597 598void OpenGLRenderer::flushLayerUpdates() { 599 ATRACE_CALL(); 600 syncState(); 601 updateLayers(); 602 flushLayers(); 603 // Wait for all the layer updates to be executed 604 AutoFence fence; 605} 606 607void OpenGLRenderer::markLayersAsBuildLayers() { 608 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 609 mLayerUpdates[i]->wasBuildLayered = true; 610 } 611} 612 613/////////////////////////////////////////////////////////////////////////////// 614// State management 615/////////////////////////////////////////////////////////////////////////////// 616 617void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 618 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 619 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 620 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 621 622 if (restoreViewport) { 623 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 624 } 625 626 if (restoreClip) { 627 dirtyClip(); 628 } 629 630 if (restoreLayer) { 631 endMark(); // Savelayer 632 startMark("ComposeLayer"); 633 composeLayer(removed, restored); 634 endMark(); 635 } 636} 637 638/////////////////////////////////////////////////////////////////////////////// 639// Layers 640/////////////////////////////////////////////////////////////////////////////// 641 642int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 643 const SkPaint* paint, int flags, const SkPath* convexMask) { 644 // force matrix/clip isolation for layer 645 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 646 647 const int count = saveSnapshot(flags); 648 649 if (!currentSnapshot()->isIgnored()) { 650 createLayer(left, top, right, bottom, paint, flags, convexMask); 651 } 652 653 return count; 654} 655 656void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 657 const Rect untransformedBounds(bounds); 658 659 currentTransform()->mapRect(bounds); 660 661 // Layers only make sense if they are in the framebuffer's bounds 662 if (bounds.intersect(*currentClipRect())) { 663 // We cannot work with sub-pixels in this case 664 bounds.snapToPixelBoundaries(); 665 666 // When the layer is not an FBO, we may use glCopyTexImage so we 667 // need to make sure the layer does not extend outside the bounds 668 // of the framebuffer 669 const Snapshot& previous = *(currentSnapshot()->previous); 670 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 671 if (!bounds.intersect(previousViewport)) { 672 bounds.setEmpty(); 673 } else if (fboLayer) { 674 clip.set(bounds); 675 mat4 inverse; 676 inverse.loadInverse(*currentTransform()); 677 inverse.mapRect(clip); 678 clip.snapToPixelBoundaries(); 679 if (clip.intersect(untransformedBounds)) { 680 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 681 bounds.set(untransformedBounds); 682 } else { 683 clip.setEmpty(); 684 } 685 } 686 } else { 687 bounds.setEmpty(); 688 } 689} 690 691void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 692 bool fboLayer, int alpha) { 693 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 694 bounds.getHeight() > mCaches.maxTextureSize || 695 (fboLayer && clip.isEmpty())) { 696 mSnapshot->empty = fboLayer; 697 } else { 698 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 699 } 700} 701 702int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 703 const SkPaint* paint, int flags) { 704 const int count = saveSnapshot(flags); 705 706 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 707 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 708 // operations will be able to store and restore the current clip and transform info, and 709 // quick rejection will be correct (for display lists) 710 711 Rect bounds(left, top, right, bottom); 712 Rect clip; 713 calculateLayerBoundsAndClip(bounds, clip, true); 714 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 715 716 if (!currentSnapshot()->isIgnored()) { 717 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 718 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 719 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 720 mSnapshot->roundRectClipState = NULL; 721 } 722 } 723 724 return count; 725} 726 727/** 728 * Layers are viewed by Skia are slightly different than layers in image editing 729 * programs (for instance.) When a layer is created, previously created layers 730 * and the frame buffer still receive every drawing command. For instance, if a 731 * layer is created and a shape intersecting the bounds of the layers and the 732 * framebuffer is draw, the shape will be drawn on both (unless the layer was 733 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 734 * 735 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 736 * texture. Unfortunately, this is inefficient as it requires every primitive to 737 * be drawn n + 1 times, where n is the number of active layers. In practice this 738 * means, for every primitive: 739 * - Switch active frame buffer 740 * - Change viewport, clip and projection matrix 741 * - Issue the drawing 742 * 743 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 744 * To avoid this, layers are implemented in a different way here, at least in the 745 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 746 * is set. When this flag is set we can redirect all drawing operations into a 747 * single FBO. 748 * 749 * This implementation relies on the frame buffer being at least RGBA 8888. When 750 * a layer is created, only a texture is created, not an FBO. The content of the 751 * frame buffer contained within the layer's bounds is copied into this texture 752 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 753 * buffer and drawing continues as normal. This technique therefore treats the 754 * frame buffer as a scratch buffer for the layers. 755 * 756 * To compose the layers back onto the frame buffer, each layer texture 757 * (containing the original frame buffer data) is drawn as a simple quad over 758 * the frame buffer. The trick is that the quad is set as the composition 759 * destination in the blending equation, and the frame buffer becomes the source 760 * of the composition. 761 * 762 * Drawing layers with an alpha value requires an extra step before composition. 763 * An empty quad is drawn over the layer's region in the frame buffer. This quad 764 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 765 * quad is used to multiply the colors in the frame buffer. This is achieved by 766 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 767 * GL_ZERO, GL_SRC_ALPHA. 768 * 769 * Because glCopyTexImage2D() can be slow, an alternative implementation might 770 * be use to draw a single clipped layer. The implementation described above 771 * is correct in every case. 772 * 773 * (1) The frame buffer is actually not cleared right away. To allow the GPU 774 * to potentially optimize series of calls to glCopyTexImage2D, the frame 775 * buffer is left untouched until the first drawing operation. Only when 776 * something actually gets drawn are the layers regions cleared. 777 */ 778bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 779 const SkPaint* paint, int flags, const SkPath* convexMask) { 780 if (kDebugLayers) { 781 ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 782 ALOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 783 } 784 785 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 786 787 // Window coordinates of the layer 788 Rect clip; 789 Rect bounds(left, top, right, bottom); 790 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 791 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 792 793 // Bail out if we won't draw in this snapshot 794 if (currentSnapshot()->isIgnored()) { 795 return false; 796 } 797 798 mCaches.activeTexture(0); 799 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 800 if (!layer) { 801 return false; 802 } 803 804 layer->setPaint(paint); 805 layer->layer.set(bounds); 806 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 807 bounds.getWidth() / float(layer->getWidth()), 0.0f); 808 809 layer->setBlend(true); 810 layer->setDirty(false); 811 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 812 813 // Save the layer in the snapshot 814 mSnapshot->flags |= Snapshot::kFlagIsLayer; 815 mSnapshot->layer = layer; 816 817 startMark("SaveLayer"); 818 if (fboLayer) { 819 return createFboLayer(layer, bounds, clip); 820 } else { 821 // Copy the framebuffer into the layer 822 layer->bindTexture(); 823 if (!bounds.isEmpty()) { 824 if (layer->isEmpty()) { 825 // Workaround for some GL drivers. When reading pixels lying outside 826 // of the window we should get undefined values for those pixels. 827 // Unfortunately some drivers will turn the entire target texture black 828 // when reading outside of the window. 829 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 830 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 831 layer->setEmpty(false); 832 } 833 834 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 835 bounds.left, getViewportHeight() - bounds.bottom, 836 bounds.getWidth(), bounds.getHeight()); 837 838 // Enqueue the buffer coordinates to clear the corresponding region later 839 mLayers.push(new Rect(bounds)); 840 } 841 } 842 843 return true; 844} 845 846bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 847 layer->clipRect.set(clip); 848 layer->setFbo(mCaches.fboCache.get()); 849 850 mSnapshot->region = &mSnapshot->layer->region; 851 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 852 mSnapshot->fbo = layer->getFbo(); 853 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 854 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 855 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 856 mSnapshot->roundRectClipState = NULL; 857 858 endTiling(); 859 debugOverdraw(false, false); 860 // Bind texture to FBO 861 mRenderState.bindFramebuffer(layer->getFbo()); 862 layer->bindTexture(); 863 864 // Initialize the texture if needed 865 if (layer->isEmpty()) { 866 layer->allocateTexture(); 867 layer->setEmpty(false); 868 } 869 870 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 871 layer->getTexture(), 0); 872 873 // Expand the startTiling region by 1 874 startTilingCurrentClip(true, true); 875 876 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 877 mCaches.enableScissor(); 878 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 879 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 880 glClear(GL_COLOR_BUFFER_BIT); 881 882 dirtyClip(); 883 884 // Change the ortho projection 885 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 886 return true; 887} 888 889/** 890 * Read the documentation of createLayer() before doing anything in this method. 