OpenGLRenderer.cpp revision 9147cd4ac56d53dec6da1ef13dd04ba1eec1a7df
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48#define ALPHA_THRESHOLD 0 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 mHasDrawFilter = false; 115 116 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 117 118 mFirstSnapshot = new Snapshot; 119} 120 121OpenGLRenderer::~OpenGLRenderer() { 122 // The context has already been destroyed at this point, do not call 123 // GL APIs. All GL state should be kept in Caches.h 124} 125 126/////////////////////////////////////////////////////////////////////////////// 127// Debug 128/////////////////////////////////////////////////////////////////////////////// 129 130void OpenGLRenderer::startMark(const char* name) const { 131 mCaches.startMark(0, name); 132} 133 134void OpenGLRenderer::endMark() const { 135 mCaches.endMark(); 136} 137 138/////////////////////////////////////////////////////////////////////////////// 139// Setup 140/////////////////////////////////////////////////////////////////////////////// 141 142bool OpenGLRenderer::isDeferred() { 143 return false; 144} 145 146void OpenGLRenderer::setViewport(int width, int height) { 147 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 148 149 mWidth = width; 150 mHeight = height; 151 152 mFirstSnapshot->height = height; 153 mFirstSnapshot->viewport.set(0, 0, width, height); 154 155 glDisable(GL_DITHER); 156 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 157 158 glEnableVertexAttribArray(Program::kBindingPosition); 159} 160 161int OpenGLRenderer::prepare(bool opaque) { 162 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 163} 164 165int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 166 mCaches.clearGarbage(); 167 168 mSnapshot = new Snapshot(mFirstSnapshot, 169 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 170 mSnapshot->fbo = getTargetFbo(); 171 mSaveCount = 1; 172 173 mSnapshot->setClip(left, top, right, bottom); 174 mDirtyClip = opaque; 175 176 syncState(); 177 178 if (!opaque) { 179 mCaches.enableScissor(); 180 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 181 glClear(GL_COLOR_BUFFER_BIT); 182 return DrawGlInfo::kStatusDrew; 183 } else { 184 mCaches.resetScissor(); 185 } 186 187 return DrawGlInfo::kStatusDone; 188} 189 190void OpenGLRenderer::syncState() { 191 glViewport(0, 0, mWidth, mHeight); 192 193 if (mCaches.blend) { 194 glEnable(GL_BLEND); 195 } else { 196 glDisable(GL_BLEND); 197 } 198} 199 200void OpenGLRenderer::finish() { 201#if DEBUG_OPENGL 202 GLenum status = GL_NO_ERROR; 203 while ((status = glGetError()) != GL_NO_ERROR) { 204 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 205 switch (status) { 206 case GL_INVALID_ENUM: 207 ALOGE(" GL_INVALID_ENUM"); 208 break; 209 case GL_INVALID_VALUE: 210 ALOGE(" GL_INVALID_VALUE"); 211 break; 212 case GL_INVALID_OPERATION: 213 ALOGE(" GL_INVALID_OPERATION"); 214 break; 215 case GL_OUT_OF_MEMORY: 216 ALOGE(" Out of memory!"); 217 break; 218 } 219 } 220#endif 221#if DEBUG_MEMORY_USAGE 222 mCaches.dumpMemoryUsage(); 223#else 224 if (mCaches.getDebugLevel() & kDebugMemory) { 225 mCaches.dumpMemoryUsage(); 226 } 227#endif 228} 229 230void OpenGLRenderer::interrupt() { 231 if (mCaches.currentProgram) { 232 if (mCaches.currentProgram->isInUse()) { 233 mCaches.currentProgram->remove(); 234 mCaches.currentProgram = NULL; 235 } 236 } 237 mCaches.unbindMeshBuffer(); 238 mCaches.unbindIndicesBuffer(); 239 mCaches.resetVertexPointers(); 240 mCaches.disbaleTexCoordsVertexArray(); 241} 242 243void OpenGLRenderer::resume() { 244 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 245 246 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 247 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 248 249 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 250 mCaches.enableScissor(); 251 mCaches.resetScissor(); 252 dirtyClip(); 253 254 mCaches.activeTexture(0); 255 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 256 257 mCaches.blend = true; 258 glEnable(GL_BLEND); 259 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 260 glBlendEquation(GL_FUNC_ADD); 261} 262 263void OpenGLRenderer::detachFunctor(Functor* functor) { 264 mFunctors.remove(functor); 265} 266 267void OpenGLRenderer::attachFunctor(Functor* functor) { 268 mFunctors.add(functor); 269} 270 271status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 272 status_t result = DrawGlInfo::kStatusDone; 273 size_t count = mFunctors.size(); 274 275 if (count > 0) { 276 SortedVector<Functor*> functors(mFunctors); 277 mFunctors.clear(); 278 279 DrawGlInfo info; 280 info.clipLeft = 0; 281 info.clipTop = 0; 282 info.clipRight = 0; 283 info.clipBottom = 0; 284 info.isLayer = false; 285 info.width = 0; 286 info.height = 0; 287 memset(info.transform, 0, sizeof(float) * 16); 288 289 for (size_t i = 0; i < count; i++) { 290 Functor* f = functors.itemAt(i); 291 result |= (*f)(DrawGlInfo::kModeProcess, &info); 292 293 if (result & DrawGlInfo::kStatusDraw) { 294 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 295 dirty.unionWith(localDirty); 296 } 297 298 if (result & DrawGlInfo::kStatusInvoke) { 299 mFunctors.add(f); 300 } 301 } 302 } 303 304 mCaches.activeTexture(0); 305 306 return result; 307} 308 309status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 310 interrupt(); 311 detachFunctor(functor); 312 313 mCaches.enableScissor(); 314 if (mDirtyClip) { 315 setScissorFromClip(); 316 } 317 318 Rect clip(*mSnapshot->clipRect); 319 clip.snapToPixelBoundaries(); 320 321 // Since we don't know what the functor will draw, let's dirty 322 // tne entire clip region 323 if (hasLayer()) { 324 dirtyLayerUnchecked(clip, getRegion()); 325 } 326 327 DrawGlInfo info; 328 info.clipLeft = clip.left; 329 info.clipTop = clip.top; 330 info.clipRight = clip.right; 331 info.clipBottom = clip.bottom; 332 info.isLayer = hasLayer(); 333 info.width = getSnapshot()->viewport.getWidth(); 334 info.height = getSnapshot()->height; 335 getSnapshot()->transform->copyTo(&info.transform[0]); 336 337 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 338 339 if (result != DrawGlInfo::kStatusDone) { 340 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 341 dirty.unionWith(localDirty); 342 343 if (result & DrawGlInfo::kStatusInvoke) { 344 mFunctors.add(functor); 345 } 346 } 347 348 resume(); 349 return result; 350} 351 352/////////////////////////////////////////////////////////////////////////////// 353// State management 354/////////////////////////////////////////////////////////////////////////////// 355 356int OpenGLRenderer::getSaveCount() const { 357 return mSaveCount; 358} 359 360int OpenGLRenderer::save(int flags) { 361 return saveSnapshot(flags); 362} 363 364void OpenGLRenderer::restore() { 365 if (mSaveCount > 1) { 366 restoreSnapshot(); 367 } 368} 369 370void OpenGLRenderer::restoreToCount(int saveCount) { 371 if (saveCount < 1) saveCount = 1; 372 373 while (mSaveCount > saveCount) { 374 restoreSnapshot(); 375 } 376} 377 378int OpenGLRenderer::saveSnapshot(int flags) { 379 mSnapshot = new Snapshot(mSnapshot, flags); 380 return mSaveCount++; 381} 382 383bool OpenGLRenderer::restoreSnapshot() { 384 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 385 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 386 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 387 388 sp<Snapshot> current = mSnapshot; 389 sp<Snapshot> previous = mSnapshot->previous; 390 391 if (restoreOrtho) { 392 Rect& r = previous->viewport; 393 glViewport(r.left, r.top, r.right, r.bottom); 394 mOrthoMatrix.load(current->orthoMatrix); 395 } 396 397 mSaveCount--; 398 mSnapshot = previous; 399 400 if (restoreClip) { 401 dirtyClip(); 402 } 403 404 if (restoreLayer) { 405 composeLayer(current, previous); 406 } 407 408 return restoreClip; 409} 410 411/////////////////////////////////////////////////////////////////////////////// 412// Layers 413/////////////////////////////////////////////////////////////////////////////// 414 415int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 416 SkPaint* p, int flags) { 417 const GLuint previousFbo = mSnapshot->fbo; 418 const int count = saveSnapshot(flags); 419 420 if (!mSnapshot->isIgnored()) { 421 int alpha = 255; 422 SkXfermode::Mode mode; 423 424 if (p) { 425 alpha = p->getAlpha(); 426 if (!mCaches.extensions.hasFramebufferFetch()) { 427 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 428 if (!isMode) { 429 // Assume SRC_OVER 430 mode = SkXfermode::kSrcOver_Mode; 431 } 432 } else { 433 mode = getXfermode(p->getXfermode()); 434 } 435 } else { 436 mode = SkXfermode::kSrcOver_Mode; 437 } 438 439 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 440 } 441 442 return count; 443} 444 445int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 446 int alpha, int flags) { 447 if (alpha >= 255) { 448 return saveLayer(left, top, right, bottom, NULL, flags); 449 } else { 450 SkPaint paint; 451 paint.setAlpha(alpha); 452 return saveLayer(left, top, right, bottom, &paint, flags); 453 } 454} 455 456/** 457 * Layers are viewed by Skia are slightly different than layers in image editing 458 * programs (for instance.) When a layer is created, previously created layers 459 * and the frame buffer still receive every drawing command. For instance, if a 460 * layer is created and a shape intersecting the bounds of the layers and the 461 * framebuffer is draw, the shape will be drawn on both (unless the layer was 462 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 463 * 464 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 465 * texture. Unfortunately, this is inefficient as it requires every primitive to 466 * be drawn n + 1 times, where n is the number of active layers. In practice this 467 * means, for every primitive: 468 * - Switch active frame buffer 469 * - Change viewport, clip and projection matrix 470 * - Issue the drawing 471 * 472 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 473 * To avoid this, layers are implemented in a different way here, at least in the 474 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 475 * is set. When this flag is set we can redirect all drawing operations into a 476 * single FBO. 477 * 478 * This implementation relies on the frame buffer being at least RGBA 8888. When 479 * a layer is created, only a texture is created, not an FBO. The content of the 480 * frame buffer contained within the layer's bounds is copied into this texture 481 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 482 * buffer and drawing continues as normal. This technique therefore treats the 483 * frame buffer as a scratch buffer for the layers. 484 * 485 * To compose the layers back onto the frame buffer, each layer texture 486 * (containing the original frame buffer data) is drawn as a simple quad over 487 * the frame buffer. The trick is that the quad is set as the composition 488 * destination in the blending equation, and the frame buffer becomes the source 489 * of the composition. 490 * 491 * Drawing layers with an alpha value requires an extra step before composition. 492 * An empty quad is drawn over the layer's region in the frame buffer. This quad 493 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 494 * quad is used to multiply the colors in the frame buffer. This is achieved by 495 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 496 * GL_ZERO, GL_SRC_ALPHA. 