OpenGLRenderer.cpp revision 8f0095cd33558e9cc8a440047908e53b68906f5f
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glViewport(0, 0, width, height); 129 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 130 131 mWidth = width; 132 mHeight = height; 133 134 mFirstSnapshot->height = height; 135 mFirstSnapshot->viewport.set(0, 0, width, height); 136 137 mDirtyClip = false; 138} 139 140void OpenGLRenderer::prepare(bool opaque) { 141 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 142} 143 144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 147 mSnapshot = new Snapshot(mFirstSnapshot, 148 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 149 mSnapshot->fbo = getTargetFbo(); 150 151 mSaveCount = 1; 152 153 glViewport(0, 0, mWidth, mHeight); 154 155 glDisable(GL_DITHER); 156 157 glEnable(GL_SCISSOR_TEST); 158 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 mSnapshot->setClip(left, top, right, bottom); 160 161 if (!opaque) { 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 glClear(GL_COLOR_BUFFER_BIT); 164 } 165} 166 167void OpenGLRenderer::finish() { 168#if DEBUG_OPENGL 169 GLenum status = GL_NO_ERROR; 170 while ((status = glGetError()) != GL_NO_ERROR) { 171 LOGD("GL error from OpenGLRenderer: 0x%x", status); 172 switch (status) { 173 case GL_OUT_OF_MEMORY: 174 LOGE(" OpenGLRenderer is out of memory!"); 175 break; 176 } 177 } 178#endif 179#if DEBUG_MEMORY_USAGE 180 mCaches.dumpMemoryUsage(); 181#else 182 if (mCaches.getDebugLevel() & kDebugMemory) { 183 mCaches.dumpMemoryUsage(); 184 } 185#endif 186} 187 188void OpenGLRenderer::interrupt() { 189 if (mCaches.currentProgram) { 190 if (mCaches.currentProgram->isInUse()) { 191 mCaches.currentProgram->remove(); 192 mCaches.currentProgram = NULL; 193 } 194 } 195 mCaches.unbindMeshBuffer(); 196} 197 198void OpenGLRenderer::resume() { 199 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 200 201 glEnable(GL_SCISSOR_TEST); 202 dirtyClip(); 203 204 glDisable(GL_DITHER); 205 206 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 207 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 208 209 mCaches.blend = true; 210 glEnable(GL_BLEND); 211 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 212 glBlendEquation(GL_FUNC_ADD); 213} 214 215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 216 interrupt(); 217 if (mDirtyClip) { 218 setScissorFromClip(); 219 } 220 221 Rect clip(*mSnapshot->clipRect); 222 clip.snapToPixelBoundaries(); 223 224#if RENDER_LAYERS_AS_REGIONS 225 // Since we don't know what the functor will draw, let's dirty 226 // tne entire clip region 227 if (hasLayer()) { 228 dirtyLayerUnchecked(clip, getRegion()); 229 } 230#endif 231 232 DrawGlInfo info; 233 info.clipLeft = clip.left; 234 info.clipTop = clip.top; 235 info.clipRight = clip.right; 236 info.clipBottom = clip.bottom; 237 info.isLayer = hasLayer(); 238 getSnapshot()->transform->copyTo(&info.transform[0]); 239 240 status_t result = (*functor)(0, &info); 241 242 if (result != 0) { 243 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 244 dirty.unionWith(localDirty); 245 } 246 247 resume(); 248 return result != 0; 249} 250 251/////////////////////////////////////////////////////////////////////////////// 252// State management 253/////////////////////////////////////////////////////////////////////////////// 254 255int OpenGLRenderer::getSaveCount() const { 256 return mSaveCount; 257} 258 259int OpenGLRenderer::save(int flags) { 260 return saveSnapshot(flags); 261} 262 263void OpenGLRenderer::restore() { 264 if (mSaveCount > 1) { 265 restoreSnapshot(); 266 } 267} 268 269void OpenGLRenderer::restoreToCount(int saveCount) { 270 if (saveCount < 1) saveCount = 1; 271 272 while (mSaveCount > saveCount) { 273 restoreSnapshot(); 274 } 275} 276 277int OpenGLRenderer::saveSnapshot(int flags) { 278 mSnapshot = new Snapshot(mSnapshot, flags); 279 return mSaveCount++; 280} 281 282bool OpenGLRenderer::restoreSnapshot() { 283 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 284 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 285 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 286 287 sp<Snapshot> current = mSnapshot; 288 sp<Snapshot> previous = mSnapshot->previous; 289 290 if (restoreOrtho) { 291 Rect& r = previous->viewport; 292 glViewport(r.left, r.top, r.right, r.bottom); 293 mOrthoMatrix.load(current->orthoMatrix); 294 } 295 296 mSaveCount--; 297 mSnapshot = previous; 298 299 if (restoreClip) { 300 dirtyClip(); 301 } 302 303 if (restoreLayer) { 304 composeLayer(current, previous); 305 } 306 307 return restoreClip; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Layers 312/////////////////////////////////////////////////////////////////////////////// 313 314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 315 SkPaint* p, int flags) { 316 const GLuint previousFbo = mSnapshot->fbo; 317 const int count = saveSnapshot(flags); 318 319 if (!mSnapshot->isIgnored()) { 320 int alpha = 255; 321 SkXfermode::Mode mode; 322 323 if (p) { 324 alpha = p->getAlpha(); 325 if (!mCaches.extensions.hasFramebufferFetch()) { 326 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 327 if (!isMode) { 328 // Assume SRC_OVER 329 mode = SkXfermode::kSrcOver_Mode; 330 } 331 } else { 332 mode = getXfermode(p->getXfermode()); 333 } 334 } else { 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 338 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 339 } 340 341 return count; 342} 343 344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 345 int alpha, int flags) { 346 if (alpha >= 255 - ALPHA_THRESHOLD) { 347 return saveLayer(left, top, right, bottom, NULL, flags); 348 } else { 349 SkPaint paint; 350 paint.setAlpha(alpha); 351 return saveLayer(left, top, right, bottom, &paint, flags); 352 } 353} 354 355/** 356 * Layers are viewed by Skia are slightly different than layers in image editing 357 * programs (for instance.) When a layer is created, previously created layers 358 * and the frame buffer still receive every drawing command. For instance, if a 359 * layer is created and a shape intersecting the bounds of the layers and the 360 * framebuffer is draw, the shape will be drawn on both (unless the layer was 361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 362 * 363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 364 * texture. Unfortunately, this is inefficient as it requires every primitive to 365 * be drawn n + 1 times, where n is the number of active layers. In practice this 366 * means, for every primitive: 367 * - Switch active frame buffer 368 * - Change viewport, clip and projection matrix 369 * - Issue the drawing 370 * 371 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 372 * To avoid this, layers are implemented in a different way here, at least in the 373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 374 * is set. When this flag is set we can redirect all drawing operations into a 375 * single FBO. 376 * 377 * This implementation relies on the frame buffer being at least RGBA 8888. When 378 * a layer is created, only a texture is created, not an FBO. The content of the 379 * frame buffer contained within the layer's bounds is copied into this texture 380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 381 * buffer and drawing continues as normal. This technique therefore treats the 382 * frame buffer as a scratch buffer for the layers. 383 * 384 * To compose the layers back onto the frame buffer, each layer texture 385 * (containing the original frame buffer data) is drawn as a simple quad over 386 * the frame buffer. The trick is that the quad is set as the composition 387 * destination in the blending equation, and the frame buffer becomes the source 388 * of the composition. 389 * 390 * Drawing layers with an alpha value requires an extra step before composition. 391 * An empty quad is drawn over the layer's region in the frame buffer. This quad 392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 393 * quad is used to multiply the colors in the frame buffer. This is achieved by 394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 395 * GL_ZERO, GL_SRC_ALPHA. 396 * 397 * Because glCopyTexImage2D() can be slow, an alternative implementation might 398 * be use to draw a single clipped layer. The implementation described above 399 * is correct in every case. 400 * 401 * (1) The frame buffer is actually not cleared right away. To allow the GPU 402 * to potentially optimize series of calls to glCopyTexImage2D, the frame 403 * buffer is left untouched until the first drawing operation. Only when 404 * something actually gets drawn are the layers regions cleared. 