OpenGLRenderer.cpp revision 91a8c7c62913c2597e3bf5a6d59d2ed5fc7ba4e0
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "Vector.h" 46#include "VertexBuffer.h" 47 48#if DEBUG_DETAILED_EVENTS 49 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 50#else 51 #define EVENT_LOGD(...) 52#endif 53 54namespace android { 55namespace uirenderer { 56 57/////////////////////////////////////////////////////////////////////////////// 58// Defines 59/////////////////////////////////////////////////////////////////////////////// 60 61static GLenum getFilter(const SkPaint* paint) { 62 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 63 return GL_LINEAR; 64 } 65 return GL_NEAREST; 66} 67 68/////////////////////////////////////////////////////////////////////////////// 69// Globals 70/////////////////////////////////////////////////////////////////////////////// 71 72/** 73 * Structure mapping Skia xfermodes to OpenGL blending factors. 74 */ 75struct Blender { 76 SkXfermode::Mode mode; 77 GLenum src; 78 GLenum dst; 79}; // struct Blender 80 81// In this array, the index of each Blender equals the value of the first 82// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 83static const Blender gBlends[] = { 84 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 86 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 88 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 89 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 91 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 97 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 98 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 99}; 100 101// This array contains the swapped version of each SkXfermode. For instance 102// this array's SrcOver blending mode is actually DstOver. You can refer to 103// createLayer() for more information on the purpose of this array. 104static const Blender gBlendsSwap[] = { 105 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 106 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 107 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 108 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 109 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 110 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 111 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 112 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 114 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 115 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 116 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 117 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 118 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 119 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 120}; 121 122/////////////////////////////////////////////////////////////////////////////// 123// Functions 124/////////////////////////////////////////////////////////////////////////////// 125 126template<typename T> 127static inline T min(T a, T b) { 128 return a < b ? a : b; 129} 130 131/////////////////////////////////////////////////////////////////////////////// 132// Constructors/destructor 133/////////////////////////////////////////////////////////////////////////////// 134 135OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 136 : mFrameStarted(false) 137 , mCaches(Caches::getInstance()) 138 , mExtensions(Extensions::getInstance()) 139 , mRenderState(renderState) 140 , mScissorOptimizationDisabled(false) 141 , mCountOverdraw(false) 142 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 143 , mLightRadius(FLT_MIN) 144 , mAmbientShadowAlpha(0) 145 , mSpotShadowAlpha(0) { 146 // *set* draw modifiers to be 0 147 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 148 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 149 150 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 151} 152 153OpenGLRenderer::~OpenGLRenderer() { 154 // The context has already been destroyed at this point, do not call 155 // GL APIs. All GL state should be kept in Caches.h 156} 157 158void OpenGLRenderer::initProperties() { 159 char property[PROPERTY_VALUE_MAX]; 160 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 161 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 162 INIT_LOGD(" Scissor optimization %s", 163 mScissorOptimizationDisabled ? "disabled" : "enabled"); 164 } else { 165 INIT_LOGD(" Scissor optimization enabled"); 166 } 167} 168 169void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 170 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 171 mLightCenter = lightCenter; 172 mLightRadius = lightRadius; 173 mAmbientShadowAlpha = ambientShadowAlpha; 174 mSpotShadowAlpha = spotShadowAlpha; 175} 176 177/////////////////////////////////////////////////////////////////////////////// 178// Setup 179/////////////////////////////////////////////////////////////////////////////// 180 181void OpenGLRenderer::onViewportInitialized() { 182 glDisable(GL_DITHER); 183 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 184 185 glEnableVertexAttribArray(Program::kBindingPosition); 186} 187 188void OpenGLRenderer::setupFrameState(float left, float top, 189 float right, float bottom, bool opaque) { 190 mCaches.clearGarbage(); 191 192 initializeSaveStack(left, top, right, bottom); 193 mOpaque = opaque; 194 mTilingClip.set(left, top, right, bottom); 195} 196 197status_t OpenGLRenderer::startFrame() { 198 if (mFrameStarted) return DrawGlInfo::kStatusDone; 199 mFrameStarted = true; 200 201 mDirtyClip = true; 202 203 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 204 205 mRenderState.setViewport(getWidth(), getHeight()); 206 207 // Functors break the tiling extension in pretty spectacular ways 208 // This ensures we don't use tiling when a functor is going to be 209 // invoked during the frame 210 mSuppressTiling = mCaches.hasRegisteredFunctors(); 211 212 startTilingCurrentClip(true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepareDirty(float left, float top, 221 float right, float bottom, bool opaque) { 222 223 setupFrameState(left, top, right, bottom, opaque); 224 225 // Layer renderers will start the frame immediately 226 // The framebuffer renderer will first defer the display list 227 // for each layer and wait until the first drawing command 228 // to start the frame 229 if (currentSnapshot()->fbo == 0) { 230 syncState(); 231 updateLayers(); 232 } else { 233 return startFrame(); 234 } 235 236 return DrawGlInfo::kStatusDone; 237} 238 239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 240 // If we know that we are going to redraw the entire framebuffer, 241 // perform a discard to let the driver know we don't need to preserve 242 // the back buffer for this frame. 243 if (mExtensions.hasDiscardFramebuffer() && 244 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 245 const bool isFbo = getTargetFbo() == 0; 246 const GLenum attachments[] = { 247 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 248 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 249 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 250 } 251} 252 253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 254 if (!opaque || mCountOverdraw) { 255 mCaches.enableScissor(); 256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 257 glClear(GL_COLOR_BUFFER_BIT); 258 return DrawGlInfo::kStatusDrew; 259 } 260 261 mCaches.resetScissor(); 262 return DrawGlInfo::kStatusDone; 263} 264 265void OpenGLRenderer::syncState() { 266 if (mCaches.blend) { 267 glEnable(GL_BLEND); 268 } else { 269 glDisable(GL_BLEND); 270 } 271} 272 273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 274 if (!mSuppressTiling) { 275 const Snapshot* snapshot = currentSnapshot(); 276 277 const Rect* clip = &mTilingClip; 278 if (snapshot->flags & Snapshot::kFlagFboTarget) { 279 clip = &(snapshot->layer->clipRect); 280 } 281 282 startTiling(*clip, getViewportHeight(), opaque, expand); 283 } 284} 285 286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 287 if (!mSuppressTiling) { 288 if(expand) { 289 // Expand the startTiling region by 1 290 int leftNotZero = (clip.left > 0) ? 1 : 0; 291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 292 293 mCaches.startTiling( 294 clip.left - leftNotZero, 295 windowHeight - clip.bottom - topNotZero, 296 clip.right - clip.left + leftNotZero + 1, 297 clip.bottom - clip.top + topNotZero + 1, 298 opaque); 299 } else { 300 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 301 clip.right - clip.left, clip.bottom - clip.top, opaque); 302 } 303 } 304} 305 306void OpenGLRenderer::endTiling() { 307 if (!mSuppressTiling) mCaches.endTiling(); 308} 309 310void OpenGLRenderer::finish() { 311 renderOverdraw(); 312 endTiling(); 313 314 // When finish() is invoked on FBO 0 we've reached the end 315 // of the current frame 316 if (getTargetFbo() == 0) { 317 mCaches.pathCache.trim(); 318 mCaches.tessellationCache.trim(); 319 } 320 321 if (!suppressErrorChecks()) { 322#if DEBUG_OPENGL 323 GLUtils::dumpGLErrors(); 324#endif 325 326#if DEBUG_MEMORY_USAGE 327 mCaches.dumpMemoryUsage(); 328#else 329 if (mCaches.getDebugLevel() & kDebugMemory) { 330 mCaches.dumpMemoryUsage(); 331 } 332#endif 333 } 334 335 if (mCountOverdraw) { 336 countOverdraw(); 337 } 338 339 mFrameStarted = false; 340} 341 342void OpenGLRenderer::resumeAfterLayer() { 343 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 344 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 345 debugOverdraw(true, false); 346 347 mCaches.resetScissor(); 348 dirtyClip(); 349} 350 351status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 352 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 353 354 Rect clip(*currentClipRect()); 355 clip.snapToPixelBoundaries(); 356 357 // Since we don't know what the functor will draw, let's dirty 358 // the entire clip region 359 if (hasLayer()) { 360 dirtyLayerUnchecked(clip, getRegion()); 361 } 362 363 DrawGlInfo info; 364 info.clipLeft = clip.left; 365 info.clipTop = clip.top; 366 info.clipRight = clip.right; 367 info.clipBottom = clip.bottom; 368 info.isLayer = hasLayer(); 369 info.width = getViewportWidth(); 370 info.height = getViewportHeight(); 371 currentTransform()->copyTo(&info.transform[0]); 372 373 bool prevDirtyClip = mDirtyClip; 374 // setup GL state for functor 375 if (mDirtyClip) { 376 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 377 } 378 if (mCaches.enableScissor() || prevDirtyClip) { 379 setScissorFromClip(); 380 } 381 382 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 383 // Scissor may have been modified, reset dirty clip 384 dirtyClip(); 385 386 return DrawGlInfo::kStatusDrew; 387} 388 389/////////////////////////////////////////////////////////////////////////////// 390// Debug 391/////////////////////////////////////////////////////////////////////////////// 392 393void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 394#if DEBUG_DETAILED_EVENTS 395 const int BUFFER_SIZE = 256; 396 va_list ap; 397 char buf[BUFFER_SIZE]; 398 399 va_start(ap, fmt); 400 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 401 va_end(ap); 402 403 eventMark(buf); 404#endif 405} 406 407 408void OpenGLRenderer::eventMark(const char* name) const { 409 mCaches.eventMark(0, name); 410} 411 412void OpenGLRenderer::startMark(const char* name) const { 413 mCaches.startMark(0, name); 414} 415 416void OpenGLRenderer::endMark() const { 417 mCaches.endMark(); 418} 419 420void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 421 mRenderState.debugOverdraw(enable, clear); 422} 423 424void OpenGLRenderer::renderOverdraw() { 425 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 426 const Rect* clip = &mTilingClip; 427 428 mCaches.enableScissor(); 429 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 430 clip->right - clip->left, clip->bottom - clip->top); 431 432 // 1x overdraw 433 mCaches.stencil.enableDebugTest(2); 434 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 435 436 // 2x overdraw 437 mCaches.stencil.enableDebugTest(3); 438 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 439 440 // 3x overdraw 441 mCaches.stencil.enableDebugTest(4); 442 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 443 444 // 4x overdraw and higher 445 mCaches.stencil.enableDebugTest(4, true); 446 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 447 448 mCaches.stencil.disable(); 449 } 450} 451 452void OpenGLRenderer::countOverdraw() { 453 size_t count = getWidth() * getHeight(); 454 uint32_t* buffer = new uint32_t[count]; 455 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 456 457 size_t total = 0; 458 for (size_t i = 0; i < count; i++) { 459 total += buffer[i] & 0xff; 460 } 461 462 mOverdraw = total / float(count); 463 464 delete[] buffer; 465} 466 467/////////////////////////////////////////////////////////////////////////////// 468// Layers 469/////////////////////////////////////////////////////////////////////////////// 470 471bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 472 if (layer->deferredUpdateScheduled && layer->renderer 473 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 474 ATRACE_CALL(); 475 476 Rect& dirty = layer->dirtyRect; 477 478 if (inFrame) { 479 endTiling(); 480 debugOverdraw(false, false); 481 } 482 483 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 484 layer->render(); 485 } else { 486 layer->defer(); 487 } 488 489 if (inFrame) { 490 resumeAfterLayer(); 491 startTilingCurrentClip(); 492 } 493 494 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 495 layer->hasDrawnSinceUpdate = false; 496 497 return true; 498 } 499 500 return false; 501} 502 503void OpenGLRenderer::updateLayers() { 504 // If draw deferring is enabled this method will simply defer 505 // the display list of each individual layer. The layers remain 506 // in the layer updates list which will be cleared by flushLayers(). 