OpenGLRenderer.cpp revision 8f85e80b64b89fd38cc23b129f61ec36ddde7f15
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#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 51 52/////////////////////////////////////////////////////////////////////////////// 53// Globals 54/////////////////////////////////////////////////////////////////////////////// 55 56/** 57 * Structure mapping Skia xfermodes to OpenGL blending factors. 58 */ 59struct Blender { 60 SkXfermode::Mode mode; 61 GLenum src; 62 GLenum dst; 63}; // struct Blender 64 65// In this array, the index of each Blender equals the value of the first 66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 67static const Blender gBlends[] = { 68 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 70 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 71 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 73 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 75 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 79 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 81 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 82 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 83}; 84 85// This array contains the swapped version of each SkXfermode. For instance 86// this array's SrcOver blending mode is actually DstOver. You can refer to 87// createLayer() for more information on the purpose of this array. 88static const Blender gBlendsSwap[] = { 89 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 91 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 92 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 93 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 95 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 99 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 102 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 103 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 104}; 105 106/////////////////////////////////////////////////////////////////////////////// 107// Constructors/destructor 108/////////////////////////////////////////////////////////////////////////////// 109 110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 111 mShader = NULL; 112 mColorFilter = NULL; 113 mHasShadow = false; 114 115 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 116 117 mFirstSnapshot = new Snapshot; 118} 119 120OpenGLRenderer::~OpenGLRenderer() { 121 // The context has already been destroyed at this point, do not call 122 // GL APIs. All GL state should be kept in Caches.h 123} 124 125/////////////////////////////////////////////////////////////////////////////// 126// Setup 127/////////////////////////////////////////////////////////////////////////////// 128 129void OpenGLRenderer::setViewport(int width, int height) { 130 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 131 132 mWidth = width; 133 mHeight = height; 134 135 mFirstSnapshot->height = height; 136 mFirstSnapshot->viewport.set(0, 0, width, height); 137 138 glDisable(GL_DITHER); 139 glEnable(GL_SCISSOR_TEST); 140 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 141 142 glEnableVertexAttribArray(Program::kBindingPosition); 143} 144 145void OpenGLRenderer::prepare(bool opaque) { 146 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 147} 148 149void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 150 mCaches.clearGarbage(); 151 152 mSnapshot = new Snapshot(mFirstSnapshot, 153 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 154 mSnapshot->fbo = getTargetFbo(); 155 mSaveCount = 1; 156 157 glViewport(0, 0, mWidth, mHeight); 158 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 160 mSnapshot->setClip(left, top, right, bottom); 161 mDirtyClip = false; 162 163 if (!opaque) { 164 glClear(GL_COLOR_BUFFER_BIT); 165 } 166} 167 168void OpenGLRenderer::finish() { 169#if DEBUG_OPENGL 170 GLenum status = GL_NO_ERROR; 171 while ((status = glGetError()) != GL_NO_ERROR) { 172 LOGD("GL error from OpenGLRenderer: 0x%x", status); 173 switch (status) { 174 case GL_OUT_OF_MEMORY: 175 LOGE(" OpenGLRenderer is out of memory!"); 176 break; 177 } 178 } 179#endif 180#if DEBUG_MEMORY_USAGE 181 mCaches.dumpMemoryUsage(); 182#else 183 if (mCaches.getDebugLevel() & kDebugMemory) { 184 mCaches.dumpMemoryUsage(); 185 } 186#endif 187} 188 189void OpenGLRenderer::interrupt() { 190 if (mCaches.currentProgram) { 191 if (mCaches.currentProgram->isInUse()) { 192 mCaches.currentProgram->remove(); 193 mCaches.currentProgram = NULL; 194 } 195 } 196 mCaches.unbindMeshBuffer(); 197 mCaches.unbindIndicesBuffer(); 198 mCaches.resetVertexPointers(); 199 mCaches.disbaleTexCoordsVertexArray(); 200} 201 202void OpenGLRenderer::resume() { 203 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 204 205 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 206 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 207 208 glEnable(GL_SCISSOR_TEST); 209 dirtyClip(); 210 211 mCaches.activeTexture(0); 212 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 213 214 mCaches.blend = true; 215 glEnable(GL_BLEND); 216 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 217 glBlendEquation(GL_FUNC_ADD); 218} 219 220bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 221 interrupt(); 222 if (mDirtyClip) { 223 setScissorFromClip(); 224 } 225 226 Rect clip(*mSnapshot->clipRect); 227 clip.snapToPixelBoundaries(); 228 229#if RENDER_LAYERS_AS_REGIONS 230 // Since we don't know what the functor will draw, let's dirty 231 // tne entire clip region 232 if (hasLayer()) { 233 dirtyLayerUnchecked(clip, getRegion()); 234 } 235#endif 236 237 DrawGlInfo info; 238 info.clipLeft = clip.left; 239 info.clipTop = clip.top; 240 info.clipRight = clip.right; 241 info.clipBottom = clip.bottom; 242 info.isLayer = hasLayer(); 243 getSnapshot()->transform->copyTo(&info.transform[0]); 244 245 status_t result = (*functor)(0, &info); 246 247 if (result != 0) { 248 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 249 dirty.unionWith(localDirty); 250 } 251 252 resume(); 253 return result != 0; 254} 255 256/////////////////////////////////////////////////////////////////////////////// 257// State management 258/////////////////////////////////////////////////////////////////////////////// 259 260int OpenGLRenderer::getSaveCount() const { 261 return mSaveCount; 262} 263 264int OpenGLRenderer::save(int flags) { 265 return saveSnapshot(flags); 266} 267 268void OpenGLRenderer::restore() { 269 if (mSaveCount > 1) { 270 restoreSnapshot(); 271 } 272} 273 274void OpenGLRenderer::restoreToCount(int saveCount) { 275 if (saveCount < 1) saveCount = 1; 276 277 while (mSaveCount > saveCount) { 278 restoreSnapshot(); 279 } 280} 281 282int OpenGLRenderer::saveSnapshot(int flags) { 283 mSnapshot = new Snapshot(mSnapshot, flags); 284 return mSaveCount++; 285} 286 287bool OpenGLRenderer::restoreSnapshot() { 288 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 289 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 290 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 291 292 sp<Snapshot> current = mSnapshot; 293 sp<Snapshot> previous = mSnapshot->previous; 294 295 if (restoreOrtho) { 296 Rect& r = previous->viewport; 297 glViewport(r.left, r.top, r.right, r.bottom); 298 mOrthoMatrix.load(current->orthoMatrix); 299 } 300 301 mSaveCount--; 302 mSnapshot = previous; 303 304 if (restoreClip) { 305 dirtyClip(); 306 } 307 308 if (restoreLayer) { 309 composeLayer(current, previous); 310 } 311 312 return restoreClip; 313} 314 315/////////////////////////////////////////////////////////////////////////////// 316// Layers 317/////////////////////////////////////////////////////////////////////////////// 318 319int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 320 SkPaint* p, int flags) { 321 const GLuint previousFbo = mSnapshot->fbo; 322 const int count = saveSnapshot(flags); 323 324 if (!mSnapshot->isIgnored()) { 325 int alpha = 255; 326 SkXfermode::Mode mode; 327 328 if (p) { 329 alpha = p->getAlpha(); 330 if (!mCaches.extensions.hasFramebufferFetch()) { 331 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 332 if (!isMode) { 333 // Assume SRC_OVER 334 mode = SkXfermode::kSrcOver_Mode; 335 } 336 } else { 337 mode = getXfermode(p->getXfermode()); 338 } 339 } else { 340 mode = SkXfermode::kSrcOver_Mode; 341 } 342 343 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 344 } 345 346 return count; 347} 348 349int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 350 int alpha, int flags) { 351 if (alpha >= 255 - ALPHA_THRESHOLD) { 352 return saveLayer(left, top, right, bottom, NULL, flags); 353 } else { 354 SkPaint paint; 355 paint.setAlpha(alpha); 356 return saveLayer(left, top, right, bottom, &paint, flags); 357 } 358} 359 360/** 361 * Layers are viewed by Skia are slightly different than layers in image editing 362 * programs (for instance.) When a layer is created, previously created layers 363 * and the frame buffer still receive every drawing command. For instance, if a 364 * layer is created and a shape intersecting the bounds of the layers and the 365 * framebuffer is draw, the shape will be drawn on both (unless the layer was 366 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 367 * 368 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 369 * texture. Unfortunately, this is inefficient as it requires every primitive to 370 * be drawn n + 1 times, where n is the number of active layers. In practice this 371 * means, for every primitive: 372 * - Switch active frame buffer 373 * - Change viewport, clip and projection matrix 374 * - Issue the drawing 375 * 376 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 377 * To avoid this, layers are implemented in a different way here, at least in the 378 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 379 * is set. When this flag is set we can redirect all drawing operations into a 380 * single FBO. 381 * 382 * This implementation relies on the frame buffer being at least RGBA 8888. When 383 * a layer is created, only a texture is created, not an FBO. The content of the 384 * frame buffer contained within the layer's bounds is copied into this texture 385 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 386 * buffer and drawing continues as normal. This technique therefore treats the 387 * frame buffer as a scratch buffer for the layers. 