891 */ 892void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 893 if (!removed.layer) { 894 ALOGE("Attempting to compose a layer that does not exist"); 895 return; 896 } 897 898 Layer* layer = removed.layer; 899 const Rect& rect = layer->layer; 900 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 901 902 bool clipRequired = false; 903 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 904 &clipRequired, NULL, false); // safely ignore return, should never be rejected 905 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 906 907 if (fboLayer) { 908 endTiling(); 909 910 // Detach the texture from the FBO 911 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 912 913 layer->removeFbo(false); 914 915 // Unbind current FBO and restore previous one 916 mRenderState.bindFramebuffer(restored.fbo); 917 debugOverdraw(true, false); 918 919 startTilingCurrentClip(); 920 } 921 922 if (!fboLayer && layer->getAlpha() < 255) { 923 SkPaint layerPaint; 924 layerPaint.setAlpha(layer->getAlpha()); 925 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 926 layerPaint.setColorFilter(layer->getColorFilter()); 927 928 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 929 // Required below, composeLayerRect() will divide by 255 930 layer->setAlpha(255); 931 } 932 933 mCaches.unbindMeshBuffer(); 934 935 mCaches.activeTexture(0); 936 937 // When the layer is stored in an FBO, we can save a bit of fillrate by 938 // drawing only the dirty region 939 if (fboLayer) { 940 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 941 composeLayerRegion(layer, rect); 942 } else if (!rect.isEmpty()) { 943 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 944 945 save(0); 946 // the layer contains screen buffer content that shouldn't be alpha modulated 947 // (and any necessary alpha modulation was handled drawing into the layer) 948 mSnapshot->alpha = 1.0f; 949 composeLayerRect(layer, rect, true); 950 restore(); 951 } 952 953 dirtyClip(); 954 955 // Failing to add the layer to the cache should happen only if the layer is too large 956 layer->setConvexMask(NULL); 957 if (!mCaches.layerCache.put(layer)) { 958 if (kDebugLayers) { 959 ALOGD("Deleting layer"); 960 } 961 Caches::getInstance().resourceCache.decrementRefcount(layer); 962 } 963} 964 965void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 966 float alpha = getLayerAlpha(layer); 967 968 setupDraw(); 969 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 970 setupDrawWithTexture(); 971 } else { 972 setupDrawWithExternalTexture(); 973 } 974 setupDrawTextureTransform(); 975 setupDrawColor(alpha, alpha, alpha, alpha); 976 setupDrawColorFilter(layer->getColorFilter()); 977 setupDrawBlending(layer); 978 setupDrawProgram(); 979 setupDrawPureColorUniforms(); 980 setupDrawColorFilterUniforms(layer->getColorFilter()); 981 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 982 setupDrawTexture(layer->getTexture()); 983 } else { 984 setupDrawExternalTexture(layer->getTexture()); 985 } 986 if (currentTransform()->isPureTranslate() && 987 !layer->getForceFilter() && 988 layer->getWidth() == (uint32_t) rect.getWidth() && 989 layer->getHeight() == (uint32_t) rect.getHeight()) { 990 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 991 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 992 993 layer->setFilter(GL_NEAREST); 994 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 995 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 996 } else { 997 layer->setFilter(GL_LINEAR); 998 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 999 rect.left, rect.top, rect.right, rect.bottom); 1000 } 1001 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1002 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1003 1004 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1005} 1006 1007void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1008 if (layer->isTextureLayer()) { 1009 EVENT_LOGD("composeTextureLayerRect"); 1010 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1011 drawTextureLayer(layer, rect); 1012 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1013 } else { 1014 EVENT_LOGD("composeHardwareLayerRect"); 1015 const Rect& texCoords = layer->texCoords; 1016 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1017 texCoords.right, texCoords.bottom); 1018 1019 float x = rect.left; 1020 float y = rect.top; 1021 bool simpleTransform = currentTransform()->isPureTranslate() && 1022 layer->getWidth() == (uint32_t) rect.getWidth() && 1023 layer->getHeight() == (uint32_t) rect.getHeight(); 1024 1025 if (simpleTransform) { 1026 // When we're swapping, the layer is already in screen coordinates 1027 if (!swap) { 1028 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1029 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1030 } 1031 1032 layer->setFilter(GL_NEAREST, true); 1033 } else { 1034 layer->setFilter(GL_LINEAR, true); 1035 } 1036 1037 SkPaint layerPaint; 1038 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1039 layerPaint.setXfermodeMode(layer->getMode()); 1040 layerPaint.setColorFilter(layer->getColorFilter()); 1041 1042 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1043 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1044 layer->getTexture(), &layerPaint, blend, 1045 &mMeshVertices[0].x, &mMeshVertices[0].u, 1046 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1047 1048 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1049 } 1050} 1051 1052/** 1053 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1054 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1055 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1056 * by saveLayer's restore 1057 */ 1058#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1059 DRAW_COMMAND; \ 1060 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1061 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1062 DRAW_COMMAND; \ 1063 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1064 } \ 1065 } 1066 1067#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1068 1069// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1070// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1071class LayerShader : public SkShader { 1072public: 1073 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1074 : INHERITED(localMatrix) 1075 , mLayer(layer) { 1076 } 1077 1078 virtual bool asACustomShader(void** data) const { 1079 if (data) { 1080 *data = static_cast<void*>(mLayer); 1081 } 1082 return true; 1083 } 1084 1085 virtual bool isOpaque() const { 1086 return !mLayer->isBlend(); 1087 } 1088 1089protected: 1090 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1091 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1092 } 1093 1094 virtual void flatten(SkWriteBuffer&) const { 1095 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1096 } 1097 1098 virtual Factory getFactory() const { 1099 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1100 return NULL; 1101 } 1102private: 1103 // Unowned. 1104 Layer* mLayer; 1105 typedef SkShader INHERITED; 1106}; 1107 1108void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1109 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1110 1111 if (layer->getConvexMask()) { 1112 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1113 1114 // clip to the area of the layer the mask can be larger 1115 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1116 1117 SkPaint paint; 1118 paint.setAntiAlias(true); 1119 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1120 1121 // create LayerShader to map SaveLayer content into subsequent draw 1122 SkMatrix shaderMatrix; 1123 shaderMatrix.setTranslate(rect.left, rect.bottom); 1124 shaderMatrix.preScale(1, -1); 1125 LayerShader layerShader(layer, &shaderMatrix); 1126 paint.setShader(&layerShader); 1127 1128 // Since the drawing primitive is defined in local drawing space, 1129 // we don't need to modify the draw matrix 1130 const SkPath* maskPath = layer->getConvexMask(); 1131 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1132 1133 paint.setShader(NULL); 1134 restore(); 1135 1136 return; 1137 } 1138 1139 if (layer->region.isRect()) { 1140 layer->setRegionAsRect(); 1141 1142 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1143 1144 layer->region.clear(); 1145 return; 1146 } 1147 1148 EVENT_LOGD("composeLayerRegion"); 1149 // standard Region based draw 1150 size_t count; 1151 const android::Rect* rects; 1152 Region safeRegion; 1153 if (CC_LIKELY(hasRectToRectTransform())) { 1154 rects = layer->region.getArray(&count); 1155 } else { 1156 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1157 rects = safeRegion.getArray(&count); 1158 } 1159 1160 const float alpha = getLayerAlpha(layer); 1161 const float texX = 1.0f / float(layer->getWidth()); 1162 const float texY = 1.0f / float(layer->getHeight()); 1163 const float height = rect.getHeight(); 1164 1165 setupDraw(); 1166 1167 // We must get (and therefore bind) the region mesh buffer 1168 // after we setup drawing in case we need to mess with the 1169 // stencil buffer in setupDraw() 1170 TextureVertex* mesh = mCaches.getRegionMesh(); 1171 uint32_t numQuads = 0; 1172 1173 setupDrawWithTexture(); 1174 setupDrawColor(alpha, alpha, alpha, alpha); 1175 setupDrawColorFilter(layer->getColorFilter()); 1176 setupDrawBlending(layer); 1177 setupDrawProgram(); 1178 setupDrawDirtyRegionsDisabled(); 1179 setupDrawPureColorUniforms(); 1180 setupDrawColorFilterUniforms(layer->getColorFilter()); 1181 setupDrawTexture(layer->getTexture()); 1182 if (currentTransform()->isPureTranslate()) { 1183 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1184 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1185 1186 layer->setFilter(GL_NEAREST); 1187 setupDrawModelView(kModelViewMode_Translate, false, 1188 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1189 } else { 1190 layer->setFilter(GL_LINEAR); 1191 setupDrawModelView(kModelViewMode_Translate, false, 1192 rect.left, rect.top, rect.right, rect.bottom); 1193 } 1194 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1195 1196 for (size_t i = 0; i < count; i++) { 1197 const android::Rect* r = &rects[i]; 1198 1199 const float u1 = r->left * texX; 1200 const float v1 = (height - r->top) * texY; 1201 const float u2 = r->right * texX; 1202 const float v2 = (height - r->bottom) * texY; 1203 1204 // TODO: Reject quads outside of the clip 1205 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1206 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1207 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1208 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1209 1210 numQuads++; 1211 1212 if (numQuads >= gMaxNumberOfQuads) { 1213 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1214 GL_UNSIGNED_SHORT, NULL)); 1215 numQuads = 0; 1216 mesh = mCaches.getRegionMesh(); 1217 } 1218 } 1219 1220 if (numQuads > 0) { 1221 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1222 GL_UNSIGNED_SHORT, NULL)); 1223 } 1224 1225#if DEBUG_LAYERS_AS_REGIONS 1226 drawRegionRectsDebug(layer->region); 1227#endif 1228 1229 layer->region.clear(); 1230} 1231 1232#if DEBUG_LAYERS_AS_REGIONS 1233void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1234 size_t count; 1235 const android::Rect* rects = region.getArray(&count); 1236 1237 uint32_t colors[] = { 1238 0x7fff0000, 0x7f00ff00, 1239 0x7f0000ff, 0x7fff00ff, 1240 }; 1241 1242 int offset = 0; 1243 int32_t top = rects[0].top; 1244 1245 for (size_t i = 0; i < count; i++) { 1246 if (top != rects[i].top) { 1247 offset ^= 0x2; 1248 top = rects[i].top; 1249 } 1250 1251 SkPaint paint; 1252 paint.setColor(colors[offset + (i & 0x1)]); 1253 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1254 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1255 } 1256} 1257#endif 1258 1259void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1260 Vector<float> rects; 1261 1262 SkRegion::Iterator it(region); 1263 while (!it.done()) { 1264 const SkIRect& r = it.rect(); 1265 rects.push(r.fLeft); 1266 rects.push(r.fTop); 1267 rects.push(r.fRight); 1268 rects.push(r.fBottom); 1269 it.next(); 1270 } 1271 1272 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1273} 1274 1275void OpenGLRenderer::dirtyLayer(const float left, const float top, 1276 const float right, const float bottom, const mat4 transform) { 1277 if (hasLayer()) { 1278 Rect bounds(left, top, right, bottom); 1279 transform.mapRect(bounds); 1280 dirtyLayerUnchecked(bounds, getRegion()); 1281 } 1282} 1283 1284void OpenGLRenderer::dirtyLayer(const float left, const float top, 1285 const float right, const float bottom) { 1286 if (hasLayer()) { 1287 Rect bounds(left, top, right, bottom); 1288 dirtyLayerUnchecked(bounds, getRegion()); 1289 } 1290} 1291 1292void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1293 if (bounds.intersect(*currentClipRect())) { 1294 bounds.snapToPixelBoundaries(); 1295 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1296 if (!dirty.isEmpty()) { 1297 region->orSelf(dirty); 1298 } 1299 } 1300} 1301 1302void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1303 GLsizei elementsCount = quadsCount * 6; 1304 while (elementsCount > 0) { 1305 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1306 1307 setupDrawIndexedVertices(&mesh[0].x); 1308 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1309 1310 elementsCount -= drawCount; 1311 // Though there are 4 vertices in a quad, we use 6 indices per 1312 // quad to draw with GL_TRIANGLES 1313 mesh += (drawCount / 6) * 4; 1314 } 1315} 1316 1317void OpenGLRenderer::clearLayerRegions() { 1318 const size_t count = mLayers.size(); 1319 if (count == 0) return; 1320 1321 if (!currentSnapshot()->isIgnored()) { 1322 EVENT_LOGD("clearLayerRegions"); 1323 // Doing several glScissor/glClear here can negatively impact 1324 // GPUs with a tiler architecture, instead we draw quads with 1325 // the Clear blending mode 1326 1327 // The list contains bounds that have already been clipped 1328 // against their initial clip rect, and the current clip 1329 // is likely different so we need to disable clipping here 1330 bool scissorChanged = mCaches.disableScissor(); 1331 1332 Vertex mesh[count * 4]; 1333 Vertex* vertex = mesh; 1334 1335 for (uint32_t i = 0; i < count; i++) { 1336 Rect* bounds = mLayers.itemAt(i); 