507 int count = mLayerUpdates.size(); 508 if (count > 0) { 509 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 510 startMark("Layer Updates"); 511 } else { 512 startMark("Defer Layer Updates"); 513 } 514 515 // Note: it is very important to update the layers in order 516 for (int i = 0; i < count; i++) { 517 Layer* layer = mLayerUpdates.itemAt(i); 518 updateLayer(layer, false); 519 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 520 mCaches.resourceCache.decrementRefcount(layer); 521 } 522 } 523 524 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 525 mLayerUpdates.clear(); 526 mRenderState.bindFramebuffer(getTargetFbo()); 527 } 528 endMark(); 529 } 530} 531 532void OpenGLRenderer::flushLayers() { 533 int count = mLayerUpdates.size(); 534 if (count > 0) { 535 startMark("Apply Layer Updates"); 536 char layerName[12]; 537 538 // Note: it is very important to update the layers in order 539 for (int i = 0; i < count; i++) { 540 sprintf(layerName, "Layer #%d", i); 541 startMark(layerName); 542 543 ATRACE_BEGIN("flushLayer"); 544 Layer* layer = mLayerUpdates.itemAt(i); 545 layer->flush(); 546 ATRACE_END(); 547 548 mCaches.resourceCache.decrementRefcount(layer); 549 550 endMark(); 551 } 552 553 mLayerUpdates.clear(); 554 mRenderState.bindFramebuffer(getTargetFbo()); 555 556 endMark(); 557 } 558} 559 560void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 561 if (layer) { 562 // Make sure we don't introduce duplicates. 563 // SortedVector would do this automatically but we need to respect 564 // the insertion order. The linear search is not an issue since 565 // this list is usually very short (typically one item, at most a few) 566 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 567 if (mLayerUpdates.itemAt(i) == layer) { 568 return; 569 } 570 } 571 mLayerUpdates.push_back(layer); 572 mCaches.resourceCache.incrementRefcount(layer); 573 } 574} 575 576void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 577 if (layer) { 578 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 579 if (mLayerUpdates.itemAt(i) == layer) { 580 mLayerUpdates.removeAt(i); 581 mCaches.resourceCache.decrementRefcount(layer); 582 break; 583 } 584 } 585 } 586} 587 588void OpenGLRenderer::clearLayerUpdates() { 589 size_t count = mLayerUpdates.size(); 590 if (count > 0) { 591 mCaches.resourceCache.lock(); 592 for (size_t i = 0; i < count; i++) { 593 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 594 } 595 mCaches.resourceCache.unlock(); 596 mLayerUpdates.clear(); 597 } 598} 599 600void OpenGLRenderer::flushLayerUpdates() { 601 ATRACE_CALL(); 602 syncState(); 603 updateLayers(); 604 flushLayers(); 605 // Wait for all the layer updates to be executed 606 AutoFence fence; 607} 608 609/////////////////////////////////////////////////////////////////////////////// 610// State management 611/////////////////////////////////////////////////////////////////////////////// 612 613void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 614 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 615 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 616 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 617 618 if (restoreViewport) { 619 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 620 } 621 622 if (restoreClip) { 623 dirtyClip(); 624 } 625 626 if (restoreLayer) { 627 endMark(); // Savelayer 628 startMark("ComposeLayer"); 629 composeLayer(removed, restored); 630 endMark(); 631 } 632} 633 634/////////////////////////////////////////////////////////////////////////////// 635// Layers 636/////////////////////////////////////////////////////////////////////////////// 637 638int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 639 const SkPaint* paint, int flags, const SkPath* convexMask) { 640 const int count = saveSnapshot(flags); 641 642 if (!currentSnapshot()->isIgnored()) { 643 createLayer(left, top, right, bottom, paint, flags, convexMask); 644 } 645 646 return count; 647} 648 649void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 650 const Rect untransformedBounds(bounds); 651 652 currentTransform()->mapRect(bounds); 653 654 // Layers only make sense if they are in the framebuffer's bounds 655 if (bounds.intersect(*currentClipRect())) { 656 // We cannot work with sub-pixels in this case 657 bounds.snapToPixelBoundaries(); 658 659 // When the layer is not an FBO, we may use glCopyTexImage so we 660 // need to make sure the layer does not extend outside the bounds 661 // of the framebuffer 662 const Snapshot& previous = *(currentSnapshot()->previous); 663 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 664 if (!bounds.intersect(previousViewport)) { 665 bounds.setEmpty(); 666 } else if (fboLayer) { 667 clip.set(bounds); 668 mat4 inverse; 669 inverse.loadInverse(*currentTransform()); 670 inverse.mapRect(clip); 671 clip.snapToPixelBoundaries(); 672 if (clip.intersect(untransformedBounds)) { 673 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 674 bounds.set(untransformedBounds); 675 } else { 676 clip.setEmpty(); 677 } 678 } 679 } else { 680 bounds.setEmpty(); 681 } 682} 683 684void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 685 bool fboLayer, int alpha) { 686 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 687 bounds.getHeight() > mCaches.maxTextureSize || 688 (fboLayer && clip.isEmpty())) { 689 mSnapshot->empty = fboLayer; 690 } else { 691 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 692 } 693} 694 695int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 696 const SkPaint* paint, int flags) { 697 const int count = saveSnapshot(flags); 698 699 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 700 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 701 // operations will be able to store and restore the current clip and transform info, and 702 // quick rejection will be correct (for display lists) 703 704 Rect bounds(left, top, right, bottom); 705 Rect clip; 706 calculateLayerBoundsAndClip(bounds, clip, true); 707 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 708 709 if (!currentSnapshot()->isIgnored()) { 710 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 711 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 712 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 713 mSnapshot->roundRectClipState = NULL; 714 } 715 } 716 717 return count; 718} 719 720/** 721 * Layers are viewed by Skia are slightly different than layers in image editing 722 * programs (for instance.) When a layer is created, previously created layers 723 * and the frame buffer still receive every drawing command. For instance, if a 724 * layer is created and a shape intersecting the bounds of the layers and the 725 * framebuffer is draw, the shape will be drawn on both (unless the layer was 726 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 727 * 728 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 729 * texture. Unfortunately, this is inefficient as it requires every primitive to 730 * be drawn n + 1 times, where n is the number of active layers. In practice this 731 * means, for every primitive: 732 * - Switch active frame buffer 733 * - Change viewport, clip and projection matrix 734 * - Issue the drawing 735 * 736 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 737 * To avoid this, layers are implemented in a different way here, at least in the 738 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 739 * is set. When this flag is set we can redirect all drawing operations into a 740 * single FBO. 741 * 742 * This implementation relies on the frame buffer being at least RGBA 8888. When 743 * a layer is created, only a texture is created, not an FBO. The content of the 744 * frame buffer contained within the layer's bounds is copied into this texture 745 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 746 * buffer and drawing continues as normal. This technique therefore treats the 747 * frame buffer as a scratch buffer for the layers. 748 * 749 * To compose the layers back onto the frame buffer, each layer texture 750 * (containing the original frame buffer data) is drawn as a simple quad over 751 * the frame buffer. The trick is that the quad is set as the composition 752 * destination in the blending equation, and the frame buffer becomes the source 753 * of the composition. 754 * 755 * Drawing layers with an alpha value requires an extra step before composition. 756 * An empty quad is drawn over the layer's region in the frame buffer. This quad 757 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 758 * quad is used to multiply the colors in the frame buffer. This is achieved by 759 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 760 * GL_ZERO, GL_SRC_ALPHA. 761 * 762 * Because glCopyTexImage2D() can be slow, an alternative implementation might 763 * be use to draw a single clipped layer. The implementation described above 764 * is correct in every case. 765 * 766 * (1) The frame buffer is actually not cleared right away. To allow the GPU 767 * to potentially optimize series of calls to glCopyTexImage2D, the frame 768 * buffer is left untouched until the first drawing operation. Only when 769 * something actually gets drawn are the layers regions cleared. 770 */ 771bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 772 const SkPaint* paint, int flags, const SkPath* convexMask) { 773 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 774 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 775 776 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 777 778 // Window coordinates of the layer 779 Rect clip; 780 Rect bounds(left, top, right, bottom); 781 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 782 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 783 784 // Bail out if we won't draw in this snapshot 785 if (currentSnapshot()->isIgnored()) { 786 return false; 787 } 788 789 mCaches.activeTexture(0); 790 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 791 if (!layer) { 792 return false; 793 } 794 795 layer->setPaint(paint); 796 layer->layer.set(bounds); 797 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 798 bounds.getWidth() / float(layer->getWidth()), 0.0f); 799 800 layer->setBlend(true); 801 layer->setDirty(false); 802 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 803 804 // Save the layer in the snapshot 805 mSnapshot->flags |= Snapshot::kFlagIsLayer; 806 mSnapshot->layer = layer; 807 808 startMark("SaveLayer"); 809 if (fboLayer) { 810 return createFboLayer(layer, bounds, clip); 811 } else { 812 // Copy the framebuffer into the layer 813 layer->bindTexture(); 814 if (!bounds.isEmpty()) { 815 if (layer->isEmpty()) { 816 // Workaround for some GL drivers. When reading pixels lying outside 817 // of the window we should get undefined values for those pixels. 818 // Unfortunately some drivers will turn the entire target texture black 819 // when reading outside of the window. 820 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 821 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 822 layer->setEmpty(false); 823 } 824 825 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 826 bounds.left, getViewportHeight() - bounds.bottom, 827 bounds.getWidth(), bounds.getHeight()); 828 829 // Enqueue the buffer coordinates to clear the corresponding region later 830 mLayers.push(new Rect(bounds)); 831 } 832 } 833 834 return true; 835} 836 837bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 838 layer->clipRect.set(clip); 839 layer->setFbo(mCaches.fboCache.get()); 840 841 mSnapshot->region = &mSnapshot->layer->region; 842 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 843 mSnapshot->fbo = layer->getFbo(); 844 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 845 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 846 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 847 mSnapshot->roundRectClipState = NULL; 848 849 endTiling(); 850 debugOverdraw(false, false); 851 // Bind texture to FBO 852 mRenderState.bindFramebuffer(layer->getFbo()); 853 layer->bindTexture(); 854 855 // Initialize the texture if needed 856 if (layer->isEmpty()) { 857 layer->allocateTexture(); 858 layer->setEmpty(false); 859 } 860 861 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 862 layer->getTexture(), 0); 863 864 // Expand the startTiling region by 1 865 startTilingCurrentClip(true, true); 866 867 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 868 mCaches.enableScissor(); 869 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 870 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 871 glClear(GL_COLOR_BUFFER_BIT); 872 873 dirtyClip(); 874 875 // Change the ortho projection 876 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 877 return true; 878} 879 880/** 881 * Read the documentation of createLayer() before doing anything in this method. 