388 * 389 * To compose the layers back onto the frame buffer, each layer texture 390 * (containing the original frame buffer data) is drawn as a simple quad over 391 * the frame buffer. The trick is that the quad is set as the composition 392 * destination in the blending equation, and the frame buffer becomes the source 393 * of the composition. 394 * 395 * Drawing layers with an alpha value requires an extra step before composition. 396 * An empty quad is drawn over the layer's region in the frame buffer. This quad 397 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 398 * quad is used to multiply the colors in the frame buffer. This is achieved by 399 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 400 * GL_ZERO, GL_SRC_ALPHA. 401 * 402 * Because glCopyTexImage2D() can be slow, an alternative implementation might 403 * be use to draw a single clipped layer. The implementation described above 404 * is correct in every case. 405 * 406 * (1) The frame buffer is actually not cleared right away. To allow the GPU 407 * to potentially optimize series of calls to glCopyTexImage2D, the frame 408 * buffer is left untouched until the first drawing operation. Only when 409 * something actually gets drawn are the layers regions cleared. 410 */ 411bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 412 float right, float bottom, int alpha, SkXfermode::Mode mode, 413 int flags, GLuint previousFbo) { 414 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 415 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 416 417 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 418 419 // Window coordinates of the layer 420 Rect bounds(left, top, right, bottom); 421 if (!fboLayer) { 422 mSnapshot->transform->mapRect(bounds); 423 424 // Layers only make sense if they are in the framebuffer's bounds 425 if (bounds.intersect(*snapshot->clipRect)) { 426 // We cannot work with sub-pixels in this case 427 bounds.snapToPixelBoundaries(); 428 429 // When the layer is not an FBO, we may use glCopyTexImage so we 430 // need to make sure the layer does not extend outside the bounds 431 // of the framebuffer 432 if (!bounds.intersect(snapshot->previous->viewport)) { 433 bounds.setEmpty(); 434 } 435 } else { 436 bounds.setEmpty(); 437 } 438 } 439 440 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 441 bounds.getHeight() > mCaches.maxTextureSize) { 442 snapshot->empty = fboLayer; 443 } else { 444 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 445 } 446 447 // Bail out if we won't draw in this snapshot 448 if (snapshot->invisible || snapshot->empty) { 449 return false; 450 } 451 452 mCaches.activeTexture(0); 453 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 454 if (!layer) { 455 return false; 456 } 457 458 layer->setAlpha(alpha, mode); 459 layer->layer.set(bounds); 460 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 461 bounds.getWidth() / float(layer->getWidth()), 0.0f); 462 layer->setColorFilter(mColorFilter); 463 464 // Save the layer in the snapshot 465 snapshot->flags |= Snapshot::kFlagIsLayer; 466 snapshot->layer = layer; 467 468 if (fboLayer) { 469 return createFboLayer(layer, bounds, snapshot, previousFbo); 470 } else { 471 // Copy the framebuffer into the layer 472 layer->bindTexture(); 473 if (!bounds.isEmpty()) { 474 if (layer->isEmpty()) { 475 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 476 bounds.left, snapshot->height - bounds.bottom, 477 layer->getWidth(), layer->getHeight(), 0); 478 layer->setEmpty(false); 479 } else { 480 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 481 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 482 } 483 484 // Enqueue the buffer coordinates to clear the corresponding region later 485 mLayers.push(new Rect(bounds)); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->setFbo(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->getFbo(); 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->getFbo()); 526 layer->bindTexture(); 527 528 // Initialize the texture if needed 529 if (layer->isEmpty()) { 530 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 531 layer->setEmpty(false); 532 } 533 534 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 535 layer->getTexture(), 0); 536 537#if DEBUG_LAYERS_AS_REGIONS 538 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 539 if (status != GL_FRAMEBUFFER_COMPLETE) { 540 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 541 542 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 543 layer->deleteTexture(); 544 mCaches.fboCache.put(layer->getFbo()); 545 546 delete layer; 547 548 return false; 549 } 550#endif 551 552 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 553 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 554 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 555 glClear(GL_COLOR_BUFFER_BIT); 556 557 dirtyClip(); 558 559 // Change the ortho projection 560 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 561 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 562 563 return true; 564} 565 566/** 567 * Read the documentation of createLayer() before doing anything in this method. 568 */ 569void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 570 if (!current->layer) { 571 LOGE("Attempting to compose a layer that does not exist"); 572 return; 573 } 574 575 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 576 577 if (fboLayer) { 578 // Unbind current FBO and restore previous one 579 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 580 } 581 582 Layer* layer = current->layer; 583 const Rect& rect = layer->layer; 584 585 if (!fboLayer && layer->getAlpha() < 255) { 586 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 587 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 588 // Required below, composeLayerRect() will divide by 255 589 layer->setAlpha(255); 590 } 591 592 mCaches.unbindMeshBuffer(); 593 594 mCaches.activeTexture(0); 595 596 // When the layer is stored in an FBO, we can save a bit of fillrate by 597 // drawing only the dirty region 598 if (fboLayer) { 599 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 600 if (layer->getColorFilter()) { 601 setupColorFilter(layer->getColorFilter()); 602 } 603 composeLayerRegion(layer, rect); 604 if (layer->getColorFilter()) { 605 resetColorFilter(); 606 } 607 } else if (!rect.isEmpty()) { 608 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 609 composeLayerRect(layer, rect, true); 610 } 611 612 if (fboLayer) { 613 // Note: No need to use glDiscardFramebufferEXT() since we never 614 // create/compose layers that are not on screen with this 615 // code path 616 // See LayerRenderer::destroyLayer(Layer*) 617 618 // Detach the texture from the FBO 619 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 620 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 621 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 622 623 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 624 mCaches.fboCache.put(current->fbo); 625 } 626 627 dirtyClip(); 628 629 // Failing to add the layer to the cache should happen only if the layer is too large 630 if (!mCaches.layerCache.put(layer)) { 631 LAYER_LOGD("Deleting layer"); 632 layer->deleteTexture(); 633 delete layer; 634 } 635} 636 637void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 638 float alpha = layer->getAlpha() / 255.0f; 639 640 mat4& transform = layer->getTransform(); 641 if (!transform.isIdentity()) { 642 save(0); 643 mSnapshot->transform->multiply(transform); 644 } 645 646 setupDraw(); 647 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 648 setupDrawWithTexture(); 649 } else { 650 setupDrawWithExternalTexture(); 651 } 652 setupDrawTextureTransform(); 653 setupDrawColor(alpha, alpha, alpha, alpha); 654 setupDrawColorFilter(); 655 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 656 setupDrawProgram(); 657 setupDrawPureColorUniforms(); 658 setupDrawColorFilterUniforms(); 659 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 660 setupDrawTexture(layer->getTexture()); 661 } else { 662 setupDrawExternalTexture(layer->getTexture()); 663 } 664 if (mSnapshot->transform->isPureTranslate() && 665 layer->getWidth() == (uint32_t) rect.getWidth() && 666 layer->getHeight() == (uint32_t) rect.getHeight()) { 667 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 668 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 669 670 layer->setFilter(GL_NEAREST); 671 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 672 } else { 673 layer->setFilter(GL_LINEAR); 674 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 675 } 676 setupDrawTextureTransformUniforms(layer->getTexTransform()); 677 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 678 679 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 680 681 finishDrawTexture(); 682 683 if (!transform.isIdentity()) { 684 restore(); 685 } 686} 687 688void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 689 if (!layer->isTextureLayer()) { 690 const Rect& texCoords = layer->texCoords; 691 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 692 texCoords.right, texCoords.bottom); 693 694 float x = rect.left; 695 float y = rect.top; 696 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 697 layer->getWidth() == (uint32_t) rect.getWidth() && 698 layer->getHeight() == (uint32_t) rect.getHeight(); 699 700 if (simpleTransform) { 701 // When we're swapping, the layer is already in screen coordinates 702 if (!swap) { 703 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 704 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 705 } 706 707 layer->setFilter(GL_NEAREST, true); 708 } else { 709 layer->setFilter(GL_LINEAR, true); 710 } 711 712 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 713 layer->getTexture(), layer->getAlpha() / 255.0f, 714 layer->getMode(), layer->isBlend(), 715 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 716 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 717 718 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 719 } else { 720 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 