497 * 498 * Because glCopyTexImage2D() can be slow, an alternative implementation might 499 * be use to draw a single clipped layer. The implementation described above 500 * is correct in every case. 501 * 502 * (1) The frame buffer is actually not cleared right away. To allow the GPU 503 * to potentially optimize series of calls to glCopyTexImage2D, the frame 504 * buffer is left untouched until the first drawing operation. Only when 505 * something actually gets drawn are the layers regions cleared. 506 */ 507bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 508 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 509 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 510 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 511 512 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 513 514 // Window coordinates of the layer 515 Rect clip; 516 Rect bounds(left, top, right, bottom); 517 Rect untransformedBounds(bounds); 518 mSnapshot->transform->mapRect(bounds); 519 520 // Layers only make sense if they are in the framebuffer's bounds 521 if (bounds.intersect(*mSnapshot->clipRect)) { 522 // We cannot work with sub-pixels in this case 523 bounds.snapToPixelBoundaries(); 524 525 // When the layer is not an FBO, we may use glCopyTexImage so we 526 // need to make sure the layer does not extend outside the bounds 527 // of the framebuffer 528 if (!bounds.intersect(mSnapshot->previous->viewport)) { 529 bounds.setEmpty(); 530 } else if (fboLayer) { 531 clip.set(bounds); 532 mat4 inverse; 533 inverse.loadInverse(*mSnapshot->transform); 534 inverse.mapRect(clip); 535 clip.snapToPixelBoundaries(); 536 if (clip.intersect(untransformedBounds)) { 537 clip.translate(-left, -top); 538 bounds.set(untransformedBounds); 539 } else { 540 clip.setEmpty(); 541 } 542 } 543 } else { 544 bounds.setEmpty(); 545 } 546 547 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 548 bounds.getHeight() > mCaches.maxTextureSize || 549 (fboLayer && clip.isEmpty())) { 550 mSnapshot->empty = fboLayer; 551 } else { 552 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 553 } 554 555 // Bail out if we won't draw in this snapshot 556 if (mSnapshot->invisible || mSnapshot->empty) { 557 return false; 558 } 559 560 mCaches.activeTexture(0); 561 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 562 if (!layer) { 563 return false; 564 } 565 566 layer->setAlpha(alpha, mode); 567 layer->layer.set(bounds); 568 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 569 bounds.getWidth() / float(layer->getWidth()), 0.0f); 570 layer->setColorFilter(mColorFilter); 571 layer->setBlend(true); 572 573 // Save the layer in the snapshot 574 mSnapshot->flags |= Snapshot::kFlagIsLayer; 575 mSnapshot->layer = layer; 576 577 if (fboLayer) { 578 return createFboLayer(layer, bounds, clip, previousFbo); 579 } else { 580 // Copy the framebuffer into the layer 581 layer->bindTexture(); 582 if (!bounds.isEmpty()) { 583 if (layer->isEmpty()) { 584 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 585 bounds.left, mSnapshot->height - bounds.bottom, 586 layer->getWidth(), layer->getHeight(), 0); 587 layer->setEmpty(false); 588 } else { 589 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 590 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 591 } 592 593 // Enqueue the buffer coordinates to clear the corresponding region later 594 mLayers.push(new Rect(bounds)); 595 } 596 } 597 598 return true; 599} 600 601bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 602 layer->setFbo(mCaches.fboCache.get()); 603 604 mSnapshot->region = &mSnapshot->layer->region; 605 mSnapshot->flags |= Snapshot::kFlagFboTarget; 606 607 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 608 mSnapshot->fbo = layer->getFbo(); 609 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 610 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 611 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 612 mSnapshot->height = bounds.getHeight(); 613 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 614 mSnapshot->orthoMatrix.load(mOrthoMatrix); 615 616 // Bind texture to FBO 617 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 618 layer->bindTexture(); 619 620 // Initialize the texture if needed 621 if (layer->isEmpty()) { 622 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 623 layer->setEmpty(false); 624 } 625 626 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 627 layer->getTexture(), 0); 628 629#if DEBUG_LAYERS_AS_REGIONS 630 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 631 if (status != GL_FRAMEBUFFER_COMPLETE) { 632 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 633 634 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 635 layer->deleteTexture(); 636 mCaches.fboCache.put(layer->getFbo()); 637 638 delete layer; 639 640 return false; 641 } 642#endif 643 644 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 645 mCaches.enableScissor(); 646 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 647 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 648 glClear(GL_COLOR_BUFFER_BIT); 649 650 dirtyClip(); 651 652 // Change the ortho projection 653 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 654 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 655 656 return true; 657} 658 659/** 660 * Read the documentation of createLayer() before doing anything in this method. 661 */ 662void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 663 if (!current->layer) { 664 ALOGE("Attempting to compose a layer that does not exist"); 665 return; 666 } 667 668 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 669 670 if (fboLayer) { 671 // Detach the texture from the FBO 672 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 673 674 // Unbind current FBO and restore previous one 675 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 676 } 677 678 Layer* layer = current->layer; 679 const Rect& rect = layer->layer; 680 681 if (!fboLayer && layer->getAlpha() < 255) { 682 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 683 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 684 // Required below, composeLayerRect() will divide by 255 685 layer->setAlpha(255); 686 } 687 688 mCaches.unbindMeshBuffer(); 689 690 mCaches.activeTexture(0); 691 692 // When the layer is stored in an FBO, we can save a bit of fillrate by 693 // drawing only the dirty region 694 if (fboLayer) { 695 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 696 if (layer->getColorFilter()) { 697 setupColorFilter(layer->getColorFilter()); 698 } 699 composeLayerRegion(layer, rect); 700 if (layer->getColorFilter()) { 701 resetColorFilter(); 702 } 703 } else if (!rect.isEmpty()) { 704 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 705 composeLayerRect(layer, rect, true); 706 } 707 708 if (fboLayer) { 709 // Note: No need to use glDiscardFramebufferEXT() since we never 710 // create/compose layers that are not on screen with this 711 // code path 712 // See LayerRenderer::destroyLayer(Layer*) 713 714 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 715 mCaches.fboCache.put(current->fbo); 716 layer->setFbo(0); 717 } 718 719 dirtyClip(); 720 721 // Failing to add the layer to the cache should happen only if the layer is too large 722 if (!mCaches.layerCache.put(layer)) { 723 LAYER_LOGD("Deleting layer"); 724 layer->deleteTexture(); 725 delete layer; 726 } 727} 728 729void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 730 float alpha = layer->getAlpha() / 255.0f; 731 732 mat4& transform = layer->getTransform(); 733 if (!transform.isIdentity()) { 734 save(0); 735 mSnapshot->transform->multiply(transform); 736 } 737 738 setupDraw(); 739 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 740 setupDrawWithTexture(); 741 } else { 742 setupDrawWithExternalTexture(); 743 } 744 setupDrawTextureTransform(); 745 setupDrawColor(alpha, alpha, alpha, alpha); 746 setupDrawColorFilter(); 747 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 748 setupDrawProgram(); 749 setupDrawPureColorUniforms(); 750 setupDrawColorFilterUniforms(); 751 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 752 setupDrawTexture(layer->getTexture()); 753 } else { 754 setupDrawExternalTexture(layer->getTexture()); 755 } 756 if (mSnapshot->transform->isPureTranslate() && 757 layer->getWidth() == (uint32_t) rect.getWidth() && 758 layer->getHeight() == (uint32_t) rect.getHeight()) { 759 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 760 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 761 762 layer->setFilter(GL_NEAREST); 763 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 764 } else { 765 layer->setFilter(GL_LINEAR); 766 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 767 } 768 setupDrawTextureTransformUniforms(layer->getTexTransform()); 769 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 770 771 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 772 773 finishDrawTexture(); 774 775 if (!transform.isIdentity()) { 776 restore(); 777 } 778} 779 780void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 781 if (!layer->isTextureLayer()) { 782 const Rect& texCoords = layer->texCoords; 783 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 784 texCoords.right, texCoords.bottom); 785 786 float x = rect.left; 787 float y = rect.top; 788 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 789 layer->getWidth() == (uint32_t) rect.getWidth() && 790 layer->getHeight() == (uint32_t) rect.getHeight(); 791 792 if (simpleTransform) { 793 // When we're swapping, the layer is already in screen coordinates 794 if (!swap) { 795 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 796 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 797 } 798 799 layer->setFilter(GL_NEAREST, true); 800 } else { 801 layer->setFilter(GL_LINEAR, true); 802 } 803 804 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 805 layer->getTexture(), layer->getAlpha() / 255.0f, 806 layer->getMode(), layer->isBlend(), 807 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 808 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 809 810 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 811 } else { 812 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 813 drawTextureLayer(layer, rect); 814 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 815 } 816} 817 818void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 819 if (layer->region.isRect()) { 820 layer->setRegionAsRect(); 821 822 composeLayerRect(layer, layer->regionRect); 823 824 layer->region.clear(); 825 return; 826 } 827 828 // TODO: See LayerRenderer.cpp::generateMesh() for important 829 // information about this implementation 830 if (CC_LIKELY(!layer->region.isEmpty())) { 831 size_t count; 832 const android::Rect* rects = layer->region.getArray(&count); 833 834 const float alpha = layer->getAlpha() / 255.0f; 835 const float texX = 1.0f / float(layer->getWidth()); 836 const float texY = 1.0f / float(layer->getHeight()); 837 const float height = rect.getHeight(); 838 839 TextureVertex* mesh = mCaches.getRegionMesh(); 840 GLsizei numQuads = 0; 841 842 setupDraw(); 843 setupDrawWithTexture(); 844 setupDrawColor(alpha, alpha, alpha, alpha); 845 setupDrawColorFilter(); 846 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 847 setupDrawProgram(); 848 setupDrawDirtyRegionsDisabled(); 849 setupDrawPureColorUniforms(); 850 setupDrawColorFilterUniforms(); 851 setupDrawTexture(layer->getTexture()); 852 if (mSnapshot->transform->isPureTranslate()) { 853 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 854 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 855 856 