OpenGLRenderer.cpp revision 9ab2d1847552aa4169b4325aae1b1368d6947a9f
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 // *set* draw modifiers to be 0 116 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 117 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 118 119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 120 121 mFirstSnapshot = new Snapshot; 122 mFrameStarted = false; 123 mCountOverdraw = false; 124 125 mScissorOptimizationDisabled = false; 126} 127 128OpenGLRenderer::~OpenGLRenderer() { 129 // The context has already been destroyed at this point, do not call 130 // GL APIs. All GL state should be kept in Caches.h 131} 132 133void OpenGLRenderer::initProperties() { 134 char property[PROPERTY_VALUE_MAX]; 135 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 136 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 137 INIT_LOGD(" Scissor optimization %s", 138 mScissorOptimizationDisabled ? "disabled" : "enabled"); 139 } else { 140 INIT_LOGD(" Scissor optimization enabled"); 141 } 142} 143 144/////////////////////////////////////////////////////////////////////////////// 145// Setup 146/////////////////////////////////////////////////////////////////////////////// 147 148void OpenGLRenderer::setName(const char* name) { 149 if (name) { 150 mName.setTo(name); 151 } else { 152 mName.clear(); 153 } 154} 155 156const char* OpenGLRenderer::getName() const { 157 return mName.string(); 158} 159 160bool OpenGLRenderer::isDeferred() { 161 return false; 162} 163 164void OpenGLRenderer::setViewport(int width, int height) { 165 initViewport(width, height); 166 167 glDisable(GL_DITHER); 168 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 169 170 glEnableVertexAttribArray(Program::kBindingPosition); 171} 172 173void OpenGLRenderer::initViewport(int width, int height) { 174 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 175 176 mWidth = width; 177 mHeight = height; 178 179 mFirstSnapshot->height = height; 180 mFirstSnapshot->viewport.set(0, 0, width, height); 181} 182 183void OpenGLRenderer::setupFrameState(float left, float top, 184 float right, float bottom, bool opaque) { 185 mCaches.clearGarbage(); 186 187 mOpaque = opaque; 188 mSnapshot = new Snapshot(mFirstSnapshot, 189 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 190 mSnapshot->fbo = getTargetFbo(); 191 mSaveCount = 1; 192 193 mSnapshot->setClip(left, top, right, bottom); 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 glViewport(0, 0, mWidth, mHeight); 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 startTiling(mSnapshot, 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::prepare(bool opaque) { 221 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 222} 223 224status_t OpenGLRenderer::prepareDirty(float left, float top, 225 float right, float bottom, bool opaque) { 226 227 setupFrameState(left, top, right, bottom, opaque); 228 229 // Layer renderers will start the frame immediately 230 // The framebuffer renderer will first defer the display list 231 // for each layer and wait until the first drawing command 232 // to start the frame 233 if (mSnapshot->fbo == 0) { 234 syncState(); 235 updateLayers(); 236 } else { 237 return startFrame(); 238 } 239 240 return DrawGlInfo::kStatusDone; 241} 242 243void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 244 // If we know that we are going to redraw the entire framebuffer, 245 // perform a discard to let the driver know we don't need to preserve 246 // the back buffer for this frame. 247 if (mExtensions.hasDiscardFramebuffer() && 248 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 249 const bool isFbo = getTargetFbo() == 0; 250 const GLenum attachments[] = { 251 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 252 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 253 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 254 } 255} 256 257status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 258 if (!opaque || mCountOverdraw) { 259 mCaches.enableScissor(); 260 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 261 glClear(GL_COLOR_BUFFER_BIT); 262 return DrawGlInfo::kStatusDrew; 263 } 264 265 mCaches.resetScissor(); 266 return DrawGlInfo::kStatusDone; 267} 268 269void OpenGLRenderer::syncState() { 270 if (mCaches.blend) { 271 glEnable(GL_BLEND); 272 } else { 273 glDisable(GL_BLEND); 274 } 275} 276 277void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 278 if (!mSuppressTiling) { 279 Rect* clip = &mTilingClip; 280 if (s->flags & Snapshot::kFlagFboTarget) { 281 clip = &(s->layer->clipRect); 282 } 283 284 startTiling(*clip, s->height, opaque); 285 } 286} 287 288void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 289 if (!mSuppressTiling) { 290 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 291 clip.right - clip.left, clip.bottom - clip.top, opaque); 292 } 293} 294 295void OpenGLRenderer::endTiling() { 296 if (!mSuppressTiling) mCaches.endTiling(); 297} 298 299void OpenGLRenderer::finish() { 300 