721 drawTextureLayer(layer, rect); 722 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 723 } 724} 725 726void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 727#if RENDER_LAYERS_AS_REGIONS 728 if (layer->region.isRect()) { 729 layer->setRegionAsRect(); 730 731 composeLayerRect(layer, layer->regionRect); 732 733 layer->region.clear(); 734 return; 735 } 736 737 // TODO: See LayerRenderer.cpp::generateMesh() for important 738 // information about this implementation 739 if (!layer->region.isEmpty()) { 740 size_t count; 741 const android::Rect* rects = layer->region.getArray(&count); 742 743 const float alpha = layer->getAlpha() / 255.0f; 744 const float texX = 1.0f / float(layer->getWidth()); 745 const float texY = 1.0f / float(layer->getHeight()); 746 const float height = rect.getHeight(); 747 748 TextureVertex* mesh = mCaches.getRegionMesh(); 749 GLsizei numQuads = 0; 750 751 setupDraw(); 752 setupDrawWithTexture(); 753 setupDrawColor(alpha, alpha, alpha, alpha); 754 setupDrawColorFilter(); 755 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 756 setupDrawProgram(); 757 setupDrawDirtyRegionsDisabled(); 758 setupDrawPureColorUniforms(); 759 setupDrawColorFilterUniforms(); 760 setupDrawTexture(layer->getTexture()); 761 if (mSnapshot->transform->isPureTranslate()) { 762 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 763 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 764 765 layer->setFilter(GL_NEAREST); 766 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 767 } else { 768 layer->setFilter(GL_LINEAR); 769 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 770 } 771 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 772 773 for (size_t i = 0; i < count; i++) { 774 const android::Rect* r = &rects[i]; 775 776 const float u1 = r->left * texX; 777 const float v1 = (height - r->top) * texY; 778 const float u2 = r->right * texX; 779 const float v2 = (height - r->bottom) * texY; 780 781 // TODO: Reject quads outside of the clip 782 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 783 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 784 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 785 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 786 787 numQuads++; 788 789 if (numQuads >= REGION_MESH_QUAD_COUNT) { 790 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 791 numQuads = 0; 792 mesh = mCaches.getRegionMesh(); 793 } 794 } 795 796 if (numQuads > 0) { 797 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 798 } 799 800 finishDrawTexture(); 801 802#if DEBUG_LAYERS_AS_REGIONS 803 drawRegionRects(layer->region); 804#endif 805 806 layer->region.clear(); 807 } 808#else 809 composeLayerRect(layer, rect); 810#endif 811} 812 813void OpenGLRenderer::drawRegionRects(const Region& region) { 814#if DEBUG_LAYERS_AS_REGIONS 815 size_t count; 816 const android::Rect* rects = region.getArray(&count); 817 818 uint32_t colors[] = { 819 0x7fff0000, 0x7f00ff00, 820 0x7f0000ff, 0x7fff00ff, 821 }; 822 823 int offset = 0; 824 int32_t top = rects[0].top; 825 826 for (size_t i = 0; i < count; i++) { 827 if (top != rects[i].top) { 828 offset ^= 0x2; 829 top = rects[i].top; 830 } 831 832 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 833 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 834 SkXfermode::kSrcOver_Mode); 835 } 836#endif 837} 838 839void OpenGLRenderer::dirtyLayer(const float left, const float top, 840 const float right, const float bottom, const mat4 transform) { 841#if RENDER_LAYERS_AS_REGIONS 842 if (hasLayer()) { 843 Rect bounds(left, top, right, bottom); 844 transform.mapRect(bounds); 845 dirtyLayerUnchecked(bounds, getRegion()); 846 } 847#endif 848} 849 850void OpenGLRenderer::dirtyLayer(const float left, const float top, 851 const float right, const float bottom) { 852#if RENDER_LAYERS_AS_REGIONS 853 if (hasLayer()) { 854 Rect bounds(left, top, right, bottom); 855 dirtyLayerUnchecked(bounds, getRegion()); 856 } 857#endif 858} 859 860void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 861#if RENDER_LAYERS_AS_REGIONS 862 if (bounds.intersect(*mSnapshot->clipRect)) { 863 bounds.snapToPixelBoundaries(); 864 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 865 if (!dirty.isEmpty()) { 866 region->orSelf(dirty); 867 } 868 } 869#endif 870} 871 872void OpenGLRenderer::clearLayerRegions() { 873 const size_t count = mLayers.size(); 874 if (count == 0) return; 875 876 if (!mSnapshot->isIgnored()) { 877 // Doing several glScissor/glClear here can negatively impact 878 // GPUs with a tiler architecture, instead we draw quads with 879 // the Clear blending mode 880 881 // The list contains bounds that have already been clipped 882 // against their initial clip rect, and the current clip 883 // is likely different so we need to disable clipping here 884 glDisable(GL_SCISSOR_TEST); 885 886 Vertex mesh[count * 6]; 887 Vertex* vertex = mesh; 888 889 for (uint32_t i = 0; i < count; i++) { 890 Rect* bounds = mLayers.itemAt(i); 891 892 Vertex::set(vertex++, bounds->left, bounds->bottom); 893 Vertex::set(vertex++, bounds->left, bounds->top); 894 Vertex::set(vertex++, bounds->right, bounds->top); 895 Vertex::set(vertex++, bounds->left, bounds->bottom); 896 Vertex::set(vertex++, bounds->right, bounds->top); 897 Vertex::set(vertex++, bounds->right, bounds->bottom); 898 899 delete bounds; 900 } 901 902 setupDraw(false); 903 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 904 setupDrawBlending(true, SkXfermode::kClear_Mode); 905 setupDrawProgram(); 906 setupDrawPureColorUniforms(); 907 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 908 setupDrawVertices(&mesh[0].position[0]); 909 910 glDrawArrays(GL_TRIANGLES, 0, count * 6); 911 912 glEnable(GL_SCISSOR_TEST); 913 } else { 914 for (uint32_t i = 0; i < count; i++) { 915 delete mLayers.itemAt(i); 916 } 917 } 918 919 mLayers.clear(); 920} 921 922/////////////////////////////////////////////////////////////////////////////// 923// Transforms 924/////////////////////////////////////////////////////////////////////////////// 925 926void OpenGLRenderer::translate(float dx, float dy) { 927 mSnapshot->transform->translate(dx, dy, 0.0f); 928} 929 930void OpenGLRenderer::rotate(float degrees) { 931 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 932} 933 934void OpenGLRenderer::scale(float sx, float sy) { 935 mSnapshot->transform->scale(sx, sy, 1.0f); 936} 937 938void OpenGLRenderer::skew(float sx, float sy) { 939 mSnapshot->transform->skew(sx, sy); 940} 941 942void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 943 if (matrix) { 944 mSnapshot->transform->load(*matrix); 945 } else { 946 mSnapshot->transform->loadIdentity(); 947 } 948} 949 950void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 951 mSnapshot->transform->copyTo(*matrix); 952} 953 954void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 955 SkMatrix transform; 956 mSnapshot->transform->copyTo(transform); 957 transform.preConcat(*matrix); 958 mSnapshot->transform->load(transform); 959} 960 961/////////////////////////////////////////////////////////////////////////////// 962// Clipping 963/////////////////////////////////////////////////////////////////////////////// 964 965void OpenGLRenderer::setScissorFromClip() { 966 Rect clip(*mSnapshot->clipRect); 967 clip.snapToPixelBoundaries(); 968 969 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 970 clip.getWidth(), clip.getHeight()); 971 972 mDirtyClip = false; 973} 974 975const Rect& OpenGLRenderer::getClipBounds() { 976 return mSnapshot->getLocalClip(); 977} 978 979bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 980 if (mSnapshot->isIgnored()) { 981 return true; 982 } 983 984 Rect r(left, top, right, bottom); 985 mSnapshot->transform->mapRect(r); 986 r.snapToPixelBoundaries(); 987 988 Rect clipRect(*mSnapshot->clipRect); 989 clipRect.snapToPixelBoundaries(); 990 991 return !clipRect.intersects(r); 992} 993 994bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 995 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 996 if (clipped) { 997 dirtyClip(); 998 } 999 return !mSnapshot->clipRect->isEmpty(); 1000} 1001 1002/////////////////////////////////////////////////////////////////////////////// 1003// Drawing commands 1004/////////////////////////////////////////////////////////////////////////////// 1005 1006void OpenGLRenderer::setupDraw(bool clear) { 1007 if (clear) clearLayerRegions(); 1008 if (mDirtyClip) { 1009 setScissorFromClip(); 1010 } 1011 mDescription.reset(); 1012 mSetShaderColor = false; 1013 mColorSet = false; 1014 mColorA = mColorR = mColorG = mColorB = 0.0f; 1015 mTextureUnit = 0; 1016 mTrackDirtyRegions = true; 1017} 1018 1019void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1020 mDescription.hasTexture = true; 1021 mDescription.hasAlpha8Texture = isAlpha8; 1022} 1023 1024void OpenGLRenderer::setupDrawWithExternalTexture() { 1025 mDescription.hasExternalTexture = true; 1026} 1027 1028void OpenGLRenderer::setupDrawNoTexture() { 1029 mCaches.disbaleTexCoordsVertexArray(); 1030} 1031 1032void OpenGLRenderer::setupDrawAALine() { 1033 mDescription.isAA = true; 1034} 1035 1036void OpenGLRenderer::setupDrawPoint(float pointSize) { 1037 mDescription.isPoint = true; 1038 mDescription.pointSize = pointSize; 1039} 1040 1041void OpenGLRenderer::setupDrawColor(int color) { 1042 setupDrawColor(color, (color >> 24) & 0xFF); 1043} 1044 1045void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1046 mColorA = alpha / 255.0f; 1047 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1048 // the rgb values by a instead of also dividing by 255 1049 const float a = mColorA / 255.0f; 1050 mColorR = a * ((color >> 16) & 0xFF); 1051 mColorG = a * ((color >> 8) & 0xFF); 1052 mColorB = a * ((color ) & 0xFF); 1053 mColorSet = true; 1054 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1055} 1056 1057void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1058 mColorA = alpha / 255.0f; 1059 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1060 // the rgb values by a instead of also dividing by 255 1061 const float a = mColorA / 255.0f; 1062 mColorR = a * ((color >> 16) & 0xFF); 1063 mColorG = a * ((color >> 8) & 0xFF); 1064 mColorB = a * ((color ) & 0xFF); 1065 mColorSet = true; 1066 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1067} 1068 1069void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1070 mColorA = a; 1071 mColorR = r; 1072 mColorG = g; 1073 mColorB = b; 1074 mColorSet = true; 1075 mSetShaderColor = mDescription.setColor(r, g, b, a); 1076} 1077 1078void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1079 mColorA = a; 1080 mColorR = r; 1081 mColorG = g; 1082 mColorB = b; 1083 mColorSet = true; 1084 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1085} 1086 1087void OpenGLRenderer::setupDrawShader() { 1088 if (mShader) { 1089 mShader->describe(mDescription, mCaches.extensions); 1090 } 1091} 1092 1093void OpenGLRenderer::setupDrawColorFilter() { 1094 if (mColorFilter) { 1095 mColorFilter->describe(mDescription, mCaches.extensions); 1096 } 1097} 1098 1099void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1100 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1101 mColorA = 1.0f; 1102 mColorR = mColorG = mColorB = 0.0f; 1103 mSetShaderColor = mDescription.modulate = true; 1104 } 1105} 1106 1107void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1108 // When the blending mode is kClear_Mode, we need to use a modulate color 1109 // argb=1,0,0,0 1110 accountForClear(mode); 1111 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1112 mDescription, swapSrcDst); 1113} 1114 1115void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1116 // When the blending mode is kClear_Mode, we need to use a modulate color 1117 // argb=1,0,0,0 1118 accountForClear(mode); 1119 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1120 mDescription, swapSrcDst); 1121} 1122 1123void OpenGLRenderer::setupDrawProgram() { 1124 useProgram(mCaches.programCache.get(mDescription)); 1125} 1126 1127void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1128 mTrackDirtyRegions = false; 1129} 1130 1131void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1132 bool ignoreTransform) { 1133 mModelView.loadTranslate(left, top, 0.0f); 1134 if (!ignoreTransform) { 1135 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1136 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1137 } else { 1138 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1139 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1140 } 1141} 1142 1143void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1144 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1145} 1146 1147void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1148 bool ignoreTransform, bool ignoreModelView) { 1149 if (!ignoreModelView) { 1150 mModelView.loadTranslate(left, top, 0.0f); 1151 mModelView.scale(right - left, bottom - top, 1.0f); 1152 } else { 1153 mModelView.loadIdentity(); 1154 } 1155 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1156 if (!ignoreTransform) { 1157 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1158 if (mTrackDirtyRegions && dirty) { 1159 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1160 } 1161 } else { 1162 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1163 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1164 } 1165} 1166 1167void OpenGLRenderer::setupDrawPointUniforms() { 1168 int slot = mCaches.currentProgram->getUniform("pointSize"); 1169 glUniform1f(slot, mDescription.pointSize); 1170} 1171 1172void OpenGLRenderer::setupDrawColorUniforms() { 1173 if (mColorSet || (mShader && mSetShaderColor)) { 1174 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1175 } 1176} 1177 1178void OpenGLRenderer::setupDrawPureColorUniforms() { 1179 if (mSetShaderColor) { 1180 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1181 } 1182} 1183 1184void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1185 if (mShader) { 1186 if (ignoreTransform) { 1187 mModelView.loadInverse(*mSnapshot->transform); 1188 } 1189 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1190 } 1191} 1192 1193void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1194 if (mShader) { 1195 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1196 } 1197} 1198 1199void OpenGLRenderer::setupDrawColorFilterUniforms() { 1200 if (mColorFilter) { 1201 mColorFilter->setupProgram(mCaches.currentProgram); 1202 } 1203} 1204 1205void OpenGLRenderer::setupDrawSimpleMesh() { 1206 bool force = mCaches.bindMeshBuffer(); 1207 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1208 mCaches.unbindIndicesBuffer(); 1209} 1210 1211void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1212 bindTexture(texture); 1213 mTextureUnit++; 1214 mCaches.enableTexCoordsVertexArray(); 1215} 1216 1217void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1218 bindExternalTexture(texture); 1219 mTextureUnit++; 1220 mCaches.enableTexCoordsVertexArray(); 1221} 1222 1223void OpenGLRenderer::setupDrawTextureTransform() { 1224 mDescription.hasTextureTransform = true; 1225} 1226 1227void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1228 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1229 GL_FALSE, &transform.data[0]); 1230} 1231 1232void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1233 bool force = false; 1234 if (!vertices) { 1235 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1236 } else { 1237 force = mCaches.unbindMeshBuffer(); 1238 } 1239 1240 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1241 if (mCaches.currentProgram->texCoords >= 0) { 1242 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1243 } 1244 1245 mCaches.unbindIndicesBuffer(); 1246} 1247 1248void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1249 bool force = mCaches.unbindMeshBuffer(); 1250 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1251 if (mCaches.currentProgram->texCoords >= 0) { 1252 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1253 } 1254} 1255 1256void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1257 bool force = mCaches.unbindMeshBuffer(); 1258 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1259 vertices, gVertexStride); 1260 mCaches.unbindIndicesBuffer(); 1261} 1262 1263/** 1264 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1265 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1266 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1267 * attributes (one per vertex) are values from zero to one that tells the fragment 1268 * shader where the fragment is in relation to the line width/length overall; these values are 1269 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1270 * region of the line. 1271 * Note that we only pass down the width values in this setup function. The length coordinates 1272 * are set up for each individual segment. 1273 */ 1274void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1275 GLvoid* lengthCoords, float boundaryWidthProportion) { 1276 bool force = mCaches.unbindMeshBuffer(); 1277 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1278 vertices, gAAVertexStride); 1279 mCaches.resetTexCoordsVertexPointer(); 1280 mCaches.unbindIndicesBuffer(); 1281 1282 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1283 glEnableVertexAttribArray(widthSlot); 1284 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1285 1286 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1287 glEnableVertexAttribArray(lengthSlot); 1288 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1289 1290 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1291 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1292 1293 // Setting the inverse value saves computations per-fragment in the shader 1294 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1295 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1296} 1297 1298void OpenGLRenderer::finishDrawTexture() { 1299} 1300 1301/////////////////////////////////////////////////////////////////////////////// 1302// Drawing 1303/////////////////////////////////////////////////////////////////////////////// 1304 1305bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1306 Rect& dirty, uint32_t level) { 1307 if (quickReject(0.0f, 0.0f, width, height)) { 1308 return false; 1309 } 1310 1311 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1312 // will be performed by the display list itself 1313 if (displayList && displayList->isRenderable()) { 1314 return displayList->replay(*this, dirty, level); 1315 } 1316 1317 return false; 1318} 1319 1320void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1321 if (displayList) { 1322 displayList->output(*this, level); 1323 } 1324} 1325 1326void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1327 int alpha; 1328 SkXfermode::Mode mode; 1329 getAlphaAndMode(paint, &alpha, &mode); 1330 1331 float x = left; 1332 float y = top; 1333 1334 GLenum filter = GL_LINEAR; 1335 bool ignoreTransform = false; 1336 if (mSnapshot->transform->isPureTranslate()) { 1337 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1338 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1339 ignoreTransform = true; 1340 filter = GL_NEAREST; 1341 } else { 1342 filter = FILTER(paint); 1343 } 1344 1345 setupDraw(); 1346 setupDrawWithTexture(true); 1347 if (paint) { 1348 setupDrawAlpha8Color(paint->getColor(), alpha); 1349 } 1350 setupDrawColorFilter(); 1351 setupDrawShader(); 1352 setupDrawBlending(true, mode); 1353 setupDrawProgram(); 1354 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1355 1356 setupDrawTexture(texture->id); 1357 texture->setWrap(GL_CLAMP_TO_EDGE); 1358 texture->setFilter(filter); 1359 1360 setupDrawPureColorUniforms(); 1361 setupDrawColorFilterUniforms(); 1362 setupDrawShaderUniforms(); 1363 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1364 1365 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1366 1367 finishDrawTexture(); 1368} 1369 1370void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1371 const float right = left + bitmap->width(); 1372 const float bottom = top + bitmap->height(); 1373 1374 if (quickReject(left, top, right, bottom)) { 1375 return; 1376 } 1377 1378 mCaches.activeTexture(0); 1379 Texture* texture = mCaches.textureCache.get(bitmap); 1380 if (!texture) return; 1381 const AutoTexture autoCleanup(texture); 1382 1383 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1384 drawAlphaBitmap(texture, left, top, paint); 1385 } else { 1386 drawTextureRect(left, top, right, bottom, texture, paint); 1387 } 1388} 1389 1390void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1391 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1392 const mat4 transform(*matrix); 1393 transform.mapRect(r); 1394 1395 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1396 return; 1397 } 1398 1399 mCaches.activeTexture(0); 1400 Texture* texture = mCaches.textureCache.get(bitmap); 1401 if (!texture) return; 1402 const AutoTexture autoCleanup(texture); 1403 1404 // This could be done in a cheaper way, all we need is pass the matrix 1405 // to the vertex shader. The save/restore is a bit overkill. 