layer->setFilter(GL_NEAREST); 857 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 858 } else { 859 layer->setFilter(GL_LINEAR); 860 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 861 } 862 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 863 864 for (size_t i = 0; i < count; i++) { 865 const android::Rect* r = &rects[i]; 866 867 const float u1 = r->left * texX; 868 const float v1 = (height - r->top) * texY; 869 const float u2 = r->right * texX; 870 const float v2 = (height - r->bottom) * texY; 871 872 // TODO: Reject quads outside of the clip 873 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 874 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 875 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 876 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 877 878 numQuads++; 879 880 if (numQuads >= REGION_MESH_QUAD_COUNT) { 881 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 882 numQuads = 0; 883 mesh = mCaches.getRegionMesh(); 884 } 885 } 886 887 if (numQuads > 0) { 888 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 889 } 890 891 finishDrawTexture(); 892 893#if DEBUG_LAYERS_AS_REGIONS 894 drawRegionRects(layer->region); 895#endif 896 897 layer->region.clear(); 898 } 899} 900 901void OpenGLRenderer::drawRegionRects(const Region& region) { 902#if DEBUG_LAYERS_AS_REGIONS 903 size_t count; 904 const android::Rect* rects = region.getArray(&count); 905 906 uint32_t colors[] = { 907 0x7fff0000, 0x7f00ff00, 908 0x7f0000ff, 0x7fff00ff, 909 }; 910 911 int offset = 0; 912 int32_t top = rects[0].top; 913 914 for (size_t i = 0; i < count; i++) { 915 if (top != rects[i].top) { 916 offset ^= 0x2; 917 top = rects[i].top; 918 } 919 920 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 921 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 922 SkXfermode::kSrcOver_Mode); 923 } 924#endif 925} 926 927void OpenGLRenderer::dirtyLayer(const float left, const float top, 928 const float right, const float bottom, const mat4 transform) { 929 if (hasLayer()) { 930 Rect bounds(left, top, right, bottom); 931 transform.mapRect(bounds); 932 dirtyLayerUnchecked(bounds, getRegion()); 933 } 934} 935 936void OpenGLRenderer::dirtyLayer(const float left, const float top, 937 const float right, const float bottom) { 938 if (hasLayer()) { 939 Rect bounds(left, top, right, bottom); 940 dirtyLayerUnchecked(bounds, getRegion()); 941 } 942} 943 944void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 945 if (bounds.intersect(*mSnapshot->clipRect)) { 946 bounds.snapToPixelBoundaries(); 947 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 948 if (!dirty.isEmpty()) { 949 region->orSelf(dirty); 950 } 951 } 952} 953 954void OpenGLRenderer::clearLayerRegions() { 955 const size_t count = mLayers.size(); 956 if (count == 0) return; 957 958 if (!mSnapshot->isIgnored()) { 959 // Doing several glScissor/glClear here can negatively impact 960 // GPUs with a tiler architecture, instead we draw quads with 961 // the Clear blending mode 962 963 // The list contains bounds that have already been clipped 964 // against their initial clip rect, and the current clip 965 // is likely different so we need to disable clipping here 966 bool scissorChanged = mCaches.disableScissor(); 967 968 Vertex mesh[count * 6]; 969 Vertex* vertex = mesh; 970 971 for (uint32_t i = 0; i < count; i++) { 972 Rect* bounds = mLayers.itemAt(i); 973 974 Vertex::set(vertex++, bounds->left, bounds->bottom); 975 Vertex::set(vertex++, bounds->left, bounds->top); 976 Vertex::set(vertex++, bounds->right, bounds->top); 977 Vertex::set(vertex++, bounds->left, bounds->bottom); 978 Vertex::set(vertex++, bounds->right, bounds->top); 979 Vertex::set(vertex++, bounds->right, bounds->bottom); 980 981 delete bounds; 982 } 983 984 setupDraw(false); 985 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 986 setupDrawBlending(true, SkXfermode::kClear_Mode); 987 setupDrawProgram(); 988 setupDrawPureColorUniforms(); 989 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 990 setupDrawVertices(&mesh[0].position[0]); 991 992 glDrawArrays(GL_TRIANGLES, 0, count * 6); 993 994 if (scissorChanged) mCaches.enableScissor(); 995 } else { 996 for (uint32_t i = 0; i < count; i++) { 997 delete mLayers.itemAt(i); 998 } 999 } 1000 1001 mLayers.clear(); 1002} 1003 1004/////////////////////////////////////////////////////////////////////////////// 1005// Transforms 1006/////////////////////////////////////////////////////////////////////////////// 1007 1008void OpenGLRenderer::translate(float dx, float dy) { 1009 mSnapshot->transform->translate(dx, dy, 0.0f); 1010} 1011 1012void OpenGLRenderer::rotate(float degrees) { 1013 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1014} 1015 1016void OpenGLRenderer::scale(float sx, float sy) { 1017 mSnapshot->transform->scale(sx, sy, 1.0f); 1018} 1019 1020void OpenGLRenderer::skew(float sx, float sy) { 1021 mSnapshot->transform->skew(sx, sy); 1022} 1023 1024void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1025 if (matrix) { 1026 mSnapshot->transform->load(*matrix); 1027 } else { 1028 mSnapshot->transform->loadIdentity(); 1029 } 1030} 1031 1032void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1033 mSnapshot->transform->copyTo(*matrix); 1034} 1035 1036void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1037 SkMatrix transform; 1038 mSnapshot->transform->copyTo(transform); 1039 transform.preConcat(*matrix); 1040 mSnapshot->transform->load(transform); 1041} 1042 1043/////////////////////////////////////////////////////////////////////////////// 1044// Clipping 1045/////////////////////////////////////////////////////////////////////////////// 1046 1047void OpenGLRenderer::setScissorFromClip() { 1048 Rect clip(*mSnapshot->clipRect); 1049 clip.snapToPixelBoundaries(); 1050 1051 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1052 clip.getWidth(), clip.getHeight())) { 1053 mDirtyClip = false; 1054 } 1055} 1056 1057const Rect& OpenGLRenderer::getClipBounds() { 1058 return mSnapshot->getLocalClip(); 1059} 1060 1061bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1062 if (mSnapshot->isIgnored()) { 1063 return true; 1064 } 1065 1066 Rect r(left, top, right, bottom); 1067 mSnapshot->transform->mapRect(r); 1068 r.snapToPixelBoundaries(); 1069 1070 Rect clipRect(*mSnapshot->clipRect); 1071 clipRect.snapToPixelBoundaries(); 1072 1073 return !clipRect.intersects(r); 1074} 1075 1076bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1077 if (mSnapshot->isIgnored()) { 1078 return true; 1079 } 1080 1081 Rect r(left, top, right, bottom); 1082 mSnapshot->transform->mapRect(r); 1083 r.snapToPixelBoundaries(); 1084 1085 Rect clipRect(*mSnapshot->clipRect); 1086 clipRect.snapToPixelBoundaries(); 1087 1088 bool rejected = !clipRect.intersects(r); 1089 if (!isDeferred() && !rejected) { 1090 mCaches.setScissorEnabled(!clipRect.contains(r)); 1091 } 1092 1093 return rejected; 1094} 1095 1096bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1097 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1098 if (clipped) { 1099 dirtyClip(); 1100 } 1101 return !mSnapshot->clipRect->isEmpty(); 1102} 1103 1104Rect* OpenGLRenderer::getClipRect() { 1105 return mSnapshot->clipRect; 1106} 1107 1108/////////////////////////////////////////////////////////////////////////////// 1109// Drawing commands 1110/////////////////////////////////////////////////////////////////////////////// 1111 1112void OpenGLRenderer::setupDraw(bool clear) { 1113 // TODO: It would be best if we could do this before quickReject() 1114 // changes the scissor test state 1115 if (clear) clearLayerRegions(); 1116 if (mDirtyClip) { 1117 setScissorFromClip(); 1118 } 1119 mDescription.reset(); 1120 mSetShaderColor = false; 1121 mColorSet = false; 1122 mColorA = mColorR = mColorG = mColorB = 0.0f; 1123 mTextureUnit = 0; 1124 mTrackDirtyRegions = true; 1125} 1126 1127void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1128 mDescription.hasTexture = true; 1129 mDescription.hasAlpha8Texture = isAlpha8; 1130} 1131 1132void OpenGLRenderer::setupDrawWithExternalTexture() { 1133 mDescription.hasExternalTexture = true; 1134} 1135 1136void OpenGLRenderer::setupDrawNoTexture() { 1137 mCaches.disbaleTexCoordsVertexArray(); 1138} 1139 1140void OpenGLRenderer::setupDrawAALine() { 1141 mDescription.isAA = true; 1142} 1143 1144void OpenGLRenderer::setupDrawAARect() { 1145 mDescription.isAARect = true; 1146} 1147 1148void OpenGLRenderer::setupDrawPoint(float pointSize) { 1149 mDescription.isPoint = true; 1150 mDescription.pointSize = pointSize; 1151} 1152 1153void OpenGLRenderer::setupDrawColor(int color) { 1154 setupDrawColor(color, (color >> 24) & 0xFF); 1155} 1156 1157void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1158 mColorA = alpha / 255.0f; 1159 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1160 // the rgb values by a instead of also dividing by 255 1161 const float a = mColorA / 255.0f; 1162 mColorR = a * ((color >> 16) & 0xFF); 1163 mColorG = a * ((color >> 8) & 0xFF); 1164 mColorB = a * ((color ) & 0xFF); 1165 mColorSet = true; 1166 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1167} 1168 1169void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1170 mColorA = alpha / 255.0f; 1171 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1172 // the rgb values by a instead of also dividing by 255 1173 const float a = mColorA / 255.0f; 1174 mColorR = a * ((color >> 16) & 0xFF); 1175 mColorG = a * ((color >> 8) & 0xFF); 1176 mColorB = a * ((color ) & 0xFF); 1177 mColorSet = true; 1178 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1179} 1180 1181void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1182 mCaches.fontRenderer->describe(mDescription, paint); 1183} 1184 1185void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1186 mColorA = a; 1187 mColorR = r; 1188 mColorG = g; 1189 mColorB = b; 1190 mColorSet = true; 1191 mSetShaderColor = mDescription.setColor(r, g, b, a); 1192} 1193 1194void OpenGLRenderer::setupDrawShader() { 1195 if (mShader) { 1196 mShader->describe(mDescription, mCaches.extensions); 1197 } 1198} 1199 1200void OpenGLRenderer::setupDrawColorFilter() { 1201 if (mColorFilter) { 1202 mColorFilter->describe(mDescription, mCaches.extensions); 1203 } 1204} 1205 1206void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1207 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1208 mColorA = 1.0f; 1209 mColorR = mColorG = mColorB = 0.0f; 1210 mSetShaderColor = mDescription.modulate = true; 1211 } 1212} 1213 1214void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1215 // When the blending mode is kClear_Mode, we need to use a modulate color 1216 // argb=1,0,0,0 1217 accountForClear(mode); 1218 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1219 mDescription, swapSrcDst); 1220} 1221 1222void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1223 // When the blending mode is kClear_Mode, we need to use a modulate color 1224 // argb=1,0,0,0 1225 accountForClear(mode); 1226 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1227 mDescription, swapSrcDst); 1228} 1229 1230void OpenGLRenderer::setupDrawProgram() { 1231 useProgram(mCaches.programCache.get(mDescription)); 1232} 1233 1234void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1235 mTrackDirtyRegions = false; 1236} 1237 1238void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1239 bool ignoreTransform) { 1240 mModelView.loadTranslate(left, top, 0.0f); 1241 if (!ignoreTransform) { 1242 