882 */ 883void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 884 if (!removed.layer) { 885 ALOGE("Attempting to compose a layer that does not exist"); 886 return; 887 } 888 889 Layer* layer = removed.layer; 890 const Rect& rect = layer->layer; 891 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 892 893 bool clipRequired = false; 894 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 895 &clipRequired, NULL, false); // safely ignore return, should never be rejected 896 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 897 898 if (fboLayer) { 899 endTiling(); 900 901 // Detach the texture from the FBO 902 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 903 904 layer->removeFbo(false); 905 906 // Unbind current FBO and restore previous one 907 mRenderState.bindFramebuffer(restored.fbo); 908 debugOverdraw(true, false); 909 910 startTilingCurrentClip(); 911 } 912 913 if (!fboLayer && layer->getAlpha() < 255) { 914 SkPaint layerPaint; 915 layerPaint.setAlpha(layer->getAlpha()); 916 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 917 layerPaint.setColorFilter(layer->getColorFilter()); 918 919 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 920 // Required below, composeLayerRect() will divide by 255 921 layer->setAlpha(255); 922 } 923 924 mCaches.unbindMeshBuffer(); 925 926 mCaches.activeTexture(0); 927 928 // When the layer is stored in an FBO, we can save a bit of fillrate by 929 // drawing only the dirty region 930 if (fboLayer) { 931 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 932 composeLayerRegion(layer, rect); 933 } else if (!rect.isEmpty()) { 934 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 935 936 save(0); 937 // the layer contains screen buffer content that shouldn't be alpha modulated 938 // (and any necessary alpha modulation was handled drawing into the layer) 939 mSnapshot->alpha = 1.0f; 940 composeLayerRect(layer, rect, true); 941 restore(); 942 } 943 944 dirtyClip(); 945 946 // Failing to add the layer to the cache should happen only if the layer is too large 947 layer->setConvexMask(NULL); 948 if (!mCaches.layerCache.put(layer)) { 949 LAYER_LOGD("Deleting layer"); 950 Caches::getInstance().resourceCache.decrementRefcount(layer); 951 } 952} 953 954void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 955 float alpha = getLayerAlpha(layer); 956 957 setupDraw(); 958 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 959 setupDrawWithTexture(); 960 } else { 961 setupDrawWithExternalTexture(); 962 } 963 setupDrawTextureTransform(); 964 setupDrawColor(alpha, alpha, alpha, alpha); 965 setupDrawColorFilter(layer->getColorFilter()); 966 setupDrawBlending(layer); 967 setupDrawProgram(); 968 setupDrawPureColorUniforms(); 969 setupDrawColorFilterUniforms(layer->getColorFilter()); 970 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 971 setupDrawTexture(layer->getTexture()); 972 } else { 973 setupDrawExternalTexture(layer->getTexture()); 974 } 975 if (currentTransform()->isPureTranslate() && 976 !layer->getForceFilter() && 977 layer->getWidth() == (uint32_t) rect.getWidth() && 978 layer->getHeight() == (uint32_t) rect.getHeight()) { 979 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 980 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 981 982 layer->setFilter(GL_NEAREST); 983 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 984 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 985 } else { 986 layer->setFilter(GL_LINEAR); 987 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 988 rect.left, rect.top, rect.right, rect.bottom); 989 } 990 setupDrawTextureTransformUniforms(layer->getTexTransform()); 991 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 992 993 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 994} 995 996void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 997 if (layer->isTextureLayer()) { 998 EVENT_LOGD("composeTextureLayerRect"); 999 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1000 drawTextureLayer(layer, rect); 1001 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1002 } else { 1003 EVENT_LOGD("composeHardwareLayerRect"); 1004 const Rect& texCoords = layer->texCoords; 1005 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1006 texCoords.right, texCoords.bottom); 1007 1008 float x = rect.left; 1009 float y = rect.top; 1010 bool simpleTransform = currentTransform()->isPureTranslate() && 1011 layer->getWidth() == (uint32_t) rect.getWidth() && 1012 layer->getHeight() == (uint32_t) rect.getHeight(); 1013 1014 if (simpleTransform) { 1015 // When we're swapping, the layer is already in screen coordinates 1016 if (!swap) { 1017 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1018 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1019 } 1020 1021 layer->setFilter(GL_NEAREST, true); 1022 } else { 1023 layer->setFilter(GL_LINEAR, true); 1024 } 1025 1026 SkPaint layerPaint; 1027 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1028 layerPaint.setXfermodeMode(layer->getMode()); 1029 layerPaint.setColorFilter(layer->getColorFilter()); 1030 1031 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1032 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1033 layer->getTexture(), &layerPaint, blend, 1034 &mMeshVertices[0].x, &mMeshVertices[0].u, 1035 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1036 1037 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1038 } 1039} 1040 1041/** 1042 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1043 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1044 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1045 * by saveLayer's restore 1046 */ 1047#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1048 DRAW_COMMAND; \ 1049 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1050 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1051 DRAW_COMMAND; \ 1052 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1053 } \ 1054 } 1055 1056#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1057 1058// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1059// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1060class LayerShader : public SkShader { 1061public: 1062 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1063 : INHERITED(localMatrix) 1064 , mLayer(layer) { 1065 } 1066 1067 virtual bool asACustomShader(void** data) const { 1068 if (data) { 1069 *data = static_cast<void*>(mLayer); 1070 } 1071 return true; 1072 } 1073 1074 virtual bool isOpaque() const { 1075 return !mLayer->isBlend(); 1076 } 1077 1078protected: 1079 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1080 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1081 } 1082 1083 virtual void flatten(SkWriteBuffer&) const { 1084 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1085 } 1086 1087 virtual Factory getFactory() const { 1088 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1089 return NULL; 1090 } 1091private: 1092 // Unowned. 1093 Layer* mLayer; 1094 typedef SkShader INHERITED; 1095}; 1096 1097void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1098 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1099 1100 if (layer->getConvexMask()) { 1101 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1102 1103 // clip to the area of the layer the mask can be larger 1104 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1105 1106 SkPaint paint; 1107 paint.setAntiAlias(true); 1108 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1109 1110 // create LayerShader to map SaveLayer content into subsequent draw 1111 SkMatrix shaderMatrix; 1112 shaderMatrix.setTranslate(rect.left, rect.bottom); 1113 shaderMatrix.preScale(1, -1); 1114 LayerShader layerShader(layer, &shaderMatrix); 1115 paint.setShader(&layerShader); 1116 1117 // Since the drawing primitive is defined in local drawing space, 1118 // we don't need to modify the draw matrix 1119 const SkPath* maskPath = layer->getConvexMask(); 1120 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1121 1122 paint.setShader(NULL); 1123 restore(); 1124 1125 return; 1126 } 1127 1128 if (layer->region.isRect()) { 1129 layer->setRegionAsRect(); 1130 1131 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1132 1133 layer->region.clear(); 1134 return; 1135 } 1136 1137 EVENT_LOGD("composeLayerRegion"); 1138 // standard Region based draw 1139 size_t count; 1140 const android::Rect* rects; 1141 Region safeRegion; 1142 if (CC_LIKELY(hasRectToRectTransform())) { 1143 rects = layer->region.getArray(&count); 1144 } else { 1145 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1146 rects = safeRegion.getArray(&count); 1147 } 1148 1149 const float alpha = getLayerAlpha(layer); 1150 const float texX = 1.0f / float(layer->getWidth()); 1151 const float texY = 1.0f / float(layer->getHeight()); 1152 const float height = rect.getHeight(); 1153 1154 setupDraw(); 1155 1156 // We must get (and therefore bind) the region mesh buffer 1157 // after we setup drawing in case we need to mess with the 1158 // stencil buffer in setupDraw() 1159 TextureVertex* mesh = mCaches.getRegionMesh(); 1160 uint32_t numQuads = 0; 1161 1162 setupDrawWithTexture(); 1163 setupDrawColor(alpha, alpha, alpha, alpha); 1164 setupDrawColorFilter(layer->getColorFilter()); 1165 setupDrawBlending(layer); 1166 setupDrawProgram(); 1167 setupDrawDirtyRegionsDisabled(); 1168 setupDrawPureColorUniforms(); 1169 setupDrawColorFilterUniforms(layer->getColorFilter()); 1170 setupDrawTexture(layer->getTexture()); 1171 if (currentTransform()->isPureTranslate()) { 1172 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1173 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1174 1175 layer->setFilter(GL_NEAREST); 1176 setupDrawModelView(kModelViewMode_Translate, false, 1177 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1178 } else { 1179 layer->setFilter(GL_LINEAR); 1180 setupDrawModelView(kModelViewMode_Translate, false, 1181 rect.left, rect.top, rect.right, rect.bottom); 1182 } 1183 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1184 1185 for (size_t i = 0; i < count; i++) { 1186 const android::Rect* r = &rects[i]; 1187 1188 const float u1 = r->left * texX; 1189 const float v1 = (height - r->top) * texY; 1190 const float u2 = r->right * texX; 1191 const float v2 = (height - r->bottom) * texY; 1192 1193 // TODO: Reject quads outside of the clip 1194 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1195 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1196 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1197 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1198 1199 numQuads++; 1200 1201 if (numQuads >= gMaxNumberOfQuads) { 1202 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1203 GL_UNSIGNED_SHORT, NULL)); 1204 numQuads = 0; 1205 mesh = mCaches.getRegionMesh(); 1206 } 1207 } 1208 1209 if (numQuads > 0) { 1210 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1211 GL_UNSIGNED_SHORT, NULL)); 1212 } 1213 1214#if DEBUG_LAYERS_AS_REGIONS 1215 drawRegionRectsDebug(layer->region); 1216#endif 1217 1218 layer->region.clear(); 1219} 1220 1221#if DEBUG_LAYERS_AS_REGIONS 1222void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1223 size_t count; 1224 const android::Rect* rects = region.getArray(&count); 1225 1226 uint32_t colors[] = { 1227 0x7fff0000, 0x7f00ff00, 1228 0x7f0000ff, 0x7fff00ff, 1229 }; 1230 1231 int offset = 0; 1232 int32_t top = rects[0].top; 1233 1234 for (size_t i = 0; i < count; i++) { 1235 if (top != rects[i].top) { 1236 offset ^= 0x2; 1237 top = rects[i].top; 1238 } 1239 1240 SkPaint paint; 1241 paint.setColor(colors[offset + (i & 0x1)]); 1242 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1243 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1244 } 1245} 1246#endif 1247 1248void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1249 Vector<float> rects; 1250 1251 SkRegion::Iterator it(region); 1252 while (!it.done()) { 1253 const SkIRect& r = it.rect(); 1254 rects.push(r.fLeft); 1255 rects.push(r.fTop); 1256 rects.push(r.fRight); 1257 rects.push(r.fBottom); 1258 it.next(); 1259 } 1260 1261 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1262} 1263 1264void OpenGLRenderer::dirtyLayer(const float left, const float top, 1265 const float right, const float bottom, const mat4 transform) { 1266 if (hasLayer()) { 1267 Rect bounds(left, top, right, bottom); 1268 transform.mapRect(bounds); 1269 dirtyLayerUnchecked(bounds, getRegion()); 1270 } 1271} 1272 1273void OpenGLRenderer::dirtyLayer(const float left, const float top, 1274 const float right, const float bottom) { 1275 if (hasLayer()) { 1276 Rect bounds(left, top, right, bottom); 1277 dirtyLayerUnchecked(bounds, getRegion()); 1278 } 1279} 1280 1281void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1282 if (bounds.intersect(*currentClipRect())) { 1283 bounds.snapToPixelBoundaries(); 1284 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1285 if (!dirty.isEmpty()) { 1286 region->orSelf(dirty); 1287 } 1288 } 1289} 1290 1291void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1292 GLsizei elementsCount = quadsCount * 6; 1293 while (elementsCount > 0) { 1294 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1295 1296 setupDrawIndexedVertices(&mesh[0].x); 1297 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1298 1299 elementsCount -= drawCount; 1300 // Though there are 4 vertices in a quad, we use 6 indices per 1301 // quad to draw with GL_TRIANGLES 1302 mesh += (drawCount / 6) * 4; 1303 } 1304} 1305 1306void OpenGLRenderer::clearLayerRegions() { 1307 const size_t count = mLayers.size(); 1308 if (count == 0) return; 1309 1310 if (!currentSnapshot()->isIgnored()) { 1311 EVENT_LOGD("clearLayerRegions"); 1312 // Doing several glScissor/glClear here can negatively impact 1313 // GPUs with a tiler architecture, instead we draw quads with 1314 // the Clear blending mode 1315 1316 // The list contains bounds that have already been clipped 1317 // against their initial clip rect, and the current clip 1318 // is likely different so we need to disable clipping here 1319 bool scissorChanged = mCaches.disableScissor(); 1320 1321 Vertex mesh[count * 4]; 1322 Vertex* vertex = mesh; 1323 1324 for (uint32_t i = 0; i < count; i++) { 1325 Rect* bounds = mLayers.itemAt(i); 1326 1327 Vertex::set(vertex++, bounds->left, bounds->top); 1328 Vertex::set(vertex++, bounds->right, bounds->top); 1329 Vertex::set(vertex++, bounds->left, bounds->bottom); 1330 Vertex::set(vertex++, bounds->right, bounds->bottom); 1331 1332 delete bounds; 1333 } 1334 // We must clear the list of dirty rects before we 1335 // call setupDraw() to prevent stencil setup to do 1336 // the same thing again 1337 mLayers.clear(); 1338 1339 SkPaint clearPaint; 1340 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1341 1342 setupDraw(false); 1343 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1344 setupDrawBlending(&clearPaint, true); 1345 setupDrawProgram(); 1346 setupDrawPureColorUniforms(); 1347 setupDrawModelView(kModelViewMode_Translate, false, 1348 0.0f, 0.0f, 0.0f, 0.0f, true); 1349 1350 issueIndexedQuadDraw(&mesh[0], count); 1351 1352 if (scissorChanged) mCaches.enableScissor(); 1353 } else { 1354 for (uint32_t i = 0; i < count; i++) { 1355 delete mLayers.itemAt(i); 1356 } 1357 mLayers.clear(); 1358 } 1359} 1360 1361/////////////////////////////////////////////////////////////////////////////// 1362// State Deferral 1363/////////////////////////////////////////////////////////////////////////////// 1364 1365bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1366 const Rect* currentClip = currentClipRect(); 1367 const mat4* currentMatrix = currentTransform(); 1368 1369 if (stateDeferFlags & kStateDeferFlag_Draw) { 1370 // state has bounds initialized in local coordinates 1371 if (!state.mBounds.isEmpty()) { 1372 currentMatrix->mapRect(state.mBounds); 1373 Rect clippedBounds(state.mBounds); 1374 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1375 // is used, it should more closely duplicate the quickReject logic (in how it uses 1376 // snapToPixelBoundaries) 1377 1378 if(!clippedBounds.intersect(*currentClip)) { 1379 // quick rejected 1380 return true; 1381 } 1382 1383 state.mClipSideFlags = kClipSide_None; 1384 if (!currentClip->contains(state.mBounds)) { 1385 int& flags = state.mClipSideFlags; 