renderOverdraw(); 301 endTiling(); 302 303 // When finish() is invoked on FBO 0 we've reached the end 304 // of the current frame 305 if (getTargetFbo() == 0) { 306 mCaches.pathCache.trim(); 307 } 308 309 if (!suppressErrorChecks()) { 310#if DEBUG_OPENGL 311 GLenum status = GL_NO_ERROR; 312 while ((status = glGetError()) != GL_NO_ERROR) { 313 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 314 switch (status) { 315 case GL_INVALID_ENUM: 316 ALOGE(" GL_INVALID_ENUM"); 317 break; 318 case GL_INVALID_VALUE: 319 ALOGE(" GL_INVALID_VALUE"); 320 break; 321 case GL_INVALID_OPERATION: 322 ALOGE(" GL_INVALID_OPERATION"); 323 break; 324 case GL_OUT_OF_MEMORY: 325 ALOGE(" Out of memory!"); 326 break; 327 } 328 } 329#endif 330 331#if DEBUG_MEMORY_USAGE 332 mCaches.dumpMemoryUsage(); 333#else 334 if (mCaches.getDebugLevel() & kDebugMemory) { 335 mCaches.dumpMemoryUsage(); 336 } 337#endif 338 } 339 340 if (mCountOverdraw) { 341 countOverdraw(); 342 } 343 344 mFrameStarted = false; 345} 346 347void OpenGLRenderer::interrupt() { 348 if (mCaches.currentProgram) { 349 if (mCaches.currentProgram->isInUse()) { 350 mCaches.currentProgram->remove(); 351 mCaches.currentProgram = NULL; 352 } 353 } 354 mCaches.resetActiveTexture(); 355 mCaches.unbindMeshBuffer(); 356 mCaches.unbindIndicesBuffer(); 357 mCaches.resetVertexPointers(); 358 mCaches.disableTexCoordsVertexArray(); 359 debugOverdraw(false, false); 360} 361 362void OpenGLRenderer::resume() { 363 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 364 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 365 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 366 debugOverdraw(true, false); 367 368 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 369 370 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 371 mCaches.enableScissor(); 372 mCaches.resetScissor(); 373 dirtyClip(); 374 375 mCaches.activeTexture(0); 376 mCaches.resetBoundTextures(); 377 378 mCaches.blend = true; 379 glEnable(GL_BLEND); 380 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 381 glBlendEquation(GL_FUNC_ADD); 382} 383 384void OpenGLRenderer::resumeAfterLayer() { 385 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 386 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 387 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 388 debugOverdraw(true, false); 389 390 mCaches.resetScissor(); 391 dirtyClip(); 392} 393 394void OpenGLRenderer::detachFunctor(Functor* functor) { 395 mFunctors.remove(functor); 396} 397 398void OpenGLRenderer::attachFunctor(Functor* functor) { 399 mFunctors.add(functor); 400} 401 402status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 403 status_t result = DrawGlInfo::kStatusDone; 404 size_t count = mFunctors.size(); 405 406 if (count > 0) { 407 interrupt(); 408 SortedVector<Functor*> functors(mFunctors); 409 mFunctors.clear(); 410 411 DrawGlInfo info; 412 info.clipLeft = 0; 413 info.clipTop = 0; 414 info.clipRight = 0; 415 info.clipBottom = 0; 416 info.isLayer = false; 417 info.width = 0; 418 info.height = 0; 419 memset(info.transform, 0, sizeof(float) * 16); 420 421 for (size_t i = 0; i < count; i++) { 422 Functor* f = functors.itemAt(i); 423 result |= (*f)(DrawGlInfo::kModeProcess, &info); 424 425 if (result & DrawGlInfo::kStatusDraw) { 426 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 427 dirty.unionWith(localDirty); 428 } 429 430 if (result & DrawGlInfo::kStatusInvoke) { 431 mFunctors.add(f); 432 } 433 } 434 resume(); 435 } 436 437 return result; 438} 439 440status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 441 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 442 443 interrupt(); 444 detachFunctor(functor); 445 446 mCaches.enableScissor(); 447 if (mDirtyClip) { 448 setScissorFromClip(); 449 setStencilFromClip(); 450 } 451 452 Rect clip(*mSnapshot->clipRect); 453 clip.snapToPixelBoundaries(); 454 455 // Since we don't know what the functor will draw, let's dirty 456 // tne entire clip region 457 if (hasLayer()) { 458 dirtyLayerUnchecked(clip, getRegion()); 459 } 460 461 DrawGlInfo info; 462 info.clipLeft = clip.left; 463 info.clipTop = clip.top; 464 info.clipRight = clip.right; 465 info.clipBottom = clip.bottom; 466 info.isLayer = hasLayer(); 467 info.width = getSnapshot()->viewport.getWidth(); 468 info.height = getSnapshot()->height; 469 getSnapshot()->transform->copyTo(&info.transform[0]); 470 471 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 472 473 if (result != DrawGlInfo::kStatusDone) { 474 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 475 dirty.unionWith(localDirty); 476 477 if (result & DrawGlInfo::kStatusInvoke) { 478 mFunctors.add(functor); 479 } 480 } 481 482 resume(); 483 return result | DrawGlInfo::kStatusDrew; 484} 485 486/////////////////////////////////////////////////////////////////////////////// 487// Debug 488/////////////////////////////////////////////////////////////////////////////// 489 490void OpenGLRenderer::eventMark(const char* name) const { 491 mCaches.eventMark(0, name); 