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1243 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1244 } else { 1245 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1246 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1247 } 1248} 1249 1250void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1251 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1252} 1253 1254void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1255 bool ignoreTransform, bool ignoreModelView) { 1256 if (!ignoreModelView) { 1257 mModelView.loadTranslate(left, top, 0.0f); 1258 mModelView.scale(right - left, bottom - top, 1.0f); 1259 } else { 1260 mModelView.loadIdentity(); 1261 } 1262 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1263 if (!ignoreTransform) { 1264 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1265 if (mTrackDirtyRegions && dirty) { 1266 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1267 } 1268 } else { 1269 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1270 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1271 } 1272} 1273 1274void OpenGLRenderer::setupDrawPointUniforms() { 1275 int slot = mCaches.currentProgram->getUniform("pointSize"); 1276 glUniform1f(slot, mDescription.pointSize); 1277} 1278 1279void OpenGLRenderer::setupDrawColorUniforms() { 1280 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1281 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1282 } 1283} 1284 1285void OpenGLRenderer::setupDrawPureColorUniforms() { 1286 if (mSetShaderColor) { 1287 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1288 } 1289} 1290 1291void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1292 if (mShader) { 1293 if (ignoreTransform) { 1294 mModelView.loadInverse(*mSnapshot->transform); 1295 } 1296 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1297 } 1298} 1299 1300void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1301 if (mShader) { 1302 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1303 } 1304} 1305 1306void OpenGLRenderer::setupDrawColorFilterUniforms() { 1307 if (mColorFilter) { 1308 mColorFilter->setupProgram(mCaches.currentProgram); 1309 } 1310} 1311 1312void OpenGLRenderer::setupDrawTextGammaUniforms() { 1313 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1314} 1315 1316void OpenGLRenderer::setupDrawSimpleMesh() { 1317 bool force = mCaches.bindMeshBuffer(); 1318 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1319 mCaches.unbindIndicesBuffer(); 1320} 1321 1322void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1323 bindTexture(texture); 1324 mTextureUnit++; 1325 mCaches.enableTexCoordsVertexArray(); 1326} 1327 1328void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1329 bindExternalTexture(texture); 1330 mTextureUnit++; 1331 mCaches.enableTexCoordsVertexArray(); 1332} 1333 1334void OpenGLRenderer::setupDrawTextureTransform() { 1335 mDescription.hasTextureTransform = true; 1336} 1337 1338void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1339 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1340 GL_FALSE, &transform.data[0]); 1341} 1342 1343void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1344 bool force = false; 1345 if (!vertices) { 1346 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1347 } else { 1348 force = mCaches.unbindMeshBuffer(); 1349 } 1350 1351 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1352 if (mCaches.currentProgram->texCoords >= 0) { 1353 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1354 } 1355 1356 mCaches.unbindIndicesBuffer(); 1357} 1358 1359void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1360 bool force = mCaches.unbindMeshBuffer(); 1361 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1362 if (mCaches.currentProgram->texCoords >= 0) { 1363 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1364 } 1365} 1366 1367void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1368 bool force = mCaches.unbindMeshBuffer(); 1369 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1370 vertices, gVertexStride); 1371 mCaches.unbindIndicesBuffer(); 1372} 1373 1374/** 1375 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1376 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1377 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1378 * attributes (one per vertex) are values from zero to one that tells the fragment 1379 * shader where the fragment is in relation to the line width/length overall; these values are 1380 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1381 * region of the line. 1382 * Note that we only pass down the width values in this setup function. The length coordinates 1383 * are set up for each individual segment. 1384 */ 1385void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1386 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1387 bool force = mCaches.unbindMeshBuffer(); 1388 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1389 vertices, gAAVertexStride); 1390 mCaches.resetTexCoordsVertexPointer(); 1391 mCaches.unbindIndicesBuffer(); 1392 1393 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1394 glEnableVertexAttribArray(widthSlot); 1395 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1396 1397 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1398 glEnableVertexAttribArray(lengthSlot); 1399 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1400 1401 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1402 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1403} 1404 1405void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1406 glDisableVertexAttribArray(widthSlot); 1407 glDisableVertexAttribArray(lengthSlot); 1408} 1409 1410void OpenGLRenderer::finishDrawTexture() { 1411} 1412 1413/////////////////////////////////////////////////////////////////////////////// 1414// Drawing 1415/////////////////////////////////////////////////////////////////////////////// 1416 1417status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1418 Rect& dirty, int32_t flags, uint32_t level) { 1419 1420 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1421 // will be performed by the display list itself 1422 if (displayList && displayList->isRenderable()) { 1423 return displayList->replay(*this, dirty, flags, level); 1424 } 1425 1426 return DrawGlInfo::kStatusDone; 1427} 1428 1429void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1430 if (displayList) { 1431 displayList->output(*this, level); 1432 } 1433} 1434 1435void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1436 int alpha; 1437 SkXfermode::Mode mode; 1438 getAlphaAndMode(paint, &alpha, &mode); 1439 1440 float x = left; 1441 float y = top; 1442 1443 GLenum filter = GL_LINEAR; 1444 bool ignoreTransform = false; 1445 if (mSnapshot->transform->isPureTranslate()) { 1446 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1447 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1448 ignoreTransform = true; 1449 filter = GL_NEAREST; 1450 } else { 1451 filter = FILTER(paint); 1452 } 1453 1454 setupDraw(); 1455 setupDrawWithTexture(true); 1456 if (paint) { 1457 setupDrawAlpha8Color(paint->getColor(), alpha); 1458 } 1459 setupDrawColorFilter(); 1460 setupDrawShader(); 1461 setupDrawBlending(true, mode); 1462 setupDrawProgram(); 1463 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1464 1465 setupDrawTexture(texture->id); 1466 texture->setWrap(GL_CLAMP_TO_EDGE); 1467 texture->setFilter(filter); 1468 1469 setupDrawPureColorUniforms(); 1470 setupDrawColorFilterUniforms(); 1471 setupDrawShaderUniforms(); 1472 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1473 1474 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1475 1476 finishDrawTexture(); 1477} 1478 1479status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1480 const float right = left + bitmap->width(); 1481 const float bottom = top + bitmap->height(); 1482 1483 if (quickReject(left, top, right, bottom)) { 1484 return DrawGlInfo::kStatusDone; 1485 } 1486 1487 mCaches.activeTexture(0); 1488 Texture* texture = mCaches.textureCache.get(bitmap); 1489 if (!texture) return DrawGlInfo::kStatusDone; 1490 const AutoTexture autoCleanup(texture); 1491 1492 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1493 drawAlphaBitmap(texture, left, top, paint); 1494 } else { 1495 drawTextureRect(left, top, right, bottom, texture, paint); 1496 } 1497 1498 return DrawGlInfo::kStatusDrew; 1499} 1500 1501status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1502 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1503 const mat4 transform(*matrix); 1504 transform.mapRect(r); 1505 1506 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1507 return DrawGlInfo::kStatusDone; 1508 } 1509 1510 mCaches.activeTexture(0); 1511 Texture* texture = mCaches.textureCache.get(bitmap); 1512 if (!texture) return DrawGlInfo::kStatusDone; 1513 const AutoTexture autoCleanup(texture); 1514 1515 // This could be done in a cheaper way, all we need is pass the matrix 1516 // to the vertex shader. The save/restore is a bit overkill. 1517 save(SkCanvas::kMatrix_SaveFlag); 1518 concatMatrix(matrix); 1519 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1520 restore(); 1521 1522 return DrawGlInfo::kStatusDrew; 1523} 1524 1525status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1526 const float right = left + bitmap->width(); 1527 const float bottom = top + bitmap->height(); 1528 1529 if (quickReject(left, top, right, bottom)) { 1530 return DrawGlInfo::kStatusDone; 1531 } 1532 1533 mCaches.activeTexture(0); 1534 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1535 const AutoTexture autoCleanup(texture); 1536 1537 drawTextureRect(left, top, right, bottom, texture, paint); 1538 1539 return DrawGlInfo::kStatusDrew; 1540} 1541 1542status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1543 float* vertices, int* colors, SkPaint* paint) { 1544 // TODO: Do a quickReject 1545 if (!vertices || mSnapshot->isIgnored()) { 1546 return DrawGlInfo::kStatusDone; 1547 } 1548 1549 mCaches.activeTexture(0); 1550 Texture* texture = mCaches.textureCache.get(bitmap); 1551 if (!texture) return DrawGlInfo::kStatusDone; 1552 const AutoTexture autoCleanup(texture); 1553 1554 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1555 texture->setFilter(FILTER(paint), true); 1556 1557 int alpha; 1558 SkXfermode::Mode mode; 1559 getAlphaAndMode(paint, &alpha, &mode); 1560 1561 const uint32_t count = meshWidth * meshHeight * 6; 1562 1563 float left = FLT_MAX; 1564 float top = FLT_MAX; 1565 float right = FLT_MIN; 1566 float bottom = FLT_MIN; 1567 1568 const bool hasActiveLayer = hasLayer(); 1569 1570 // TODO: Support the colors array 1571 TextureVertex mesh[count]; 1572 TextureVertex* vertex = mesh; 1573 for (int32_t y = 0; y < meshHeight; y++) { 1574 for (int32_t x = 0; x < meshWidth; x++) { 1575 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1576 1577 float u1 = float(x) / meshWidth; 1578 float u2 = float(x + 1) / meshWidth; 1579 float v1 = float(y) / meshHeight; 1580 float v2 = float(y + 1) / meshHeight; 1581 1582 int ax = i + (meshWidth + 1) * 2; 1583 int ay = ax + 1; 1584 int bx = i; 1585 int by = bx + 1; 1586 int cx = i + 2; 1587 int cy = cx + 1; 1588 int dx = i + (meshWidth + 1) * 2 + 2; 1589 int dy = dx + 1; 1590 1591 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1592 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1593 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1594 1595 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1596 