405 */ 406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 407 float right, float bottom, int alpha, SkXfermode::Mode mode, 408 int flags, GLuint previousFbo) { 409 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 410 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 411 412 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 413 414 // Window coordinates of the layer 415 Rect bounds(left, top, right, bottom); 416 if (!fboLayer) { 417 mSnapshot->transform->mapRect(bounds); 418 419 // Layers only make sense if they are in the framebuffer's bounds 420 if (bounds.intersect(*snapshot->clipRect)) { 421 // We cannot work with sub-pixels in this case 422 bounds.snapToPixelBoundaries(); 423 424 // When the layer is not an FBO, we may use glCopyTexImage so we 425 // need to make sure the layer does not extend outside the bounds 426 // of the framebuffer 427 if (!bounds.intersect(snapshot->previous->viewport)) { 428 bounds.setEmpty(); 429 } 430 } else { 431 bounds.setEmpty(); 432 } 433 } 434 435 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 436 bounds.getHeight() > mCaches.maxTextureSize) { 437 snapshot->empty = fboLayer; 438 } else { 439 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 440 } 441 442 // Bail out if we won't draw in this snapshot 443 if (snapshot->invisible || snapshot->empty) { 444 return false; 445 } 446 447 glActiveTexture(gTextureUnits[0]); 448 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 449 if (!layer) { 450 return false; 451 } 452 453 layer->mode = mode; 454 layer->alpha = alpha; 455 layer->layer.set(bounds); 456 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 457 bounds.getWidth() / float(layer->width), 0.0f); 458 layer->colorFilter = mColorFilter; 459 460 // Save the layer in the snapshot 461 snapshot->flags |= Snapshot::kFlagIsLayer; 462 snapshot->layer = layer; 463 464 if (fboLayer) { 465 return createFboLayer(layer, bounds, snapshot, previousFbo); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 if (!bounds.isEmpty()) { 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 472 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 476 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Clear the framebuffer where the layer will draw 480 glScissor(bounds.left, mSnapshot->height - bounds.bottom, 481 bounds.getWidth(), bounds.getHeight()); 482 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 483 glClear(GL_COLOR_BUFFER_BIT); 484 485 dirtyClip(); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->fbo = mCaches.fboCache.get(); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->fbo; 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 526 glBindTexture(GL_TEXTURE_2D, layer->texture); 527 528 // Initialize the texture if needed 529 if (layer->empty) { 530 layer->empty = false; 531 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 532 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 533 } 534 535 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 536 layer->texture, 0); 537 538#if DEBUG_LAYERS_AS_REGIONS 539 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 540 if (status != GL_FRAMEBUFFER_COMPLETE) { 541 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 542 543 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 544 glDeleteTextures(1, &layer->texture); 545 mCaches.fboCache.put(layer->fbo); 546 547 delete layer; 548 549 return false; 550 } 551#endif 552 553 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 554 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 555 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 dirtyClip(); 560 561 // Change the ortho projection 562 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 563 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 564 565 return true; 566} 567 568/** 569 * Read the documentation of createLayer() before doing anything in this method. 570 */ 571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 572 if (!current->layer) { 573 LOGE("Attempting to compose a layer that does not exist"); 574 return; 575 } 576 577 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 578 579 if (fboLayer) { 580 // Unbind current FBO and restore previous one 581 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 582 } 583 584 Layer* layer = current->layer; 585 const Rect& rect = layer->layer; 586 587 if (!fboLayer && layer->alpha < 255) { 588 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 589 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 590 // Required below, composeLayerRect() will divide by 255 591 layer->alpha = 255; 592 } 593 594 mCaches.unbindMeshBuffer(); 595 596 glActiveTexture(gTextureUnits[0]); 597 598 // When the layer is stored in an FBO, we can save a bit of fillrate by 599 // drawing only the dirty region 600 if (fboLayer) { 601 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 602 if (layer->colorFilter) { 603 setupColorFilter(layer->colorFilter); 604 } 605 composeLayerRegion(layer, rect); 606 if (layer->colorFilter) { 607 resetColorFilter(); 608 } 609 } else { 610 if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 } 615 616 if (fboLayer) { 617 // Detach the texture from the FBO 618 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 619 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 620 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 621 622 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 623 mCaches.fboCache.put(current->fbo); 624 } 625 626 dirtyClip(); 627 628 // Failing to add the layer to the cache should happen only if the layer is too large 629 if (!mCaches.layerCache.put(layer)) { 630 LAYER_LOGD("Deleting layer"); 631 glDeleteTextures(1, &layer->texture); 632 delete layer; 633 } 634} 635 636void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 637 float alpha = layer->alpha / 255.0f; 638 639 setupDraw(); 640 if (layer->renderTarget == GL_TEXTURE_2D) { 641 setupDrawWithTexture(); 642 } else { 643 setupDrawWithExternalTexture(); 644 } 645 setupDrawTextureTransform(); 646 setupDrawColor(alpha, alpha, alpha, alpha); 647 setupDrawColorFilter(); 648 setupDrawBlending(layer->blend, layer->mode); 649 setupDrawProgram(); 650 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 651 setupDrawPureColorUniforms(); 652 setupDrawColorFilterUniforms(); 653 if (layer->renderTarget == GL_TEXTURE_2D) { 654 setupDrawTexture(layer->texture); 655 } else { 656 setupDrawExternalTexture(layer->texture); 657 } 658 setupDrawTextureTransformUniforms(layer->texTransform); 659 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 660 661 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 662 663 finishDrawTexture(); 664} 665 666void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 667 if (!layer->isTextureLayer) { 668 const Rect& texCoords = layer->texCoords; 669 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 670 texCoords.right, texCoords.bottom); 671 672 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 673 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 674 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 675 676 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 677 } else { 678 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 679 drawTextureLayer(layer, rect); 680 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 681 } 682} 683 684void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 685#if RENDER_LAYERS_AS_REGIONS 686 if (layer->region.isRect()) { 687 layer->setRegionAsRect(); 688 689 composeLayerRect(layer, layer->regionRect); 690 691 layer->region.clear(); 692 return; 693 } 694 695 if (!layer->region.isEmpty()) { 696 size_t count; 697 const android::Rect* rects = layer->region.getArray(&count); 698 699 const float alpha = layer->alpha / 255.0f; 700 const float texX = 1.0f / float(layer->width); 701 const float texY = 1.0f / float(layer->height); 702 const float height = rect.getHeight(); 703 704 TextureVertex* mesh = mCaches.getRegionMesh(); 705 GLsizei numQuads = 0; 706 707 setupDraw(); 708 setupDrawWithTexture(); 709 setupDrawColor(alpha, alpha, alpha, alpha); 710 setupDrawColorFilter(); 711 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 