1337 1338 Vertex::set(vertex++, bounds->left, bounds->top); 1339 Vertex::set(vertex++, bounds->right, bounds->top); 1340 Vertex::set(vertex++, bounds->left, bounds->bottom); 1341 Vertex::set(vertex++, bounds->right, bounds->bottom); 1342 1343 delete bounds; 1344 } 1345 // We must clear the list of dirty rects before we 1346 // call setupDraw() to prevent stencil setup to do 1347 // the same thing again 1348 mLayers.clear(); 1349 1350 SkPaint clearPaint; 1351 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1352 1353 setupDraw(false); 1354 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1355 setupDrawBlending(&clearPaint, true); 1356 setupDrawProgram(); 1357 setupDrawPureColorUniforms(); 1358 setupDrawModelView(kModelViewMode_Translate, false, 1359 0.0f, 0.0f, 0.0f, 0.0f, true); 1360 1361 issueIndexedQuadDraw(&mesh[0], count); 1362 1363 if (scissorChanged) mCaches.enableScissor(); 1364 } else { 1365 for (uint32_t i = 0; i < count; i++) { 1366 delete mLayers.itemAt(i); 1367 } 1368 mLayers.clear(); 1369 } 1370} 1371 1372/////////////////////////////////////////////////////////////////////////////// 1373// State Deferral 1374/////////////////////////////////////////////////////////////////////////////// 1375 1376bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1377 const Rect* currentClip = currentClipRect(); 1378 const mat4* currentMatrix = currentTransform(); 1379 1380 if (stateDeferFlags & kStateDeferFlag_Draw) { 1381 // state has bounds initialized in local coordinates 1382 if (!state.mBounds.isEmpty()) { 1383 currentMatrix->mapRect(state.mBounds); 1384 Rect clippedBounds(state.mBounds); 1385 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1386 // is used, it should more closely duplicate the quickReject logic (in how it uses 1387 // snapToPixelBoundaries) 1388 1389 if(!clippedBounds.intersect(*currentClip)) { 1390 // quick rejected 1391 return true; 1392 } 1393 1394 state.mClipSideFlags = kClipSide_None; 1395 if (!currentClip->contains(state.mBounds)) { 1396 int& flags = state.mClipSideFlags; 1397 // op partially clipped, so record which sides are clipped for clip-aware merging 1398 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1399 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1400 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1401 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1402 } 1403 state.mBounds.set(clippedBounds); 1404 } else { 1405 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1406 // overdraw avoidance (since we don't know what it overlaps) 1407 state.mClipSideFlags = kClipSide_ConservativeFull; 1408 state.mBounds.set(*currentClip); 1409 } 1410 } 1411 1412 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1413 if (state.mClipValid) { 1414 state.mClip.set(*currentClip); 1415 } 1416 1417 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1418 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1419 state.mMatrix.load(*currentMatrix); 1420 state.mDrawModifiers = mDrawModifiers; 1421 state.mAlpha = currentSnapshot()->alpha; 1422 1423 // always store/restore, since it's just a pointer 1424 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1425 return false; 1426} 1427 1428void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1429 setMatrix(state.mMatrix); 1430 mSnapshot->alpha = state.mAlpha; 1431 mDrawModifiers = state.mDrawModifiers; 1432 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1433 1434 if (state.mClipValid && !skipClipRestore) { 1435 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1436 state.mClip.right, state.mClip.bottom); 1437 dirtyClip(); 1438 } 1439} 1440 1441/** 1442 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1443 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1444 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1445 * 1446 * This method should be called when restoreDisplayState() won't be restoring the clip 1447 */ 1448void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1449 if (clipRect != NULL) { 1450 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1451 } else { 1452 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1453 } 1454 dirtyClip(); 1455 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1456} 1457 1458/////////////////////////////////////////////////////////////////////////////// 1459// Clipping 1460/////////////////////////////////////////////////////////////////////////////// 1461 1462void OpenGLRenderer::setScissorFromClip() { 1463 Rect clip(*currentClipRect()); 1464 clip.snapToPixelBoundaries(); 1465 1466 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1467 clip.getWidth(), clip.getHeight())) { 1468 mDirtyClip = false; 1469 } 1470} 1471 1472void OpenGLRenderer::ensureStencilBuffer() { 1473 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1474 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1475 // just hope we have one when hasLayer() returns false. 1476 if (hasLayer()) { 1477 attachStencilBufferToLayer(currentSnapshot()->layer); 1478 } 1479} 1480 1481void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1482 // The layer's FBO is already bound when we reach this stage 1483 if (!layer->getStencilRenderBuffer()) { 1484 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1485 // is attached after we initiated tiling. We must turn it off, 1486 // attach the new render buffer then turn tiling back on 1487 endTiling(); 1488 1489 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1490 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1491 layer->setStencilRenderBuffer(buffer); 1492 1493 startTiling(layer->clipRect, layer->layer.getHeight()); 1494 } 1495} 1496 1497void OpenGLRenderer::setStencilFromClip() { 1498 if (!mCaches.debugOverdraw) { 1499 if (!currentSnapshot()->clipRegion->isEmpty()) { 1500 EVENT_LOGD("setStencilFromClip - enabling"); 1501 1502 // NOTE: The order here is important, we must set dirtyClip to false 1503 // before any draw call to avoid calling back into this method 1504 mDirtyClip = false; 1505 1506 ensureStencilBuffer(); 1507 1508 mCaches.stencil.enableWrite(); 1509 1510 // Clear and update the stencil, but first make sure we restrict drawing 1511 // to the region's bounds 1512 bool resetScissor = mCaches.enableScissor(); 1513 if (resetScissor) { 1514 // The scissor was not set so we now need to update it 1515 setScissorFromClip(); 1516 } 1517 mCaches.stencil.clear(); 1518 1519 // stash and disable the outline clip state, since stencil doesn't account for outline 1520 bool storedSkipOutlineClip = mSkipOutlineClip; 1521 mSkipOutlineClip = true; 1522 1523 SkPaint paint; 1524 paint.setColor(SK_ColorBLACK); 1525 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1526 1527 // NOTE: We could use the region contour path to generate a smaller mesh 1528 // Since we are using the stencil we could use the red book path 1529 // drawing technique. It might increase bandwidth usage though. 1530 1531 // The last parameter is important: we are not drawing in the color buffer 1532 // so we don't want to dirty the current layer, if any 1533 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1534 if (resetScissor) mCaches.disableScissor(); 1535 mSkipOutlineClip = storedSkipOutlineClip; 1536 1537 mCaches.stencil.enableTest(); 1538 1539 // Draw the region used to generate the stencil if the appropriate debug 1540 // mode is enabled 1541 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1542 paint.setColor(0x7f0000ff); 1543 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1544 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1545 } 1546 } else { 1547 EVENT_LOGD("setStencilFromClip - disabling"); 1548 mCaches.stencil.disable(); 1549 } 1550 } 1551} 1552 1553/** 1554 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1555 * 1556 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1557 * style, and tessellated AA ramp 1558 */ 1559bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1560 const SkPaint* paint) { 1561 bool snapOut = paint && paint->isAntiAlias(); 1562 1563 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1564 float outset = paint->getStrokeWidth() * 0.5f; 1565 left -= outset; 1566 top -= outset; 1567 right += outset; 1568 bottom += outset; 1569 } 1570 1571 bool clipRequired = false; 1572 bool roundRectClipRequired = false; 1573 if (calculateQuickRejectForScissor(left, top, right, bottom, 1574 &clipRequired, &roundRectClipRequired, snapOut)) { 1575 return true; 1576 } 1577 1578 // not quick rejected, so enable the scissor if clipRequired 1579 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1580 mSkipOutlineClip = !roundRectClipRequired; 1581 return false; 1582} 1583 1584void OpenGLRenderer::debugClip() { 1585#if DEBUG_CLIP_REGIONS 1586 if (!currentSnapshot()->clipRegion->isEmpty()) { 1587 SkPaint paint; 1588 paint.setColor(0x7f00ff00); 1589 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1590 1591 } 1592#endif 1593} 1594 1595/////////////////////////////////////////////////////////////////////////////// 1596// Drawing commands 1597/////////////////////////////////////////////////////////////////////////////// 1598 1599void OpenGLRenderer::setupDraw(bool clearLayer) { 1600 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1601 // changes the scissor test state 1602 if (clearLayer) clearLayerRegions(); 1603 // Make sure setScissor & setStencil happen at the beginning of 1604 // this method 1605 if (mDirtyClip) { 1606 if (mCaches.scissorEnabled) { 1607 setScissorFromClip(); 1608 } 1609 1610 if (clearLayer) { 1611 setStencilFromClip(); 1612 } else { 1613 // While clearing layer, force disable stencil buffer, since 1614 // it's invalid to stencil-clip *during* the layer clear 1615 mCaches.stencil.disable(); 1616 } 1617 } 1618 1619 mDescription.reset(); 1620 1621 mSetShaderColor = false; 1622 mColorSet = false; 1623 mColorA = mColorR = mColorG = mColorB = 0.0f; 1624 mTextureUnit = 0; 1625 mTrackDirtyRegions = true; 1626 1627 // Enable debug highlight when what we're about to draw is tested against 1628 // the stencil buffer and if stencil highlight debugging is on 1629 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1630 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1631 mCaches.stencil.isTestEnabled(); 1632 1633 mDescription.emulateStencil = mCountOverdraw; 1634} 1635 1636void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1637 mDescription.hasTexture = true; 1638 mDescription.hasAlpha8Texture = isAlpha8; 1639} 1640 1641void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1642 mDescription.hasTexture = true; 1643 mDescription.hasColors = true; 1644 mDescription.hasAlpha8Texture = isAlpha8; 1645} 1646 1647void OpenGLRenderer::setupDrawWithExternalTexture() { 1648 mDescription.hasExternalTexture = true; 1649} 1650 1651void OpenGLRenderer::setupDrawNoTexture() { 1652 mCaches.disableTexCoordsVertexArray(); 1653} 1654 1655void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1656 mDescription.hasVertexAlpha = true; 1657 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1658} 1659 1660void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1661 mColorA = alpha / 255.0f; 1662 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1663 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1664 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1665 mColorSet = true; 1666 mSetShaderColor = mDescription.setColorModulate(mColorA); 1667} 1668 1669void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1670 mColorA = alpha / 255.0f; 1671 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1672 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1673 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1674 mColorSet = true; 1675 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1676} 1677 1678void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1679 mCaches.fontRenderer->describe(mDescription, paint); 1680} 1681 1682void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1683 mColorA = a; 1684 mColorR = r; 1685 mColorG = g; 1686 mColorB = b; 1687 mColorSet = true; 1688 mSetShaderColor = mDescription.setColorModulate(a); 1689} 1690 1691void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1692 if (shader != NULL) { 1693 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1694 } 1695} 1696 1697void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1698 if (filter == NULL) { 1699 return; 1700 } 1701 1702 SkXfermode::Mode mode; 1703 if (filter->asColorMode(NULL, &mode)) { 1704 mDescription.colorOp = ProgramDescription::kColorBlend; 1705 mDescription.colorMode = mode; 1706 } else if (filter->asColorMatrix(NULL)) { 1707 mDescription.colorOp = ProgramDescription::kColorMatrix; 1708 } 1709} 1710 1711void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1712 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1713 mColorA = 1.0f; 1714 mColorR = mColorG = mColorB = 0.0f; 1715 mSetShaderColor = mDescription.modulate = true; 1716 } 1717} 1718 1719static bool isBlendedColorFilter(const SkColorFilter* filter) { 1720 if (filter == NULL) { 1721 return false; 1722 } 1723 return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0; 1724} 1725 1726void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1727 SkXfermode::Mode mode = layer->getMode(); 1728 // When the blending mode is kClear_Mode, we need to use a modulate color 1729 // argb=1,0,0,0 1730 accountForClear(mode); 1731 // TODO: check shader blending, once we have shader drawing support for layers. 