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1597 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1598 1599 if (hasActiveLayer) { 1600 // TODO: This could be optimized to avoid unnecessary ops 1601 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1602 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1603 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1604 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1605 } 1606 } 1607 } 1608 1609 if (hasActiveLayer) { 1610 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1611 } 1612 1613 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1614 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1615 GL_TRIANGLES, count, false, false, 0, false, false); 1616 1617 return DrawGlInfo::kStatusDrew; 1618} 1619 1620status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1621 float srcLeft, float srcTop, float srcRight, float srcBottom, 1622 float dstLeft, float dstTop, float dstRight, float dstBottom, 1623 SkPaint* paint) { 1624 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1625 return DrawGlInfo::kStatusDone; 1626 } 1627 1628 mCaches.activeTexture(0); 1629 Texture* texture = mCaches.textureCache.get(bitmap); 1630 if (!texture) return DrawGlInfo::kStatusDone; 1631 const AutoTexture autoCleanup(texture); 1632 1633 const float width = texture->width; 1634 const float height = texture->height; 1635 1636 const float u1 = fmax(0.0f, srcLeft / width); 1637 const float v1 = fmax(0.0f, srcTop / height); 1638 const float u2 = fmin(1.0f, srcRight / width); 1639 const float v2 = fmin(1.0f, srcBottom / height); 1640 1641 mCaches.unbindMeshBuffer(); 1642 resetDrawTextureTexCoords(u1, v1, u2, v2); 1643 1644 int alpha; 1645 SkXfermode::Mode mode; 1646 getAlphaAndMode(paint, &alpha, &mode); 1647 1648 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1649 1650 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1651 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1652 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1653 1654 GLenum filter = GL_NEAREST; 1655 // Enable linear filtering if the source rectangle is scaled 1656 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1657 filter = FILTER(paint); 1658 } 1659 1660 texture->setFilter(filter, true); 1661 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1662 texture->id, alpha / 255.0f, mode, texture->blend, 1663 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1664 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1665 } else { 1666 texture->setFilter(FILTER(paint), true); 1667 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1668 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1669 GL_TRIANGLE_STRIP, gMeshCount); 1670 } 1671 1672 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1673 1674 return DrawGlInfo::kStatusDrew; 1675} 1676 1677status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1678 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1679 float left, float top, float right, float bottom, SkPaint* paint) { 1680 int alpha; 1681 SkXfermode::Mode mode; 1682 getAlphaAndModeDirect(paint, &alpha, &mode); 1683 1684 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1685 left, top, right, bottom, alpha, mode); 1686} 1687 1688status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1689 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1690 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1691 if (quickReject(left, top, right, bottom)) { 1692 return DrawGlInfo::kStatusDone; 1693 } 1694 1695 alpha *= mSnapshot->alpha; 1696 1697 mCaches.activeTexture(0); 1698 Texture* texture = mCaches.textureCache.get(bitmap); 1699 if (!texture) return DrawGlInfo::kStatusDone; 1700 const AutoTexture autoCleanup(texture); 1701 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1702 texture->setFilter(GL_LINEAR, true); 1703 1704 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1705 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1706 1707 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1708 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1709 // Mark the current layer dirty where we are going to draw the patch 1710 if (hasLayer() && mesh->hasEmptyQuads) { 1711 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1712 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1713 const size_t count = mesh->quads.size(); 1714 for (size_t i = 0; i < count; i++) { 1715 const Rect& bounds = mesh->quads.itemAt(i); 1716 if (CC_LIKELY(pureTranslate)) { 1717 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1718 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1719 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1720 } else { 1721 dirtyLayer(left + bounds.left, top + bounds.top, 1722 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1723 } 1724 } 1725 } 1726 1727 if (CC_LIKELY(pureTranslate)) { 1728 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1729 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1730 1731 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1732 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1733 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1734 true, !mesh->hasEmptyQuads); 1735 } else { 1736 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1737 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1738 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1739 true, !mesh->hasEmptyQuads); 1740 } 1741 } 1742 1743 return DrawGlInfo::kStatusDrew; 1744} 1745 1746/** 1747 * This function uses a similar approach to that of AA lines in the drawLines() function. 1748 * We expand the rectangle by a half pixel in screen space on all sides. However, instead of using 1749 * a fragment shader to compute the translucency of the color from its position, we simply use a 1750 * varying parameter to define how far a given pixel is into the region. 1751 */ 1752void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1753 int color, SkXfermode::Mode mode) { 1754 float inverseScaleX = 1.0f; 1755 float inverseScaleY = 1.0f; 1756 1757 // The quad that we use needs to account for scaling. 1758 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1759 Matrix4 *mat = mSnapshot->transform; 1760 float m00 = mat->data[Matrix4::kScaleX]; 1761 float m01 = mat->data[Matrix4::kSkewY]; 1762 float m10 = mat->data[Matrix4::kSkewX]; 1763 float m11 = mat->data[Matrix4::kScaleY]; 1764 float scaleX = sqrt(m00 * m00 + m01 * m01); 1765 float scaleY = sqrt(m10 * m10 + m11 * m11); 1766 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1767 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1768 } 1769 1770 float boundarySizeX = .5 * inverseScaleX; 1771 float boundarySizeY = .5 * inverseScaleY; 1772 1773 float innerLeft = left + boundarySizeX; 1774 float innerRight = right - boundarySizeX; 1775 float innerTop = top + boundarySizeY; 1776 float innerBottom = bottom - boundarySizeY; 1777 1778 // Adjust the rect by the AA boundary padding 1779 left -= boundarySizeX; 1780 right += boundarySizeX; 1781 top -= boundarySizeY; 1782 bottom += boundarySizeY; 1783 1784 if (!quickReject(left, top, right, bottom)) { 1785 setupDraw(); 1786 setupDrawNoTexture(); 1787 setupDrawAARect(); 1788 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1789 setupDrawColorFilter(); 1790 setupDrawShader(); 1791 setupDrawBlending(true, mode); 1792 setupDrawProgram(); 1793 setupDrawModelViewIdentity(true); 1794 setupDrawColorUniforms(); 1795 setupDrawColorFilterUniforms(); 1796 setupDrawShaderIdentityUniforms(); 1797 1798 AlphaVertex rects[14]; 1799 AlphaVertex* aVertices = &rects[0]; 1800 void* alphaCoords = ((GLbyte*) aVertices) + gVertexAlphaOffset; 1801 1802 bool force = mCaches.unbindMeshBuffer(); 1803 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1804 aVertices, gAlphaVertexStride); 1805 mCaches.resetTexCoordsVertexPointer(); 1806 mCaches.unbindIndicesBuffer(); 1807 1808 int alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1809 glEnableVertexAttribArray(alphaSlot); 1810 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1811 1812 // draw left 1813 AlphaVertex::set(aVertices++, left, bottom, 0); 1814 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1815 AlphaVertex::set(aVertices++, left, top, 0); 1816 AlphaVertex::set(aVertices++, innerLeft, innerTop, 1); 1817 1818 // draw top 1819 AlphaVertex::set(aVertices++, right, top, 0); 1820 AlphaVertex::set(aVertices++, innerRight, innerTop, 1); 1821 1822 // draw right 1823 AlphaVertex::set(aVertices++, right, bottom, 0); 1824 AlphaVertex::set(aVertices++, innerRight, innerBottom, 1); 1825 1826 // draw bottom 1827 AlphaVertex::set(aVertices++, left, bottom, 0); 1828 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1829 1830 // draw inner rect (repeating last vertex to create degenerate bridge triangles) 1831 // TODO: also consider drawing the inner rect without the blending-forced shader, if 1832 // blending is expensive. Note: can't use drawColorRect() since it doesn't use vertex 1833 // buffers like below, resulting in slightly different transformed coordinates. 1834 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1835 AlphaVertex::set(aVertices++, innerLeft, innerTop, 1); 1836 AlphaVertex::set(aVertices++, innerRight, innerBottom, 1); 1837 AlphaVertex::set(aVertices++, innerRight, innerTop, 1); 1838 1839 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1840 1841 glDrawArrays(GL_TRIANGLE_STRIP, 0, 14); 1842 1843 glDisableVertexAttribArray(alphaSlot); 1844 } 1845} 1846 1847/** 1848 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1849 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1850 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1851 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1852 * of the line. Hairlines are more involved because we need to account for transform scaling 1853 * to end up with a one-pixel-wide line in screen space.. 1854 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1855 * in combination with values that we calculate and pass down in this method. The basic approach 1856 * is that the quad we create contains both the core line area plus a bounding area in which 1857 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1858 * proportion of the width and the length of a given segment is represented by the boundary 1859 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1860 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1861 * on the inside). This ends up giving the result we want, with pixels that are completely 1862 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1863 * how far into the boundary region they are, which is determined by shader interpolation. 