712 setupDrawProgram(); 713 setupDrawDirtyRegionsDisabled(); 714 setupDrawPureColorUniforms(); 715 setupDrawColorFilterUniforms(); 716 setupDrawTexture(layer->texture); 717 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 718 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 719 720 for (size_t i = 0; i < count; i++) { 721 const android::Rect* r = &rects[i]; 722 723 const float u1 = r->left * texX; 724 const float v1 = (height - r->top) * texY; 725 const float u2 = r->right * texX; 726 const float v2 = (height - r->bottom) * texY; 727 728 // TODO: Reject quads outside of the clip 729 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 730 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 731 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 732 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 733 734 numQuads++; 735 736 if (numQuads >= REGION_MESH_QUAD_COUNT) { 737 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 738 numQuads = 0; 739 mesh = mCaches.getRegionMesh(); 740 } 741 } 742 743 if (numQuads > 0) { 744 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 745 } 746 747 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 748 finishDrawTexture(); 749 750#if DEBUG_LAYERS_AS_REGIONS 751 drawRegionRects(layer->region); 752#endif 753 754 layer->region.clear(); 755 } 756#else 757 composeLayerRect(layer, rect); 758#endif 759} 760 761void OpenGLRenderer::drawRegionRects(const Region& region) { 762#if DEBUG_LAYERS_AS_REGIONS 763 size_t count; 764 const android::Rect* rects = region.getArray(&count); 765 766 uint32_t colors[] = { 767 0x7fff0000, 0x7f00ff00, 768 0x7f0000ff, 0x7fff00ff, 769 }; 770 771 int offset = 0; 772 int32_t top = rects[0].top; 773 774 for (size_t i = 0; i < count; i++) { 775 if (top != rects[i].top) { 776 offset ^= 0x2; 777 top = rects[i].top; 778 } 779 780 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 781 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 782 SkXfermode::kSrcOver_Mode); 783 } 784#endif 785} 786 787void OpenGLRenderer::dirtyLayer(const float left, const float top, 788 const float right, const float bottom, const mat4 transform) { 789#if RENDER_LAYERS_AS_REGIONS 790 if (hasLayer()) { 791 Rect bounds(left, top, right, bottom); 792 transform.mapRect(bounds); 793 dirtyLayerUnchecked(bounds, getRegion()); 794 } 795#endif 796} 797 798void OpenGLRenderer::dirtyLayer(const float left, const float top, 799 const float right, const float bottom) { 800#if RENDER_LAYERS_AS_REGIONS 801 if (hasLayer()) { 802 Rect bounds(left, top, right, bottom); 803 dirtyLayerUnchecked(bounds, getRegion()); 804 } 805#endif 806} 807 808void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 809#if RENDER_LAYERS_AS_REGIONS 810 if (bounds.intersect(*mSnapshot->clipRect)) { 811 bounds.snapToPixelBoundaries(); 812 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 813 if (!dirty.isEmpty()) { 814 region->orSelf(dirty); 815 } 816 } 817#endif 818} 819 820/////////////////////////////////////////////////////////////////////////////// 821// Transforms 822/////////////////////////////////////////////////////////////////////////////// 823 824void OpenGLRenderer::translate(float dx, float dy) { 825 mSnapshot->transform->translate(dx, dy, 0.0f); 826} 827 828void OpenGLRenderer::rotate(float degrees) { 829 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 830} 831 832void OpenGLRenderer::scale(float sx, float sy) { 833 mSnapshot->transform->scale(sx, sy, 1.0f); 834} 835 836void OpenGLRenderer::skew(float sx, float sy) { 837 mSnapshot->transform->skew(sx, sy); 838} 839 840void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 841 mSnapshot->transform->load(*matrix); 842} 843 844const float* OpenGLRenderer::getMatrix() const { 845 if (mSnapshot->fbo != 0) { 846 return &mSnapshot->transform->data[0]; 847 } 848 return &mIdentity.data[0]; 849} 850 851void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 852 mSnapshot->transform->copyTo(*matrix); 853} 854 855void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 856 SkMatrix transform; 857 mSnapshot->transform->copyTo(transform); 858 transform.preConcat(*matrix); 859 mSnapshot->transform->load(transform); 860} 861 862/////////////////////////////////////////////////////////////////////////////// 863// Clipping 864/////////////////////////////////////////////////////////////////////////////// 865 866void OpenGLRenderer::setScissorFromClip() { 867 Rect clip(*mSnapshot->clipRect); 868 clip.snapToPixelBoundaries(); 869 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 870 mDirtyClip = false; 871} 872 873const Rect& OpenGLRenderer::getClipBounds() { 874 return mSnapshot->getLocalClip(); 875} 876 877bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 878 if (mSnapshot->isIgnored()) { 879 return true; 880 } 881 882 Rect r(left, top, right, bottom); 883 mSnapshot->transform->mapRect(r); 884 r.snapToPixelBoundaries(); 885 886 Rect clipRect(*mSnapshot->clipRect); 887 clipRect.snapToPixelBoundaries(); 888 889 return !clipRect.intersects(r); 890} 891 892bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 893 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 894 if (clipped) { 895 dirtyClip(); 896 } 897 return !mSnapshot->clipRect->isEmpty(); 898} 899 900/////////////////////////////////////////////////////////////////////////////// 901// Drawing commands 902/////////////////////////////////////////////////////////////////////////////// 903 904void OpenGLRenderer::setupDraw() { 905 if (mDirtyClip) { 906 setScissorFromClip(); 907 } 908 mDescription.reset(); 909 mSetShaderColor = false; 910 mColorSet = false; 911 mColorA = mColorR = mColorG = mColorB = 0.0f; 912 mTextureUnit = 0; 913 mTrackDirtyRegions = true; 914 mTexCoordsSlot = -1; 915} 916 917void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 918 mDescription.hasTexture = true; 919 mDescription.hasAlpha8Texture = isAlpha8; 920} 921 922void OpenGLRenderer::setupDrawWithExternalTexture() { 923 mDescription.hasExternalTexture = true; 924} 925 926void OpenGLRenderer::setupDrawAALine() { 927 mDescription.hasWidth = true; 928} 929 930void OpenGLRenderer::setupDrawPoint(float pointSize) { 931 mDescription.isPoint = true; 932 mDescription.pointSize = pointSize; 933} 934 935void OpenGLRenderer::setupDrawColor(int color) { 936 setupDrawColor(color, (color >> 24) & 0xFF); 937} 938 939void OpenGLRenderer::setupDrawColor(int color, int alpha) { 940 mColorA = alpha / 255.0f; 941 // Second divide of a by 255 is an optimization, allowing us to simply multiply 942 // the rgb values by a instead of also dividing by 255 943 const float a = mColorA / 255.0f; 944 mColorR = a * ((color >> 16) & 0xFF); 945 mColorG = a * ((color >> 8) & 0xFF); 946 mColorB = a * ((color ) & 0xFF); 947 mColorSet = true; 948 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 949} 950 951void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 952 mColorA = alpha / 255.0f; 953 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 954 // the rgb values by a instead of also dividing by 255 955 const float a = mColorA / 255.0f; 956 mColorR = a * ((color >> 16) & 0xFF); 957 mColorG = a * ((color >> 8) & 0xFF); 958 mColorB = a * ((color ) & 0xFF); 959 mColorSet = true; 960 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 961} 962 963void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 964 mColorA = a; 965 mColorR = r; 966 mColorG = g; 967 mColorB = b; 968 mColorSet = true; 969 mSetShaderColor = mDescription.setColor(r, g, b, a); 970} 971 972void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 973 mColorA = a; 974 mColorR = r; 975 mColorG = g; 976 mColorB = b; 977 mColorSet = true; 978 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 979} 980 981void OpenGLRenderer::setupDrawShader() { 982 if (mShader) { 983 mShader->describe(mDescription, mCaches.extensions); 984 } 985} 986 987void OpenGLRenderer::setupDrawColorFilter() { 988 if (mColorFilter) { 989 mColorFilter->describe(mDescription, mCaches.extensions); 990 } 991} 992 993void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 994 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 995 mDescription, swapSrcDst); 996} 997 998void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 999 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1000 mDescription, swapSrcDst); 1001} 1002 1003void OpenGLRenderer::setupDrawProgram() { 1004 