1732 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1733 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1734 chooseBlending(blend, mode, mDescription, swapSrcDst); 1735} 1736 1737void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1738 SkXfermode::Mode mode = getXfermodeDirect(paint); 1739 // When the blending mode is kClear_Mode, we need to use a modulate color 1740 // argb=1,0,0,0 1741 accountForClear(mode); 1742 blend |= (mColorSet && mColorA < 1.0f) || 1743 (getShader(paint) && !getShader(paint)->isOpaque()) || 1744 isBlendedColorFilter(getColorFilter(paint)); 1745 chooseBlending(blend, mode, mDescription, swapSrcDst); 1746} 1747 1748void OpenGLRenderer::setupDrawProgram() { 1749 useProgram(mCaches.programCache.get(mDescription)); 1750 if (mDescription.hasRoundRectClip) { 1751 // TODO: avoid doing this repeatedly, stashing state pointer in program 1752 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1753 const Rect& innerRect = state->innerRect; 1754 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1755 innerRect.left, innerRect.top, 1756 innerRect.right, innerRect.bottom); 1757 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1758 1, GL_FALSE, &state->matrix.data[0]); 1759 1760 // add half pixel to round out integer rect space to cover pixel centers 1761 float roundedOutRadius = state->radius + 0.5f; 1762 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1763 roundedOutRadius); 1764 } 1765} 1766 1767void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1768 mTrackDirtyRegions = false; 1769} 1770 1771void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1772 float left, float top, float right, float bottom, bool ignoreTransform) { 1773 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1774 if (mode == kModelViewMode_TranslateAndScale) { 1775 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1776 } 1777 1778 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1779 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1780 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1781 if (dirty && mTrackDirtyRegions) { 1782 if (!ignoreTransform) { 1783 dirtyLayer(left, top, right, bottom, *currentTransform()); 1784 } else { 1785 dirtyLayer(left, top, right, bottom); 1786 } 1787 } 1788} 1789 1790void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1791 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1792 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1793 } 1794} 1795 1796void OpenGLRenderer::setupDrawPureColorUniforms() { 1797 if (mSetShaderColor) { 1798 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1799 } 1800} 1801 1802void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1803 if (shader == NULL) { 1804 return; 1805 } 1806 1807 if (ignoreTransform) { 1808 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1809 // because it was built into modelView / the geometry, and the description needs to 1810 // compensate. 1811 mat4 modelViewWithoutTransform; 1812 modelViewWithoutTransform.loadInverse(*currentTransform()); 1813 modelViewWithoutTransform.multiply(mModelViewMatrix); 1814 mModelViewMatrix.load(modelViewWithoutTransform); 1815 } 1816 1817 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1818} 1819 1820void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1821 if (NULL == filter) { 1822 return; 1823 } 1824 1825 SkColor color; 1826 SkXfermode::Mode mode; 1827 if (filter->asColorMode(&color, &mode)) { 1828 const int alpha = SkColorGetA(color); 1829 const GLfloat a = alpha / 255.0f; 1830 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1831 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1832 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1833 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1834 return; 1835 } 1836 1837 SkScalar srcColorMatrix[20]; 1838 if (filter->asColorMatrix(srcColorMatrix)) { 1839 1840 float colorMatrix[16]; 1841 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1842 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1843 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1844 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1845 1846 // Skia uses the range [0..255] for the addition vector, but we need 1847 // the [0..1] range to apply the vector in GLSL 1848 float colorVector[4]; 1849 colorVector[0] = srcColorMatrix[4] / 255.0f; 1850 colorVector[1] = srcColorMatrix[9] / 255.0f; 1851 colorVector[2] = srcColorMatrix[14] / 255.0f; 1852 colorVector[3] = srcColorMatrix[19] / 255.0f; 1853 1854 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1855 GL_FALSE, colorMatrix); 1856 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1857 return; 1858 } 1859 1860 // it is an error if we ever get here 1861} 1862 1863void OpenGLRenderer::setupDrawTextGammaUniforms() { 1864 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1865} 1866 1867void OpenGLRenderer::setupDrawSimpleMesh() { 1868 bool force = mCaches.bindMeshBuffer(); 1869 mCaches.bindPositionVertexPointer(force, 0); 1870 mCaches.unbindIndicesBuffer(); 1871} 1872 1873void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1874 if (texture) bindTexture(texture); 1875 mTextureUnit++; 1876 mCaches.enableTexCoordsVertexArray(); 1877} 1878 1879void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1880 bindExternalTexture(texture); 1881 mTextureUnit++; 1882 mCaches.enableTexCoordsVertexArray(); 1883} 1884 1885void OpenGLRenderer::setupDrawTextureTransform() { 1886 mDescription.hasTextureTransform = true; 1887} 1888 1889void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1890 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1891 GL_FALSE, &transform.data[0]); 1892} 1893 1894void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1895 const GLvoid* texCoords, GLuint vbo) { 1896 bool force = false; 1897 if (!vertices || vbo) { 1898 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1899 } else { 1900 force = mCaches.unbindMeshBuffer(); 1901 } 1902 1903 mCaches.bindPositionVertexPointer(force, vertices); 1904 if (mCaches.currentProgram->texCoords >= 0) { 1905 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1906 } 1907 1908 mCaches.unbindIndicesBuffer(); 1909} 1910 1911void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1912 const GLvoid* texCoords, const GLvoid* colors) { 1913 bool force = mCaches.unbindMeshBuffer(); 1914 GLsizei stride = sizeof(ColorTextureVertex); 1915 1916 mCaches.bindPositionVertexPointer(force, vertices, stride); 1917 if (mCaches.currentProgram->texCoords >= 0) { 1918 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1919 } 1920 int slot = mCaches.currentProgram->getAttrib("colors"); 1921 if (slot >= 0) { 1922 glEnableVertexAttribArray(slot); 1923 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1924 } 1925 1926 mCaches.unbindIndicesBuffer(); 1927} 1928 1929void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1930 const GLvoid* texCoords, GLuint vbo) { 1931 bool force = false; 1932 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1933 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1934 // use the default VBO found in Caches 1935 if (!vertices || vbo) { 1936 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1937 } else { 1938 force = mCaches.unbindMeshBuffer(); 1939 } 1940 mCaches.bindQuadIndicesBuffer(); 1941 1942 mCaches.bindPositionVertexPointer(force, vertices); 1943 if (mCaches.currentProgram->texCoords >= 0) { 1944 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1945 } 1946} 1947 1948void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1949 bool force = mCaches.unbindMeshBuffer(); 1950 mCaches.bindQuadIndicesBuffer(); 1951 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1952} 1953 1954/////////////////////////////////////////////////////////////////////////////// 1955// Drawing 1956/////////////////////////////////////////////////////////////////////////////// 1957 1958status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1959 status_t status; 1960 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1961 // will be performed by the display list itself 1962 if (renderNode && renderNode->isRenderable()) { 1963 // compute 3d ordering 1964 renderNode->computeOrdering(); 1965 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1966 status = startFrame(); 1967 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1968 renderNode->replay(replayStruct, 0); 1969 return status | replayStruct.mDrawGlStatus; 1970 } 1971 1972 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1973 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1974 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1975 renderNode->defer(deferStruct, 0); 1976 1977 flushLayers(); 1978 status = startFrame(); 1979 1980 return deferredList.flush(*this, dirty) | status; 1981 } 1982 1983 // Even if there is no drawing command(Ex: invisible), 1984 // it still needs startFrame to clear buffer and start tiling. 1985 return startFrame(); 1986} 1987 1988void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1989 float x = left; 1990 float y = top; 1991 1992 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1993 1994 bool ignoreTransform = false; 1995 if (currentTransform()->isPureTranslate()) { 1996 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1997 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1998 ignoreTransform = true; 1999 2000 texture->setFilter(GL_NEAREST, true); 2001 } else { 2002 texture->setFilter(getFilter(paint), true); 2003 } 2004 2005 // No need to check for a UV mapper on the texture object, only ARGB_8888 2006 // bitmaps get packed in the atlas 2007 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2008 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2009 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2010} 2011 2012/** 2013 * Important note: this method is intended to draw batches of bitmaps and 2014 * will not set the scissor enable or dirty the current layer, if any. 2015 * The caller is responsible for properly dirtying the current layer. 