1864 */ 1865status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1866 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 1867 1868 const bool isAA = paint->isAntiAlias(); 1869 // We use half the stroke width here because we're going to position the quad 1870 // corner vertices half of the width away from the line endpoints 1871 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1872 // A stroke width of 0 has a special meaning in Skia: 1873 // it draws a line 1 px wide regardless of current transform 1874 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1875 1876 float inverseScaleX = 1.0f; 1877 float inverseScaleY = 1.0f; 1878 bool scaled = false; 1879 1880 int alpha; 1881 SkXfermode::Mode mode; 1882 1883 int generatedVerticesCount = 0; 1884 int verticesCount = count; 1885 if (count > 4) { 1886 // Polyline: account for extra vertices needed for continuous tri-strip 1887 verticesCount += (count - 4); 1888 } 1889 1890 if (isHairLine || isAA) { 1891 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1892 // the line on the screen should always be one pixel wide regardless of scale. For 1893 // AA lines, we only want one pixel of translucent boundary around the quad. 1894 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1895 Matrix4 *mat = mSnapshot->transform; 1896 float m00 = mat->data[Matrix4::kScaleX]; 1897 float m01 = mat->data[Matrix4::kSkewY]; 1898 float m10 = mat->data[Matrix4::kSkewX]; 1899 float m11 = mat->data[Matrix4::kScaleY]; 1900 1901 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1902 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1903 1904 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1905 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1906 1907 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1908 scaled = true; 1909 } 1910 } 1911 } 1912 1913 getAlphaAndMode(paint, &alpha, &mode); 1914 1915 mCaches.enableScissor(); 1916 1917 setupDraw(); 1918 setupDrawNoTexture(); 1919 if (isAA) { 1920 setupDrawAALine(); 1921 } 1922 setupDrawColor(paint->getColor(), alpha); 1923 setupDrawColorFilter(); 1924 setupDrawShader(); 1925 setupDrawBlending(isAA, mode); 1926 setupDrawProgram(); 1927 setupDrawModelViewIdentity(true); 1928 setupDrawColorUniforms(); 1929 setupDrawColorFilterUniforms(); 1930 setupDrawShaderIdentityUniforms(); 1931 1932 if (isHairLine) { 1933 // Set a real stroke width to be used in quad construction 1934 halfStrokeWidth = isAA? 1 : .5; 1935 } else if (isAA && !scaled) { 1936 // Expand boundary to enable AA calculations on the quad border 1937 halfStrokeWidth += .5f; 1938 } 1939 1940 int widthSlot; 1941 int lengthSlot; 1942 1943 Vertex lines[verticesCount]; 1944 Vertex* vertices = &lines[0]; 1945 1946 AAVertex wLines[verticesCount]; 1947 AAVertex* aaVertices = &wLines[0]; 1948 1949 if (CC_UNLIKELY(!isAA)) { 1950 setupDrawVertices(vertices); 1951 } else { 1952 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1953 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1954 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1955 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1956 // This value is used in the fragment shader to determine how to fill fragments. 1957 // We will need to calculate the actual width proportion on each segment for 1958 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1959 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 1960 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1961 boundaryWidthProportion, widthSlot, lengthSlot); 1962 } 1963 1964 AAVertex* prevAAVertex = NULL; 1965 Vertex* prevVertex = NULL; 1966 1967 int boundaryLengthSlot = -1; 1968 int boundaryWidthSlot = -1; 1969 1970 for (int i = 0; i < count; i += 4) { 1971 // a = start point, b = end point 1972 vec2 a(points[i], points[i + 1]); 1973 vec2 b(points[i + 2], points[i + 3]); 1974 1975 float length = 0; 1976 float boundaryLengthProportion = 0; 1977 float boundaryWidthProportion = 0; 1978 1979 // Find the normal to the line 1980 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1981 if (isHairLine) { 1982 if (isAA) { 1983 float wideningFactor; 1984 if (fabs(n.x) >= fabs(n.y)) { 1985 wideningFactor = fabs(1.0f / n.x); 1986 } else { 1987 wideningFactor = fabs(1.0f / n.y); 1988 } 1989 n *= wideningFactor; 1990 } 1991 1992 if (scaled) { 1993 n.x *= inverseScaleX; 1994 n.y *= inverseScaleY; 1995 } 1996 } else if (scaled) { 1997 // Extend n by .5 pixel on each side, post-transform 1998 vec2 extendedN = n.copyNormalized(); 1999 extendedN /= 2; 2000 extendedN.x *= inverseScaleX; 2001 extendedN.y *= inverseScaleY; 2002 2003 float extendedNLength = extendedN.length(); 2004 // We need to set this value on the shader prior to drawing 2005 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 2006 n += extendedN; 2007 } 2008 2009 float x = n.x; 2010 n.x = -n.y; 2011 n.y = x; 2012 2013 // aa lines expand the endpoint vertices to encompass the AA boundary 2014 if (isAA) { 2015 vec2 abVector = (b - a); 2016 length = abVector.length(); 2017 abVector.normalize(); 2018 2019 if (scaled) { 2020 abVector.x *= inverseScaleX; 2021 abVector.y *= inverseScaleY; 2022 float abLength = abVector.length(); 2023 boundaryLengthProportion = .5 - abLength / (length + abLength); 2024 } else { 2025 boundaryLengthProportion = .5 - .5 / (length + 1); 2026 } 2027 2028 abVector /= 2; 2029 a -= abVector; 2030 b += abVector; 2031 } 2032 2033 // Four corners of the rectangle defining a thick line 2034 vec2 p1 = a - n; 2035 vec2 p2 = a + n; 2036 vec2 p3 = b + n; 2037 vec2 p4 = b - n; 2038 2039 2040 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2041 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2042 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2043 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2044 2045 if (!quickRejectNoScissor(left, top, right, bottom)) { 2046 if (!isAA) { 2047 if (prevVertex != NULL) { 2048 // Issue two repeat vertices to create degenerate triangles to bridge 2049 // between the previous line and the new one. This is necessary because 2050 // we are creating a single triangle_strip which will contain 2051 // potentially discontinuous line segments. 2052 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2053 Vertex::set(vertices++, p1.x, p1.y); 2054 generatedVerticesCount += 2; 2055 } 2056 2057 Vertex::set(vertices++, p1.x, p1.y); 2058 Vertex::set(vertices++, p2.x, p2.y); 2059 Vertex::set(vertices++, p4.x, p4.y); 2060 Vertex::set(vertices++, p3.x, p3.y); 2061 2062 prevVertex = vertices - 1; 2063 generatedVerticesCount += 4; 2064 } else { 2065 if (!isHairLine && scaled) { 2066 // Must set width proportions per-segment for scaled non-hairlines to use the 2067 // correct AA boundary dimensions 2068 if (boundaryWidthSlot < 0) { 2069 boundaryWidthSlot = 2070 mCaches.currentProgram->getUniform("boundaryWidth"); 2071 } 2072 2073 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2074 } 2075 2076 if (boundaryLengthSlot < 0) { 2077 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2078 } 2079 2080 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2081 2082 if (prevAAVertex != NULL) { 2083 // Issue two repeat vertices to create degenerate triangles to bridge 2084 // between the previous line and the new one. This is necessary because 2085 // we are creating a single triangle_strip which will contain 2086 // potentially discontinuous line segments. 2087 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2088 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2089 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2090 generatedVerticesCount += 2; 2091 } 2092 2093 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2094 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2095 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2096 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2097 2098 prevAAVertex = aaVertices - 1; 2099 generatedVerticesCount += 4; 2100 } 2101 2102 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2103 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2104 *mSnapshot->transform); 2105 } 2106 } 2107 2108 if (generatedVerticesCount > 0) { 2109 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2110 } 2111 2112 if (isAA) { 2113 finishDrawAALine(widthSlot, lengthSlot); 2114 } 2115 2116 return DrawGlInfo::kStatusDrew; 2117} 2118 2119status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2120 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2121 2122 // TODO: The paint's cap style defines whether the points are square or circular 2123 // TODO: Handle AA for round points 2124 2125 // A stroke width of 0 has a special meaning in Skia: 2126 // it draws an unscaled 1px point 2127 float strokeWidth = paint->getStrokeWidth(); 2128 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2129 if (isHairLine) { 2130 // Now that we know it's hairline, we can set the effective width, to be used later 2131 strokeWidth = 1.0f; 2132 } 2133 const float halfWidth = strokeWidth / 2; 2134 int alpha; 2135 SkXfermode::Mode mode; 2136 getAlphaAndMode(paint, &alpha, &mode); 2137 2138 int verticesCount = count >> 1; 2139 int generatedVerticesCount = 0; 2140 2141 TextureVertex pointsData[verticesCount]; 2142 TextureVertex* vertex = &pointsData[0]; 2143 2144 // TODO: We should optimize this method to not generate vertices for points 2145 // that lie outside of the clip. 2146 mCaches.enableScissor(); 2147 2148 setupDraw(); 2149 setupDrawNoTexture(); 2150 setupDrawPoint(strokeWidth); 2151 setupDrawColor(paint->getColor(), alpha); 2152 setupDrawColorFilter(); 2153 setupDrawShader(); 2154 setupDrawBlending(mode); 2155 setupDrawProgram(); 2156 setupDrawModelViewIdentity(true); 2157 setupDrawColorUniforms(); 2158 setupDrawColorFilterUniforms(); 2159 setupDrawPointUniforms(); 2160 setupDrawShaderIdentityUniforms(); 2161 setupDrawMesh(vertex); 2162 2163 for (int i = 0; i < count; i += 2) { 2164 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2165 generatedVerticesCount++; 2166 2167 float left = points[i] - halfWidth; 2168 float right = points[i] + halfWidth; 2169 float top = points[i + 1] - halfWidth; 2170 float bottom = points [i + 1] + halfWidth; 2171 2172 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2173 } 2174 2175 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2176 2177 return DrawGlInfo::kStatusDrew; 2178} 2179 2180status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2181 // No need to check against the clip, we fill the clip region 2182 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2183 2184 Rect& clip(*mSnapshot->clipRect); 2185 clip.snapToPixelBoundaries(); 2186 2187 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2188 2189 return DrawGlInfo::kStatusDrew; 2190} 2191 2192status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2193 SkPaint* paint) { 2194 if (!texture) return DrawGlInfo::kStatusDone; 2195 const AutoTexture autoCleanup(texture); 2196 2197 const float x = left + texture->left - texture->offset; 2198 const float y = top + texture->top - texture->offset; 2199 2200 drawPathTexture(texture, x, y, paint); 2201 2202 return DrawGlInfo::kStatusDrew; 2203} 2204 2205status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2206 float rx, float ry, SkPaint* paint) { 2207 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2208 2209 mCaches.activeTexture(0); 2210 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2211 right - left, bottom - top, rx, ry, paint); 2212 return drawShape(left, top, texture, paint); 2213} 2214 2215status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2216 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2217 2218 mCaches.activeTexture(0); 2219 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2220 return drawShape(x - radius, y - radius, texture, paint); 2221} 2222 2223status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2224 SkPaint* paint) { 2225 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2226 2227 mCaches.activeTexture(0); 2228 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2229 return drawShape(left, top, texture, paint); 2230} 2231 2232status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2233 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2234 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2235 2236 if (fabs(sweepAngle) >= 360.0f) { 2237 return