useProgram(mCaches.programCache.get(mDescription)); 1005} 1006 1007void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1008 mTrackDirtyRegions = false; 1009} 1010 1011void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1012 bool ignoreTransform) { 1013 mModelView.loadTranslate(left, top, 0.0f); 1014 if (!ignoreTransform) { 1015 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1016 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1017 } else { 1018 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1019 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1020 } 1021} 1022 1023void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1024 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1025} 1026 1027void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1028 bool ignoreTransform, bool ignoreModelView) { 1029 if (!ignoreModelView) { 1030 mModelView.loadTranslate(left, top, 0.0f); 1031 mModelView.scale(right - left, bottom - top, 1.0f); 1032 } else { 1033 mModelView.loadIdentity(); 1034 } 1035 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1036 if (!ignoreTransform) { 1037 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1038 if (mTrackDirtyRegions && dirty) { 1039 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1040 } 1041 } else { 1042 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1043 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1044 } 1045} 1046 1047void OpenGLRenderer::setupDrawPointUniforms() { 1048 int slot = mCaches.currentProgram->getUniform("pointSize"); 1049 glUniform1f(slot, mDescription.pointSize); 1050} 1051 1052void OpenGLRenderer::setupDrawColorUniforms() { 1053 if (mColorSet || (mShader && mSetShaderColor)) { 1054 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1055 } 1056} 1057 1058void OpenGLRenderer::setupDrawPureColorUniforms() { 1059 if (mSetShaderColor) { 1060 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1061 } 1062} 1063 1064void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1065 if (mShader) { 1066 if (ignoreTransform) { 1067 mModelView.loadInverse(*mSnapshot->transform); 1068 } 1069 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1070 } 1071} 1072 1073void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1074 if (mShader) { 1075 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1076 } 1077} 1078 1079void OpenGLRenderer::setupDrawColorFilterUniforms() { 1080 if (mColorFilter) { 1081 mColorFilter->setupProgram(mCaches.currentProgram); 1082 } 1083} 1084 1085void OpenGLRenderer::setupDrawSimpleMesh() { 1086 mCaches.bindMeshBuffer(); 1087 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1088 gMeshStride, 0); 1089} 1090 1091void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1092 bindTexture(texture); 1093 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1094 1095 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1096 glEnableVertexAttribArray(mTexCoordsSlot); 1097} 1098 1099void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1100 bindExternalTexture(texture); 1101 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1102 1103 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1104 glEnableVertexAttribArray(mTexCoordsSlot); 1105} 1106 1107void OpenGLRenderer::setupDrawTextureTransform() { 1108 mDescription.hasTextureTransform = true; 1109} 1110 1111void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1112 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1113 GL_FALSE, &transform.data[0]); 1114} 1115 1116void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1117 if (!vertices) { 1118 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1119 } else { 1120 mCaches.unbindMeshBuffer(); 1121 } 1122 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1123 gMeshStride, vertices); 1124 if (mTexCoordsSlot >= 0) { 1125 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1126 } 1127} 1128 1129void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1130 mCaches.unbindMeshBuffer(); 1131 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1132 gVertexStride, vertices); 1133} 1134 1135/** 1136 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1137 * outer boundary that fades out to 0. The variables set in the shader define the width of the 1138 * core line primitive ("width") and the width of the fading boundary ("boundaryWidth"). The 1139 * "vtxDistance" attribute (one per vertex) is a value from zero to one that tells the fragment 1140 * shader where the fragment is in relation to the line width overall; this value is then used 1141 * to compute the proper color, based on whether the fragment lies in the fading AA region of 1142 * the line. 1143 */ 1144void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* distanceCoords, float strokeWidth) { 1145 mCaches.unbindMeshBuffer(); 1146 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1147 gAlphaVertexStride, vertices); 1148 int distanceSlot = mCaches.currentProgram->getAttrib("vtxDistance"); 1149 glEnableVertexAttribArray(distanceSlot); 1150 glVertexAttribPointer(distanceSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, distanceCoords); 1151 int widthSlot = mCaches.currentProgram->getUniform("width"); 1152 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1153 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1154 float boundaryWidth = (1 - strokeWidth) / 2; 1155 glUniform1f(widthSlot, strokeWidth); 1156 glUniform1f(boundaryWidthSlot, boundaryWidth); 1157 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidth)); 1158} 1159 1160void OpenGLRenderer::finishDrawTexture() { 1161 glDisableVertexAttribArray(mTexCoordsSlot); 1162} 1163 1164/////////////////////////////////////////////////////////////////////////////// 1165// Drawing 1166/////////////////////////////////////////////////////////////////////////////// 1167 1168bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1169 Rect& dirty, uint32_t level) { 1170 if (quickReject(0.0f, 0.0f, width, height)) { 1171 return false; 1172 } 1173 1174 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1175 // will be performed by the display list itself 1176 if (displayList) { 1177 return displayList->replay(*this, dirty, level); 1178 } 1179 1180 return false; 1181} 1182 1183void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1184 int alpha; 1185 SkXfermode::Mode mode; 1186 getAlphaAndMode(paint, &alpha, &mode); 1187 1188 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1189 1190 float x = left; 1191 float y = top; 1192 1193 bool ignoreTransform = false; 1194 if (mSnapshot->transform->isPureTranslate()) { 1195 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1196 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1197 ignoreTransform = true; 1198 } 1199 1200 setupDraw(); 1201 setupDrawWithTexture(true); 1202 if (paint) { 1203 setupDrawAlpha8Color(paint->getColor(), alpha); 1204 } 1205 setupDrawColorFilter(); 1206 setupDrawShader(); 1207 setupDrawBlending(true, mode); 1208 setupDrawProgram(); 1209 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1210 setupDrawTexture(texture->id); 1211 setupDrawPureColorUniforms(); 1212 setupDrawColorFilterUniforms(); 1213 setupDrawShaderUniforms(); 1214 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1215 1216 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1217 1218 finishDrawTexture(); 1219} 1220 1221void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1222 const float right = left + bitmap->width(); 1223 const float bottom = top + bitmap->height(); 1224 1225 if (quickReject(left, top, right, bottom)) { 1226 return; 1227 } 1228 1229 glActiveTexture(gTextureUnits[0]); 1230 Texture* texture = mCaches.textureCache.get(bitmap); 1231 if (!texture) return; 1232 const AutoTexture autoCleanup(texture); 1233 1234 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1235 drawAlphaBitmap(texture, left, top, paint); 1236 } else { 1237 drawTextureRect(left, top, right, bottom, texture, paint); 1238 } 1239} 1240 1241void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1242 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1243 const mat4 transform(*matrix); 1244 transform.mapRect(r); 1245 1246 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1247 return; 1248 } 1249 1250 glActiveTexture(gTextureUnits[0]); 1251 Texture* texture = mCaches.textureCache.get(bitmap); 1252 if (!texture) return; 1253 const AutoTexture autoCleanup(texture); 1254 1255 // This could be done in a cheaper way, all we need is pass the matrix 1256 // to the vertex shader. The save/restore is a bit overkill. 