1386 // op partially clipped, so record which sides are clipped for clip-aware merging 1387 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1388 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1389 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1390 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1391 } 1392 state.mBounds.set(clippedBounds); 1393 } else { 1394 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1395 // overdraw avoidance (since we don't know what it overlaps) 1396 state.mClipSideFlags = kClipSide_ConservativeFull; 1397 state.mBounds.set(*currentClip); 1398 } 1399 } 1400 1401 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1402 if (state.mClipValid) { 1403 state.mClip.set(*currentClip); 1404 } 1405 1406 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1407 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1408 state.mMatrix.load(*currentMatrix); 1409 state.mDrawModifiers = mDrawModifiers; 1410 state.mAlpha = currentSnapshot()->alpha; 1411 1412 // always store/restore, since it's just a pointer 1413 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1414 return false; 1415} 1416 1417void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1418 setMatrix(state.mMatrix); 1419 mSnapshot->alpha = state.mAlpha; 1420 mDrawModifiers = state.mDrawModifiers; 1421 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1422 1423 if (state.mClipValid && !skipClipRestore) { 1424 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1425 state.mClip.right, state.mClip.bottom); 1426 dirtyClip(); 1427 } 1428} 1429 1430/** 1431 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1432 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1433 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1434 * 1435 * This method should be called when restoreDisplayState() won't be restoring the clip 1436 */ 1437void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1438 if (clipRect != NULL) { 1439 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1440 } else { 1441 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1442 } 1443 dirtyClip(); 1444 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1445} 1446 1447/////////////////////////////////////////////////////////////////////////////// 1448// Clipping 1449/////////////////////////////////////////////////////////////////////////////// 1450 1451void OpenGLRenderer::setScissorFromClip() { 1452 Rect clip(*currentClipRect()); 1453 clip.snapToPixelBoundaries(); 1454 1455 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1456 clip.getWidth(), clip.getHeight())) { 1457 mDirtyClip = false; 1458 } 1459} 1460 1461void OpenGLRenderer::ensureStencilBuffer() { 1462 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1463 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1464 // just hope we have one when hasLayer() returns false. 1465 if (hasLayer()) { 1466 attachStencilBufferToLayer(currentSnapshot()->layer); 1467 } 1468} 1469 1470void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1471 // The layer's FBO is already bound when we reach this stage 1472 if (!layer->getStencilRenderBuffer()) { 1473 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1474 // is attached after we initiated tiling. We must turn it off, 1475 // attach the new render buffer then turn tiling back on 1476 endTiling(); 1477 1478 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1479 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1480 layer->setStencilRenderBuffer(buffer); 1481 1482 startTiling(layer->clipRect, layer->layer.getHeight()); 1483 } 1484} 1485 1486void OpenGLRenderer::setStencilFromClip() { 1487 if (!mCaches.debugOverdraw) { 1488 if (!currentSnapshot()->clipRegion->isEmpty()) { 1489 EVENT_LOGD("setStencilFromClip - enabling"); 1490 1491 // NOTE: The order here is important, we must set dirtyClip to false 1492 // before any draw call to avoid calling back into this method 1493 mDirtyClip = false; 1494 1495 ensureStencilBuffer(); 1496 1497 mCaches.stencil.enableWrite(); 1498 1499 // Clear and update the stencil, but first make sure we restrict drawing 1500 // to the region's bounds 1501 bool resetScissor = mCaches.enableScissor(); 1502 if (resetScissor) { 1503 // The scissor was not set so we now need to update it 1504 setScissorFromClip(); 1505 } 1506 mCaches.stencil.clear(); 1507 1508 // stash and disable the outline clip state, since stencil doesn't account for outline 1509 bool storedSkipOutlineClip = mSkipOutlineClip; 1510 mSkipOutlineClip = true; 1511 1512 SkPaint paint; 1513 paint.setColor(SK_ColorBLACK); 1514 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1515 1516 // NOTE: We could use the region contour path to generate a smaller mesh 1517 // Since we are using the stencil we could use the red book path 1518 // drawing technique. It might increase bandwidth usage though. 1519 1520 // The last parameter is important: we are not drawing in the color buffer 1521 // so we don't want to dirty the current layer, if any 1522 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1523 if (resetScissor) mCaches.disableScissor(); 1524 mSkipOutlineClip = storedSkipOutlineClip; 1525 1526 mCaches.stencil.enableTest(); 1527 1528 // Draw the region used to generate the stencil if the appropriate debug 1529 // mode is enabled 1530 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1531 paint.setColor(0x7f0000ff); 1532 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1533 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1534 } 1535 } else { 1536 EVENT_LOGD("setStencilFromClip - disabling"); 1537 mCaches.stencil.disable(); 1538 } 1539 } 1540} 1541 1542/** 1543 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1544 * 1545 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1546 * style, and tessellated AA ramp 1547 */ 1548bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1549 const SkPaint* paint) { 1550 bool snapOut = paint && paint->isAntiAlias(); 1551 1552 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1553 float outset = paint->getStrokeWidth() * 0.5f; 1554 left -= outset; 1555 top -= outset; 1556 right += outset; 1557 bottom += outset; 1558 } 1559 1560 bool clipRequired = false; 1561 bool roundRectClipRequired = false; 1562 if (calculateQuickRejectForScissor(left, top, right, bottom, 1563 &clipRequired, &roundRectClipRequired, snapOut)) { 1564 return true; 1565 } 1566 1567 // not quick rejected, so enable the scissor if clipRequired 1568 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1569 mSkipOutlineClip = !roundRectClipRequired; 1570 return false; 1571} 1572 1573void OpenGLRenderer::debugClip() { 1574#if DEBUG_CLIP_REGIONS 1575 if (!currentSnapshot()->clipRegion->isEmpty()) { 1576 SkPaint paint; 1577 paint.setColor(0x7f00ff00); 1578 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1579 1580 } 1581#endif 1582} 1583 1584/////////////////////////////////////////////////////////////////////////////// 1585// Drawing commands 1586/////////////////////////////////////////////////////////////////////////////// 1587 1588void OpenGLRenderer::setupDraw(bool clearLayer) { 1589 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1590 // changes the scissor test state 1591 if (clearLayer) clearLayerRegions(); 1592 // Make sure setScissor & setStencil happen at the beginning of 1593 // this method 1594 if (mDirtyClip) { 1595 if (mCaches.scissorEnabled) { 1596 setScissorFromClip(); 1597 } 1598 1599 if (clearLayer) { 1600 setStencilFromClip(); 1601 } else { 1602 // While clearing layer, force disable stencil buffer, since 1603 // it's invalid to stencil-clip *during* the layer clear 1604 mCaches.stencil.disable(); 1605 } 1606 } 1607 1608 mDescription.reset(); 1609 1610 mSetShaderColor = false; 1611 mColorSet = false; 1612 mColorA = mColorR = mColorG = mColorB = 0.0f; 1613 mTextureUnit = 0; 1614 mTrackDirtyRegions = true; 1615 1616 // Enable debug highlight when what we're about to draw is tested against 1617 // the stencil buffer and if stencil highlight debugging is on 1618 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1619 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1620 mCaches.stencil.isTestEnabled(); 1621 1622 mDescription.emulateStencil = mCountOverdraw; 1623} 1624 1625void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1626 mDescription.hasTexture = true; 1627 mDescription.hasAlpha8Texture = isAlpha8; 1628} 1629 1630void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1631 mDescription.hasTexture = true; 1632 mDescription.hasColors = true; 1633 mDescription.hasAlpha8Texture = isAlpha8; 1634} 1635 1636void OpenGLRenderer::setupDrawWithExternalTexture() { 1637 mDescription.hasExternalTexture = true; 1638} 1639 1640void OpenGLRenderer::setupDrawNoTexture() { 1641 mCaches.disableTexCoordsVertexArray(); 1642} 1643 1644void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1645 mDescription.hasVertexAlpha = true; 1646 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1647} 1648 1649void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1650 mColorA = alpha / 255.0f; 1651 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1652 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1653 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1654 mColorSet = true; 1655 mSetShaderColor = mDescription.setColorModulate(mColorA); 1656} 1657 1658void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1659 mColorA = alpha / 255.0f; 1660 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1661 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1662 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1663 mColorSet = true; 1664 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1665} 1666 1667void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1668 mCaches.fontRenderer->describe(mDescription, paint); 1669} 1670 1671void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1672 mColorA = a; 1673 mColorR = r; 1674 mColorG = g; 1675 mColorB = b; 1676 mColorSet = true; 1677 mSetShaderColor = mDescription.setColorModulate(a); 1678} 1679 1680void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1681 if (shader != NULL) { 1682 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1683 } 1684} 1685 1686void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1687 if (filter == NULL) { 1688 return; 1689 } 1690 1691 SkXfermode::Mode mode; 1692 if (filter->asColorMode(NULL, &mode)) { 1693 mDescription.colorOp = ProgramDescription::kColorBlend; 1694 mDescription.colorMode = mode; 1695 } else if (filter->asColorMatrix(NULL)) { 1696 mDescription.colorOp = ProgramDescription::kColorMatrix; 1697 } 1698} 1699 1700void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1701 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1702 mColorA = 1.0f; 1703 mColorR = mColorG = mColorB = 0.0f; 1704 mSetShaderColor = mDescription.modulate = true; 1705 } 1706} 1707 1708static bool isBlendedColorFilter(const SkColorFilter* filter) { 1709 if (filter == NULL) { 1710 return false; 1711 } 1712 return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0; 1713} 1714 1715void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1716 SkXfermode::Mode mode = layer->getMode(); 1717 // When the blending mode is kClear_Mode, we need to use a modulate color 1718 // argb=1,0,0,0 1719 accountForClear(mode); 1720 // TODO: check shader blending, once we have shader drawing support for layers. 1721 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1722 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1723 chooseBlending(blend, mode, mDescription, swapSrcDst); 1724} 1725 1726void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1727 SkXfermode::Mode mode = getXfermodeDirect(paint); 1728 // When the blending mode is kClear_Mode, we need to use a modulate color 1729 // argb=1,0,0,0 1730 accountForClear(mode); 1731 blend |= (mColorSet && mColorA < 1.0f) || 1732 (getShader(paint) && !getShader(paint)->isOpaque()) || 1733 isBlendedColorFilter(getColorFilter(paint)); 1734 chooseBlending(blend, mode, mDescription, swapSrcDst); 1735} 1736 1737void OpenGLRenderer::setupDrawProgram() { 1738 useProgram(mCaches.programCache.get(mDescription)); 1739 if (mDescription.hasRoundRectClip) { 1740 // TODO: avoid doing this repeatedly, stashing state pointer in program 1741 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1742 const Rect& innerRect = state->innerRect; 1743 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1744 innerRect.left, innerRect.top, 1745 innerRect.right, innerRect.bottom); 1746 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1747 state->radius); 1748 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1749 1, GL_FALSE, &state->matrix.data[0]); 1750 } 1751} 1752 1753void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1754 mTrackDirtyRegions = false; 1755} 1756 1757void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1758 float left, float top, float right, float bottom, bool ignoreTransform) { 1759 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1760 if (mode == kModelViewMode_TranslateAndScale) { 1761 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1762 } 1763 1764 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1765 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1766 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1767 if (dirty && mTrackDirtyRegions) { 1768 if (!ignoreTransform) { 1769 dirtyLayer(left, top, right, bottom, *currentTransform()); 1770 } else { 1771 dirtyLayer(left, top, right, bottom); 1772 } 1773 } 1774} 1775 1776void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1777 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1778 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1779 } 1780} 1781 1782void OpenGLRenderer::setupDrawPureColorUniforms() { 1783 if (mSetShaderColor) { 1784 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1785 } 1786} 1787 1788void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1789 if (shader == NULL) { 1790 return; 1791 } 1792 1793 if (ignoreTransform) { 1794 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1795 // because it was built into modelView / the geometry, and the description needs to 1796 // compensate. 