drawOval(left, top, right, bottom, paint); 2238 } 2239 2240 mCaches.activeTexture(0); 2241 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2242 startAngle, sweepAngle, useCenter, paint); 2243 return drawShape(left, top, texture, paint); 2244} 2245 2246status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2247 SkPaint* paint) { 2248 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2249 2250 mCaches.activeTexture(0); 2251 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2252 return drawShape(left, top, texture, paint); 2253} 2254 2255status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2256 if (p->getStyle() != SkPaint::kFill_Style) { 2257 return drawRectAsShape(left, top, right, bottom, p); 2258 } 2259 2260 if (quickReject(left, top, right, bottom)) { 2261 return DrawGlInfo::kStatusDone; 2262 } 2263 2264 SkXfermode::Mode mode; 2265 if (!mCaches.extensions.hasFramebufferFetch()) { 2266 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2267 if (!isMode) { 2268 // Assume SRC_OVER 2269 mode = SkXfermode::kSrcOver_Mode; 2270 } 2271 } else { 2272 mode = getXfermode(p->getXfermode()); 2273 } 2274 2275 int color = p->getColor(); 2276 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2277 drawAARect(left, top, right, bottom, color, mode); 2278 } else { 2279 drawColorRect(left, top, right, bottom, color, mode); 2280 } 2281 2282 return DrawGlInfo::kStatusDrew; 2283} 2284 2285void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2286 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2287 float x, float y) { 2288 mCaches.activeTexture(0); 2289 2290 // NOTE: The drop shadow will not perform gamma correction 2291 // if shader-based correction is enabled 2292 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2293 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2294 paint, text, bytesCount, count, mShadowRadius, positions); 2295 const AutoTexture autoCleanup(shadow); 2296 2297 const float sx = x - shadow->left + mShadowDx; 2298 const float sy = y - shadow->top + mShadowDy; 2299 2300 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2301 int shadowColor = mShadowColor; 2302 if (mShader) { 2303 shadowColor = 0xffffffff; 2304 } 2305 2306 setupDraw(); 2307 setupDrawWithTexture(true); 2308 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2309 setupDrawColorFilter(); 2310 setupDrawShader(); 2311 setupDrawBlending(true, mode); 2312 setupDrawProgram(); 2313 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2314 setupDrawTexture(shadow->id); 2315 setupDrawPureColorUniforms(); 2316 setupDrawColorFilterUniforms(); 2317 setupDrawShaderUniforms(); 2318 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2319 2320 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2321} 2322 2323status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2324 const float* positions, SkPaint* paint) { 2325 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2326 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2327 return DrawGlInfo::kStatusDone; 2328 } 2329 2330 // NOTE: Skia does not support perspective transform on drawPosText yet 2331 if (!mSnapshot->transform->isSimple()) { 2332 return DrawGlInfo::kStatusDone; 2333 } 2334 2335 float x = 0.0f; 2336 float y = 0.0f; 2337 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2338 if (pureTranslate) { 2339 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2340 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2341 } 2342 2343 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2344 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2345 paint->getTextSize()); 2346 2347 int alpha; 2348 SkXfermode::Mode mode; 2349 getAlphaAndMode(paint, &alpha, &mode); 2350 2351 if (CC_UNLIKELY(mHasShadow)) { 2352 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2353 0.0f, 0.0f); 2354 } 2355 2356 // Pick the appropriate texture filtering 2357 bool linearFilter = mSnapshot->transform->changesBounds(); 2358 if (pureTranslate && !linearFilter) { 2359 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2360 } 2361 2362 mCaches.activeTexture(0); 2363 setupDraw(); 2364 setupDrawTextGamma(paint); 2365 setupDrawDirtyRegionsDisabled(); 2366 setupDrawWithTexture(true); 2367 setupDrawAlpha8Color(paint->getColor(), alpha); 2368 setupDrawColorFilter(); 2369 setupDrawShader(); 2370 setupDrawBlending(true, mode); 2371 setupDrawProgram(); 2372 setupDrawModelView(x, y, x, y, pureTranslate, true); 2373 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2374 setupDrawPureColorUniforms(); 2375 setupDrawColorFilterUniforms(); 2376 setupDrawShaderUniforms(pureTranslate); 2377 setupDrawTextGammaUniforms(); 2378 2379 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2380 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2381 2382 const bool hasActiveLayer = hasLayer(); 2383 2384 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2385 positions, hasActiveLayer ? &bounds : NULL)) { 2386 if (hasActiveLayer) { 2387 if (!pureTranslate) { 2388 mSnapshot->transform->mapRect(bounds); 2389 } 2390 dirtyLayerUnchecked(bounds, getRegion()); 2391 } 2392 } 2393 2394 return DrawGlInfo::kStatusDrew; 2395} 2396 2397status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2398 float x, float y, const float* positions, SkPaint* paint, float length) { 2399 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2400 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2401 return DrawGlInfo::kStatusDone; 2402 } 2403 2404 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2405 switch (paint->getTextAlign()) { 2406 case SkPaint::kCenter_Align: 2407 x -= length / 2.0f; 2408 break; 2409 case SkPaint::kRight_Align: 2410 x -= length; 2411 break; 2412 default: 2413 break; 2414 } 2415 2416 SkPaint::FontMetrics metrics; 2417 paint->getFontMetrics(&metrics, 0.0f); 2418 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2419 return DrawGlInfo::kStatusDone; 2420 } 2421 2422 const float oldX = x; 2423 const float oldY = y; 2424 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2425 if (CC_LIKELY(pureTranslate)) { 2426 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2427 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2428 } 2429 2430#if DEBUG_GLYPHS 2431 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2432 SkTypeface::UniqueID(paint->getTypeface())); 2433#endif 2434 2435 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2436 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2437 paint->getTextSize()); 2438 2439 int alpha; 2440 SkXfermode::Mode mode; 2441 getAlphaAndMode(paint, &alpha, &mode); 2442 2443 if (CC_UNLIKELY(mHasShadow)) { 2444 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2445 oldX, oldY); 2446 } 2447 2448 // Pick the appropriate texture filtering 2449 bool linearFilter = mSnapshot->transform->changesBounds(); 2450 if (pureTranslate && !linearFilter) { 2451 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2452 } 2453 2454 // The font renderer will always use texture unit 0 2455 mCaches.activeTexture(0); 2456 setupDraw(); 2457 setupDrawTextGamma(paint); 2458 setupDrawDirtyRegionsDisabled(); 2459 setupDrawWithTexture(true); 2460 setupDrawAlpha8Color(paint->getColor(), alpha); 2461 setupDrawColorFilter(); 2462 setupDrawShader(); 2463 setupDrawBlending(true, mode); 2464 setupDrawProgram(); 2465 setupDrawModelView(x, y, x, y, pureTranslate, true); 2466 // See comment above; the font renderer must use texture unit 0 2467 // assert(mTextureUnit == 0) 2468 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2469 setupDrawPureColorUniforms(); 2470 setupDrawColorFilterUniforms(); 2471 setupDrawShaderUniforms(pureTranslate); 2472 setupDrawTextGammaUniforms(); 2473 2474 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2475 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2476 2477 const bool hasActiveLayer = hasLayer(); 2478 2479 bool status; 2480 if (paint->getTextAlign() != SkPaint::kLeft_Align) { 2481 SkPaint paintCopy(*paint); 2482 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2483 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2484 positions, hasActiveLayer ? &bounds : NULL); 2485 } else { 2486 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2487 positions, hasActiveLayer ? &bounds : NULL); 2488 } 2489 2490 if (status && hasActiveLayer) { 2491 if (!pureTranslate) { 2492 mSnapshot->transform->mapRect(bounds); 2493 } 2494 dirtyLayerUnchecked(bounds, getRegion()); 2495 } 2496 2497 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2498 2499 return DrawGlInfo::kStatusDrew; 2500} 2501 2502status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2503 float hOffset, float vOffset, SkPaint* paint) { 2504 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2505 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2506 return DrawGlInfo::kStatusDone; 2507 } 2508 2509 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2510 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2511 paint->getTextSize()); 2512 2513 int alpha; 2514 SkXfermode::Mode mode; 2515 getAlphaAndMode(paint, &alpha, &mode); 2516 2517 mCaches.activeTexture(0); 2518 setupDraw(); 2519 setupDrawTextGamma(paint); 2520 setupDrawDirtyRegionsDisabled(); 2521 setupDrawWithTexture(true); 2522 setupDrawAlpha8Color(paint->getColor(), alpha); 2523 setupDrawColorFilter(); 2524 setupDrawShader(); 2525 setupDrawBlending(true, mode); 2526 setupDrawProgram(); 2527 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2528 setupDrawTexture(fontRenderer.getTexture(true)); 2529 setupDrawPureColorUniforms(); 2530 setupDrawColorFilterUniforms(); 2531 setupDrawShaderUniforms(false); 2532 setupDrawTextGammaUniforms(); 2533 2534 const Rect* clip = &mSnapshot->getLocalClip(); 2535 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2536 2537 const bool hasActiveLayer = hasLayer(); 2538 2539 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2540 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2541 if (hasActiveLayer) { 2542 mSnapshot->transform->mapRect(bounds); 2543 dirtyLayerUnchecked(bounds, getRegion()); 2544 } 2545 } 2546 2547 return DrawGlInfo::kStatusDrew; 2548} 2549 2550status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2551 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2552 2553 mCaches.activeTexture(0); 2554 2555 // TODO: Perform early clip test before we rasterize the path 2556 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2557 if (!texture) return DrawGlInfo::kStatusDone; 2558 const AutoTexture autoCleanup(texture); 2559 2560 const float x = texture->left - texture->offset; 2561 const float y = texture->top - texture->offset; 2562 2563 drawPathTexture(texture, x, y, paint); 2564 2565 return DrawGlInfo::kStatusDrew; 2566} 2567 2568status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2569 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2570 return DrawGlInfo::kStatusDone; 2571 } 2572 2573 bool debugLayerUpdate = false; 2574 2575 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2576 OpenGLRenderer* renderer = layer->renderer; 2577 Rect& dirty = layer->dirtyRect; 2578 2579 interrupt(); 2580 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2581 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2582 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 2583 renderer->finish(); 2584 resume(); 2585 2586 dirty.setEmpty(); 2587 layer->deferredUpdateScheduled = false; 2588 layer->renderer = NULL; 2589 layer->displayList = NULL; 2590 2591 debugLayerUpdate = mCaches.debugLayersUpdates; 2592 } 2593 2594 