1257 save(SkCanvas::kMatrix_SaveFlag); 1258 concatMatrix(matrix); 1259 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1260 restore(); 1261} 1262 1263void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1264 float* vertices, int* colors, SkPaint* paint) { 1265 // TODO: Do a quickReject 1266 if (!vertices || mSnapshot->isIgnored()) { 1267 return; 1268 } 1269 1270 glActiveTexture(gTextureUnits[0]); 1271 Texture* texture = mCaches.textureCache.get(bitmap); 1272 if (!texture) return; 1273 const AutoTexture autoCleanup(texture); 1274 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1275 1276 int alpha; 1277 SkXfermode::Mode mode; 1278 getAlphaAndMode(paint, &alpha, &mode); 1279 1280 const uint32_t count = meshWidth * meshHeight * 6; 1281 1282 float left = FLT_MAX; 1283 float top = FLT_MAX; 1284 float right = FLT_MIN; 1285 float bottom = FLT_MIN; 1286 1287#if RENDER_LAYERS_AS_REGIONS 1288 bool hasActiveLayer = hasLayer(); 1289#else 1290 bool hasActiveLayer = false; 1291#endif 1292 1293 // TODO: Support the colors array 1294 TextureVertex mesh[count]; 1295 TextureVertex* vertex = mesh; 1296 for (int32_t y = 0; y < meshHeight; y++) { 1297 for (int32_t x = 0; x < meshWidth; x++) { 1298 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1299 1300 float u1 = float(x) / meshWidth; 1301 float u2 = float(x + 1) / meshWidth; 1302 float v1 = float(y) / meshHeight; 1303 float v2 = float(y + 1) / meshHeight; 1304 1305 int ax = i + (meshWidth + 1) * 2; 1306 int ay = ax + 1; 1307 int bx = i; 1308 int by = bx + 1; 1309 int cx = i + 2; 1310 int cy = cx + 1; 1311 int dx = i + (meshWidth + 1) * 2 + 2; 1312 int dy = dx + 1; 1313 1314 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1315 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1316 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1317 1318 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1319 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1320 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1321 1322#if RENDER_LAYERS_AS_REGIONS 1323 if (hasActiveLayer) { 1324 // TODO: This could be optimized to avoid unnecessary ops 1325 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1326 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1327 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1328 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1329 } 1330#endif 1331 } 1332 } 1333 1334#if RENDER_LAYERS_AS_REGIONS 1335 if (hasActiveLayer) { 1336 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1337 } 1338#endif 1339 1340 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1341 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1342 GL_TRIANGLES, count, false, false, 0, false, false); 1343} 1344 1345void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1346 float srcLeft, float srcTop, float srcRight, float srcBottom, 1347 float dstLeft, float dstTop, float dstRight, float dstBottom, 1348 SkPaint* paint) { 1349 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1350 return; 1351 } 1352 1353 glActiveTexture(gTextureUnits[0]); 1354 Texture* texture = mCaches.textureCache.get(bitmap); 1355 if (!texture) return; 1356 const AutoTexture autoCleanup(texture); 1357 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1358 1359 const float width = texture->width; 1360 const float height = texture->height; 1361 1362 const float u1 = srcLeft / width; 1363 const float v1 = srcTop / height; 1364 const float u2 = srcRight / width; 1365 const float v2 = srcBottom / height; 1366 1367 mCaches.unbindMeshBuffer(); 1368 resetDrawTextureTexCoords(u1, v1, u2, v2); 1369 1370 int alpha; 1371 SkXfermode::Mode mode; 1372 getAlphaAndMode(paint, &alpha, &mode); 1373 1374 if (mSnapshot->transform->isPureTranslate()) { 1375 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1376 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1377 1378 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1379 texture->id, alpha / 255.0f, mode, texture->blend, 1380 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1381 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1382 } else { 1383 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1384 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1385 GL_TRIANGLE_STRIP, gMeshCount); 1386 } 1387 1388 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1389} 1390 1391void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1392 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1393 float left, float top, float right, float bottom, SkPaint* paint) { 1394 if (quickReject(left, top, right, bottom)) { 1395 return; 1396 } 1397 1398 glActiveTexture(gTextureUnits[0]); 1399 Texture* texture = mCaches.textureCache.get(bitmap); 1400 if (!texture) return; 1401 const AutoTexture autoCleanup(texture); 1402 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1403 1404 int alpha; 1405 SkXfermode::Mode mode; 1406 getAlphaAndMode(paint, &alpha, &mode); 1407 1408 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1409 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1410 1411 if (mesh && mesh->verticesCount > 0) { 1412 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1413#if RENDER_LAYERS_AS_REGIONS 1414 // Mark the current layer dirty where we are going to draw the patch 1415 if (hasLayer() && mesh->hasEmptyQuads) { 1416 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1417 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1418 const size_t count = mesh->quads.size(); 1419 for (size_t i = 0; i < count; i++) { 1420 const Rect& bounds = mesh->quads.itemAt(i); 1421 if (pureTranslate) { 1422 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1423 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1424 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1425 } else { 1426 dirtyLayer(left + bounds.left, top + bounds.top, 1427 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1428 } 1429 } 1430 } 1431#endif 1432 1433 if (pureTranslate) { 1434 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1435 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1436 1437 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1438 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1439 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1440 true, !mesh->hasEmptyQuads); 1441 } else { 1442 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1443 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1444 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1445 true, !mesh->hasEmptyQuads); 1446 } 1447 } 1448} 1449 1450void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1451 if (mSnapshot->isIgnored()) return; 1452 1453 const bool isAA = paint->isAntiAlias(); 1454 float strokeWidth = paint->getStrokeWidth() * 0.5f; 1455 // A stroke width of 0 has a special meaning in Skia: 1456 // it draws a line 1 px wide regardless of current transform 1457 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1458 int alpha; 1459 SkXfermode::Mode mode; 1460 int generatedVerticesCount = 0; 1461 int verticesCount = count; 1462 if (count > 4) { 1463 // Polyline: account for extra vertices needed for continous tri-strip 1464 verticesCount += (count -4); 1465 } 1466 1467 getAlphaAndMode(paint, &alpha, &mode); 1468 setupDraw(); 1469 if (isAA) { 1470 setupDrawAALine(); 1471 } 1472 setupDrawColor(paint->getColor(), alpha); 1473 setupDrawColorFilter(); 1474 setupDrawShader(); 1475 if (isAA) { 1476 setupDrawBlending(true, mode); 1477 } else { 1478 setupDrawBlending(mode); 1479 } 1480 setupDrawProgram(); 1481 setupDrawModelViewIdentity(true); 1482 setupDrawColorUniforms(); 1483 setupDrawColorFilterUniforms(); 1484 setupDrawShaderIdentityUniforms(); 1485 1486 if (isHairLine) { 1487 // Set a real stroke width to be used in quad construction 1488 strokeWidth = .5; 1489 } 1490 if (isAA) { 1491 // Expand boundary to enable AA calculations on the quad border 1492 strokeWidth += .5f; 1493 } 1494 Vertex lines[verticesCount]; 1495 Vertex* vertices = &lines[0]; 1496 AlphaVertex wLines[verticesCount]; 1497 AlphaVertex* aaVertices = &wLines[0]; 1498 if (!isAA) { 1499 setupDrawVertices(vertices); 1500 } else { 1501 void* alphaCoords = ((GLbyte*) aaVertices) + gVertexAlphaOffset; 1502 // innerProportion is the ratio of the inner (non-AA) port of the line to the total 1503 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1504 // This value is used in the fragment shader to determine how to fill fragments. 