1797 mat4 modelViewWithoutTransform; 1798 modelViewWithoutTransform.loadInverse(*currentTransform()); 1799 modelViewWithoutTransform.multiply(mModelViewMatrix); 1800 mModelViewMatrix.load(modelViewWithoutTransform); 1801 } 1802 1803 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1804} 1805 1806void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1807 if (NULL == filter) { 1808 return; 1809 } 1810 1811 SkColor color; 1812 SkXfermode::Mode mode; 1813 if (filter->asColorMode(&color, &mode)) { 1814 const int alpha = SkColorGetA(color); 1815 const GLfloat a = alpha / 255.0f; 1816 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1817 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1818 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1819 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1820 return; 1821 } 1822 1823 SkScalar srcColorMatrix[20]; 1824 if (filter->asColorMatrix(srcColorMatrix)) { 1825 1826 float colorMatrix[16]; 1827 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1828 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1829 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1830 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1831 1832 // Skia uses the range [0..255] for the addition vector, but we need 1833 // the [0..1] range to apply the vector in GLSL 1834 float colorVector[4]; 1835 colorVector[0] = srcColorMatrix[4] / 255.0f; 1836 colorVector[1] = srcColorMatrix[9] / 255.0f; 1837 colorVector[2] = srcColorMatrix[14] / 255.0f; 1838 colorVector[3] = srcColorMatrix[19] / 255.0f; 1839 1840 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1841 GL_FALSE, colorMatrix); 1842 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1843 return; 1844 } 1845 1846 // it is an error if we ever get here 1847} 1848 1849void OpenGLRenderer::setupDrawTextGammaUniforms() { 1850 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1851} 1852 1853void OpenGLRenderer::setupDrawSimpleMesh() { 1854 bool force = mCaches.bindMeshBuffer(); 1855 mCaches.bindPositionVertexPointer(force, 0); 1856 mCaches.unbindIndicesBuffer(); 1857} 1858 1859void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1860 if (texture) bindTexture(texture); 1861 mTextureUnit++; 1862 mCaches.enableTexCoordsVertexArray(); 1863} 1864 1865void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1866 bindExternalTexture(texture); 1867 mTextureUnit++; 1868 mCaches.enableTexCoordsVertexArray(); 1869} 1870 1871void OpenGLRenderer::setupDrawTextureTransform() { 1872 mDescription.hasTextureTransform = true; 1873} 1874 1875void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1876 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1877 GL_FALSE, &transform.data[0]); 1878} 1879 1880void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1881 const GLvoid* texCoords, GLuint vbo) { 1882 bool force = false; 1883 if (!vertices || vbo) { 1884 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1885 } else { 1886 force = mCaches.unbindMeshBuffer(); 1887 } 1888 1889 mCaches.bindPositionVertexPointer(force, vertices); 1890 if (mCaches.currentProgram->texCoords >= 0) { 1891 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1892 } 1893 1894 mCaches.unbindIndicesBuffer(); 1895} 1896 1897void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1898 const GLvoid* texCoords, const GLvoid* colors) { 1899 bool force = mCaches.unbindMeshBuffer(); 1900 GLsizei stride = sizeof(ColorTextureVertex); 1901 1902 mCaches.bindPositionVertexPointer(force, vertices, stride); 1903 if (mCaches.currentProgram->texCoords >= 0) { 1904 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1905 } 1906 int slot = mCaches.currentProgram->getAttrib("colors"); 1907 if (slot >= 0) { 1908 glEnableVertexAttribArray(slot); 1909 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1910 } 1911 1912 mCaches.unbindIndicesBuffer(); 1913} 1914 1915void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1916 const GLvoid* texCoords, GLuint vbo) { 1917 bool force = false; 1918 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1919 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1920 // use the default VBO found in Caches 1921 if (!vertices || vbo) { 1922 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1923 } else { 1924 force = mCaches.unbindMeshBuffer(); 1925 } 1926 mCaches.bindQuadIndicesBuffer(); 1927 1928 mCaches.bindPositionVertexPointer(force, vertices); 1929 if (mCaches.currentProgram->texCoords >= 0) { 1930 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1931 } 1932} 1933 1934void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1935 bool force = mCaches.unbindMeshBuffer(); 1936 mCaches.bindQuadIndicesBuffer(); 1937 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1938} 1939 1940/////////////////////////////////////////////////////////////////////////////// 1941// Drawing 1942/////////////////////////////////////////////////////////////////////////////// 1943 1944status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1945 status_t status; 1946 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1947 // will be performed by the display list itself 1948 if (renderNode && renderNode->isRenderable()) { 1949 // compute 3d ordering 1950 renderNode->computeOrdering(); 1951 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1952 status = startFrame(); 1953 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1954 renderNode->replay(replayStruct, 0); 1955 return status | replayStruct.mDrawGlStatus; 1956 } 1957 1958 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1959 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1960 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1961 renderNode->defer(deferStruct, 0); 1962 1963 flushLayers(); 1964 status = startFrame(); 1965 1966 return deferredList.flush(*this, dirty) | status; 1967 } 1968 1969 // Even if there is no drawing command(Ex: invisible), 1970 // it still needs startFrame to clear buffer and start tiling. 1971 return startFrame(); 1972} 1973 1974void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1975 int color = paint != NULL ? paint->getColor() : 0; 1976 1977 float x = left; 1978 float y = top; 1979 1980 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1981 1982 bool ignoreTransform = false; 1983 if (currentTransform()->isPureTranslate()) { 1984 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1985 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1986 ignoreTransform = true; 1987 1988 texture->setFilter(GL_NEAREST, true); 1989 } else { 1990 texture->setFilter(getFilter(paint), true); 1991 } 1992 1993 // No need to check for a UV mapper on the texture object, only ARGB_8888 1994 // bitmaps get packed in the atlas 1995 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1996 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1997 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1998} 1999 2000/** 2001 * Important note: this method is intended to draw batches of bitmaps and 2002 * will not set the scissor enable or dirty the current layer, if any. 2003 * The caller is responsible for properly dirtying the current layer. 2004 */ 2005status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2006 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2007 const Rect& bounds, const SkPaint* paint) { 2008 mCaches.activeTexture(0); 2009 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2010 if (!texture) return DrawGlInfo::kStatusDone; 2011 2012 const AutoTexture autoCleanup(texture); 2013 2014 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2015 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 2016 2017 const float x = (int) floorf(bounds.left + 0.5f); 2018 const float y = (int) floorf(bounds.top + 0.5f); 2019 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2020 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2021 texture->id, paint, &vertices[0].x, &vertices[0].u, 2022 GL_TRIANGLES, bitmapCount * 6, true, 2023 kModelViewMode_Translate, false); 2024 } else { 2025 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2026 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2027 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2028 kModelViewMode_Translate, false); 2029 } 2030 2031 return DrawGlInfo::kStatusDrew; 2032} 2033 2034status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2035 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2036 return DrawGlInfo::kStatusDone; 2037 } 2038 2039 mCaches.activeTexture(0); 2040 Texture* texture = getTexture(bitmap); 2041 if (!texture) return DrawGlInfo::kStatusDone; 2042 const AutoTexture autoCleanup(texture); 2043 2044 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2045 drawAlphaBitmap(texture, 0, 0, paint); 2046 } else { 2047 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2048 } 2049 2050 return DrawGlInfo::kStatusDrew; 2051} 2052 2053status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2054 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2055 return DrawGlInfo::kStatusDone; 2056 } 2057 2058 mCaches.activeTexture(0); 2059 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2060 const AutoTexture autoCleanup(texture); 2061 2062 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2063 drawAlphaBitmap(texture, 0, 0, paint); 2064 } else { 2065 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2066 } 2067 2068 return DrawGlInfo::kStatusDrew; 2069} 2070 2071status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2072 const float* vertices, const int* colors, const SkPaint* paint) { 2073 if (!vertices || currentSnapshot()->isIgnored()) { 2074 return DrawGlInfo::kStatusDone; 2075 } 2076 2077 // TODO: use quickReject on bounds from vertices 2078 mCaches.enableScissor(); 2079 2080 float left = FLT_MAX; 2081 float top = FLT_MAX; 2082 float right = FLT_MIN; 2083 float bottom = FLT_MIN; 2084 2085 const uint32_t count = meshWidth * meshHeight * 6; 2086 2087 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2088 mesh.setCapacity(count); 2089 ColorTextureVertex* vertex = mesh.editArray(); 2090 2091 bool cleanupColors = false; 2092 if (!colors) { 2093 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2094 int* newColors = new int[colorsCount]; 2095 memset(newColors, 0xff, colorsCount * sizeof(int)); 2096 colors = newColors; 2097 cleanupColors = true; 2098 } 2099 2100 mCaches.activeTexture(0); 2101 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2102 const UvMapper& mapper(getMapper(texture)); 2103 2104 for (int32_t y = 0; y < meshHeight; y++) { 2105 for (int32_t x = 0; x < meshWidth; x++) { 2106 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2107 2108 float u1 = float(x) / meshWidth; 2109 float u2 = float(x + 1) / meshWidth; 2110 float v1 = float(y) / meshHeight; 2111 float v2 = float(y + 1) / meshHeight; 2112 2113 mapper.map(u1, v1, u2, v2); 2114 2115 int ax = i + (meshWidth + 1) * 2; 2116 int ay = ax + 1; 2117 int bx = i; 2118 int by = bx + 1; 2119 int cx = i + 2; 2120 int cy = cx + 1; 2121 int dx = i + (meshWidth + 1) * 2 + 2; 2122 int dy = dx + 1; 2123 2124 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2125 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2126 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2127 2128 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2129 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2130 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2131 2132 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2133 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2134 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2135 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2136 } 2137 } 2138 2139 if (quickRejectSetupScissor(left, top, right, bottom)) { 2140 if (cleanupColors) delete[] colors; 2141 return DrawGlInfo::kStatusDone; 2142 } 2143 2144 if (!texture) { 2145 texture = mCaches.textureCache.get(bitmap); 2146 if (!texture) { 2147 if (cleanupColors) delete[] colors; 2148 return DrawGlInfo::kStatusDone; 2149 } 2150 } 2151 const AutoTexture autoCleanup(texture); 2152 2153 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2154 texture->setFilter(getFilter(paint), true); 2155 2156 int alpha; 2157 SkXfermode::Mode mode; 2158 getAlphaAndMode(paint, &alpha, &mode); 2159 2160 float a = alpha / 255.0f; 2161 2162 if (hasLayer()) { 2163 dirtyLayer(left, top, right, bottom, *currentTransform()); 2164 } 2165 2166 setupDraw(); 2167 setupDrawWithTextureAndColor(); 2168 setupDrawColor(a, a, a, a); 2169 setupDrawColorFilter(getColorFilter(paint)); 2170 setupDrawBlending(paint, true); 2171 setupDrawProgram(); 2172 setupDrawDirtyRegionsDisabled(); 2173 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2174 setupDrawTexture(texture->id); 2175 setupDrawPureColorUniforms(); 2176 setupDrawColorFilterUniforms(getColorFilter(paint)); 2177 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2178 2179 glDrawArrays(GL_TRIANGLES, 0, count); 2180 2181 int slot = mCaches.currentProgram->getAttrib("colors"); 2182 if (slot >= 0) { 2183 glDisableVertexAttribArray(slot); 2184 } 2185 2186 if (cleanupColors) delete[] colors; 2187 2188 return DrawGlInfo::kStatusDrew; 2189} 2190 2191status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2192 float srcLeft, float srcTop, float srcRight, float srcBottom, 2193 float dstLeft, float dstTop, float dstRight, float dstBottom, 2194 const SkPaint* paint) { 2195 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2196 return DrawGlInfo::kStatusDone; 2197 } 2198 2199 mCaches.activeTexture(0); 2200 Texture* texture = getTexture(bitmap); 2201 if (!texture) return DrawGlInfo::kStatusDone; 2202 const AutoTexture autoCleanup(texture); 2203 2204 const float width = texture->width; 2205 const float height = texture->height; 2206 2207 float u1 = fmax(0.0f, srcLeft / width); 2208 float v1 = fmax(0.0f, srcTop / height); 2209 float u2 = fmin(1.0f, srcRight / width); 2210 float v2 = fmin(1.0f, srcBottom / height); 2211 2212 getMapper(texture).map(u1, v1, u2, v2); 2213 2214 mCaches.unbindMeshBuffer(); 2215 resetDrawTextureTexCoords(u1, v1, u2, v2); 2216 2217 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2218 2219 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2220 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2221 2222 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2223 // Apply a scale transform on the canvas only when a shader is in use 2224 // Skia handles