2016 */ 2017status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2018 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2019 const Rect& bounds, const SkPaint* paint) { 2020 mCaches.activeTexture(0); 2021 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2022 if (!texture) return DrawGlInfo::kStatusDone; 2023 2024 const AutoTexture autoCleanup(texture); 2025 2026 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2027 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 2028 2029 const float x = (int) floorf(bounds.left + 0.5f); 2030 const float y = (int) floorf(bounds.top + 0.5f); 2031 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2032 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2033 texture->id, paint, &vertices[0].x, &vertices[0].u, 2034 GL_TRIANGLES, bitmapCount * 6, true, 2035 kModelViewMode_Translate, false); 2036 } else { 2037 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2038 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2039 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2040 kModelViewMode_Translate, false); 2041 } 2042 2043 return DrawGlInfo::kStatusDrew; 2044} 2045 2046status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2047 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2048 return DrawGlInfo::kStatusDone; 2049 } 2050 2051 mCaches.activeTexture(0); 2052 Texture* texture = getTexture(bitmap); 2053 if (!texture) return DrawGlInfo::kStatusDone; 2054 const AutoTexture autoCleanup(texture); 2055 2056 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2057 drawAlphaBitmap(texture, 0, 0, paint); 2058 } else { 2059 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2060 } 2061 2062 return DrawGlInfo::kStatusDrew; 2063} 2064 2065status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2066 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2067 return DrawGlInfo::kStatusDone; 2068 } 2069 2070 mCaches.activeTexture(0); 2071 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2072 const AutoTexture autoCleanup(texture); 2073 2074 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2075 drawAlphaBitmap(texture, 0, 0, paint); 2076 } else { 2077 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2078 } 2079 2080 return DrawGlInfo::kStatusDrew; 2081} 2082 2083status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2084 const float* vertices, const int* colors, const SkPaint* paint) { 2085 if (!vertices || currentSnapshot()->isIgnored()) { 2086 return DrawGlInfo::kStatusDone; 2087 } 2088 2089 // TODO: use quickReject on bounds from vertices 2090 mCaches.enableScissor(); 2091 2092 float left = FLT_MAX; 2093 float top = FLT_MAX; 2094 float right = FLT_MIN; 2095 float bottom = FLT_MIN; 2096 2097 const uint32_t count = meshWidth * meshHeight * 6; 2098 2099 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2100 mesh.setCapacity(count); 2101 ColorTextureVertex* vertex = mesh.editArray(); 2102 2103 bool cleanupColors = false; 2104 if (!colors) { 2105 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2106 int* newColors = new int[colorsCount]; 2107 memset(newColors, 0xff, colorsCount * sizeof(int)); 2108 colors = newColors; 2109 cleanupColors = true; 2110 } 2111 2112 mCaches.activeTexture(0); 2113 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2114 const UvMapper& mapper(getMapper(texture)); 2115 2116 for (int32_t y = 0; y < meshHeight; y++) { 2117 for (int32_t x = 0; x < meshWidth; x++) { 2118 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2119 2120 float u1 = float(x) / meshWidth; 2121 float u2 = float(x + 1) / meshWidth; 2122 float v1 = float(y) / meshHeight; 2123 float v2 = float(y + 1) / meshHeight; 2124 2125 mapper.map(u1, v1, u2, v2); 2126 2127 int ax = i + (meshWidth + 1) * 2; 2128 int ay = ax + 1; 2129 int bx = i; 2130 int by = bx + 1; 2131 int cx = i + 2; 2132 int cy = cx + 1; 2133 int dx = i + (meshWidth + 1) * 2 + 2; 2134 int dy = dx + 1; 2135 2136 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2137 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2138 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2139 2140 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2141 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2142 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2143 2144 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2145 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2146 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2147 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2148 } 2149 } 2150 2151 if (quickRejectSetupScissor(left, top, right, bottom)) { 2152 if (cleanupColors) delete[] colors; 2153 return DrawGlInfo::kStatusDone; 2154 } 2155 2156 if (!texture) { 2157 texture = mCaches.textureCache.get(bitmap); 2158 if (!texture) { 2159 if (cleanupColors) delete[] colors; 2160 return DrawGlInfo::kStatusDone; 2161 } 2162 } 2163 const AutoTexture autoCleanup(texture); 2164 2165 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2166 texture->setFilter(getFilter(paint), true); 2167 2168 int alpha; 2169 SkXfermode::Mode mode; 2170 getAlphaAndMode(paint, &alpha, &mode); 2171 2172 float a = alpha / 255.0f; 2173 2174 if (hasLayer()) { 2175 dirtyLayer(left, top, right, bottom, *currentTransform()); 2176 } 2177 2178 setupDraw(); 2179 setupDrawWithTextureAndColor(); 2180 setupDrawColor(a, a, a, a); 2181 setupDrawColorFilter(getColorFilter(paint)); 2182 setupDrawBlending(paint, true); 2183 setupDrawProgram(); 2184 setupDrawDirtyRegionsDisabled(); 2185 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2186 setupDrawTexture(texture->id); 2187 setupDrawPureColorUniforms(); 2188 setupDrawColorFilterUniforms(getColorFilter(paint)); 2189 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2190 2191 glDrawArrays(GL_TRIANGLES, 0, count); 2192 2193 int slot = mCaches.currentProgram->getAttrib("colors"); 2194 if (slot >= 0) { 2195 glDisableVertexAttribArray(slot); 2196 } 2197 2198 if (cleanupColors) delete[] colors; 2199 2200 return DrawGlInfo::kStatusDrew; 2201} 2202 2203status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2204 float srcLeft, float srcTop, float srcRight, float srcBottom, 2205 float dstLeft, float dstTop, float dstRight, float dstBottom, 2206 const SkPaint* paint) { 2207 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2208 return DrawGlInfo::kStatusDone; 2209 } 2210 2211 mCaches.activeTexture(0); 2212 Texture* texture = getTexture(bitmap); 2213 if (!texture) return DrawGlInfo::kStatusDone; 2214 const AutoTexture autoCleanup(texture); 2215 2216 const float width = texture->width; 2217 const float height = texture->height; 2218 2219 float u1 = fmax(0.0f, srcLeft / width); 2220 float v1 = fmax(0.0f, srcTop / height); 2221 float u2 = fmin(1.0f, srcRight / width); 2222 float v2 = fmin(1.0f, srcBottom / height); 2223 2224 getMapper(texture).map(u1, v1, u2, v2); 2225 2226 mCaches.unbindMeshBuffer(); 2227 resetDrawTextureTexCoords(u1, v1, u2, v2); 2228 2229 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2230 2231 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2232 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2233 2234 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2235 // Apply a scale transform on the canvas only when a shader is in use 2236 // Skia handles the ratio between the dst and src rects as a scale factor 2237 // when a shader is set 2238 bool useScaleTransform = getShader(paint) && scaled; 2239 bool ignoreTransform = false; 2240 2241 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2242 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2243 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2244 2245 dstRight = x + (dstRight - dstLeft); 2246 dstBottom = y + (dstBottom - dstTop); 2247 2248 dstLeft = x; 2249 dstTop = y; 2250 2251 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2252 ignoreTransform = true; 2253 } else { 2254 texture->setFilter(getFilter(paint), true); 2255 } 2256 2257 if (CC_UNLIKELY(useScaleTransform)) { 2258 save(SkCanvas::kMatrix_SaveFlag); 2259 translate(dstLeft, dstTop); 2260 scale(scaleX, scaleY); 2261 2262 dstLeft = 0.0f; 2263 dstTop = 0.0f; 2264 2265 dstRight = srcRight - srcLeft; 2266 dstBottom = srcBottom - srcTop; 2267 } 2268 2269 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2270 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2271 texture->id, paint, 2272 &mMeshVertices[0].x, &mMeshVertices[0].u, 2273 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2274 } else { 2275 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2276 texture->id, paint, texture->blend, 2277 &mMeshVertices[0].x, &mMeshVertices[0].u, 2278 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2279 } 2280 2281 if (CC_UNLIKELY(useScaleTransform)) { 2282 restore(); 2283 } 2284 2285 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2286 2287 return DrawGlInfo::kStatusDrew; 2288} 2289 2290status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2291 float left, float top, float right, float bottom, const SkPaint* paint) { 2292 if (quickRejectSetupScissor(left, top, right, bottom)) { 2293 return DrawGlInfo::kStatusDone; 2294 } 2295 2296 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2297 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2298 right - left, bottom - top, patch); 2299 2300 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2301} 2302 2303status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2304 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2305 const SkPaint* paint) { 2306 if (quickRejectSetupScissor(left, top, right, bottom)) { 2307 return DrawGlInfo::kStatusDone; 2308 } 2309 2310 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2311 mCaches.activeTexture(0); 2312 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2313 if (!texture) return DrawGlInfo::kStatusDone; 2314 const AutoTexture autoCleanup(texture); 2315 2316 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2317 texture->setFilter(GL_LINEAR, true); 2318 2319 const bool pureTranslate = currentTransform()->isPureTranslate(); 2320 // Mark the current layer dirty where we are going to draw the patch 2321 if (hasLayer() && mesh->hasEmptyQuads) { 2322 const float offsetX = left + currentTransform()->getTranslateX(); 2323 const float offsetY = top + currentTransform()->getTranslateY(); 2324 const size_t count = mesh->quads.size(); 2325 for (size_t i = 0; i < count; i++) { 2326 const Rect& bounds = mesh->quads.itemAt(i); 2327 if (CC_LIKELY(pureTranslate)) { 2328 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2329 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2330 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2331 } else { 2332 dirtyLayer(left + bounds.left, top + bounds.top, 2333 left + bounds.right, top + bounds.bottom, *currentTransform()); 2334 } 2335 } 2336 } 2337 2338 bool ignoreTransform = false; 2339 if (CC_LIKELY(pureTranslate)) { 2340 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2341 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2342 2343 right = x + right - left; 2344 bottom = y + bottom - top; 2345 left = x; 2346 top = y; 2347 ignoreTransform = true; 2348 } 2349 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2350 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2351 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2352 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2353 } 2354 2355 return DrawGlInfo::kStatusDrew; 2356} 2357 2358/** 2359 * Important note: this method is intended to draw batches of 9-patch objects and 2360 * will not set the scissor enable or dirty the current layer, if any. 2361 * The caller is responsible for properly dirtying the current layer. 2362 */ 2363status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2364 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2365 mCaches.activeTexture(0); 2366 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2367 if (!texture) return DrawGlInfo::kStatusDone; 2368 const AutoTexture autoCleanup(texture); 2369 2370 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2371 texture->setFilter(GL_LINEAR, true); 2372 2373 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2374 texture->blend, &vertices[0].x, &vertices[0].u, 2375 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2376 2377 return DrawGlInfo::kStatusDrew; 2378} 2379 2380status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2381 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2382 // not missing call to quickReject/dirtyLayer, always done at a higher level 2383 if (!vertexBuffer.getVertexCount()) { 2384 // no vertices to draw 2385 return DrawGlInfo::kStatusDone; 2386 } 2387 2388 Rect bounds(vertexBuffer.getBounds()); 2389 bounds.translate(translateX, translateY); 2390 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2391 2392 int color = paint->getColor(); 2393 bool isAA = paint->isAntiAlias(); 2394 2395 setupDraw(); 2396 setupDrawNoTexture(); 2397 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2398 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2399 setupDrawColorFilter(getColorFilter(paint)); 2400 setupDrawShader(getShader(paint)); 2401 setupDrawBlending(paint, isAA); 2402 setupDrawProgram(); 2403 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2404 translateX, translateY, 0, 0); 2405 setupDrawColorUniforms(getShader(paint)); 2406 setupDrawColorFilterUniforms(getColorFilter(paint)); 2407 setupDrawShaderUniforms(getShader(paint)); 2408 2409 const void* vertices = vertexBuffer.getBuffer(); 2410 mCaches.unbindMeshBuffer(); 2411 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2412 mCaches.resetTexCoordsVertexPointer(); 2413 2414 int alphaSlot = -1; 2415 if (isAA) { 2416 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2417 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2418 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2419 glEnableVertexAttribArray(alphaSlot); 2420 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2421 } 2422 2423 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2424 if (mode == VertexBuffer::kStandard) { 2425 mCaches.unbindIndicesBuffer(); 2426 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2427 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2428 mCaches.bindShadowIndicesBuffer(); 2429 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2430 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2431 mCaches.bindShadowIndicesBuffer(); 2432 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2433 } else if (mode == VertexBuffer::kIndices) { 2434 mCaches.unbindIndicesBuffer(); 2435 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT, 2436 vertexBuffer.getIndices()); 2437 } 2438 2439 if (isAA) { 2440 glDisableVertexAttribArray(alphaSlot); 2441 } 2442 2443 return DrawGlInfo::kStatusDrew; 2444} 2445 2446/** 2447 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2448 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2449 * screen space in all directions. However, instead of using a fragment shader to compute the 2450 * translucency of the color from its position, we simply use a varying parameter to define how far 2451 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2452 * 2453 * Doesn't yet support joins, caps, or path effects. 