492} 493 494void OpenGLRenderer::startMark(const char* name) const { 495 mCaches.startMark(0, name); 496} 497 498void OpenGLRenderer::endMark() const { 499 mCaches.endMark(); 500} 501 502void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 503 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 504 if (clear) { 505 mCaches.disableScissor(); 506 mCaches.stencil.clear(); 507 } 508 if (enable) { 509 mCaches.stencil.enableDebugWrite(); 510 } else { 511 mCaches.stencil.disable(); 512 } 513 } 514} 515 516void OpenGLRenderer::renderOverdraw() { 517 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 518 const Rect* clip = &mTilingClip; 519 520 mCaches.enableScissor(); 521 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 522 clip->right - clip->left, clip->bottom - clip->top); 523 524 mCaches.stencil.enableDebugTest(2); 525 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 526 mCaches.stencil.enableDebugTest(3); 527 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 528 mCaches.stencil.enableDebugTest(4); 529 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 530 mCaches.stencil.enableDebugTest(4, true); 531 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 532 mCaches.stencil.disable(); 533 } 534} 535 536void OpenGLRenderer::countOverdraw() { 537 size_t count = mWidth * mHeight; 538 uint32_t* buffer = new uint32_t[count]; 539 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 540 541 size_t total = 0; 542 for (size_t i = 0; i < count; i++) { 543 total += buffer[i] & 0xff; 544 } 545 546 mOverdraw = total / float(count); 547 548 delete[] buffer; 549} 550 551/////////////////////////////////////////////////////////////////////////////// 552// Layers 553/////////////////////////////////////////////////////////////////////////////// 554 555bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 556 if (layer->deferredUpdateScheduled && layer->renderer && 557 layer->displayList && layer->displayList->isRenderable()) { 558 ATRACE_CALL(); 559 560 Rect& dirty = layer->dirtyRect; 561 562 if (inFrame) { 563 endTiling(); 564 debugOverdraw(false, false); 565 } 566 567 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 568 layer->render(); 569 } else { 570 layer->defer(); 571 } 572 573 if (inFrame) { 574 resumeAfterLayer(); 575 startTiling(mSnapshot); 576 } 577 578 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 579 layer->hasDrawnSinceUpdate = false; 580 581 return true; 582 } 583 584 return false; 585} 586 587void OpenGLRenderer::updateLayers() { 588 // If draw deferring is enabled this method will simply defer 589 // the display list of each individual layer. The layers remain 590 // in the layer updates list which will be cleared by flushLayers(). 591 int count = mLayerUpdates.size(); 592 if (count > 0) { 593 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 594 startMark("Layer Updates"); 595 } else { 596 startMark("Defer Layer Updates"); 597 } 598 599 // Note: it is very important to update the layers in order 600 for (int i = 0; i < count; i++) { 601 Layer* layer = mLayerUpdates.itemAt(i); 602 updateLayer(layer, false); 603 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 604 mCaches.resourceCache.decrementRefcount(layer); 605 } 606 } 607 608 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 609 mLayerUpdates.clear(); 610 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 611 } 612 endMark(); 613 } 614} 615 616void OpenGLRenderer::flushLayers() { 617 int count = mLayerUpdates.size(); 618 if (count > 0) { 619 startMark("Apply Layer Updates"); 620 char layerName[12]; 621 622 // Note: it is very important to update the layers in order 623 for (int i = 0; i < count; i++) { 624 sprintf(layerName, "Layer #%d", i); 625 startMark(layerName); 626 627 ATRACE_BEGIN("flushLayer"); 628 Layer* layer = mLayerUpdates.itemAt(i); 629 layer->flush(); 630 ATRACE_END(); 631 632 mCaches.resourceCache.decrementRefcount(layer); 633 634 endMark(); 635 } 636 637 mLayerUpdates.clear(); 638 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 639 640 endMark(); 641 } 642} 643 644void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 645 if (layer) { 646 // Make sure we don't introduce duplicates. 647 // SortedVector would do this automatically but we need to respect 648 // the insertion order. The linear search is not an issue since 649 // this list is usually very short (typically one item, at most a few) 650 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 651 if (mLayerUpdates.itemAt(i) == layer) { 652 return; 653 } 654 } 655 mLayerUpdates.push_back(layer); 656 mCaches.resourceCache.incrementRefcount(layer); 657 } 658} 659 660void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 661 if (layer) { 662 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 663 if (mLayerUpdates.itemAt(i) == layer) { 664 mLayerUpdates.removeAt(i); 665 mCaches.resourceCache.decrementRefcount(layer); 666 break; 667 } 668 } 669 } 670} 671 672void OpenGLRenderer::clearLayerUpdates() { 673 size_t