the ratio between the dst and src rects as a scale factor 2225 // when a shader is set 2226 bool useScaleTransform = getShader(paint) && scaled; 2227 bool ignoreTransform = false; 2228 2229 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2230 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2231 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2232 2233 dstRight = x + (dstRight - dstLeft); 2234 dstBottom = y + (dstBottom - dstTop); 2235 2236 dstLeft = x; 2237 dstTop = y; 2238 2239 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2240 ignoreTransform = true; 2241 } else { 2242 texture->setFilter(getFilter(paint), true); 2243 } 2244 2245 if (CC_UNLIKELY(useScaleTransform)) { 2246 save(SkCanvas::kMatrix_SaveFlag); 2247 translate(dstLeft, dstTop); 2248 scale(scaleX, scaleY); 2249 2250 dstLeft = 0.0f; 2251 dstTop = 0.0f; 2252 2253 dstRight = srcRight - srcLeft; 2254 dstBottom = srcBottom - srcTop; 2255 } 2256 2257 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2258 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2259 texture->id, paint, 2260 &mMeshVertices[0].x, &mMeshVertices[0].u, 2261 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2262 } else { 2263 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2264 texture->id, paint, texture->blend, 2265 &mMeshVertices[0].x, &mMeshVertices[0].u, 2266 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2267 } 2268 2269 if (CC_UNLIKELY(useScaleTransform)) { 2270 restore(); 2271 } 2272 2273 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2274 2275 return DrawGlInfo::kStatusDrew; 2276} 2277 2278status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2279 float left, float top, float right, float bottom, const SkPaint* paint) { 2280 if (quickRejectSetupScissor(left, top, right, bottom)) { 2281 return DrawGlInfo::kStatusDone; 2282 } 2283 2284 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2285 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2286 right - left, bottom - top, patch); 2287 2288 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2289} 2290 2291status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2292 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2293 const SkPaint* paint) { 2294 if (quickRejectSetupScissor(left, top, right, bottom)) { 2295 return DrawGlInfo::kStatusDone; 2296 } 2297 2298 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2299 mCaches.activeTexture(0); 2300 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2301 if (!texture) return DrawGlInfo::kStatusDone; 2302 const AutoTexture autoCleanup(texture); 2303 2304 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2305 texture->setFilter(GL_LINEAR, true); 2306 2307 const bool pureTranslate = currentTransform()->isPureTranslate(); 2308 // Mark the current layer dirty where we are going to draw the patch 2309 if (hasLayer() && mesh->hasEmptyQuads) { 2310 const float offsetX = left + currentTransform()->getTranslateX(); 2311 const float offsetY = top + currentTransform()->getTranslateY(); 2312 const size_t count = mesh->quads.size(); 2313 for (size_t i = 0; i < count; i++) { 2314 const Rect& bounds = mesh->quads.itemAt(i); 2315 if (CC_LIKELY(pureTranslate)) { 2316 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2317 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2318 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2319 } else { 2320 dirtyLayer(left + bounds.left, top + bounds.top, 2321 left + bounds.right, top + bounds.bottom, *currentTransform()); 2322 } 2323 } 2324 } 2325 2326 bool ignoreTransform = false; 2327 if (CC_LIKELY(pureTranslate)) { 2328 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2329 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2330 2331 right = x + right - left; 2332 bottom = y + bottom - top; 2333 left = x; 2334 top = y; 2335 ignoreTransform = true; 2336 } 2337 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2338 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2339 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2340 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2341 } 2342 2343 return DrawGlInfo::kStatusDrew; 2344} 2345 2346/** 2347 * Important note: this method is intended to draw batches of 9-patch objects and 2348 * will not set the scissor enable or dirty the current layer, if any. 2349 * The caller is responsible for properly dirtying the current layer. 2350 */ 2351status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2352 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2353 mCaches.activeTexture(0); 2354 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2355 if (!texture) return DrawGlInfo::kStatusDone; 2356 const AutoTexture autoCleanup(texture); 2357 2358 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2359 texture->setFilter(GL_LINEAR, true); 2360 2361 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2362 texture->blend, &vertices[0].x, &vertices[0].u, 2363 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2364 2365 return DrawGlInfo::kStatusDrew; 2366} 2367 2368status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2369 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2370 // not missing call to quickReject/dirtyLayer, always done at a higher level 2371 if (!vertexBuffer.getVertexCount()) { 2372 // no vertices to draw 2373 return DrawGlInfo::kStatusDone; 2374 } 2375 2376 Rect bounds(vertexBuffer.getBounds()); 2377 bounds.translate(translateX, translateY); 2378 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2379 2380 int color = paint->getColor(); 2381 bool isAA = paint->isAntiAlias(); 2382 2383 setupDraw(); 2384 setupDrawNoTexture(); 2385 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2386 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2387 setupDrawColorFilter(getColorFilter(paint)); 2388 setupDrawShader(getShader(paint)); 2389 setupDrawBlending(paint, isAA); 2390 setupDrawProgram(); 2391 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2392 translateX, translateY, 0, 0); 2393 setupDrawColorUniforms(getShader(paint)); 2394 setupDrawColorFilterUniforms(getColorFilter(paint)); 2395 setupDrawShaderUniforms(getShader(paint)); 2396 2397 const void* vertices = vertexBuffer.getBuffer(); 2398 bool force = mCaches.unbindMeshBuffer(); 2399 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2400 mCaches.resetTexCoordsVertexPointer(); 2401 2402 int alphaSlot = -1; 2403 if (isAA) { 2404 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2405 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2406 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2407 glEnableVertexAttribArray(alphaSlot); 2408 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2409 } 2410 2411 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2412 if (mode == VertexBuffer::kStandard) { 2413 mCaches.unbindIndicesBuffer(); 2414 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2415 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2416 mCaches.bindShadowIndicesBuffer(); 2417 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2418 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2419 mCaches.bindShadowIndicesBuffer(); 2420 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2421 } 2422 2423 if (isAA) { 2424 glDisableVertexAttribArray(alphaSlot); 2425 } 2426 2427 return DrawGlInfo::kStatusDrew; 2428} 2429 2430/** 2431 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2432 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2433 * screen space in all directions. However, instead of using a fragment shader to compute the 2434 * translucency of the color from its position, we simply use a varying parameter to define how far 2435 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2436 * 2437 * Doesn't yet support joins, caps, or path effects. 2438 */ 2439status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2440 VertexBuffer vertexBuffer; 2441 // TODO: try clipping large paths to viewport 2442 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2443 return drawVertexBuffer(vertexBuffer, paint); 2444} 2445 2446/** 2447 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2448 * and additional geometry for defining an alpha slope perimeter. 2449 * 2450 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2451 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2452 * in-shader alpha region, but found it to be taxing on some GPUs. 2453 * 2454 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2455 * memory transfer by removing need for degenerate vertices. 2456 */ 2457status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2458 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2459 2460 count &= ~0x3; // round down to nearest four 2461 2462 VertexBuffer buffer; 2463 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2464 const Rect& bounds = buffer.getBounds(); 2465 2466 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2467 return DrawGlInfo::kStatusDone; 2468 } 2469 2470 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2471 return drawVertexBuffer(buffer, paint, displayFlags); 2472} 2473 2474status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2475 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2476 2477 count &= ~0x1; // round down to nearest two 2478 2479 VertexBuffer buffer; 2480 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2481 2482 const Rect& bounds = buffer.getBounds(); 2483 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2484 return DrawGlInfo::kStatusDone; 2485 } 2486 2487 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2488 return drawVertexBuffer(buffer, paint, displayFlags); 2489} 2490 2491status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2492 // No need to check against the clip, we fill the clip region 2493 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2494 2495 Rect clip(*currentClipRect()); 2496 clip.snapToPixelBoundaries(); 2497 2498 SkPaint paint; 2499 paint.setColor(color); 2500 paint.setXfermodeMode(mode); 2501 2502 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2503 2504 return DrawGlInfo::kStatusDrew; 2505} 2506 2507status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2508 const SkPaint* paint) { 2509 if (!texture) return DrawGlInfo::kStatusDone; 2510 const AutoTexture autoCleanup(texture); 2511 2512 const float x = left + texture->left - texture->offset; 2513 const float y = top + texture->top - texture->offset; 2514 2515 drawPathTexture(texture, x, y, paint); 2516 2517 return DrawGlInfo::kStatusDrew; 2518} 2519 2520status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2521 float rx, float ry, const SkPaint* p) { 2522 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2523 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2524 return DrawGlInfo::kStatusDone; 2525 } 2526 2527 if (p->getPathEffect() != 0) { 2528 mCaches.activeTexture(0); 2529 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2530 right - left, bottom - top, rx, ry, p); 2531 return drawShape(left, top, texture, p); 2532 } 2533 2534 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2535 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2536 return drawVertexBuffer(left, top, *vertexBuffer, p); 2537} 2538 2539status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2540 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius, 2541 x + radius, y + radius, p) || 2542 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2543 return DrawGlInfo::kStatusDone; 2544 } 2545 if (p->getPathEffect() != 0) { 2546 mCaches.activeTexture(0); 2547 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2548 return drawShape(x - radius, y - radius, texture, p); 2549 } 2550 2551 SkPath path; 2552 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2553 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2554 } else { 2555 path.addCircle(x, y, radius); 2556 } 2557 return drawConvexPath(path, p); 2558} 2559 2560status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2561 const SkPaint* p) { 2562 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2563 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2564 return DrawGlInfo::kStatusDone; 2565 } 2566 2567 if (p->getPathEffect() != 0) { 2568 mCaches.activeTexture(0); 2569 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2570 return drawShape(left, top, texture, p); 2571 } 2572 2573 SkPath path; 2574 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2575 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2576 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2577 } 2578 path.addOval(rect); 2579 return drawConvexPath(path, p); 2580} 2581 2582status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2583 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2584 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2585 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2586 return DrawGlInfo::kStatusDone; 2587 } 2588 2589 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2590 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2591 mCaches.activeTexture(0); 2592 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2593 startAngle, sweepAngle, useCenter, p); 2594 return drawShape(left, top, texture, p); 2595 } 2596 2597 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2598 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2599 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2600 } 2601 2602 SkPath path; 2603 if (useCenter) { 2604 path.moveTo(rect.centerX(), rect.centerY()); 2605 } 2606 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2607 if (useCenter) { 2608 path.close(); 2609 } 2610 return drawConvexPath(path, p); 2611} 2612 2613// See SkPaintDefaults.h 2614#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2615 2616status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2617 const SkPaint* p) { 2618 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2619 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2620 return DrawGlInfo::kStatusDone; 2621 } 2622 2623 if (p->getStyle() != SkPaint::kFill_Style) { 2624 // only fill style is supported by drawConvexPath, since others have to handle joins 2625 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2626 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2627 mCaches.activeTexture(0); 2628 const PathTexture* texture = 2629 mCaches.pathCache.getRect(right - left, bottom - top, p); 2630 return drawShape(left, top, texture, p); 2631 } 2632 2633 SkPath path; 2634 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2635 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2636 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2637 } 2638 path.addRect(rect); 2639 return drawConvexPath(path, p); 2640 } 2641 2642 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2643 SkPath path; 2644 path.addRect(left, top, right, bottom); 2645 return drawConvexPath(path, p); 2646 } else { 2647 drawColorRect(left, top, right, bottom, p); 2648 return DrawGlInfo::kStatusDrew; 2649 } 2650} 2651 2652void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2653 int bytesCount, int count, const float* positions, 2654 FontRenderer& fontRenderer, int alpha, float x, float y) { 2655 mCaches.activeTexture(0); 2656 2657 TextShadow textShadow; 2658 if (!getTextShadow(paint, &textShadow)) { 2659 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2660 } 2661 2662 // NOTE: The drop shadow will not perform gamma correction 2663 // if shader-based correction is enabled 2664 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2665 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2666 paint, text, bytesCount, count, textShadow.radius, positions); 2667 // If the drop shadow exceeds the max texture size or couldn't be 2668 // allocated, skip drawing 2669 if (!shadow) return; 2670 const AutoTexture autoCleanup(shadow); 2671 2672 const float sx = x - shadow->left + textShadow.dx; 2673 const float sy = y - shadow->top + textShadow.dy; 2674 2675 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2676 if (getShader(paint)) { 2677 textShadow.color = SK_ColorWHITE; 2678 } 2679 2680 setupDraw(); 2681 setupDrawWithTexture(true); 2682 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2683 setupDrawColorFilter(getColorFilter(paint)); 2684 setupDrawShader(getShader(paint)); 2685 setupDrawBlending(paint, true); 2686 setupDrawProgram(); 2687 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2688 sx, sy, sx + shadow->width, sy + shadow->height); 2689 setupDrawTexture(shadow->id); 2690 setupDrawPureColorUniforms(); 2691 setupDrawColorFilterUniforms(getColorFilter(paint)); 2692 setupDrawShaderUniforms(getShader(paint)); 2693 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2694 2695 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2696} 2697 2698bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2699 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2700 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2701} 2702 2703status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2704 const float* positions, const SkPaint* paint) { 2705 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2706 return DrawGlInfo::kStatusDone; 2707 } 2708 2709 // NOTE: Skia does not support perspective transform on drawPosText yet 2710 if (!currentTransform()->isSimple()) { 2711 return DrawGlInfo::kStatusDone; 2712 } 2713 2714 mCaches.enableScissor(); 2715 2716 float x = 0.0f; 2717 float y = 0.0f; 2718 const bool pureTranslate = currentTransform()->isPureTranslate(); 2719 if (pureTranslate) { 2720 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2721 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2722 } 2723 2724 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2725 fontRenderer.setFont(paint, SkMatrix::I()); 2726 2727 int alpha; 2728 SkXfermode::Mode mode; 2729 getAlphaAndMode(paint, &alpha, &mode); 2730 2731 if (CC_UNLIKELY(hasTextShadow(paint))) { 2732 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2733 alpha, 0.0f, 0.0f); 2734 } 2735 2736 // Pick the appropriate texture filtering 2737 bool linearFilter = currentTransform()->changesBounds(); 2738 if (pureTranslate && !linearFilter) { 2739 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2740 } 2741 fontRenderer.setTextureFiltering(linearFilter); 2742 2743 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2744 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2745 2746 const bool hasActiveLayer = hasLayer(); 2747 2748 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2749 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2750 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2751 if (hasActiveLayer) { 2752 if (!pureTranslate) { 2753 currentTransform()->mapRect(bounds); 2754 } 2755 dirtyLayerUnchecked(bounds, getRegion()); 2756 } 2757 } 2758 2759 return DrawGlInfo::kStatusDrew; 2760} 2761 2762bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2763 if (CC_LIKELY(transform.isPureTranslate())) { 2764 outMatrix->setIdentity(); 2765 return false; 2766 } else if (CC_UNLIKELY(transform.isPerspective())) { 2767 outMatrix->setIdentity(); 2768 return true; 2769 } 2770 2771 /** 2772 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2773 * with values rounded to the nearest int. 2774 */ 2775 float sx, sy; 2776 transform.decomposeScale(sx, sy); 2777 outMatrix->setScale( 2778 roundf(fmaxf(1.0f, sx)), 2779 roundf(fmaxf(1.0f, sy))); 2780 return true; 2781} 2782 2783status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2784 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2785 DrawOpMode drawOpMode) { 2786 2787 if (drawOpMode == kDrawOpMode_Immediate) { 2788 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2789 // drawing as ops from DeferredDisplayList are already filtered for these 2790 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2791 quickRejectSetupScissor(bounds)) { 2792 return DrawGlInfo::kStatusDone; 2793 } 2794 } 2795 2796 const float oldX = x; 2797 const float oldY = y; 2798 2799 const mat4& transform = *currentTransform(); 2800 const bool pureTranslate = transform.isPureTranslate(); 2801 2802 if (CC_LIKELY(pureTranslate)) { 2803 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2804 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2805 } 2806 2807 int alpha; 2808 SkXfermode::Mode mode; 2809 getAlphaAndMode(paint, &alpha, &mode); 2810 2811 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2812 2813 if (CC_UNLIKELY(hasTextShadow(paint))) { 2814 fontRenderer.setFont(paint, SkMatrix::I()); 2815 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2816 alpha, oldX, oldY); 2817 } 2818 2819 const bool hasActiveLayer = hasLayer(); 2820 2821 // We only pass a partial transform to the font renderer. That partial 2822 // matrix defines how glyphs are rasterized. Typically we want glyphs 2823 // to be rasterized at their final size on screen, which means the partial 2824 // matrix needs to take the scale factor into account. 2825 // When a partial matrix is used to transform glyphs during rasterization, 2826 // the mesh is generated with the inverse transform (in the case of scale, 2827 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2828 // apply the full transform matrix at draw time in the vertex shader. 2829 // Applying the full matrix in the shader is the easiest way to handle 2830 // rotation and perspective and allows us to always generated quads in the 2831 // font renderer which greatly simplifies the code, clipping in particular. 2832 SkMatrix fontTransform; 2833 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2834 || fabs(y - (int) y) > 0.0f 2835 || fabs(x - (int) x) > 0.0f; 2836 fontRenderer.setFont(paint, fontTransform); 2837 fontRenderer.setTextureFiltering(linearFilter); 2838 2839 // TODO: Implement better clipping for scaled/rotated text 2840 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2841 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2842 2843 bool status; 2844 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2845 2846 // don't call issuedrawcommand, do it at end of batch 2847 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2848 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2849 SkPaint paintCopy(*paint); 2850 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2851 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2852 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2853 } else { 2854 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2855 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2856 } 2857 2858 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2859 if (!pureTranslate) { 2860 transform.mapRect(layerBounds); 2861 } 2862 dirtyLayerUnchecked(layerBounds, getRegion()); 2863 } 2864 2865 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2866 2867 return DrawGlInfo::kStatusDrew; 2868} 2869 2870status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2871 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2872 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2873 return DrawGlInfo::kStatusDone; 2874 } 2875 2876 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2877 mCaches.enableScissor(); 2878 2879 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2880 fontRenderer.setFont(paint, SkMatrix::I()); 2881 fontRenderer.setTextureFiltering(true); 2882 2883 int alpha; 2884 SkXfermode::Mode mode; 2885 getAlphaAndMode(paint, &alpha, &mode); 2886 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2887 2888 const Rect* clip = &mSnapshot->getLocalClip(); 2889 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2890 2891 const bool hasActiveLayer = hasLayer(); 2892 2893 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2894 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2895 if (hasActiveLayer) { 2896 currentTransform()->mapRect(bounds); 2897 dirtyLayerUnchecked(bounds, getRegion()); 2898 } 2899 } 2900 2901 return DrawGlInfo::kStatusDrew; 2902} 2903 2904status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2905 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2906 2907 mCaches.activeTexture(0); 2908 2909 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2910 if (!texture) return DrawGlInfo::kStatusDone; 2911 const AutoTexture autoCleanup(texture); 2912 2913 const float x = texture->left - texture->offset; 2914 const float y = texture->top - texture->offset; 2915 2916 drawPathTexture(texture, x, y, paint); 2917 2918 return DrawGlInfo::kStatusDrew; 2919} 2920 2921status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2922 if (!layer) { 2923 return DrawGlInfo::kStatusDone; 2924 } 2925 2926 mat4* transform = NULL; 2927 if (layer->isTextureLayer()) { 2928 transform = &layer->getTransform(); 2929 if (!transform->isIdentity()) { 2930 save(SkCanvas::kMatrix_SaveFlag); 2931 concatMatrix(*transform); 2932 } 2933 } 2934 2935 bool clipRequired = false; 2936 const bool rejected = calculateQuickRejectForScissor(x, y, 2937 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2938 2939 if (rejected) { 2940 if (transform && !transform->isIdentity()) { 2941 restore(); 2942 } 2943 return DrawGlInfo::kStatusDone; 2944 } 2945 2946 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2947 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2948 2949 updateLayer(layer, true); 2950 2951 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2952 mCaches.activeTexture(0); 2953 2954 if (CC_LIKELY(!layer->region.isEmpty())) { 2955 if (layer->region.isRect()) { 2956 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2957 composeLayerRect(layer, layer->regionRect)); 2958 } else if (layer->mesh) { 2959 2960 const float a = getLayerAlpha(layer); 2961 setupDraw(); 2962 setupDrawWithTexture(); 2963 setupDrawColor(a, a, a, a); 2964 setupDrawColorFilter(layer->getColorFilter()); 2965 setupDrawBlending(layer); 2966 setupDrawProgram(); 2967 setupDrawPureColorUniforms(); 2968 setupDrawColorFilterUniforms(layer->getColorFilter()); 2969 setupDrawTexture(layer->getTexture()); 2970 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2971 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2972 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2973 2974 layer->setFilter(GL_NEAREST); 2975 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2976 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2977 } else { 2978 layer->setFilter(GL_LINEAR); 2979 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2980 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2981 } 2982 2983 TextureVertex* mesh = &layer->mesh[0]; 2984 GLsizei elementsCount = layer->meshElementCount; 2985 2986 while (elementsCount > 0) { 2987 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2988 2989 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2990 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2991 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2992 2993 elementsCount -= drawCount; 2994 // Though there are 4 vertices in a quad, we use 6 indices per 2995 // quad to draw with GL_TRIANGLES 2996 mesh += (drawCount / 6) * 4; 2997 } 2998 2999#if DEBUG_LAYERS_AS_REGIONS 3000 drawRegionRectsDebug(layer->region); 3001#endif 3002 } 3003 3004 if (layer->debugDrawUpdate) { 3005 layer->debugDrawUpdate = false; 3006 3007 SkPaint paint; 3008 paint.setColor(0x7f00ff00); 3009 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3010 } 3011 } 3012 layer->hasDrawnSinceUpdate = true; 3013 3014 if (transform && !transform->isIdentity()) { 3015 restore(); 3016 } 3017 3018 return DrawGlInfo::kStatusDrew; 3019} 3020 3021/////////////////////////////////////////////////////////////////////////////// 3022// Draw filters 3023/////////////////////////////////////////////////////////////////////////////// 3024 3025void OpenGLRenderer::resetPaintFilter() { 3026 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3027 // comparison, see MergingDrawBatch::canMergeWith 3028 mDrawModifiers.mHasDrawFilter = false; 3029 mDrawModifiers.mPaintFilterClearBits = 0; 3030 mDrawModifiers.mPaintFilterSetBits = 0; 3031} 3032 3033void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3034 mDrawModifiers.mHasDrawFilter = true; 3035 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3036 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3037} 3038 3039const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3040 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3041 return paint; 3042 } 3043 3044 uint32_t flags = paint->getFlags(); 3045 3046 mFilteredPaint = *paint; 3047 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3048 mDrawModifiers.mPaintFilterSetBits); 3049 3050 return &mFilteredPaint; 3051} 3052 