2454 */ 2455status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2456 VertexBuffer vertexBuffer; 2457 // TODO: try clipping large paths to viewport 2458 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2459 return drawVertexBuffer(vertexBuffer, paint); 2460} 2461 2462/** 2463 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2464 * and additional geometry for defining an alpha slope perimeter. 2465 * 2466 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2467 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2468 * in-shader alpha region, but found it to be taxing on some GPUs. 2469 * 2470 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2471 * memory transfer by removing need for degenerate vertices. 2472 */ 2473status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2474 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2475 2476 count &= ~0x3; // round down to nearest four 2477 2478 VertexBuffer buffer; 2479 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2480 const Rect& bounds = buffer.getBounds(); 2481 2482 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2483 return DrawGlInfo::kStatusDone; 2484 } 2485 2486 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2487 return drawVertexBuffer(buffer, paint, displayFlags); 2488} 2489 2490status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2491 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2492 2493 count &= ~0x1; // round down to nearest two 2494 2495 VertexBuffer buffer; 2496 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2497 2498 const Rect& bounds = buffer.getBounds(); 2499 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2500 return DrawGlInfo::kStatusDone; 2501 } 2502 2503 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2504 return drawVertexBuffer(buffer, paint, displayFlags); 2505} 2506 2507status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2508 // No need to check against the clip, we fill the clip region 2509 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2510 2511 Rect clip(*currentClipRect()); 2512 clip.snapToPixelBoundaries(); 2513 2514 SkPaint paint; 2515 paint.setColor(color); 2516 paint.setXfermodeMode(mode); 2517 2518 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2519 2520 return DrawGlInfo::kStatusDrew; 2521} 2522 2523status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2524 const SkPaint* paint) { 2525 if (!texture) return DrawGlInfo::kStatusDone; 2526 const AutoTexture autoCleanup(texture); 2527 2528 const float x = left + texture->left - texture->offset; 2529 const float y = top + texture->top - texture->offset; 2530 2531 drawPathTexture(texture, x, y, paint); 2532 2533 return DrawGlInfo::kStatusDrew; 2534} 2535 2536status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2537 float rx, float ry, const SkPaint* p) { 2538 if (currentSnapshot()->isIgnored() 2539 || quickRejectSetupScissor(left, top, right, bottom, p) 2540 || paintWillNotDraw(*p)) { 2541 return DrawGlInfo::kStatusDone; 2542 } 2543 2544 if (p->getPathEffect() != 0) { 2545 mCaches.activeTexture(0); 2546 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2547 right - left, bottom - top, rx, ry, p); 2548 return drawShape(left, top, texture, p); 2549 } 2550 2551 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2552 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2553 return drawVertexBuffer(left, top, *vertexBuffer, p); 2554} 2555 2556status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2557 if (currentSnapshot()->isIgnored() 2558 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2559 || paintWillNotDraw(*p)) { 2560 return DrawGlInfo::kStatusDone; 2561 } 2562 if (p->getPathEffect() != 0) { 2563 mCaches.activeTexture(0); 2564 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2565 return drawShape(x - radius, y - radius, texture, p); 2566 } 2567 2568 SkPath path; 2569 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2570 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2571 } else { 2572 path.addCircle(x, y, radius); 2573 } 2574 return drawConvexPath(path, p); 2575} 2576 2577status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2578 const SkPaint* p) { 2579 if (currentSnapshot()->isIgnored() 2580 || quickRejectSetupScissor(left, top, right, bottom, p) 2581 || paintWillNotDraw(*p)) { 2582 return DrawGlInfo::kStatusDone; 2583 } 2584 2585 if (p->getPathEffect() != 0) { 2586 mCaches.activeTexture(0); 2587 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2588 return drawShape(left, top, texture, p); 2589 } 2590 2591 SkPath path; 2592 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2593 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2594 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2595 } 2596 path.addOval(rect); 2597 return drawConvexPath(path, p); 2598} 2599 2600status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2601 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2602 if (currentSnapshot()->isIgnored() 2603 || quickRejectSetupScissor(left, top, right, bottom, p) 2604 || paintWillNotDraw(*p)) { 2605 return DrawGlInfo::kStatusDone; 2606 } 2607 2608 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2609 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2610 mCaches.activeTexture(0); 2611 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2612 startAngle, sweepAngle, useCenter, p); 2613 return drawShape(left, top, texture, p); 2614 } 2615 2616 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2617 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2618 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2619 } 2620 2621 SkPath path; 2622 if (useCenter) { 2623 path.moveTo(rect.centerX(), rect.centerY()); 2624 } 2625 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2626 if (useCenter) { 2627 path.close(); 2628 } 2629 return drawConvexPath(path, p); 2630} 2631 2632// See SkPaintDefaults.h 2633#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2634 2635status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2636 const SkPaint* p) { 2637 if (currentSnapshot()->isIgnored() 2638 || quickRejectSetupScissor(left, top, right, bottom, p) 2639 || paintWillNotDraw(*p)) { 2640 return DrawGlInfo::kStatusDone; 2641 } 2642 2643 if (p->getStyle() != SkPaint::kFill_Style) { 2644 // only fill style is supported by drawConvexPath, since others have to handle joins 2645 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2646 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2647 mCaches.activeTexture(0); 2648 const PathTexture* texture = 2649 mCaches.pathCache.getRect(right - left, bottom - top, p); 2650 return drawShape(left, top, texture, p); 2651 } 2652 2653 SkPath path; 2654 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2655 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2656 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2657 } 2658 path.addRect(rect); 2659 return drawConvexPath(path, p); 2660 } 2661 2662 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2663 SkPath path; 2664 path.addRect(left, top, right, bottom); 2665 return drawConvexPath(path, p); 2666 } else { 2667 drawColorRect(left, top, right, bottom, p); 2668 return DrawGlInfo::kStatusDrew; 2669 } 2670} 2671 2672void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2673 int bytesCount, int count, const float* positions, 2674 FontRenderer& fontRenderer, int alpha, float x, float y) { 2675 mCaches.activeTexture(0); 2676 2677 TextShadow textShadow; 2678 if (!getTextShadow(paint, &textShadow)) { 2679 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2680 } 2681 2682 // NOTE: The drop shadow will not perform gamma correction 2683 // if shader-based correction is enabled 2684 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2685 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2686 paint, text, bytesCount, count, textShadow.radius, positions); 2687 // If the drop shadow exceeds the max texture size or couldn't be 2688 // allocated, skip drawing 2689 if (!shadow) return; 2690 const AutoTexture autoCleanup(shadow); 2691 2692 const float sx = x - shadow->left + textShadow.dx; 2693 const float sy = y - shadow->top + textShadow.dy; 2694 2695 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2696 if (getShader(paint)) { 2697 textShadow.color = SK_ColorWHITE; 2698 } 2699 2700 setupDraw(); 2701 setupDrawWithTexture(true); 2702 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2703 setupDrawColorFilter(getColorFilter(paint)); 2704 setupDrawShader(getShader(paint)); 2705 setupDrawBlending(paint, true); 2706 setupDrawProgram(); 2707 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2708 sx, sy, sx + shadow->width, sy + shadow->height); 2709 setupDrawTexture(shadow->id); 2710 setupDrawPureColorUniforms(); 2711 setupDrawColorFilterUniforms(getColorFilter(paint)); 2712 setupDrawShaderUniforms(getShader(paint)); 2713 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2714 2715 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2716} 2717 2718bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2719 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2720 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2721} 2722 2723status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2724 const float* positions, const SkPaint* paint) { 2725 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2726 return DrawGlInfo::kStatusDone; 2727 } 2728 2729 // NOTE: Skia does not support perspective transform on drawPosText yet 2730 if (!currentTransform()->isSimple()) { 2731 return DrawGlInfo::kStatusDone; 2732 } 2733 2734 mCaches.enableScissor(); 2735 2736 float x = 0.0f; 2737 float y = 0.0f; 2738 const bool pureTranslate = currentTransform()->isPureTranslate(); 2739 if (pureTranslate) { 2740 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2741 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2742 } 2743 2744 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2745 fontRenderer.setFont(paint, SkMatrix::I()); 2746 2747 int alpha; 2748 SkXfermode::Mode mode; 2749 getAlphaAndMode(paint, &alpha, &mode); 2750 2751 if (CC_UNLIKELY(hasTextShadow(paint))) { 2752 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2753 alpha, 0.0f, 0.0f); 2754 } 2755 2756 // Pick the appropriate texture filtering 2757 bool linearFilter = currentTransform()->changesBounds(); 2758 if (pureTranslate && !linearFilter) { 2759 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2760 } 2761 fontRenderer.setTextureFiltering(linearFilter); 2762 2763 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2764 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2765 2766 const bool hasActiveLayer = hasLayer(); 2767 2768 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2769 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2770 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2771 if (hasActiveLayer) { 2772 if (!pureTranslate) { 2773 currentTransform()->mapRect(bounds); 2774 } 2775 dirtyLayerUnchecked(bounds, getRegion()); 2776 } 2777 } 2778 2779 return DrawGlInfo::kStatusDrew; 