count = mLayerUpdates.size(); 674 if (count > 0) { 675 mCaches.resourceCache.lock(); 676 for (size_t i = 0; i < count; i++) { 677 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 678 } 679 mCaches.resourceCache.unlock(); 680 mLayerUpdates.clear(); 681 } 682} 683 684void OpenGLRenderer::flushLayerUpdates() { 685 syncState(); 686 updateLayers(); 687 flushLayers(); 688 // Wait for all the layer updates to be executed 689 AutoFence fence; 690} 691 692/////////////////////////////////////////////////////////////////////////////// 693// State management 694/////////////////////////////////////////////////////////////////////////////// 695 696int OpenGLRenderer::getSaveCount() const { 697 return mSaveCount; 698} 699 700int OpenGLRenderer::save(int flags) { 701 return saveSnapshot(flags); 702} 703 704void OpenGLRenderer::restore() { 705 if (mSaveCount > 1) { 706 restoreSnapshot(); 707 } 708} 709 710void OpenGLRenderer::restoreToCount(int saveCount) { 711 if (saveCount < 1) saveCount = 1; 712 713 while (mSaveCount > saveCount) { 714 restoreSnapshot(); 715 } 716} 717 718int OpenGLRenderer::saveSnapshot(int flags) { 719 mSnapshot = new Snapshot(mSnapshot, flags); 720 return mSaveCount++; 721} 722 723bool OpenGLRenderer::restoreSnapshot() { 724 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 725 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 726 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 727 728 sp<Snapshot> current = mSnapshot; 729 sp<Snapshot> previous = mSnapshot->previous; 730 731 if (restoreOrtho) { 732 Rect& r = previous->viewport; 733 glViewport(r.left, r.top, r.right, r.bottom); 734 mOrthoMatrix.load(current->orthoMatrix); 735 } 736 737 mSaveCount--; 738 mSnapshot = previous; 739 740 if (restoreClip) { 741 dirtyClip(); 742 } 743 744 if (restoreLayer) { 745 endMark(); // Savelayer 746 startMark("ComposeLayer"); 747 composeLayer(current, previous); 748 endMark(); 749 } 750 751 return restoreClip; 752} 753 754/////////////////////////////////////////////////////////////////////////////// 755// Layers 756/////////////////////////////////////////////////////////////////////////////// 757 758int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 759 int alpha, SkXfermode::Mode mode, int flags) { 760 const GLuint previousFbo = mSnapshot->fbo; 761 const int count = saveSnapshot(flags); 762 763 if (!mSnapshot->isIgnored()) { 764 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 765 } 766 767 return count; 768} 769 770void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 771 const Rect untransformedBounds(bounds); 772 773 currentTransform().mapRect(bounds); 774 775 // Layers only make sense if they are in the framebuffer's bounds 776 if (bounds.intersect(*mSnapshot->clipRect)) { 777 // We cannot work with sub-pixels in this case 778 bounds.snapToPixelBoundaries(); 779 780 // When the layer is not an FBO, we may use glCopyTexImage so we 781 // need to make sure the layer does not extend outside the bounds 782 // of the framebuffer 783 if (!bounds.intersect(mSnapshot->previous->viewport)) { 784 bounds.setEmpty(); 785 } else if (fboLayer) { 786 clip.set(bounds); 787 mat4 inverse; 788 inverse.loadInverse(currentTransform()); 789 inverse.mapRect(clip); 790 clip.snapToPixelBoundaries(); 791 if (clip.intersect(untransformedBounds)) { 792 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 793 bounds.set(untransformedBounds); 794 } else { 795 clip.setEmpty(); 796 } 797 } 798 } else { 799 bounds.setEmpty(); 800 } 801} 802 803void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 804 bool fboLayer, int alpha) { 805 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 806 bounds.getHeight() > mCaches.maxTextureSize || 807 (fboLayer && clip.isEmpty())) { 808 mSnapshot->empty = fboLayer; 809 } else { 810 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 811 } 812} 813 814int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 815 int alpha, SkXfermode::Mode mode, int flags) { 816 const GLuint previousFbo = mSnapshot->fbo; 817 const int count = saveSnapshot(flags); 818 819 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 820 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 821 // operations will be able to store and restore the current clip and transform info, and 822 // quick rejection will be correct (for display lists) 823 824 Rect bounds(left, top, right, bottom); 825 Rect clip; 826 calculateLayerBoundsAndClip(bounds, clip, true); 827 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 828 829 if (!mSnapshot->isIgnored()) { 830 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 831 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 832 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 833 } 834 } 835 836 return count; 837} 838 839 840/** 841 * Layers are viewed by Skia are slightly different than layers in image editing 842 * programs (for instance.) When a layer is created, previously created layers 843 * and the frame buffer still receive every drawing