3053/////////////////////////////////////////////////////////////////////////////// 3054// Drawing implementation 3055/////////////////////////////////////////////////////////////////////////////// 3056 3057Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3058 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3059 if (!texture) { 3060 return mCaches.textureCache.get(bitmap); 3061 } 3062 return texture; 3063} 3064 3065void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3066 float x, float y, const SkPaint* paint) { 3067 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3068 return; 3069 } 3070 3071 int alpha; 3072 SkXfermode::Mode mode; 3073 getAlphaAndMode(paint, &alpha, &mode); 3074 3075 setupDraw(); 3076 setupDrawWithTexture(true); 3077 setupDrawAlpha8Color(paint->getColor(), alpha); 3078 setupDrawColorFilter(getColorFilter(paint)); 3079 setupDrawShader(getShader(paint)); 3080 setupDrawBlending(paint, true); 3081 setupDrawProgram(); 3082 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3083 x, y, x + texture->width, y + texture->height); 3084 setupDrawTexture(texture->id); 3085 setupDrawPureColorUniforms(); 3086 setupDrawColorFilterUniforms(getColorFilter(paint)); 3087 setupDrawShaderUniforms(getShader(paint)); 3088 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3089 3090 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3091} 3092 3093// Same values used by Skia 3094#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3095#define kStdUnderline_Offset (1.0f / 9.0f) 3096#define kStdUnderline_Thickness (1.0f / 18.0f) 3097 3098void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3099 const SkPaint* paint) { 3100 // Handle underline and strike-through 3101 uint32_t flags = paint->getFlags(); 3102 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3103 SkPaint paintCopy(*paint); 3104 3105 if (CC_LIKELY(underlineWidth > 0.0f)) { 3106 const float textSize = paintCopy.getTextSize(); 3107 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3108 3109 const float left = x; 3110 float top = 0.0f; 3111 3112 int linesCount = 0; 3113 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3114 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3115 3116 const int pointsCount = 4 * linesCount; 3117 float points[pointsCount]; 3118 int currentPoint = 0; 3119 3120 if (flags & SkPaint::kUnderlineText_Flag) { 3121 top = y + textSize * kStdUnderline_Offset; 3122 points[currentPoint++] = left; 3123 points[currentPoint++] = top; 3124 points[currentPoint++] = left + underlineWidth; 3125 points[currentPoint++] = top; 3126 } 3127 3128 if (flags & SkPaint::kStrikeThruText_Flag) { 3129 top = y + textSize * kStdStrikeThru_Offset; 3130 points[currentPoint++] = left; 3131 points[currentPoint++] = top; 3132 points[currentPoint++] = left + underlineWidth; 3133 points[currentPoint++] = top; 3134 } 3135 3136 paintCopy.setStrokeWidth(strokeWidth); 3137 3138 drawLines(&points[0], pointsCount, &paintCopy); 3139 } 3140 } 3141} 3142 3143status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3144 if (currentSnapshot()->isIgnored()) { 3145 return DrawGlInfo::kStatusDone; 3146 } 3147 3148 return drawColorRects(rects, count, paint, false, true, true); 3149} 3150 3151static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3152 // map z coordinate with true 3d matrix 3153 point.z = transformZ.mapZ(point); 3154 3155 // map x,y coordinates with draw/Skia matrix 3156 transformXY.mapPoint(point.x, point.y); 3157} 3158 3159status_t OpenGLRenderer::drawShadow(float casterAlpha, 3160 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3161 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3162 3163 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3164 mCaches.enableScissor(); 3165 3166 SkPaint paint; 3167 paint.setAntiAlias(true); // want to use AlphaVertex 3168 3169 if (ambientShadowVertexBuffer && mAmbientShadowAlpha > 0) { 3170 paint.setARGB(casterAlpha * mAmbientShadowAlpha, 0, 0, 0); 3171 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3172 } 3173 3174 if (spotShadowVertexBuffer && mSpotShadowAlpha > 0) { 3175 paint.setARGB(casterAlpha * mSpotShadowAlpha, 0, 0, 0); 3176 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3177 } 3178 3179 return DrawGlInfo::kStatusDrew; 3180} 3181 3182status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3183 bool ignoreTransform, bool dirty, bool clip) { 3184 if (count == 0) { 3185 return DrawGlInfo::kStatusDone; 3186 } 3187 3188 int color = paint->getColor(); 3189 // If a shader is set, preserve only the alpha 3190 if (getShader(paint)) { 3191 color |= 0x00ffffff; 3192 } 3193 3194 float left = FLT_MAX; 3195 float top = FLT_MAX; 3196 float right = FLT_MIN; 3197 float bottom = FLT_MIN; 3198 3199 Vertex mesh[count]; 3200 Vertex* vertex = mesh; 3201 3202 for (int index = 0; index < count; index += 4) { 3203 float l = rects[index + 0]; 3204 float t = rects[index + 1]; 3205 float r = rects[index + 2]; 3206 float b = rects[index + 3]; 3207 3208 Vertex::set(vertex++, l, t); 3209 Vertex::set(vertex++, r, t); 3210 Vertex::set(vertex++, l, b); 3211 Vertex::set(vertex++, r, b); 3212 3213 left = fminf(left, l); 3214 top = fminf(top, t); 3215 right = fmaxf(right, r); 3216 bottom = fmaxf(bottom, b); 3217 } 3218 3219 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3220 return DrawGlInfo::kStatusDone; 3221 } 3222 3223 setupDraw(); 3224 setupDrawNoTexture(); 3225 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3226 setupDrawShader(getShader(paint)); 3227 setupDrawColorFilter(getColorFilter(paint)); 3228 setupDrawBlending(paint); 3229 setupDrawProgram(); 3230 setupDrawDirtyRegionsDisabled(); 3231 setupDrawModelView(kModelViewMode_Translate, false, 3232 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3233 setupDrawColorUniforms(getShader(paint)); 3234 setupDrawShaderUniforms(getShader(paint)); 3235 setupDrawColorFilterUniforms(getColorFilter(paint)); 3236 3237 if (dirty && hasLayer()) { 3238 dirtyLayer(left, top, right, bottom, *currentTransform()); 3239 } 3240 3241 issueIndexedQuadDraw(&mesh[0], count / 4); 3242 3243 return DrawGlInfo::kStatusDrew; 3244} 3245 3246void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3247 const SkPaint* paint, bool ignoreTransform) { 3248 int color = paint->getColor(); 3249 // If a shader is set, preserve only the alpha 3250 if (getShader(paint)) { 3251 color |= 0x00ffffff; 3252 } 3253 3254 setupDraw(); 3255 setupDrawNoTexture(); 3256 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3257 setupDrawShader(getShader(paint)); 3258 setupDrawColorFilter(getColorFilter(paint)); 3259 setupDrawBlending(paint); 3260 setupDrawProgram(); 3261 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3262 left, top, right, bottom, ignoreTransform); 3263 setupDrawColorUniforms(getShader(paint)); 3264 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3265 setupDrawColorFilterUniforms(getColorFilter(paint)); 3266 setupDrawSimpleMesh(); 3267 3268 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3269} 3270 3271void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3272 Texture* texture, const SkPaint* paint) { 3273 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3274 3275 GLvoid* vertices = (GLvoid*) NULL; 3276 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3277 3278 if (texture->uvMapper) { 3279 vertices = &mMeshVertices[0].x; 3280 texCoords = &mMeshVertices[0].u; 3281 3282 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3283 texture->uvMapper->map(uvs); 3284 3285 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3286 } 3287 3288 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3289 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3290 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3291 3292 texture->setFilter(GL_NEAREST, true); 3293 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3294 paint, texture->blend, vertices, texCoords, 3295 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3296 } else { 3297 texture->setFilter(getFilter(paint), true); 3298 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3299 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3300 } 3301 3302 if (texture->uvMapper) { 3303 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3304 } 3305} 3306 3307void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3308 GLuint texture, const SkPaint* paint, bool blend, 3309 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3310 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3311 ModelViewMode modelViewMode, bool dirty) { 3312 3313 int a; 3314 SkXfermode::Mode mode; 3315 getAlphaAndMode(paint, &a, &mode); 3316 const float alpha = a / 255.0f; 3317 3318 setupDraw(); 3319 setupDrawWithTexture(); 3320 setupDrawColor(alpha, alpha, alpha, alpha); 3321 setupDrawColorFilter(getColorFilter(paint)); 3322 setupDrawBlending(paint, blend, swapSrcDst); 3323 setupDrawProgram(); 3324 if (!dirty) setupDrawDirtyRegionsDisabled(); 3325 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3326 setupDrawTexture(texture); 3327 setupDrawPureColorUniforms(); 3328 setupDrawColorFilterUniforms(getColorFilter(paint)); 3329 setupDrawMesh(vertices, texCoords, vbo); 3330 3331 glDrawArrays(drawMode, 0, elementsCount); 3332} 3333 3334void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3335 GLuint texture, const SkPaint* paint, bool blend, 3336 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3337 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3338 ModelViewMode modelViewMode, bool dirty) { 3339 3340 int a; 3341 SkXfermode::Mode mode; 3342 getAlphaAndMode(paint, &a, &mode); 3343 const float alpha = a / 255.0f; 3344 3345 setupDraw(); 3346 setupDrawWithTexture(); 3347 setupDrawColor(alpha, alpha, alpha, alpha); 3348 setupDrawColorFilter(getColorFilter(paint)); 3349 setupDrawBlending(paint, blend, swapSrcDst); 3350 setupDrawProgram(); 3351 if (!dirty) setupDrawDirtyRegionsDisabled(); 3352 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3353 setupDrawTexture(texture); 3354 setupDrawPureColorUniforms(); 3355 setupDrawColorFilterUniforms(getColorFilter(paint)); 3356 setupDrawMeshIndices(vertices, texCoords, vbo); 3357 3358 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3359} 3360 3361void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3362 GLuint texture, const SkPaint* paint, 3363 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3364 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3365 3366 int color = paint != NULL ? paint->getColor() : 0; 3367 int alpha; 3368 SkXfermode::Mode mode; 3369 getAlphaAndMode(paint, &alpha, &mode); 3370 3371 setupDraw(); 3372 setupDrawWithTexture(true); 3373 if (paint != NULL) { 3374 setupDrawAlpha8Color(color, alpha); 3375 } 3376 setupDrawColorFilter(getColorFilter(paint)); 3377 setupDrawShader(getShader(paint)); 3378 setupDrawBlending(paint, true); 3379 setupDrawProgram(); 3380 if (!dirty) setupDrawDirtyRegionsDisabled(); 3381 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3382 setupDrawTexture(texture); 3383 setupDrawPureColorUniforms(); 3384 setupDrawColorFilterUniforms(getColorFilter(paint)); 3385 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3386 setupDrawMesh(vertices, texCoords); 3387 3388 glDrawArrays(drawMode, 0, elementsCount); 3389} 3390 3391void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3392 ProgramDescription& description, bool swapSrcDst) { 3393 3394 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3395 blend = true; 3396 mDescription.hasRoundRectClip = true; 3397 } 3398 mSkipOutlineClip = true; 3399 3400 if (mCountOverdraw) { 3401 if (!mCaches.blend) glEnable(GL_BLEND); 3402 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3403 glBlendFunc(GL_ONE, GL_ONE); 3404 } 3405 3406 mCaches.blend = true; 3407 mCaches.lastSrcMode = GL_ONE; 3408 mCaches.lastDstMode = GL_ONE; 3409 3410 return; 3411 } 3412 3413 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3414 3415 if (blend) { 3416 // These blend modes are not supported by OpenGL directly and have 3417 // to be implemented using shaders. Since the shader will perform 3418 // the blending, turn blending off here 3419 // If the blend mode cannot be implemented using shaders, fall 3420 // back to the default SrcOver blend mode instead 3421 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3422 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3423 description.framebufferMode = mode; 3424 description.swapSrcDst = swapSrcDst; 3425 3426 if (mCaches.blend) { 3427 glDisable(GL_BLEND); 3428 mCaches.blend = false; 3429 } 3430 3431 return; 3432 } else { 3433 mode = SkXfermode::kSrcOver_Mode; 3434 } 3435 } 3436 3437 if (!mCaches.blend) { 3438 glEnable(GL_BLEND); 3439 } 3440 3441 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3442 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3443 3444 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3445 glBlendFunc(sourceMode, destMode); 3446 mCaches.lastSrcMode = sourceMode; 3447 mCaches.lastDstMode = destMode; 3448 } 3449 } else if (mCaches.blend) { 3450 glDisable(GL_BLEND); 3451 } 3452 mCaches.blend = blend; 3453} 3454 3455bool OpenGLRenderer::useProgram(Program* program) { 3456 if (!program->isInUse()) { 3457 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3458 program->use(); 3459 mCaches.currentProgram = program; 3460 return false; 3461 } 3462 return true; 3463} 3464 3465void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3466 TextureVertex* v = &mMeshVertices[0]; 3467 TextureVertex::setUV(v++, u1, v1); 3468 TextureVertex::setUV(v++, u2, v1); 3469 TextureVertex::setUV(v++, u1, v2); 3470 TextureVertex::setUV(v++, u2, v2); 3471} 3472 3473void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3474 getAlphaAndModeDirect(paint, alpha, mode); 3475 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3476 // if drawing a layer, ignore the paint's alpha 3477 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3478 } 3479 *alpha *= currentSnapshot()->alpha; 3480} 3481 3482float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3483 float alpha; 3484 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3485 alpha = mDrawModifiers.mOverrideLayerAlpha; 3486 } else { 3487 alpha = layer->getAlpha() / 255.0f; 3488 } 3489 return alpha * currentSnapshot()->alpha; 3490} 3491 3492}; // namespace uirenderer 3493}; // namespace android 3494