1505 float innerProportion = fmax(strokeWidth - 1.0f, 0) / (strokeWidth + .5f); 1506 setupDrawAALine((void*) aaVertices, alphaCoords, innerProportion); 1507 } 1508 1509 AlphaVertex *prevAAVertex = NULL; 1510 Vertex *prevVertex = NULL; 1511 float inverseScaleX = 1.0f; 1512 float inverseScaleY = 1.0f; 1513 1514 if (isHairLine) { 1515 // The quad that we use for AA hairlines needs to account for scaling because the line 1516 // should always be one pixel wide regardless of scale. 1517 if (!mSnapshot->transform->isPureTranslate()) { 1518 Matrix4 *mat = mSnapshot->transform; 1519 float m00 = mat->data[Matrix4::kScaleX]; 1520 float m01 = mat->data[Matrix4::kSkewY]; 1521 float m02 = mat->data[2]; 1522 float m10 = mat->data[Matrix4::kSkewX]; 1523 float m11 = mat->data[Matrix4::kScaleX]; 1524 float m12 = mat->data[6]; 1525 float scaleX = sqrt(m00*m00 + m01*m01); 1526 float scaleY = sqrt(m10*m10 + m11*m11); 1527 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1528 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1529 } 1530 } 1531 1532 for (int i = 0; i < count; i += 4) { 1533 // a = start point, b = end point 1534 vec2 a(points[i], points[i + 1]); 1535 vec2 b(points[i + 2], points[i + 3]); 1536 1537 // Find the normal to the line 1538 vec2 n = (b - a).copyNormalized() * strokeWidth; 1539 if (isHairLine) { 1540 n *= inverseScaleX; 1541 if (isAA) { 1542 float wideningFactor; 1543 if (fabs(n.x) >= fabs(n.y)) { 1544 wideningFactor = fabs(1.0f / n.x); 1545 } else { 1546 wideningFactor = fabs(1.0f / n.y); 1547 } 1548 n *= wideningFactor; 1549 } 1550 } 1551 float x = n.x; 1552 n.x = -n.y; 1553 n.y = x; 1554 1555 // Four corners of the rectangle defining a thick line 1556 vec2 p1 = a - n; 1557 vec2 p2 = a + n; 1558 vec2 p3 = b + n; 1559 vec2 p4 = b - n; 1560 1561 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1562 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1563 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1564 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1565 1566 if (!quickReject(left, top, right, bottom)) { 1567 // Draw the line as 2 triangles, could be optimized 1568 // by using only 4 vertices and the correct indices 1569 // Also we should probably used non textured vertices 1570 // when line AA is disabled to save on bandwidth 1571 if (!isAA) { 1572 if (prevVertex != NULL) { 1573 // Issue two repeat vertices to create degenerate triangles to bridge 1574 // between the previous line and the new one. This is necessary because 1575 // we are creating a single triangle_strip which will contain 1576 // potentially discontinuous line segments. 1577 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1578 Vertex::set(vertices++, p1.x, p1.y); 1579 generatedVerticesCount += 2; 1580 } 1581 Vertex::set(vertices++, p1.x, p1.y); 1582 Vertex::set(vertices++, p2.x, p2.y); 1583 Vertex::set(vertices++, p4.x, p4.y); 1584 Vertex::set(vertices++, p3.x, p3.y); 1585 prevVertex = vertices - 1; 1586 generatedVerticesCount += 4; 1587 } else { 1588 if (prevAAVertex != NULL) { 1589 // Issue two repeat vertices to create degenerate triangles to bridge 1590 // between the previous line and the new one. This is necessary because 1591 // we are creating a single triangle_strip which will contain 1592 // potentially discontinuous line segments. 1593 AlphaVertex::set(aaVertices++,prevAAVertex->position[0], 1594 prevAAVertex->position[1], prevAAVertex->alpha); 1595 AlphaVertex::set(aaVertices++, p4.x, p4.y, 1); 1596 generatedVerticesCount += 2; 1597 } 1598 AlphaVertex::set(aaVertices++, p4.x, p4.y, 1); 1599 AlphaVertex::set(aaVertices++, p1.x, p1.y, 1); 1600 AlphaVertex::set(aaVertices++, p3.x, p3.y, 0); 1601 AlphaVertex::set(aaVertices++, p2.x, p2.y, 0); 1602 prevAAVertex = aaVertices - 1; 1603 generatedVerticesCount += 4; 1604 } 1605 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1606 } 1607 } 1608 if (generatedVerticesCount > 0) { 1609 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1610 } 1611} 1612 1613void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1614 if (mSnapshot->isIgnored()) return; 1615 1616 // TODO: The paint's cap style defines whether the points are square or circular 1617 // TODO: Handle AA for round points 1618 1619 // A stroke width of 0 has a special meaning in Skia: 1620 // it draws an unscaled 1px point 1621 float strokeWidth = paint->getStrokeWidth(); 1622 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1623 if (isHairLine) { 1624 // Now that we know it's hairline, we can set the effective width, to be used later 1625 strokeWidth = 1.0f; 1626 } 1627 const float halfWidth = strokeWidth / 2; 1628 int alpha; 1629 SkXfermode::Mode mode; 1630 getAlphaAndMode(paint, &alpha, &mode); 1631 1632 int verticesCount = count >> 1; 1633 int generatedVerticesCount = 0; 1634 1635 TextureVertex pointsData[verticesCount]; 1636 TextureVertex* vertex = &pointsData[0]; 1637 1638 setupDraw(); 1639 setupDrawPoint(strokeWidth); 1640 setupDrawColor(paint->getColor(), alpha); 1641 setupDrawColorFilter(); 1642 setupDrawShader(); 1643 setupDrawBlending(mode); 1644 setupDrawProgram(); 1645 setupDrawModelViewIdentity(true); 1646 setupDrawColorUniforms(); 1647 setupDrawColorFilterUniforms(); 1648 setupDrawPointUniforms(); 1649 setupDrawShaderIdentityUniforms(); 1650 setupDrawMesh(vertex); 1651 1652 for (int i = 0; i < count; i += 2) { 1653 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1654 generatedVerticesCount++; 1655 float left = points[i] - halfWidth; 1656 float right = points[i] + halfWidth; 1657 float top = points[i + 1] - halfWidth; 1658 float bottom = points [i + 1] + halfWidth; 1659 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1660 } 1661 1662 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1663} 1664 1665void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1666 // No need to check against the clip, we fill the clip region 1667 if (mSnapshot->isIgnored()) return; 1668 1669 Rect& clip(*mSnapshot->clipRect); 1670 clip.snapToPixelBoundaries(); 1671 1672 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1673} 1674 1675void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1676 if (!texture) return; 1677 const AutoTexture autoCleanup(texture); 1678 1679 const float x = left + texture->left - texture->offset; 1680 const float y = top + texture->top - texture->offset; 1681 1682 drawPathTexture(texture, x, y, paint); 1683} 1684 1685void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1686 float rx, float ry, SkPaint* paint) { 1687 if (mSnapshot->isIgnored()) return; 1688 1689 glActiveTexture(gTextureUnits[0]); 1690 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1691 right - left, bottom - top, rx, ry, paint); 1692 drawShape(left, top, texture, paint); 1693} 1694 1695void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1696 if (mSnapshot->isIgnored()) return; 1697 1698 glActiveTexture(gTextureUnits[0]); 1699 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1700 drawShape(x - radius, y - radius, texture, paint); 1701} 1702 1703void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1704 if (mSnapshot->isIgnored()) return; 1705 1706 glActiveTexture(gTextureUnits[0]); 1707 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1708 drawShape(left, top, texture, paint); 1709} 1710 1711void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1712 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1713 if (mSnapshot->isIgnored()) return; 1714 1715 if (fabs(sweepAngle) >= 360.0f) { 1716 drawOval(left, top, right, bottom, paint); 1717 return; 1718 } 1719 1720 glActiveTexture(gTextureUnits[0]); 1721 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1722 startAngle, sweepAngle, useCenter, paint); 1723 drawShape(left, top, texture, paint); 1724} 1725 1726void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1727 SkPaint* paint) { 1728 if (mSnapshot->isIgnored()) return; 1729 1730 glActiveTexture(gTextureUnits[0]); 1731 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1732 drawShape(left, top, texture, paint); 1733} 1734 1735void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1736 if (p->getStyle() != SkPaint::kFill_Style) { 1737 drawRectAsShape(left, top, right, bottom, p); 1738 