command. For instance, if a 844 * layer is created and a shape intersecting the bounds of the layers and the 845 * framebuffer is draw, the shape will be drawn on both (unless the layer was 846 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 847 * 848 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 849 * texture. Unfortunately, this is inefficient as it requires every primitive to 850 * be drawn n + 1 times, where n is the number of active layers. In practice this 851 * means, for every primitive: 852 * - Switch active frame buffer 853 * - Change viewport, clip and projection matrix 854 * - Issue the drawing 855 * 856 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 857 * To avoid this, layers are implemented in a different way here, at least in the 858 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 859 * is set. When this flag is set we can redirect all drawing operations into a 860 * single FBO. 861 * 862 * This implementation relies on the frame buffer being at least RGBA 8888. When 863 * a layer is created, only a texture is created, not an FBO. The content of the 864 * frame buffer contained within the layer's bounds is copied into this texture 865 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 866 * buffer and drawing continues as normal. This technique therefore treats the 867 * frame buffer as a scratch buffer for the layers. 868 * 869 * To compose the layers back onto the frame buffer, each layer texture 870 * (containing the original frame buffer data) is drawn as a simple quad over 871 * the frame buffer. The trick is that the quad is set as the composition 872 * destination in the blending equation, and the frame buffer becomes the source 873 * of the composition. 874 * 875 * Drawing layers with an alpha value requires an extra step before composition. 876 * An empty quad is drawn over the layer's region in the frame buffer. This quad 877 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 878 * quad is used to multiply the colors in the frame buffer. This is achieved by 879 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 880 * GL_ZERO, GL_SRC_ALPHA. 881 * 882 * Because glCopyTexImage2D() can be slow, an alternative implementation might 883 * be use to draw a single clipped layer. The implementation described above 884 * is correct in every case. 885 * 886 * (1) The frame buffer is actually not cleared right away. To allow the GPU 887 * to potentially optimize series of calls to glCopyTexImage2D, the frame 888 * buffer is left untouched until the first drawing operation. Only when 889 * something actually gets drawn are the layers regions cleared. 890 */ 891bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 892 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 893 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 894 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 895 896 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 897 898 // Window coordinates of the layer 899 Rect clip; 900 Rect bounds(left, top, right, bottom); 901 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 902 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 903 904 // Bail out if we won't draw in this snapshot 905 if (mSnapshot->isIgnored()) { 906 return false; 907 } 908 909 mCaches.activeTexture(0); 910 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 911 if (!layer) { 912 return false; 913 } 914 915 layer->setAlpha(alpha, mode); 916 layer->layer.set(bounds); 917 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 918 bounds.getWidth() / float(layer->getWidth()), 0.0f); 919 layer->setColorFilter(mDrawModifiers.mColorFilter); 920 layer->setBlend(true); 921 layer->setDirty(false); 922 923 // Save the layer in the snapshot 924 mSnapshot->flags |= Snapshot::kFlagIsLayer; 925 mSnapshot->layer = layer; 926 927 startMark("SaveLayer"); 928 if (fboLayer) { 929 return createFboLayer(layer, bounds, clip, previousFbo); 930 } else { 931 // Copy the framebuffer into the layer 932 layer->bindTexture(); 933 if (!bounds.isEmpty()) { 934 if (layer->isEmpty()) { 935 // Workaround for some GL drivers. When reading pixels lying outside 936 // of the window we should get undefined values for those pixels. 937 // Unfortunately some drivers will turn the entire target texture black 938 // when reading outside of the window. 