2780} 2781 2782bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2783 if (CC_LIKELY(transform.isPureTranslate())) { 2784 outMatrix->setIdentity(); 2785 return false; 2786 } else if (CC_UNLIKELY(transform.isPerspective())) { 2787 outMatrix->setIdentity(); 2788 return true; 2789 } 2790 2791 /** 2792 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2793 * with values rounded to the nearest int. 2794 */ 2795 float sx, sy; 2796 transform.decomposeScale(sx, sy); 2797 outMatrix->setScale( 2798 roundf(fmaxf(1.0f, sx)), 2799 roundf(fmaxf(1.0f, sy))); 2800 return true; 2801} 2802 2803status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2804 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2805 DrawOpMode drawOpMode) { 2806 2807 if (drawOpMode == kDrawOpMode_Immediate) { 2808 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2809 // drawing as ops from DeferredDisplayList are already filtered for these 2810 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2811 quickRejectSetupScissor(bounds)) { 2812 return DrawGlInfo::kStatusDone; 2813 } 2814 } 2815 2816 const float oldX = x; 2817 const float oldY = y; 2818 2819 const mat4& transform = *currentTransform(); 2820 const bool pureTranslate = transform.isPureTranslate(); 2821 2822 if (CC_LIKELY(pureTranslate)) { 2823 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2824 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2825 } 2826 2827 int alpha; 2828 SkXfermode::Mode mode; 2829 getAlphaAndMode(paint, &alpha, &mode); 2830 2831 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2832 2833 if (CC_UNLIKELY(hasTextShadow(paint))) { 2834 fontRenderer.setFont(paint, SkMatrix::I()); 2835 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2836 alpha, oldX, oldY); 2837 } 2838 2839 const bool hasActiveLayer = hasLayer(); 2840 2841 // We only pass a partial transform to the font renderer. That partial 2842 // matrix defines how glyphs are rasterized. Typically we want glyphs 2843 // to be rasterized at their final size on screen, which means the partial 2844 // matrix needs to take the scale factor into account. 2845 // When a partial matrix is used to transform glyphs during rasterization, 2846 // the mesh is generated with the inverse transform (in the case of scale, 2847 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2848 // apply the full transform matrix at draw time in the vertex shader. 2849 // Applying the full matrix in the shader is the easiest way to handle 2850 // rotation and perspective and allows us to always generated quads in the 2851 // font renderer which greatly simplifies the code, clipping in particular. 2852 SkMatrix fontTransform; 2853 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2854 || fabs(y - (int) y) > 0.0f 2855 || fabs(x - (int) x) > 0.0f; 2856 fontRenderer.setFont(paint, fontTransform); 2857 fontRenderer.setTextureFiltering(linearFilter); 2858 2859 // TODO: Implement better clipping for scaled/rotated text 2860 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2861 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2862 2863 bool status; 2864 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2865 2866 // don't call issuedrawcommand, do it at end of batch 2867 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2868 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2869 SkPaint paintCopy(*paint); 2870 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2871 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2872 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2873 } else { 2874 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2875 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2876 } 2877 2878 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2879 if (!pureTranslate) { 2880 transform.mapRect(layerBounds); 2881 } 2882 dirtyLayerUnchecked(layerBounds, getRegion()); 2883 } 2884 2885 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2886 2887 return DrawGlInfo::kStatusDrew; 2888} 2889 2890status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2891 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2892 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2893 return DrawGlInfo::kStatusDone; 2894 } 2895 2896 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2897 mCaches.enableScissor(); 2898 2899 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2900 fontRenderer.setFont(paint, SkMatrix::I()); 2901 fontRenderer.setTextureFiltering(true); 2902 2903 int alpha; 2904 SkXfermode::Mode mode; 2905 getAlphaAndMode(paint, &alpha, &mode); 2906 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2907 2908 const Rect* clip = &mSnapshot->getLocalClip(); 2909 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2910 2911 const bool hasActiveLayer = hasLayer(); 2912 2913 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2914 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2915 if (hasActiveLayer) { 2916 currentTransform()->mapRect(bounds); 2917 dirtyLayerUnchecked(bounds, getRegion()); 2918 } 2919 } 2920 2921 return DrawGlInfo::kStatusDrew; 2922} 2923 2924status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2925 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2926 2927 mCaches.activeTexture(0); 2928 2929 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2930 if (!texture) return DrawGlInfo::kStatusDone; 2931 const AutoTexture autoCleanup(texture); 2932 2933 const float x = texture->left - texture->offset; 2934 const float y = texture->top - texture->offset; 2935 2936 drawPathTexture(texture, x, y, paint); 2937 2938 return DrawGlInfo::kStatusDrew; 2939} 2940 2941status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2942 if (!layer) { 2943 return DrawGlInfo::kStatusDone; 2944 } 2945 2946 mat4* transform = NULL; 2947 if (layer->isTextureLayer()) { 2948 transform = &layer->getTransform(); 2949 if (!transform->isIdentity()) { 2950 save(SkCanvas::kMatrix_SaveFlag); 2951 concatMatrix(*transform); 2952 } 2953 } 2954 2955 bool clipRequired = false; 2956 const bool rejected = calculateQuickRejectForScissor(x, y, 2957 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2958 2959 if (rejected) { 2960 if (transform && !transform->isIdentity()) { 2961 restore(); 2962 } 2963 return DrawGlInfo::kStatusDone; 2964 } 2965 2966 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2967 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2968 2969 updateLayer(layer, true); 2970 2971 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2972 mCaches.activeTexture(0); 2973 2974 if (CC_LIKELY(!layer->region.isEmpty())) { 2975 if (layer->region.isRect()) { 2976 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2977 composeLayerRect(layer, layer->regionRect)); 2978 } else if (layer->mesh) { 2979 2980 const float a = getLayerAlpha(layer); 2981 setupDraw(); 2982 setupDrawWithTexture(); 2983 setupDrawColor(a, a, a, a); 2984 setupDrawColorFilter(layer->getColorFilter()); 2985 setupDrawBlending(layer); 2986 setupDrawProgram(); 2987 setupDrawPureColorUniforms(); 2988 setupDrawColorFilterUniforms(layer->getColorFilter()); 2989 setupDrawTexture(layer->getTexture()); 2990 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2991 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2992 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2993 2994 layer->setFilter(GL_NEAREST); 2995 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2996 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2997 } else { 2998 layer->setFilter(GL_LINEAR); 2999 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3000 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3001 } 3002 3003 TextureVertex* mesh = &layer->mesh[0]; 3004 GLsizei elementsCount = layer->meshElementCount; 3005 3006 while (elementsCount > 0) { 3007 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3008 3009 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3010 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3011 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3012 3013 elementsCount -= drawCount; 3014 // Though there are 4 vertices in a quad, we use 6 indices per 3015 // quad to draw with GL_TRIANGLES 3016 mesh += (drawCount / 6) * 4; 3017 } 3018 3019#if DEBUG_LAYERS_AS_REGIONS 3020 drawRegionRectsDebug(layer->region); 3021#endif 3022 } 3023 3024 if (layer->debugDrawUpdate) { 3025 layer->debugDrawUpdate = false; 3026 3027 SkPaint paint; 3028 paint.setColor(0x7f00ff00); 3029 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3030 } 3031 } 3032 layer->hasDrawnSinceUpdate = true; 3033 3034 if (transform && !transform->isIdentity()) { 3035 restore(); 3036 } 3037 3038 return DrawGlInfo::kStatusDrew; 3039} 3040 3041/////////////////////////////////////////////////////////////////////////////// 3042// Draw filters 3043/////////////////////////////////////////////////////////////////////////////// 3044 3045void OpenGLRenderer::resetPaintFilter() { 3046 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3047 // comparison, see MergingDrawBatch::canMergeWith 3048 mDrawModifiers.mHasDrawFilter = false; 3049 mDrawModifiers.mPaintFilterClearBits = 0; 3050 mDrawModifiers.mPaintFilterSetBits = 0; 3051} 3052 3053void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3054 // TODO: don't bother with boolean, it's redundant with clear/set bits 3055 mDrawModifiers.mHasDrawFilter = true; 3056 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3057 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3058} 3059 3060const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3061 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp 3062 // to avoid clobbering 0x02 paint flag 3063 3064 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG. 3065 static const uint32_t sFilterBitmapFlag = 0x02; 3066 3067 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3068 return paint; 3069 } 3070 3071 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits; 3072 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits; 3073 3074 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits; 3075 mFilteredPaint = *paint; 3076 mFilteredPaint.setFlags(flags); 3077 3078 // check if paint filter trying to override bitmap filter 3079 if ((clearBits | setBits) & sFilterBitmapFlag) { 3080 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag 3081 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel); 3082 } 3083 3084 return &mFilteredPaint; 3085} 3086 3087/////////////////////////////////////////////////////////////////////////////// 3088// Drawing implementation 3089/////////////////////////////////////////////////////////////////////////////// 3090 3091Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3092 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3093 if (!texture) { 3094 return mCaches.textureCache.get(bitmap); 3095 } 3096 return texture; 3097} 3098 3099void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3100 float x, float y, const SkPaint* paint) { 3101 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3102 return; 3103 } 3104 3105 int alpha; 3106 SkXfermode::Mode mode; 3107 getAlphaAndMode(paint, &alpha, &mode); 3108 3109 setupDraw(); 3110 setupDrawWithTexture(true); 3111 setupDrawAlpha8Color(paint->getColor(), alpha); 3112 setupDrawColorFilter(getColorFilter(paint)); 3113 setupDrawShader(getShader(paint)); 3114 setupDrawBlending(paint, true); 3115 setupDrawProgram(); 3116 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3117 x, y, x + texture->width, y + texture->height); 3118 setupDrawTexture(texture->id); 3119 setupDrawPureColorUniforms(); 3120 setupDrawColorFilterUniforms(getColorFilter(paint)); 3121 setupDrawShaderUniforms(getShader(paint)); 3122 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3123 3124 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3125} 3126 3127// Same values used by Skia 3128#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3129#define kStdUnderline_Offset (1.0f / 9.0f) 3130#define kStdUnderline_Thickness (1.0f / 18.0f) 3131 3132void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3133 const SkPaint* paint) { 3134 // Handle underline and strike-through 3135 uint32_t flags = paint->getFlags(); 3136 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3137 SkPaint paintCopy(*paint); 3138 3139 if (CC_LIKELY(underlineWidth > 0.0f)) { 3140 const float textSize = paintCopy.getTextSize(); 3141 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3142 3143 const float left = x; 3144 float top = 0.0f; 3145 3146 int linesCount = 0; 3147 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3148 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3149 3150 const int pointsCount = 4 * linesCount; 3151 float points[pointsCount]; 3152 int currentPoint = 0; 3153 3154 if (flags & SkPaint::kUnderlineText_Flag) { 3155 top = y + textSize * kStdUnderline_Offset; 3156 points[currentPoint++] = left; 3157 points[currentPoint++] = top; 3158 points[currentPoint++] = left + underlineWidth; 3159 points[currentPoint++] = top; 3160 } 3161 3162 if (flags & SkPaint::kStrikeThruText_Flag) { 3163 top = y + textSize * kStdStrikeThru_Offset; 3164 points[currentPoint++] = left; 3165 points[currentPoint++] = top; 3166 points[currentPoint++] = left + underlineWidth; 3167 points[currentPoint++] = top; 3168 } 3169 3170 paintCopy.setStrokeWidth(strokeWidth); 3171 3172 drawLines(&points[0], pointsCount, &paintCopy); 3173 } 3174 } 3175} 3176 3177status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3178 if (currentSnapshot()->isIgnored()) { 3179 return DrawGlInfo::kStatusDone; 3180 } 3181 3182 return drawColorRects(rects, count, paint, false, true, true); 3183} 3184 3185status_t OpenGLRenderer::drawShadow(float casterAlpha, 3186 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3187 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3188 3189 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3190 mCaches.enableScissor(); 3191 3192 SkPaint paint; 3193 paint.setAntiAlias(true); // want to use AlphaVertex 3194 3195 // The caller has made sure casterAlpha > 0. 