return; 1739 } 1740 1741 if (quickReject(left, top, right, bottom)) { 1742 return; 1743 } 1744 1745 SkXfermode::Mode mode; 1746 if (!mCaches.extensions.hasFramebufferFetch()) { 1747 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1748 if (!isMode) { 1749 // Assume SRC_OVER 1750 mode = SkXfermode::kSrcOver_Mode; 1751 } 1752 } else { 1753 mode = getXfermode(p->getXfermode()); 1754 } 1755 1756 int color = p->getColor(); 1757 drawColorRect(left, top, right, bottom, color, mode); 1758} 1759 1760void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1761 float x, float y, SkPaint* paint) { 1762 if (text == NULL || count == 0) { 1763 return; 1764 } 1765 if (mSnapshot->isIgnored()) return; 1766 1767 paint->setAntiAlias(true); 1768 1769 float length = -1.0f; 1770 switch (paint->getTextAlign()) { 1771 case SkPaint::kCenter_Align: 1772 length = paint->measureText(text, bytesCount); 1773 x -= length / 2.0f; 1774 break; 1775 case SkPaint::kRight_Align: 1776 length = paint->measureText(text, bytesCount); 1777 x -= length; 1778 break; 1779 default: 1780 break; 1781 } 1782 1783 const float oldX = x; 1784 const float oldY = y; 1785 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1786 if (pureTranslate) { 1787 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1788 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1789 } 1790 1791 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1792 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1793 paint->getTextSize()); 1794 1795 int alpha; 1796 SkXfermode::Mode mode; 1797 getAlphaAndMode(paint, &alpha, &mode); 1798 1799 if (mHasShadow) { 1800 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1801 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1802 count, mShadowRadius); 1803 const AutoTexture autoCleanup(shadow); 1804 1805 const float sx = oldX - shadow->left + mShadowDx; 1806 const float sy = oldY - shadow->top + mShadowDy; 1807 1808 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1809 int shadowColor = mShadowColor; 1810 if (mShader) { 1811 shadowColor = 0xffffffff; 1812 } 1813 1814 glActiveTexture(gTextureUnits[0]); 1815 setupDraw(); 1816 setupDrawWithTexture(true); 1817 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1818 setupDrawColorFilter(); 1819 setupDrawShader(); 1820 setupDrawBlending(true, mode); 1821 setupDrawProgram(); 1822 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 1823 setupDrawTexture(shadow->id); 1824 setupDrawPureColorUniforms(); 1825 setupDrawColorFilterUniforms(); 1826 setupDrawShaderUniforms(); 1827 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1828 1829 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1830 1831 finishDrawTexture(); 1832 } 1833 1834 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1835 return; 1836 } 1837 1838 // Pick the appropriate texture filtering 1839 bool linearFilter = mSnapshot->transform->changesBounds(); 1840 if (pureTranslate && !linearFilter) { 1841 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1842 } 1843 1844 glActiveTexture(gTextureUnits[0]); 1845 setupDraw(); 1846 setupDrawDirtyRegionsDisabled(); 1847 setupDrawWithTexture(true); 1848 setupDrawAlpha8Color(paint->getColor(), alpha); 1849 setupDrawColorFilter(); 1850 setupDrawShader(); 1851 setupDrawBlending(true, mode); 1852 setupDrawProgram(); 1853 setupDrawModelView(x, y, x, y, pureTranslate, true); 1854 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1855 setupDrawPureColorUniforms(); 1856 setupDrawColorFilterUniforms(); 1857 setupDrawShaderUniforms(pureTranslate); 1858 1859 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1860 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1861 1862#if RENDER_LAYERS_AS_REGIONS 1863 bool hasActiveLayer = hasLayer(); 1864#else 1865 bool hasActiveLayer = false; 1866#endif 1867 mCaches.unbindMeshBuffer(); 1868 1869 // Tell font renderer the locations of position and texture coord 1870 // attributes so it can bind its data properly 1871 int positionSlot = mCaches.currentProgram->position; 1872 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1873 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1874 hasActiveLayer ? &bounds : NULL)) { 1875#if RENDER_LAYERS_AS_REGIONS 1876 if (hasActiveLayer) { 1877 if (!pureTranslate) { 1878 mSnapshot->transform->mapRect(bounds); 1879 } 1880 dirtyLayerUnchecked(bounds, getRegion()); 1881 } 1882#endif 1883 } 1884 1885 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1886 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1887 1888 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1889} 1890 1891void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1892 if (mSnapshot->isIgnored()) return; 1893 1894 glActiveTexture(gTextureUnits[0]); 1895 1896 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1897 if (!texture) return; 1898 const AutoTexture autoCleanup(texture); 1899 1900 const float x = texture->left - texture->offset; 1901 const float y = texture->top - texture->offset; 1902 1903 drawPathTexture(texture, x, y, paint); 1904} 1905 1906void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1907 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1908 return; 1909 } 1910 1911 glActiveTexture(gTextureUnits[0]); 1912 1913 int alpha; 1914 SkXfermode::Mode mode; 1915 getAlphaAndMode(paint, &alpha, &mode); 1916 1917 layer->alpha = alpha; 1918 layer->mode = mode; 1919 1920#if RENDER_LAYERS_AS_REGIONS 1921 if (!layer->region.isEmpty()) { 1922 if (layer->region.isRect()) { 1923 composeLayerRect(layer, layer->regionRect); 1924 } else if (layer->mesh) { 1925 const float a = alpha / 255.0f; 1926 const Rect& rect = layer->layer; 1927 1928 setupDraw(); 1929 setupDrawWithTexture(); 1930 setupDrawColor(a, a, a, a); 1931 setupDrawColorFilter(); 1932 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1933 setupDrawProgram(); 1934 setupDrawModelViewTranslate(x, y, 1935 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1936 setupDrawPureColorUniforms(); 1937 setupDrawColorFilterUniforms(); 1938 setupDrawTexture(layer->texture); 1939 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1940 1941 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1942 GL_UNSIGNED_SHORT, layer->meshIndices); 1943 1944 finishDrawTexture(); 1945 1946#if DEBUG_LAYERS_AS_REGIONS 1947 drawRegionRects(layer->region); 1948#endif 1949 } 1950 } 1951#else 1952 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1953 composeLayerRect(layer, r); 1954#endif 1955} 1956 1957/////////////////////////////////////////////////////////////////////////////// 1958// Shaders 1959/////////////////////////////////////////////////////////////////////////////// 1960 1961void OpenGLRenderer::resetShader() { 1962 mShader = NULL; 1963} 1964 1965void OpenGLRenderer::setupShader(SkiaShader* shader) { 1966 mShader = shader; 1967 if (mShader) { 1968 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1969 } 1970} 1971 1972/////////////////////////////////////////////////////////////////////////////// 1973// Color filters 1974/////////////////////////////////////////////////////////////////////////////// 1975 1976void OpenGLRenderer::resetColorFilter() { 1977 mColorFilter = NULL; 1978} 1979 1980void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1981 mColorFilter = filter; 1982} 1983 1984/////////////////////////////////////////////////////////////////////////////// 1985// Drop shadow 1986/////////////////////////////////////////////////////////////////////////////// 1987 1988void OpenGLRenderer::resetShadow() { 1989 mHasShadow = false; 1990} 1991 1992void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1993 mHasShadow = true; 1994 mShadowRadius = radius; 1995 mShadowDx = dx; 1996 mShadowDy = dy; 1997 mShadowColor = color; 1998} 1999 2000/////////////////////////////////////////////////////////////////////////////// 2001// Drawing implementation 2002/////////////////////////////////////////////////////////////////////////////// 2003 2004void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2005 float x, float y, SkPaint* paint) { 2006 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2007 return; 2008 } 2009 2010 int alpha; 2011 SkXfermode::Mode mode; 2012 getAlphaAndMode(paint, &alpha, &mode); 2013 2014 setupDraw(); 2015 setupDrawWithTexture(true); 2016 setupDrawAlpha8Color(paint->getColor(), alpha); 2017 setupDrawColorFilter(); 2018 setupDrawShader(); 2019 