1406 save(SkCanvas::kMatrix_SaveFlag); 1407 concatMatrix(matrix); 1408 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1409 restore(); 1410} 1411 1412void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1413 float* vertices, int* colors, SkPaint* paint) { 1414 // TODO: Do a quickReject 1415 if (!vertices || mSnapshot->isIgnored()) { 1416 return; 1417 } 1418 1419 mCaches.activeTexture(0); 1420 Texture* texture = mCaches.textureCache.get(bitmap); 1421 if (!texture) return; 1422 const AutoTexture autoCleanup(texture); 1423 1424 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1425 texture->setFilter(FILTER(paint), true); 1426 1427 int alpha; 1428 SkXfermode::Mode mode; 1429 getAlphaAndMode(paint, &alpha, &mode); 1430 1431 const uint32_t count = meshWidth * meshHeight * 6; 1432 1433 float left = FLT_MAX; 1434 float top = FLT_MAX; 1435 float right = FLT_MIN; 1436 float bottom = FLT_MIN; 1437 1438#if RENDER_LAYERS_AS_REGIONS 1439 bool hasActiveLayer = hasLayer(); 1440#else 1441 bool hasActiveLayer = false; 1442#endif 1443 1444 // TODO: Support the colors array 1445 TextureVertex mesh[count]; 1446 TextureVertex* vertex = mesh; 1447 for (int32_t y = 0; y < meshHeight; y++) { 1448 for (int32_t x = 0; x < meshWidth; x++) { 1449 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1450 1451 float u1 = float(x) / meshWidth; 1452 float u2 = float(x + 1) / meshWidth; 1453 float v1 = float(y) / meshHeight; 1454 float v2 = float(y + 1) / meshHeight; 1455 1456 int ax = i + (meshWidth + 1) * 2; 1457 int ay = ax + 1; 1458 int bx = i; 1459 int by = bx + 1; 1460 int cx = i + 2; 1461 int cy = cx + 1; 1462 int dx = i + (meshWidth + 1) * 2 + 2; 1463 int dy = dx + 1; 1464 1465 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1466 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1467 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1468 1469 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1470 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1471 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1472 1473#if RENDER_LAYERS_AS_REGIONS 1474 if (hasActiveLayer) { 1475 // TODO: This could be optimized to avoid unnecessary ops 1476 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1477 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1478 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1479 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1480 } 1481#endif 1482 } 1483 } 1484 1485#if RENDER_LAYERS_AS_REGIONS 1486 if (hasActiveLayer) { 1487 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1488 } 1489#endif 1490 1491 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1492 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1493 GL_TRIANGLES, count, false, false, 0, false, false); 1494} 1495 1496void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1497 float srcLeft, float srcTop, float srcRight, float srcBottom, 1498 float dstLeft, float dstTop, float dstRight, float dstBottom, 1499 SkPaint* paint) { 1500 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1501 return; 1502 } 1503 1504 mCaches.activeTexture(0); 1505 Texture* texture = mCaches.textureCache.get(bitmap); 1506 if (!texture) return; 1507 const AutoTexture autoCleanup(texture); 1508 1509 const float width = texture->width; 1510 const float height = texture->height; 1511 1512 const float u1 = fmax(0.0f, srcLeft / width); 1513 const float v1 = fmax(0.0f, srcTop / height); 1514 const float u2 = fmin(1.0f, srcRight / width); 1515 const float v2 = fmin(1.0f, srcBottom / height); 1516 1517 mCaches.unbindMeshBuffer(); 1518 resetDrawTextureTexCoords(u1, v1, u2, v2); 1519 1520 int alpha; 1521 SkXfermode::Mode mode; 1522 getAlphaAndMode(paint, &alpha, &mode); 1523 1524 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1525 1526 if (mSnapshot->transform->isPureTranslate()) { 1527 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1528 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1529 1530 GLenum filter = GL_NEAREST; 1531 // Enable linear filtering if the source rectangle is scaled 1532 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1533 filter = FILTER(paint); 1534 } 1535 1536 texture->setFilter(filter, true); 1537 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1538 texture->id, alpha / 255.0f, mode, texture->blend, 1539 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1540 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1541 } else { 1542 texture->setFilter(FILTER(paint), true); 1543 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1544 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1545 GL_TRIANGLE_STRIP, gMeshCount); 1546 } 1547 1548 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1549} 1550 1551void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1552 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1553 float left, float top, float right, float bottom, SkPaint* paint) { 1554 if (quickReject(left, top, right, bottom)) { 1555 return; 1556 } 1557 1558 mCaches.activeTexture(0); 1559 Texture* texture = mCaches.textureCache.get(bitmap); 1560 if (!texture) return; 1561 const AutoTexture autoCleanup(texture); 1562 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1563 texture->setFilter(GL_LINEAR, true); 1564 1565 int alpha; 1566 SkXfermode::Mode mode; 1567 getAlphaAndMode(paint, &alpha, &mode); 1568 1569 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1570 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1571 1572 if (mesh && mesh->verticesCount > 0) { 1573 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1574#if RENDER_LAYERS_AS_REGIONS 1575 // Mark the current layer dirty where we are going to draw the patch 1576 if (hasLayer() && mesh->hasEmptyQuads) { 1577 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1578 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1579 const size_t count = mesh->quads.size(); 1580 for (size_t i = 0; i < count; i++) { 1581 const Rect& bounds = mesh->quads.itemAt(i); 1582 if (pureTranslate) { 1583 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1584 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1585 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1586 } else { 1587 dirtyLayer(left + bounds.left, top + bounds.top, 1588 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1589 } 1590 } 1591 } 1592#endif 1593 1594 if (pureTranslate) { 1595 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1596 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1597 1598 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1599 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1600 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1601 true, !mesh->hasEmptyQuads); 1602 } else { 1603 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1604 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1605 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1606 true, !mesh->hasEmptyQuads); 1607 } 1608 } 1609} 1610 1611/** 1612 * This function uses a similar approach to that of AA lines in the drawLines() function. 1613 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1614 * shader to compute the translucency of the color, determined by whether a given pixel is 1615 * within that boundary region and how far into the region it is. 1616 */ 1617void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1618 int color, SkXfermode::Mode mode) { 1619 float inverseScaleX = 1.0f; 1620 float inverseScaleY = 1.0f; 1621 // The quad that we use needs to account for scaling. 1622 if (!mSnapshot->transform->isPureTranslate()) { 1623 Matrix4 *mat = mSnapshot->transform; 1624 float m00 = mat->data[Matrix4::kScaleX]; 1625 float m01 = mat->data[Matrix4::kSkewY]; 1626 float m02 = mat->data[2]; 1627 float m10 = mat->data[Matrix4::kSkewX]; 1628 float m11 = mat->data[Matrix4::kScaleX]; 1629 float m12 = mat->data[6]; 1630 float scaleX = sqrt(m00 * m00 + m01 * m01); 1631 float scaleY = sqrt(m10 * m10 + m11 * m11); 1632 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1633 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1634 } 1635 1636 setupDraw(); 1637 setupDrawNoTexture(); 1638 setupDrawAALine(); 1639 setupDrawColor(color); 1640 setupDrawColorFilter(); 1641 setupDrawShader(); 1642 setupDrawBlending(true, mode); 1643 setupDrawProgram(); 1644 setupDrawModelViewIdentity(true); 1645 setupDrawColorUniforms(); 1646 setupDrawColorFilterUniforms(); 1647 setupDrawShaderIdentityUniforms(); 1648 1649 AAVertex rects[4]; 1650 AAVertex* aaVertices = &rects[0]; 1651 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1652 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1653 1654 float boundarySizeX = .5 * inverseScaleX; 1655 float boundarySizeY = .5 * inverseScaleY; 1656 1657 // Adjust the rect by the AA boundary padding 1658 left -= boundarySizeX; 1659 right += boundarySizeX; 1660 top -= boundarySizeY; 1661 bottom += boundarySizeY; 1662 1663 float width = right - left; 1664 float height = bottom - top; 1665 1666 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1667 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1668 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1669 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1670 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1671 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1672 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1673 1674 if (!quickReject(left, top, right, bottom)) { 1675 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1676 AAVertex::set(aaVertices++, left, top, 1, 0); 1677 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1678 AAVertex::set(aaVertices++, right, top, 0, 0); 1679 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1680 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1681 } 1682} 1683 1684/** 1685 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1686 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1687 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1688 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1689 * of the line. Hairlines are more involved because we need to account for transform scaling 1690 * to end up with a one-pixel-wide line in screen space.. 