939 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 940 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 941 layer->setEmpty(false); 942 } 943 944 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 945 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 946 947 // Enqueue the buffer coordinates to clear the corresponding region later 948 mLayers.push(new Rect(bounds)); 949 } 950 } 951 952 return true; 953} 954 955bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 956 layer->clipRect.set(clip); 957 layer->setFbo(mCaches.fboCache.get()); 958 959 mSnapshot->region = &mSnapshot->layer->region; 960 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 961 Snapshot::kFlagDirtyOrtho; 962 mSnapshot->fbo = layer->getFbo(); 963 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 964 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 965 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 966 mSnapshot->height = bounds.getHeight(); 967 mSnapshot->orthoMatrix.load(mOrthoMatrix); 968 969 endTiling(); 970 debugOverdraw(false, false); 971 // Bind texture to FBO 972 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 973 layer->bindTexture(); 974 975 // Initialize the texture if needed 976 if (layer->isEmpty()) { 977 layer->allocateTexture(); 978 layer->setEmpty(false); 979 } 980 981 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 982 layer->getTexture(), 0); 983 984 startTiling(mSnapshot, true); 985 986 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 987 mCaches.enableScissor(); 988 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 989 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 990 glClear(GL_COLOR_BUFFER_BIT); 991 992 dirtyClip(); 993 994 // Change the ortho projection 995 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 996 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 997 998 return true; 999} 1000 1001/** 1002 * Read the documentation of createLayer() before doing anything in this method. 1003 */ 1004void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1005 if (!current->layer) { 1006 ALOGE("Attempting to compose a layer that does not exist"); 1007 return; 1008 } 1009 1010 Layer* layer = current->layer; 1011 const Rect& rect = layer->layer; 1012 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1013 1014 bool clipRequired = false; 1015 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1016 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1017 1018 if (fboLayer) { 1019 endTiling(); 1020 1021 // Detach the texture from the FBO 1022 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1023 1024 layer->removeFbo(false); 1025 1026 // Unbind current FBO and restore previous one 1027 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1028 debugOverdraw(true, false); 1029 1030 startTiling(previous); 1031 } 1032 1033 if (!fboLayer && layer->getAlpha() < 255) { 1034 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1035 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1036 // Required below, composeLayerRect() will divide by 255 1037 layer->setAlpha(255); 1038 } 1039 1040 mCaches.unbindMeshBuffer(); 1041 1042 mCaches.activeTexture(0); 1043 1044 // When the layer is stored in an FBO, we can save a bit of fillrate by 1045 // drawing only the dirty region 1046 if (fboLayer) { 1047 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1048 if (layer->getColorFilter()) { 1049 setupColorFilter(layer->getColorFilter()); 1050 } 1051 composeLayerRegion(layer, rect); 1052 if (layer->getColorFilter()) { 1053 resetColorFilter(); 1054 } 1055 } else if (!rect.isEmpty()) { 1056 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1057 composeLayerRect(layer, rect, true); 1058 } 1059 1060 dirtyClip(); 1061 1062 // Failing to add the layer to the cache should happen only if the layer is too large 1063 if (!mCaches.layerCache.put(layer)) { 1064 LAYER_LOGD("Deleting layer"); 1065 Caches::getInstance().resourceCache.decrementRefcount(layer); 1066 } 1067} 1068 1069void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1070 float alpha = getLayerAlpha(layer); 1071 1072 setupDraw(); 1073 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1074 setupDrawWithTexture(); 1075 } else { 1076 setupDrawWithExternalTexture(); 1077 } 1078 setupDrawTextureTransform(); 1079 setupDrawColor(alpha, alpha, alpha, alpha); 1080 setupDrawColorFilter(); 1081 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1082 setupDrawProgram(); 1083 setupDrawPureColorUniforms(); 1084 setupDrawColorFilterUniforms(); 1085 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1086 setupDrawTexture(layer->getTexture()); 1087 } else { 1088 setupDrawExternalTexture(layer->getTexture()); 1089 } 1090 if (currentTransform().isPureTranslate() && 1091 layer->getWidth() == (uint32_t) rect.getWidth() && 1092 layer->getHeight() == (uint32_t) rect.getHeight()) { 1093 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1094 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1095 1096 layer->setFilter(GL_NEAREST); 1097 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1098 } else { 1099 layer->setFilter(GL_LINEAR); 1100 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1101 } 1102 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1103 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1104 1105 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1106 1107 finishDrawTexture(); 1108} 1109 1110void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1111 if (!layer->isTextureLayer()) { 1112 const Rect& texCoords = layer->texCoords; 1113 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1114 texCoords.right, texCoords.bottom); 