setupDrawBlending(true, mode); 2020 setupDrawProgram(); 2021 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2022 setupDrawTexture(texture->id); 2023 setupDrawPureColorUniforms(); 2024 setupDrawColorFilterUniforms(); 2025 setupDrawShaderUniforms(); 2026 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2027 2028 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2029 2030 finishDrawTexture(); 2031} 2032 2033// Same values used by Skia 2034#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2035#define kStdUnderline_Offset (1.0f / 9.0f) 2036#define kStdUnderline_Thickness (1.0f / 18.0f) 2037 2038void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2039 float x, float y, SkPaint* paint) { 2040 // Handle underline and strike-through 2041 uint32_t flags = paint->getFlags(); 2042 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2043 float underlineWidth = length; 2044 // If length is > 0.0f, we already measured the text for the text alignment 2045 if (length <= 0.0f) { 2046 underlineWidth = paint->measureText(text, bytesCount); 2047 } 2048 2049 float offsetX = 0; 2050 switch (paint->getTextAlign()) { 2051 case SkPaint::kCenter_Align: 2052 offsetX = underlineWidth * 0.5f; 2053 break; 2054 case SkPaint::kRight_Align: 2055 offsetX = underlineWidth; 2056 break; 2057 default: 2058 break; 2059 } 2060 2061 if (underlineWidth > 0.0f) { 2062 const float textSize = paint->getTextSize(); 2063 // TODO: Support stroke width < 1.0f when we have AA lines 2064 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2065 2066 const float left = x - offsetX; 2067 float top = 0.0f; 2068 2069 int linesCount = 0; 2070 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2071 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2072 2073 const int pointsCount = 4 * linesCount; 2074 float points[pointsCount]; 2075 int currentPoint = 0; 2076 2077 if (flags & SkPaint::kUnderlineText_Flag) { 2078 top = y + textSize * kStdUnderline_Offset; 2079 points[currentPoint++] = left; 2080 points[currentPoint++] = top; 2081 points[currentPoint++] = left + underlineWidth; 2082 points[currentPoint++] = top; 2083 } 2084 2085 if (flags & SkPaint::kStrikeThruText_Flag) { 2086 top = y + textSize * kStdStrikeThru_Offset; 2087 points[currentPoint++] = left; 2088 points[currentPoint++] = top; 2089 points[currentPoint++] = left + underlineWidth; 2090 points[currentPoint++] = top; 2091 } 2092 2093 SkPaint linesPaint(*paint); 2094 linesPaint.setStrokeWidth(strokeWidth); 2095 2096 drawLines(&points[0], pointsCount, &linesPaint); 2097 } 2098 } 2099} 2100 2101void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2102 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2103 // If a shader is set, preserve only the alpha 2104 if (mShader) { 2105 color |= 0x00ffffff; 2106 } 2107 2108 setupDraw(); 2109 setupDrawColor(color); 2110 setupDrawShader(); 2111 setupDrawColorFilter(); 2112 setupDrawBlending(mode); 2113 setupDrawProgram(); 2114 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2115 setupDrawColorUniforms(); 2116 setupDrawShaderUniforms(ignoreTransform); 2117 setupDrawColorFilterUniforms(); 2118 setupDrawSimpleMesh(); 2119 2120 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2121} 2122 2123void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2124 Texture* texture, SkPaint* paint) { 2125 int alpha; 2126 SkXfermode::Mode mode; 2127 getAlphaAndMode(paint, &alpha, &mode); 2128 2129 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 2130 2131 if (mSnapshot->transform->isPureTranslate()) { 2132 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2133 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2134 2135 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2136 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2137 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2138 } else { 2139 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2140 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2141 GL_TRIANGLE_STRIP, gMeshCount); 2142 } 2143} 2144 2145void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2146 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2147 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2148 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2149} 2150 2151void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2152 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2153 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2154 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2155 2156 setupDraw(); 2157 setupDrawWithTexture(); 2158 setupDrawColor(alpha, alpha, alpha, alpha); 2159 setupDrawColorFilter(); 2160 setupDrawBlending(blend, mode, swapSrcDst); 2161 setupDrawProgram(); 2162 if (!dirty) { 2163 setupDrawDirtyRegionsDisabled(); 2164 } 2165 if (!ignoreScale) { 2166 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2167 } else { 2168 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2169 } 2170 setupDrawPureColorUniforms(); 2171 setupDrawColorFilterUniforms(); 2172 setupDrawTexture(texture); 2173 setupDrawMesh(vertices, texCoords, vbo); 2174 2175 glDrawArrays(drawMode, 0, elementsCount); 2176 2177 finishDrawTexture(); 2178} 2179 2180void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2181 ProgramDescription& description, bool swapSrcDst) { 2182 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2183 if (blend) { 2184 if (mode < SkXfermode::kPlus_Mode) { 2185 if (!mCaches.blend) { 2186 glEnable(GL_BLEND); 2187 } 2188 2189 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2190 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2191 2192 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2193 glBlendFunc(sourceMode, destMode); 2194 mCaches.lastSrcMode = sourceMode; 2195 mCaches.lastDstMode = destMode; 2196 } 2197 } else { 2198 // These blend modes are not supported by OpenGL directly and have 2199 // to be implemented using shaders. Since the shader will perform 2200 // the blending, turn blending off here 2201 if (mCaches.extensions.hasFramebufferFetch()) { 2202 description.framebufferMode = mode; 2203 description.swapSrcDst = swapSrcDst; 2204 } 2205 2206 if (mCaches.blend) { 2207 glDisable(GL_BLEND); 2208 } 2209 blend = false; 2210 } 2211 } else if (mCaches.blend) { 2212 glDisable(GL_BLEND); 2213 } 2214 mCaches.blend = blend; 2215} 2216 2217bool OpenGLRenderer::useProgram(Program* program) { 2218 if (!program->isInUse()) { 2219 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2220 program->use(); 2221 mCaches.currentProgram = program; 2222 return false; 2223 } 2224 return true; 2225} 2226 2227void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2228 TextureVertex* v = &mMeshVertices[0]; 2229 TextureVertex::setUV(v++, u1, v1); 2230 TextureVertex::setUV(v++, u2, v1); 2231 TextureVertex::setUV(v++, u1, v2); 2232 TextureVertex::setUV(v++, u2, v2); 2233} 2234 2235void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2236 if (paint) { 2237 if (!mCaches.extensions.hasFramebufferFetch()) { 2238 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2239 if (!isMode) { 2240 // Assume SRC_OVER 2241 *mode = SkXfermode::kSrcOver_Mode; 2242 } 2243 } else { 2244 *mode = getXfermode(paint->getXfermode()); 2245 } 2246 2247 // Skia draws using the color's alpha channel if < 255 2248 // Otherwise, it uses the paint's alpha 2249 int color = paint->getColor(); 2250 *alpha = (color >> 24) & 0xFF; 2251 if (*alpha == 255) { 2252 *alpha = paint->getAlpha(); 2253 } 2254 } else { 2255 *mode = SkXfermode::kSrcOver_Mode; 2256 *alpha = 255; 2257 } 2258} 2259 2260SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2261 // In the future we should look at unifying the Porter-Duff modes and 2262 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 2263 if (mode == NULL) { 2264 return SkXfermode::kSrcOver_Mode; 2265 } 2266 return mode->fMode; 2267} 2268 2269void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2270 bool bound = false; 2271 if (wrapS != texture->wrapS) { 2272 glBindTexture(GL_TEXTURE_2D, texture->id); 2273 bound = true; 2274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2275 texture->wrapS = wrapS; 2276 } 2277 if (wrapT != texture->wrapT) { 2278 if (!bound) { 2279 glBindTexture(GL_TEXTURE_2D, texture->id); 2280 } 2281 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2282 texture->wrapT = wrapT; 2283 } 2284} 2285 2286}; // namespace uirenderer 2287}; // namespace android 2288