1691 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1692 * in combination with values that we calculate and pass down in this method. The basic approach 1693 * is that the quad we create contains both the core line area plus a bounding area in which 1694 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1695 * proportion of the width and the length of a given segment is represented by the boundary 1696 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1697 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1698 * on the inside). This ends up giving the result we want, with pixels that are completely 1699 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1700 * how far into the boundary region they are, which is determined by shader interpolation. 1701 */ 1702void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1703 if (mSnapshot->isIgnored()) return; 1704 1705 const bool isAA = paint->isAntiAlias(); 1706 // We use half the stroke width here because we're going to position the quad 1707 // corner vertices half of the width away from the line endpoints 1708 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1709 // A stroke width of 0 has a special meaning in Skia: 1710 // it draws a line 1 px wide regardless of current transform 1711 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1712 float inverseScaleX = 1.0f; 1713 float inverseScaleY = 1.0f; 1714 bool scaled = false; 1715 int alpha; 1716 SkXfermode::Mode mode; 1717 int generatedVerticesCount = 0; 1718 int verticesCount = count; 1719 if (count > 4) { 1720 // Polyline: account for extra vertices needed for continuous tri-strip 1721 verticesCount += (count - 4); 1722 } 1723 1724 if (isHairLine || isAA) { 1725 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1726 // the line on the screen should always be one pixel wide regardless of scale. For 1727 // AA lines, we only want one pixel of translucent boundary around the quad. 1728 if (!mSnapshot->transform->isPureTranslate()) { 1729 Matrix4 *mat = mSnapshot->transform; 1730 float m00 = mat->data[Matrix4::kScaleX]; 1731 float m01 = mat->data[Matrix4::kSkewY]; 1732 float m02 = mat->data[2]; 1733 float m10 = mat->data[Matrix4::kSkewX]; 1734 float m11 = mat->data[Matrix4::kScaleX]; 1735 float m12 = mat->data[6]; 1736 float scaleX = sqrt(m00*m00 + m01*m01); 1737 float scaleY = sqrt(m10*m10 + m11*m11); 1738 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1739 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1740 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1741 scaled = true; 1742 } 1743 } 1744 } 1745 1746 getAlphaAndMode(paint, &alpha, &mode); 1747 setupDraw(); 1748 setupDrawNoTexture(); 1749 if (isAA) { 1750 setupDrawAALine(); 1751 } 1752 setupDrawColor(paint->getColor(), alpha); 1753 setupDrawColorFilter(); 1754 setupDrawShader(); 1755 if (isAA) { 1756 setupDrawBlending(true, mode); 1757 } else { 1758 setupDrawBlending(mode); 1759 } 1760 setupDrawProgram(); 1761 setupDrawModelViewIdentity(true); 1762 setupDrawColorUniforms(); 1763 setupDrawColorFilterUniforms(); 1764 setupDrawShaderIdentityUniforms(); 1765 1766 if (isHairLine) { 1767 // Set a real stroke width to be used in quad construction 1768 halfStrokeWidth = isAA? 1 : .5; 1769 } else if (isAA && !scaled) { 1770 // Expand boundary to enable AA calculations on the quad border 1771 halfStrokeWidth += .5f; 1772 } 1773 Vertex lines[verticesCount]; 1774 Vertex* vertices = &lines[0]; 1775 AAVertex wLines[verticesCount]; 1776 AAVertex* aaVertices = &wLines[0]; 1777 if (!isAA) { 1778 setupDrawVertices(vertices); 1779 } else { 1780 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1781 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1782 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1783 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1784 // This value is used in the fragment shader to determine how to fill fragments. 1785 // We will need to calculate the actual width proportion on each segment for 1786 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1787 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1788 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1789 } 1790 1791 AAVertex* prevAAVertex = NULL; 1792 Vertex* prevVertex = NULL; 1793 1794 int boundaryLengthSlot = -1; 1795 int inverseBoundaryLengthSlot = -1; 1796 int boundaryWidthSlot = -1; 1797 int inverseBoundaryWidthSlot = -1; 1798 for (int i = 0; i < count; i += 4) { 1799 // a = start point, b = end point 1800 vec2 a(points[i], points[i + 1]); 1801 vec2 b(points[i + 2], points[i + 3]); 1802 float length = 0; 1803 float boundaryLengthProportion = 0; 1804 float boundaryWidthProportion = 0; 1805 1806 // Find the normal to the line 1807 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1808 if (isHairLine) { 1809 if (isAA) { 1810 float wideningFactor; 1811 if (fabs(n.x) >= fabs(n.y)) { 1812 wideningFactor = fabs(1.0f / n.x); 1813 } else { 1814 wideningFactor = fabs(1.0f / n.y); 1815 } 1816 n *= wideningFactor; 1817 } 1818 if (scaled) { 1819 n.x *= inverseScaleX; 1820 n.y *= inverseScaleY; 1821 } 1822 } else if (scaled) { 1823 // Extend n by .5 pixel on each side, post-transform 1824 vec2 extendedN = n.copyNormalized(); 1825 extendedN /= 2; 1826 extendedN.x *= inverseScaleX; 1827 extendedN.y *= inverseScaleY; 1828 float extendedNLength = extendedN.length(); 1829 // We need to set this value on the shader prior to drawing 1830 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1831 n += extendedN; 1832 } 1833 float x = n.x; 1834 n.x = -n.y; 1835 n.y = x; 1836 1837 // aa lines expand the endpoint vertices to encompass the AA boundary 1838 if (isAA) { 1839 vec2 abVector = (b - a); 1840 length = abVector.length(); 1841 abVector.normalize(); 1842 if (scaled) { 1843 abVector.x *= inverseScaleX; 1844 abVector.y *= inverseScaleY; 1845 float abLength = abVector.length(); 1846 boundaryLengthProportion = abLength / (length + abLength); 1847 } else { 1848 boundaryLengthProportion = .5 / (length + 1); 1849 } 1850 abVector /= 2; 1851 a -= abVector; 1852 b += abVector; 1853 } 1854 1855 // Four corners of the rectangle defining a thick line 1856 vec2 p1 = a - n; 1857 vec2 p2 = a + n; 1858 vec2 p3 = b + n; 1859 vec2 p4 = b - n; 1860 1861 1862 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1863 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1864 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1865 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1866 1867 if (!quickReject(left, top, right, bottom)) { 1868 if (!isAA) { 1869 if (prevVertex != NULL) { 1870 // Issue two repeat vertices to create degenerate triangles to bridge 1871 // between the previous line and the new one. This is necessary because 1872 // we are creating a single triangle_strip which will contain 1873 // potentially discontinuous line segments. 1874 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1875 Vertex::set(vertices++, p1.x, p1.y); 1876 generatedVerticesCount += 2; 1877 } 1878 Vertex::set(vertices++, p1.x, p1.y); 1879 Vertex::set(vertices++, p2.x, p2.y); 1880 Vertex::set(vertices++, p4.x, p4.y); 1881 Vertex::set(vertices++, p3.x, p3.y); 1882 prevVertex = vertices - 1; 1883 generatedVerticesCount += 4; 1884 } else { 1885 if (!isHairLine && scaled) { 1886 // Must set width proportions per-segment for scaled non-hairlines to use the 1887 // correct AA boundary dimensions 1888 if (boundaryWidthSlot < 0) { 1889 boundaryWidthSlot = 1890 mCaches.currentProgram->getUniform("boundaryWidth"); 1891 inverseBoundaryWidthSlot = 1892 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1893 } 1894 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1895 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1896 } 1897 if (boundaryLengthSlot < 0) { 1898 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1899 inverseBoundaryLengthSlot = 1900 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1901 } 1902 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1903 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1904 1905 if (prevAAVertex != NULL) { 1906 // Issue two repeat vertices to create degenerate triangles to bridge 1907 // between the previous line and the new one. This is necessary because 1908 // we are creating a single triangle_strip which will contain 1909 // potentially discontinuous line segments. 