1115 1116 float x = rect.left; 1117 float y = rect.top; 1118 bool simpleTransform = currentTransform().isPureTranslate() && 1119 layer->getWidth() == (uint32_t) rect.getWidth() && 1120 layer->getHeight() == (uint32_t) rect.getHeight(); 1121 1122 if (simpleTransform) { 1123 // When we're swapping, the layer is already in screen coordinates 1124 if (!swap) { 1125 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1126 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1127 } 1128 1129 layer->setFilter(GL_NEAREST, true); 1130 } else { 1131 layer->setFilter(GL_LINEAR, true); 1132 } 1133 1134 float alpha = getLayerAlpha(layer); 1135 bool blend = layer->isBlend() || alpha < 1.0f; 1136 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1137 layer->getTexture(), alpha, layer->getMode(), blend, 1138 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1139 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1140 1141 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1142 } else { 1143 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1144 drawTextureLayer(layer, rect); 1145 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1146 } 1147} 1148 1149/** 1150 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1151 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1152 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1153 * by saveLayer's restore 1154 */ 1155#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1156 DRAW_COMMAND; \ 1157 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1158 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1159 DRAW_COMMAND; \ 1160 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1161 } \ 1162 } 1163 1164#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1165 1166void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1167 if (layer->region.isRect()) { 1168 layer->setRegionAsRect(); 1169 1170 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1171 1172 layer->region.clear(); 1173 return; 1174 } 1175 1176 if (CC_LIKELY(!layer->region.isEmpty())) { 1177 size_t count; 1178 const android::Rect* rects; 1179 Region safeRegion; 1180 if (CC_LIKELY(hasRectToRectTransform())) { 1181 rects = layer->region.getArray(&count); 1182 } else { 1183 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1184 rects = safeRegion.getArray(&count); 1185 } 1186 1187 const float alpha = getLayerAlpha(layer); 1188 const float texX = 1.0f / float(layer->getWidth()); 1189 const float texY = 1.0f / float(layer->getHeight()); 1190 const float height = rect.getHeight(); 1191 1192 setupDraw(); 1193 1194 // We must get (and therefore bind) the region mesh buffer 1195 // after we setup drawing in case we need to mess with the 1196 // stencil buffer in setupDraw() 1197 TextureVertex* mesh = mCaches.getRegionMesh(); 1198 uint32_t numQuads = 0; 1199 1200 setupDrawWithTexture(); 1201 setupDrawColor(alpha, alpha, alpha, alpha); 1202 setupDrawColorFilter(); 1203 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1204 setupDrawProgram(); 1205 setupDrawDirtyRegionsDisabled(); 1206 setupDrawPureColorUniforms(); 1207 setupDrawColorFilterUniforms(); 1208 setupDrawTexture(layer->getTexture()); 1209 if (currentTransform().isPureTranslate()) { 1210 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1211 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1212 1213 layer->setFilter(GL_NEAREST); 1214 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1215 } else { 1216 layer->setFilter(GL_LINEAR); 1217 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1218 } 1219 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1220 1221 for (size_t i = 0; i < count; i++) { 1222 const android::Rect* r = &rects[i]; 1223 1224 const float u1 = r->left * texX; 1225 const float v1 = (height - r->top) * texY; 1226 const float u2 = r->right * texX; 1227 const float v2 = (height - r->bottom) * texY; 1228 1229 // TODO: Reject quads outside of the clip 1230 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1231 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1232 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1233 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1234 1235 numQuads++; 1236 1237 if (numQuads >= gMaxNumberOfQuads) { 1238 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1239 GL_UNSIGNED_SHORT, NULL)); 1240 numQuads = 0; 1241 mesh = mCaches.getRegionMesh(); 1242 } 1243 } 1244 1245 if (numQuads > 0) { 1246 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1247 GL_UNSIGNED_SHORT, NULL)); 1248 } 1249 1250 finishDrawTexture(); 1251 1252#if DEBUG_LAYERS_AS_REGIONS 1253 drawRegionRects(layer->region); 1254#endif 1255 1256 layer->region.clear(); 1257 } 1258} 1259 1260void OpenGLRenderer::drawRegionRects(const Region& region) { 1261#if DEBUG_LAYERS_AS_REGIONS 1262 size_t count; 1263 const android::Rect* rects = region.getArray(&count); 1264 1265 uint32_t colors[] = { 1266 0x7fff0000, 0x7f00ff00, 1267 0x7f0000ff, 0x7fff00ff, 1268 }; 1269 1270 int offset = 0; 1271 int32_t