mCaches.activeTexture(0); 2595 2596 int alpha; 2597 SkXfermode::Mode mode; 2598 getAlphaAndMode(paint, &alpha, &mode); 2599 2600 layer->setAlpha(alpha, mode); 2601 2602 if (CC_LIKELY(!layer->region.isEmpty())) { 2603 if (layer->region.isRect()) { 2604 composeLayerRect(layer, layer->regionRect); 2605 } else if (layer->mesh) { 2606 const float a = alpha / 255.0f; 2607 2608 setupDraw(); 2609 setupDrawWithTexture(); 2610 setupDrawColor(a, a, a, a); 2611 setupDrawColorFilter(); 2612 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2613 setupDrawProgram(); 2614 setupDrawPureColorUniforms(); 2615 setupDrawColorFilterUniforms(); 2616 setupDrawTexture(layer->getTexture()); 2617 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2618 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2619 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2620 2621 layer->setFilter(GL_NEAREST); 2622 setupDrawModelViewTranslate(tx, ty, 2623 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2624 } else { 2625 layer->setFilter(GL_LINEAR); 2626 setupDrawModelViewTranslate(x, y, 2627 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2628 } 2629 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2630 2631 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2632 GL_UNSIGNED_SHORT, layer->meshIndices); 2633 2634 finishDrawTexture(); 2635 2636#if DEBUG_LAYERS_AS_REGIONS 2637 drawRegionRects(layer->region); 2638#endif 2639 } 2640 2641 if (debugLayerUpdate) { 2642 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2643 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2644 } 2645 } 2646 2647 return DrawGlInfo::kStatusDrew; 2648} 2649 2650/////////////////////////////////////////////////////////////////////////////// 2651// Shaders 2652/////////////////////////////////////////////////////////////////////////////// 2653 2654void OpenGLRenderer::resetShader() { 2655 mShader = NULL; 2656} 2657 2658void OpenGLRenderer::setupShader(SkiaShader* shader) { 2659 mShader = shader; 2660 if (mShader) { 2661 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2662 } 2663} 2664 2665/////////////////////////////////////////////////////////////////////////////// 2666// Color filters 2667/////////////////////////////////////////////////////////////////////////////// 2668 2669void OpenGLRenderer::resetColorFilter() { 2670 mColorFilter = NULL; 2671} 2672 2673void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2674 mColorFilter = filter; 2675} 2676 2677/////////////////////////////////////////////////////////////////////////////// 2678// Drop shadow 2679/////////////////////////////////////////////////////////////////////////////// 2680 2681void OpenGLRenderer::resetShadow() { 2682 mHasShadow = false; 2683} 2684 2685void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2686 mHasShadow = true; 2687 mShadowRadius = radius; 2688 mShadowDx = dx; 2689 mShadowDy = dy; 2690 mShadowColor = color; 2691} 2692 2693/////////////////////////////////////////////////////////////////////////////// 2694// Draw filters 2695/////////////////////////////////////////////////////////////////////////////// 2696 2697void OpenGLRenderer::resetPaintFilter() { 2698 mHasDrawFilter = false; 2699} 2700 2701void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2702 mHasDrawFilter = true; 2703 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2704 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2705} 2706 2707SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2708 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2709 2710 uint32_t flags = paint->getFlags(); 2711 2712 mFilteredPaint = *paint; 2713 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2714 2715 return &mFilteredPaint; 2716} 2717 2718/////////////////////////////////////////////////////////////////////////////// 2719// Drawing implementation 2720/////////////////////////////////////////////////////////////////////////////// 2721 2722void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2723 float x, float y, SkPaint* paint) { 2724 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2725 return; 2726 } 2727 2728 int alpha; 2729 SkXfermode::Mode mode; 2730 getAlphaAndMode(paint, &alpha, &mode); 2731 2732 setupDraw(); 2733 setupDrawWithTexture(true); 2734 setupDrawAlpha8Color(paint->getColor(), alpha); 2735 setupDrawColorFilter(); 2736 setupDrawShader(); 2737 setupDrawBlending(true, mode); 2738 setupDrawProgram(); 2739 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2740 setupDrawTexture(texture->id); 2741 setupDrawPureColorUniforms(); 2742 setupDrawColorFilterUniforms(); 2743 setupDrawShaderUniforms(); 2744 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2745 2746 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2747 2748 finishDrawTexture(); 2749} 2750 2751// Same values used by Skia 2752#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2753#define kStdUnderline_Offset (1.0f / 9.0f) 2754#define kStdUnderline_Thickness (1.0f / 18.0f) 2755 2756void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2757 float x, float y, SkPaint* paint) { 2758 // Handle underline and strike-through 2759 uint32_t flags = paint->getFlags(); 2760 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2761 SkPaint paintCopy(*paint); 2762 float underlineWidth = length; 2763 // If length is > 0.0f, we already measured the text for the text alignment 2764 if (length <= 0.0f) { 2765 underlineWidth = paintCopy.measureText(text, bytesCount); 2766 } 2767 2768 if (CC_LIKELY(underlineWidth > 0.0f)) { 2769 const float textSize = paintCopy.getTextSize(); 2770 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2771 2772 const float left = x; 2773 float top = 0.0f; 2774 2775 int linesCount = 0; 2776 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2777 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2778 2779 const int pointsCount = 4 * linesCount; 2780 float points[pointsCount]; 2781 int currentPoint = 0; 2782 2783 if (flags & SkPaint::kUnderlineText_Flag) { 2784 top = y + textSize * kStdUnderline_Offset; 2785 points[currentPoint++] = left; 2786 points[currentPoint++] = top; 2787 points[currentPoint++] = left + underlineWidth; 2788 points[currentPoint++] = top; 2789 } 2790 2791 if (flags & SkPaint::kStrikeThruText_Flag) { 2792 top = y + textSize * kStdStrikeThru_Offset; 2793 points[currentPoint++] = left; 2794 points[currentPoint++] = top; 2795 points[currentPoint++] = left + underlineWidth; 2796 points[currentPoint++] = top; 2797 } 2798 2799 paintCopy.setStrokeWidth(strokeWidth); 2800 2801 drawLines(&points[0], pointsCount, &paintCopy); 2802 } 2803 } 2804} 2805 2806void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2807 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2808 // If a shader is set, preserve only the alpha 2809 if (mShader) { 2810 color |= 0x00ffffff; 2811 } 2812 2813 setupDraw(); 2814 setupDrawNoTexture(); 2815 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2816 setupDrawShader(); 2817 setupDrawColorFilter(); 2818 setupDrawBlending(mode); 2819 setupDrawProgram(); 2820 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2821 setupDrawColorUniforms(); 2822 setupDrawShaderUniforms(ignoreTransform); 2823 setupDrawColorFilterUniforms(); 2824 setupDrawSimpleMesh(); 2825 2826 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2827} 2828 2829void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2830 Texture* texture, SkPaint* paint) { 2831 int alpha; 2832 SkXfermode::Mode mode; 2833 getAlphaAndMode(paint, &alpha, &mode); 2834 2835 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2836 2837 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2838 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2839 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2840 2841 texture->setFilter(GL_NEAREST, true); 2842 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2843 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2844 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2845 } else { 2846 texture->setFilter(FILTER(paint), true); 2847 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2848 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2849 GL_TRIANGLE_STRIP, gMeshCount); 2850 } 2851} 2852 2853void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2854 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2855 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2856 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2857} 2858 2859void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2860 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2861 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2862 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2863 2864 setupDraw(); 2865 setupDrawWithTexture(); 2866 setupDrawColor(alpha, alpha, alpha, alpha); 2867 setupDrawColorFilter(); 2868 setupDrawBlending(blend, mode, swapSrcDst); 2869 setupDrawProgram(); 2870 if (!dirty) { 2871 setupDrawDirtyRegionsDisabled(); 2872 } 2873 if (!ignoreScale) { 2874 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2875 } else { 2876 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2877 } 2878 setupDrawPureColorUniforms(); 2879 setupDrawColorFilterUniforms(); 2880 setupDrawTexture(texture); 2881 setupDrawMesh(vertices, texCoords, vbo); 2882 2883 glDrawArrays(drawMode, 0, elementsCount); 2884 2885 finishDrawTexture(); 2886} 2887 2888void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2889 ProgramDescription& description, bool swapSrcDst) { 2890 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2891 2892 if (blend) { 2893 // These blend modes are not supported by OpenGL directly and have 2894 // to be implemented using shaders. Since the shader will perform 2895 // the blending, turn blending off here 2896 // If the blend mode cannot be implemented using shaders, fall 2897 // back to the default SrcOver blend mode instead 2898 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 2899 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2900 description.framebufferMode = mode; 2901 description.swapSrcDst = swapSrcDst; 2902 2903 if (mCaches.blend) { 2904 glDisable(GL_BLEND); 2905 mCaches.blend = false; 2906 } 2907 2908 return; 2909 } else { 2910 mode = SkXfermode::kSrcOver_Mode; 2911 } 2912 } 2913 2914 if (!mCaches.blend) { 2915 glEnable(GL_BLEND); 2916 } 2917 2918 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2919 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2920 2921 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2922 glBlendFunc(sourceMode, destMode); 2923 mCaches.lastSrcMode = sourceMode; 2924 mCaches.lastDstMode = destMode; 2925 } 2926 } else if (mCaches.blend) { 2927 glDisable(GL_BLEND); 2928 } 2929 mCaches.blend = blend; 2930} 2931 2932bool OpenGLRenderer::useProgram(Program* program) { 2933 if (!program->isInUse()) { 2934 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2935 program->use(); 2936 mCaches.currentProgram = program; 2937 return false; 2938 } 2939 return true; 2940} 2941 2942void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2943 TextureVertex* v = &mMeshVertices[0]; 2944 TextureVertex::setUV(v++, u1, v1); 2945 TextureVertex::setUV(v++, u2, v1); 2946 TextureVertex::setUV(v++, u1, v2); 2947 TextureVertex::setUV(v++, u2, v2); 2948} 2949 2950void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2951 getAlphaAndModeDirect(paint, alpha, mode); 2952 *alpha *= mSnapshot->alpha; 2953} 2954 2955}; // namespace uirenderer 2956}; // namespace android 2957