3196 float ambientShadowAlpha = mAmbientShadowAlpha; 3197 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3198 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3199 } 3200 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3201 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3202 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3203 } 3204 3205 float spotShadowAlpha = mSpotShadowAlpha; 3206 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3207 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3208 } 3209 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3210 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3211 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3212 } 3213 3214 return DrawGlInfo::kStatusDrew; 3215} 3216 3217status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3218 bool ignoreTransform, bool dirty, bool clip) { 3219 if (count == 0) { 3220 return DrawGlInfo::kStatusDone; 3221 } 3222 3223 int color = paint->getColor(); 3224 // If a shader is set, preserve only the alpha 3225 if (getShader(paint)) { 3226 color |= 0x00ffffff; 3227 } 3228 3229 float left = FLT_MAX; 3230 float top = FLT_MAX; 3231 float right = FLT_MIN; 3232 float bottom = FLT_MIN; 3233 3234 Vertex mesh[count]; 3235 Vertex* vertex = mesh; 3236 3237 for (int index = 0; index < count; index += 4) { 3238 float l = rects[index + 0]; 3239 float t = rects[index + 1]; 3240 float r = rects[index + 2]; 3241 float b = rects[index + 3]; 3242 3243 Vertex::set(vertex++, l, t); 3244 Vertex::set(vertex++, r, t); 3245 Vertex::set(vertex++, l, b); 3246 Vertex::set(vertex++, r, b); 3247 3248 left = fminf(left, l); 3249 top = fminf(top, t); 3250 right = fmaxf(right, r); 3251 bottom = fmaxf(bottom, b); 3252 } 3253 3254 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3255 return DrawGlInfo::kStatusDone; 3256 } 3257 3258 setupDraw(); 3259 setupDrawNoTexture(); 3260 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3261 setupDrawShader(getShader(paint)); 3262 setupDrawColorFilter(getColorFilter(paint)); 3263 setupDrawBlending(paint); 3264 setupDrawProgram(); 3265 setupDrawDirtyRegionsDisabled(); 3266 setupDrawModelView(kModelViewMode_Translate, false, 3267 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3268 setupDrawColorUniforms(getShader(paint)); 3269 setupDrawShaderUniforms(getShader(paint)); 3270 setupDrawColorFilterUniforms(getColorFilter(paint)); 3271 3272 if (dirty && hasLayer()) { 3273 dirtyLayer(left, top, right, bottom, *currentTransform()); 3274 } 3275 3276 issueIndexedQuadDraw(&mesh[0], count / 4); 3277 3278 return DrawGlInfo::kStatusDrew; 3279} 3280 3281void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3282 const SkPaint* paint, bool ignoreTransform) { 3283 int color = paint->getColor(); 3284 // If a shader is set, preserve only the alpha 3285 if (getShader(paint)) { 3286 color |= 0x00ffffff; 3287 } 3288 3289 setupDraw(); 3290 setupDrawNoTexture(); 3291 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3292 setupDrawShader(getShader(paint)); 3293 setupDrawColorFilter(getColorFilter(paint)); 3294 setupDrawBlending(paint); 3295 setupDrawProgram(); 3296 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3297 left, top, right, bottom, ignoreTransform); 3298 setupDrawColorUniforms(getShader(paint)); 3299 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3300 setupDrawColorFilterUniforms(getColorFilter(paint)); 3301 setupDrawSimpleMesh(); 3302 3303 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3304} 3305 3306void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3307 Texture* texture, const SkPaint* paint) { 3308 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3309 3310 GLvoid* vertices = (GLvoid*) NULL; 3311 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3312 3313 if (texture->uvMapper) { 3314 vertices = &mMeshVertices[0].x; 3315 texCoords = &mMeshVertices[0].u; 3316 3317 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3318 texture->uvMapper->map(uvs); 3319 3320 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3321 } 3322 3323 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3324 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3325 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3326 3327 texture->setFilter(GL_NEAREST, true); 3328 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3329 paint, texture->blend, vertices, texCoords, 3330 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3331 } else { 3332 texture->setFilter(getFilter(paint), true); 3333 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3334 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3335 } 3336 3337 if (texture->uvMapper) { 3338 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3339 } 3340} 3341 3342void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3343 GLuint texture, const SkPaint* paint, bool blend, 3344 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3345 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3346 ModelViewMode modelViewMode, bool dirty) { 3347 3348 int a; 3349 SkXfermode::Mode mode; 3350 getAlphaAndMode(paint, &a, &mode); 3351 const float alpha = a / 255.0f; 3352 3353 setupDraw(); 3354 setupDrawWithTexture(); 3355 setupDrawColor(alpha, alpha, alpha, alpha); 3356 setupDrawColorFilter(getColorFilter(paint)); 3357 setupDrawBlending(paint, blend, swapSrcDst); 3358 setupDrawProgram(); 3359 if (!dirty) setupDrawDirtyRegionsDisabled(); 3360 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3361 setupDrawTexture(texture); 3362 setupDrawPureColorUniforms(); 3363 setupDrawColorFilterUniforms(getColorFilter(paint)); 3364 setupDrawMesh(vertices, texCoords, vbo); 3365 3366 glDrawArrays(drawMode, 0, elementsCount); 3367} 3368 3369void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3370 GLuint texture, const SkPaint* paint, bool blend, 3371 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3372 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3373 ModelViewMode modelViewMode, bool dirty) { 3374 3375 int a; 3376 SkXfermode::Mode mode; 3377 getAlphaAndMode(paint, &a, &mode); 3378 const float alpha = a / 255.0f; 3379 3380 setupDraw(); 3381 setupDrawWithTexture(); 3382 setupDrawColor(alpha, alpha, alpha, alpha); 3383 setupDrawColorFilter(getColorFilter(paint)); 3384 setupDrawBlending(paint, blend, swapSrcDst); 3385 setupDrawProgram(); 3386 if (!dirty) setupDrawDirtyRegionsDisabled(); 3387 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3388 setupDrawTexture(texture); 3389 setupDrawPureColorUniforms(); 3390 setupDrawColorFilterUniforms(getColorFilter(paint)); 3391 setupDrawMeshIndices(vertices, texCoords, vbo); 3392 3393 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3394} 3395 3396void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3397 GLuint texture, const SkPaint* paint, 3398 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3399 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3400 3401 int color = paint != NULL ? paint->getColor() : 0; 3402 int alpha; 3403 SkXfermode::Mode mode; 3404 getAlphaAndMode(paint, &alpha, &mode); 3405 3406 setupDraw(); 3407 setupDrawWithTexture(true); 3408 if (paint != NULL) { 3409 setupDrawAlpha8Color(color, alpha); 3410 } 3411 setupDrawColorFilter(getColorFilter(paint)); 3412 setupDrawShader(getShader(paint)); 3413 setupDrawBlending(paint, true); 3414 setupDrawProgram(); 3415 if (!dirty) setupDrawDirtyRegionsDisabled(); 3416 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3417 setupDrawTexture(texture); 3418 setupDrawPureColorUniforms(); 3419 setupDrawColorFilterUniforms(getColorFilter(paint)); 3420 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3421 setupDrawMesh(vertices, texCoords); 3422 3423 glDrawArrays(drawMode, 0, elementsCount); 3424} 3425 3426void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3427 ProgramDescription& description, bool swapSrcDst) { 3428 3429 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3430 blend = true; 3431 mDescription.hasRoundRectClip = true; 3432 } 3433 mSkipOutlineClip = true; 3434 3435 if (mCountOverdraw) { 3436 if (!mCaches.blend) glEnable(GL_BLEND); 3437 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3438 glBlendFunc(GL_ONE, GL_ONE); 3439 } 3440 3441 mCaches.blend = true; 3442 mCaches.lastSrcMode = GL_ONE; 3443 mCaches.lastDstMode = GL_ONE; 3444 3445 return; 3446 } 3447 3448 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3449 3450 if (blend) { 3451 // These blend modes are not supported by OpenGL directly and have 3452 // to be implemented using shaders. Since the shader will perform 3453 // the blending, turn blending off here 3454 // If the blend mode cannot be implemented using shaders, fall 3455 // back to the default SrcOver blend mode instead 3456 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3457 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3458 description.framebufferMode = mode; 3459 description.swapSrcDst = swapSrcDst; 3460 3461 if (mCaches.blend) { 3462 glDisable(GL_BLEND); 3463 mCaches.blend = false; 3464 } 3465 3466 return; 3467 } else { 3468 mode = SkXfermode::kSrcOver_Mode; 3469 } 3470 } 3471 3472 if (!mCaches.blend) { 3473 glEnable(GL_BLEND); 3474 } 3475 3476 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3477 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3478 3479 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3480 glBlendFunc(sourceMode, destMode); 3481 mCaches.lastSrcMode = sourceMode; 3482 mCaches.lastDstMode = destMode; 3483 } 3484 } else if (mCaches.blend) { 3485 glDisable(GL_BLEND); 3486 } 3487 mCaches.blend = blend; 3488} 3489 3490bool OpenGLRenderer::useProgram(Program* program) { 3491 if (!program->isInUse()) { 3492 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3493 program->use(); 3494 mCaches.currentProgram = program; 3495 return false; 3496 } 3497 return true; 3498} 3499 3500void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3501 TextureVertex* v = &mMeshVertices[0]; 3502 TextureVertex::setUV(v++, u1, v1); 3503 TextureVertex::setUV(v++, u2, v1); 3504 TextureVertex::setUV(v++, u1, v2); 3505 TextureVertex::setUV(v++, u2, v2); 3506} 3507 3508void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3509 getAlphaAndModeDirect(paint, alpha, mode); 3510 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3511 // if drawing a layer, ignore the paint's alpha 3512 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3513 } 3514 *alpha *= currentSnapshot()->alpha; 3515} 3516 3517float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3518 float alpha; 3519 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3520 alpha = mDrawModifiers.mOverrideLayerAlpha; 3521 } else { 3522 alpha = layer->getAlpha() / 255.0f; 3523 } 3524 return alpha * currentSnapshot()->alpha; 3525} 3526 3527}; // namespace uirenderer 3528}; // namespace android 3529