1910 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1911 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1912 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1913 generatedVerticesCount += 2; 1914 } 1915 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1916 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1917 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1918 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1919 prevAAVertex = aaVertices - 1; 1920 generatedVerticesCount += 4; 1921 } 1922 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1923 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1924 *mSnapshot->transform); 1925 } 1926 } 1927 if (generatedVerticesCount > 0) { 1928 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1929 } 1930} 1931 1932void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1933 if (mSnapshot->isIgnored()) return; 1934 1935 // TODO: The paint's cap style defines whether the points are square or circular 1936 // TODO: Handle AA for round points 1937 1938 // A stroke width of 0 has a special meaning in Skia: 1939 // it draws an unscaled 1px point 1940 float strokeWidth = paint->getStrokeWidth(); 1941 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1942 if (isHairLine) { 1943 // Now that we know it's hairline, we can set the effective width, to be used later 1944 strokeWidth = 1.0f; 1945 } 1946 const float halfWidth = strokeWidth / 2; 1947 int alpha; 1948 SkXfermode::Mode mode; 1949 getAlphaAndMode(paint, &alpha, &mode); 1950 1951 int verticesCount = count >> 1; 1952 int generatedVerticesCount = 0; 1953 1954 TextureVertex pointsData[verticesCount]; 1955 TextureVertex* vertex = &pointsData[0]; 1956 1957 setupDraw(); 1958 setupDrawNoTexture(); 1959 setupDrawPoint(strokeWidth); 1960 setupDrawColor(paint->getColor(), alpha); 1961 setupDrawColorFilter(); 1962 setupDrawShader(); 1963 setupDrawBlending(mode); 1964 setupDrawProgram(); 1965 setupDrawModelViewIdentity(true); 1966 setupDrawColorUniforms(); 1967 setupDrawColorFilterUniforms(); 1968 setupDrawPointUniforms(); 1969 setupDrawShaderIdentityUniforms(); 1970 setupDrawMesh(vertex); 1971 1972 for (int i = 0; i < count; i += 2) { 1973 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1974 generatedVerticesCount++; 1975 float left = points[i] - halfWidth; 1976 float right = points[i] + halfWidth; 1977 float top = points[i + 1] - halfWidth; 1978 float bottom = points [i + 1] + halfWidth; 1979 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1980 } 1981 1982 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1983} 1984 1985void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1986 // No need to check against the clip, we fill the clip region 1987 if (mSnapshot->isIgnored()) return; 1988 1989 Rect& clip(*mSnapshot->clipRect); 1990 clip.snapToPixelBoundaries(); 1991 1992 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1993} 1994 1995void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1996 if (!texture) return; 1997 const AutoTexture autoCleanup(texture); 1998 1999 const float x = left + texture->left - texture->offset; 2000 const float y = top + texture->top - texture->offset; 2001 2002 drawPathTexture(texture, x, y, paint); 2003} 2004 2005void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2006 float rx, float ry, SkPaint* paint) { 2007 if (mSnapshot->isIgnored()) return; 2008 2009 mCaches.activeTexture(0); 2010 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2011 right - left, bottom - top, rx, ry, paint); 2012 drawShape(left, top, texture, paint); 2013} 2014 2015void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2016 if (mSnapshot->isIgnored()) return; 2017 2018 mCaches.activeTexture(0); 2019 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2020 drawShape(x - radius, y - radius, texture, paint); 2021} 2022 2023void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2024 if (mSnapshot->isIgnored()) return; 2025 2026 mCaches.activeTexture(0); 2027 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2028 drawShape(left, top, texture, paint); 2029} 2030 2031void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2032 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2033 if (mSnapshot->isIgnored()) return; 2034 2035 if (fabs(sweepAngle) >= 360.0f) { 2036 drawOval(left, top, right, bottom, paint); 2037 return; 2038 } 2039 2040 mCaches.activeTexture(0); 2041 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2042 startAngle, sweepAngle, useCenter, paint); 2043 drawShape(left, top, texture, paint); 2044} 2045 2046void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2047 SkPaint* paint) { 2048 if (mSnapshot->isIgnored()) return; 2049 2050 mCaches.activeTexture(0); 2051 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2052 drawShape(left, top, texture, paint); 2053} 2054 2055void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2056 if (p->getStyle() != SkPaint::kFill_Style) { 2057 drawRectAsShape(left, top, right, bottom, p); 2058 return; 2059 } 2060 2061 if (quickReject(left, top, right, bottom)) { 2062 return; 2063 } 2064 2065 SkXfermode::Mode mode; 2066 if (!mCaches.extensions.hasFramebufferFetch()) { 2067 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2068 if (!isMode) { 2069 // Assume SRC_OVER 2070 mode = SkXfermode::kSrcOver_Mode; 2071 } 2072 } else { 2073 mode = getXfermode(p->getXfermode()); 2074 } 2075 2076 int color = p->getColor(); 2077 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2078 drawAARect(left, top, right, bottom, color, mode); 2079 } else { 2080 drawColorRect(left, top, right, bottom, color, mode); 2081 } 2082} 2083 2084void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2085 float x, float y, SkPaint* paint, float length) { 2086 if (text == NULL || count == 0) { 2087 return; 2088 } 2089 if (mSnapshot->isIgnored()) return; 2090 2091 // NOTE: AA and glyph id encoding are set in DisplayListRenderer.cpp 2092 2093 switch (paint->getTextAlign()) { 2094 case SkPaint::kCenter_Align: 2095 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2096 x -= length / 2.0f; 2097 break; 2098 case SkPaint::kRight_Align: 2099 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2100 x -= length; 2101 break; 2102 default: 2103 break; 2104 } 2105 2106 SkPaint::FontMetrics metrics; 2107 paint->getFontMetrics(&metrics, 0.0f); 2108 // If no length was specified, just perform the hit test on the Y axis 2109 if (quickReject(x, y + metrics.fTop, 2110 x + (length >= 0.0f ? length : INT_MAX / 2), y + metrics.fBottom)) { 2111 return; 2112 } 2113 2114 const float oldX = x; 2115 const float oldY = y; 2116 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2117 if (pureTranslate) { 2118 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2119 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2120 } 2121 2122 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2123#if DEBUG_GLYPHS 2124 LOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2125#endif 2126 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2127 paint->getTextSize()); 2128 2129 int alpha; 2130 SkXfermode::Mode mode; 2131 getAlphaAndMode(paint, &alpha, &mode); 2132 2133 if (mHasShadow) { 2134 mCaches.activeTexture(0); 2135 2136 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2137 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2138 paint, text, bytesCount, count, mShadowRadius); 2139 const AutoTexture autoCleanup(shadow); 2140 2141 const float sx = oldX - shadow->left + mShadowDx; 2142 const float sy = oldY - shadow->top + mShadowDy; 2143 2144 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2145 int shadowColor = mShadowColor; 2146 if (mShader) { 2147 shadowColor = 0xffffffff; 2148 } 2149 2150 setupDraw(); 2151 setupDrawWithTexture(true); 2152 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2153 setupDrawColorFilter(); 2154 setupDrawShader(); 2155 setupDrawBlending(true, mode); 2156 setupDrawProgram(); 2157 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2158 setupDrawTexture(shadow->id); 2159 setupDrawPureColorUniforms(); 2160 setupDrawColorFilterUniforms(); 2161 setupDrawShaderUniforms(); 2162 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2163 2164 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2165 } 2166 2167 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2168 return; 2169 } 2170 2171 // Pick the appropriate texture filtering 2172 bool linearFilter = mSnapshot->transform->changesBounds(); 2173 if (pureTranslate && !linearFilter) { 2174 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2175 } 2176 2177 mCaches.activeTexture(0); 2178 setupDraw(); 2179 setupDrawDirtyRegionsDisabled(); 2180 setupDrawWithTexture(true); 2181 setupDrawAlpha8Color(paint->getColor(), alpha); 2182 setupDrawColorFilter(); 2183 setupDrawShader(); 2184 setupDrawBlending(true, mode); 2185 setupDrawProgram(); 2186 setupDrawModelView(x, y, x, y, pureTranslate, true); 2187 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2188 setupDrawPureColorUniforms(); 2189 setupDrawColorFilterUniforms(); 2190 setupDrawShaderUniforms(pureTranslate); 2191 2192 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2193 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2194 2195#if RENDER_LAYERS_AS_REGIONS 2196 bool hasActiveLayer = hasLayer(); 2197#else 2198 bool hasActiveLayer = false; 2199#endif 2200 2201 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2202 hasActiveLayer ? &bounds : NULL)) { 2203#if RENDER_LAYERS_AS_REGIONS 2204 if (hasActiveLayer) { 2205 if (!pureTranslate) { 2206 mSnapshot->transform->mapRect(bounds); 2207 } 2208 dirtyLayerUnchecked(bounds, getRegion()); 2209 } 2210#endif 2211 } 2212 2213 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2214} 2215 2216void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2217 if (mSnapshot->isIgnored()) return; 2218 2219 mCaches.activeTexture(0); 2220 2221 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2222 if (!texture) return; 2223 const AutoTexture autoCleanup(texture); 2224 2225 const float x = texture->left - texture->offset; 2226 const float y = texture->top - texture->offset; 2227 2228 drawPathTexture(texture, x, y, paint); 2229} 2230 2231void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2232 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2233 return; 2234 } 2235 2236 mCaches.activeTexture(0); 2237 2238 int alpha; 2239 SkXfermode::Mode mode; 2240 getAlphaAndMode(paint, &alpha, &mode); 2241 2242 layer->setAlpha(alpha, mode); 2243 2244#if RENDER_LAYERS_AS_REGIONS 2245 if (!layer->region.isEmpty()) { 2246 if (layer->region.isRect()) { 2247 composeLayerRect(layer, layer->regionRect); 2248 } else if (layer->mesh) { 2249 const float a = alpha / 255.0f; 2250 const Rect& rect = layer->layer; 2251 2252 setupDraw(); 2253 setupDrawWithTexture(); 2254 setupDrawColor(a, a, a, a); 2255 setupDrawColorFilter(); 2256 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2257 setupDrawProgram(); 2258 setupDrawPureColorUniforms(); 2259 setupDrawColorFilterUniforms(); 2260 setupDrawTexture(layer->getTexture()); 2261 if (mSnapshot->transform->isPureTranslate()) { 2262 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2263 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2264 2265 layer->setFilter(GL_NEAREST); 2266 setupDrawModelViewTranslate(x, y, 2267 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2268 } else { 2269 layer->setFilter(GL_LINEAR); 2270 setupDrawModelViewTranslate(x, y, 2271 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2272 } 2273 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2274 2275 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2276 GL_UNSIGNED_SHORT, layer->meshIndices); 2277 2278 finishDrawTexture(); 2279 2280#if DEBUG_LAYERS_AS_REGIONS 2281 drawRegionRects(layer->region); 2282#endif 2283 } 2284 } 2285#else 2286 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2287 composeLayerRect(layer, r); 2288#endif 2289} 2290 2291/////////////////////////////////////////////////////////////////////////////// 2292// Shaders 2293/////////////////////////////////////////////////////////////////////////////// 2294 2295void OpenGLRenderer::resetShader() { 2296 mShader = NULL; 2297} 2298 2299void OpenGLRenderer::setupShader(SkiaShader* shader) { 2300 mShader = shader; 2301 if (mShader) { 2302 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2303 } 2304} 2305 2306/////////////////////////////////////////////////////////////////////////////// 2307// Color filters 2308/////////////////////////////////////////////////////////////////////////////// 2309 2310void OpenGLRenderer::resetColorFilter() { 2311 mColorFilter = NULL; 2312} 2313 2314void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2315 mColorFilter = filter; 2316} 2317 2318/////////////////////////////////////////////////////////////////////////////// 2319// Drop shadow 2320/////////////////////////////////////////////////////////////////////////////// 2321 2322void OpenGLRenderer::resetShadow() { 2323 mHasShadow = false; 2324} 2325 2326void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2327 mHasShadow = true; 2328 mShadowRadius = radius; 2329 mShadowDx = dx; 2330 mShadowDy = dy; 2331 mShadowColor = color; 2332} 2333 2334/////////////////////////////////////////////////////////////////////////////// 2335// Drawing implementation 2336/////////////////////////////////////////////////////////////////////////////// 2337 2338void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2339 float x, float y, SkPaint* paint) { 2340 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2341 return; 2342 } 2343 2344 int alpha; 2345 SkXfermode::Mode mode; 2346 getAlphaAndMode(paint, &alpha, &mode); 2347 2348 setupDraw(); 2349 setupDrawWithTexture(true); 2350 setupDrawAlpha8Color(paint->getColor(), alpha); 2351 setupDrawColorFilter(); 2352 setupDrawShader(); 2353 setupDrawBlending(true, mode); 2354 setupDrawProgram(); 2355 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2356 setupDrawTexture(texture->id); 2357 setupDrawPureColorUniforms(); 2358 setupDrawColorFilterUniforms(); 2359 setupDrawShaderUniforms(); 2360 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2361 2362 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2363 2364 finishDrawTexture(); 2365} 2366 2367// Same values used by Skia 2368#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2369#define kStdUnderline_Offset (1.0f / 9.0f) 2370#define kStdUnderline_Thickness (1.0f / 18.0f) 2371 2372void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2373 float x, float y, SkPaint* paint) { 2374 // Handle underline and strike-through 2375 uint32_t flags = paint->getFlags(); 2376 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2377 SkPaint paintCopy(*paint); 2378 float underlineWidth = length; 2379 // If length is > 0.0f, we already measured the text for the text alignment 2380 if (length <= 0.0f) { 2381 underlineWidth = paintCopy.measureText(text, bytesCount); 2382 } 2383 2384 float offsetX = 0; 2385 switch (paintCopy.getTextAlign()) { 2386 case SkPaint::kCenter_Align: 2387 offsetX = underlineWidth * 0.5f; 2388 break; 2389 case SkPaint::kRight_Align: 2390 offsetX = underlineWidth; 2391 break; 2392 default: 2393 break; 2394 } 2395 2396 if (underlineWidth > 0.0f) { 2397 const float textSize = paintCopy.getTextSize(); 2398 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2399 2400 const float left = x - offsetX; 2401 float top = 0.0f; 2402 2403 int linesCount = 0; 2404 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2405 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2406 2407 const int pointsCount = 4 * linesCount; 2408 float points[pointsCount]; 2409 int currentPoint = 0; 2410 2411 if (flags & SkPaint::kUnderlineText_Flag) { 2412 top = y + textSize * kStdUnderline_Offset; 2413 points[currentPoint++] = left; 2414 points[currentPoint++] = top; 2415 points[currentPoint++] = left + underlineWidth; 2416 points[currentPoint++] = top; 2417 } 2418 2419 if (flags & SkPaint::kStrikeThruText_Flag) { 2420 top = y + textSize * kStdStrikeThru_Offset; 2421 points[currentPoint++] = left; 2422 points[currentPoint++] = top; 2423 points[currentPoint++] = left + underlineWidth; 2424 points[currentPoint++] = top; 2425 } 2426 2427 paintCopy.setStrokeWidth(strokeWidth); 2428 2429 drawLines(&points[0], pointsCount, &paintCopy); 2430 } 2431 } 2432} 2433 2434void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2435 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2436 // If a shader is set, preserve only the alpha 2437 if (mShader) { 2438 color |= 0x00ffffff; 2439 } 2440 2441 setupDraw(); 2442 setupDrawNoTexture(); 2443 setupDrawColor(color); 2444 setupDrawShader(); 2445 setupDrawColorFilter(); 2446 setupDrawBlending(mode); 2447 setupDrawProgram(); 2448 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2449 setupDrawColorUniforms(); 2450 setupDrawShaderUniforms(ignoreTransform); 2451 setupDrawColorFilterUniforms(); 2452 setupDrawSimpleMesh(); 2453 2454 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2455} 2456 2457void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2458 Texture* texture, SkPaint* paint) { 2459 int alpha; 2460 SkXfermode::Mode mode; 2461 getAlphaAndMode(paint, &alpha, &mode); 2462 2463 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2464 2465 if (mSnapshot->transform->isPureTranslate()) { 2466 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2467 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2468 2469 texture->setFilter(GL_NEAREST, true); 2470 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2471 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2472 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2473 } else { 2474 texture->setFilter(FILTER(paint), true); 2475 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2476 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2477 GL_TRIANGLE_STRIP, gMeshCount); 2478 } 2479} 2480 2481void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2482 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2483 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2484 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2485} 2486 2487void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2488 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2489 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2490 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2491 2492 setupDraw(); 2493 setupDrawWithTexture(); 2494 setupDrawColor(alpha, alpha, alpha, alpha); 2495 setupDrawColorFilter(); 2496 setupDrawBlending(blend, mode, swapSrcDst); 2497 setupDrawProgram(); 2498 if (!dirty) { 2499 setupDrawDirtyRegionsDisabled(); 2500 } 2501 if (!ignoreScale) { 2502 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2503 } else { 2504 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2505 } 2506 setupDrawPureColorUniforms(); 2507 setupDrawColorFilterUniforms(); 2508 setupDrawTexture(texture); 2509 setupDrawMesh(vertices, texCoords, vbo); 2510 2511 glDrawArrays(drawMode, 0, elementsCount); 2512 2513 finishDrawTexture(); 2514} 2515 2516void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2517 ProgramDescription& description, bool swapSrcDst) { 2518 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2519 if (blend) { 2520 if (mode <= SkXfermode::kScreen_Mode) { 2521 if (!mCaches.blend) { 2522 glEnable(GL_BLEND); 2523 } 2524 2525 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2526 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2527 2528 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2529 glBlendFunc(sourceMode, destMode); 2530 mCaches.lastSrcMode = sourceMode; 2531 mCaches.lastDstMode = destMode; 2532 } 2533 } else { 2534 // These blend modes are not supported by OpenGL directly and have 2535 // to be implemented using shaders. Since the shader will perform 2536 // the blending, turn blending off here 2537 if (mCaches.extensions.hasFramebufferFetch()) { 2538 description.framebufferMode = mode; 2539 description.swapSrcDst = swapSrcDst; 2540 } 2541 2542 if (mCaches.blend) { 2543 glDisable(GL_BLEND); 2544 } 2545 blend = false; 2546 } 2547 } else if (mCaches.blend) { 2548 glDisable(GL_BLEND); 2549 } 2550 mCaches.blend = blend; 2551} 2552 2553bool OpenGLRenderer::useProgram(Program* program) { 2554 if (!program->isInUse()) { 2555 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2556 program->use(); 2557 mCaches.currentProgram = program; 2558 return false; 2559 } 2560 return true; 2561} 2562 2563void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2564 TextureVertex* v = &mMeshVertices[0]; 2565 TextureVertex::setUV(v++, u1, v1); 2566 TextureVertex::setUV(v++, u2, v1); 2567 TextureVertex::setUV(v++, u1, v2); 2568 TextureVertex::setUV(v++, u2, v2); 2569} 2570 2571void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2572 if (paint) { 2573 *mode = getXfermode(paint->getXfermode()); 2574 2575 // Skia draws using the color's alpha channel if < 255 2576 // Otherwise, it uses the paint's alpha 2577 int color = paint->getColor(); 2578 *alpha = (color >> 24) & 0xFF; 2579 if (*alpha == 255) { 2580 *alpha = paint->getAlpha(); 2581 } 2582 } else { 2583 *mode = SkXfermode::kSrcOver_Mode; 2584 *alpha = 255; 2585 } 2586} 2587 2588SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2589 SkXfermode::Mode resultMode; 2590 if (!SkXfermode::AsMode(mode, &resultMode)) { 2591 resultMode = SkXfermode::kSrcOver_Mode; 2592 } 2593 return resultMode; 2594} 2595 2596}; // namespace uirenderer 2597}; // namespace android 2598