top = rects[0].top; 1272 1273 for (size_t i = 0; i < count; i++) { 1274 if (top != rects[i].top) { 1275 offset ^= 0x2; 1276 top = rects[i].top; 1277 } 1278 1279 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1280 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1281 SkXfermode::kSrcOver_Mode); 1282 } 1283#endif 1284} 1285 1286void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1287 SkXfermode::Mode mode, bool dirty) { 1288 int count = 0; 1289 Vector<float> rects; 1290 1291 SkRegion::Iterator it(region); 1292 while (!it.done()) { 1293 const SkIRect& r = it.rect(); 1294 rects.push(r.fLeft); 1295 rects.push(r.fTop); 1296 rects.push(r.fRight); 1297 rects.push(r.fBottom); 1298 count += 4; 1299 it.next(); 1300 } 1301 1302 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1303} 1304 1305void OpenGLRenderer::dirtyLayer(const float left, const float top, 1306 const float right, const float bottom, const mat4 transform) { 1307 if (hasLayer()) { 1308 Rect bounds(left, top, right, bottom); 1309 transform.mapRect(bounds); 1310 dirtyLayerUnchecked(bounds, getRegion()); 1311 } 1312} 1313 1314void OpenGLRenderer::dirtyLayer(const float left, const float top, 1315 const float right, const float bottom) { 1316 if (hasLayer()) { 1317 Rect bounds(left, top, right, bottom); 1318 dirtyLayerUnchecked(bounds, getRegion()); 1319 } 1320} 1321 1322void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1323 if (bounds.intersect(*mSnapshot->clipRect)) { 1324 bounds.snapToPixelBoundaries(); 1325 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1326 if (!dirty.isEmpty()) { 1327 region->orSelf(dirty); 1328 } 1329 } 1330} 1331 1332void OpenGLRenderer::clearLayerRegions() { 1333 const size_t count = mLayers.size(); 1334 if (count == 0) return; 1335 1336 if (!mSnapshot->isIgnored()) { 1337 // Doing several glScissor/glClear here can negatively impact 1338 // GPUs with a tiler architecture, instead we draw quads with 1339 // the Clear blending mode 1340 1341 // The list contains bounds that have already been clipped 1342 // against their initial clip rect, and the current clip 1343 // is likely different so we need to disable clipping here 1344 bool scissorChanged = mCaches.disableScissor(); 1345 1346 Vertex mesh[count * 6]; 1347 Vertex* vertex = mesh; 1348 1349 for (uint32_t i = 0; i < count; i++) { 1350 Rect* bounds = mLayers.itemAt(i); 1351 1352 Vertex::set(vertex++, bounds->left, bounds->bottom); 1353 Vertex::set(vertex++, bounds->left, bounds->top); 1354 Vertex::set(vertex++, bounds->right, bounds->top); 1355 Vertex::set(vertex++, bounds->left, bounds->bottom); 1356 Vertex::set(vertex++, bounds->right, bounds->top); 1357 Vertex::set(vertex++, bounds->right, bounds->bottom); 1358 1359 delete bounds; 1360 } 1361 // We must clear the list of dirty rects before we 1362 // call setupDraw() to prevent stencil setup to do 1363 // the same thing again 1364 mLayers.clear(); 1365 1366 setupDraw(false); 1367 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1368 setupDrawBlending(true, SkXfermode::kClear_Mode); 1369 setupDrawProgram(); 1370 setupDrawPureColorUniforms(); 1371 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1372 setupDrawVertices(&mesh[0].position[0]); 1373 1374 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1375 1376 if (scissorChanged) mCaches.enableScissor(); 1377 } else { 1378 for (uint32_t i = 0; i < count; i++) { 1379 delete mLayers.itemAt(i); 1380 } 1381 mLayers.clear(); 1382 } 1383} 1384 1385/////////////////////////////////////////////////////////////////////////////// 1386// State Deferral 1387/////////////////////////////////////////////////////////////////////////////// 1388 1389bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1390 const Rect& currentClip = *(mSnapshot->clipRect); 1391 const mat4& currentMatrix = *(mSnapshot->transform); 1392 1393 if (stateDeferFlags & kStateDeferFlag_Draw) { 1394 // state has bounds initialized in local coordinates 1395 if (!state.mBounds.isEmpty()) { 1396 currentMatrix.mapRect(state.mBounds); 1397 Rect clippedBounds(state.mBounds); 1398 if(!clippedBounds.intersect(currentClip)) { 1399 // quick rejected 1400 return true; 1401 } 1402 1403 state.mClipSideFlags = kClipSide_None; 1404 if (!currentClip.contains(state.mBounds)) { 1405 int& flags = state.mClipSideFlags; 1406 // op partially clipped, so record which sides are clipped for clip-aware merging 1407 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1408 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1409 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1410 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1411 } 1412 state.mBounds.set(clippedBounds); 1413 } else { 1414 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1415 // overdraw avoidance (since we don't know what it overlaps) 1416 state.mClipSideFlags = kClipSide_ConservativeFull; 1417 state.mBounds.set(currentClip); 1418 } 1419 } 1420 1421 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1422 if (state.mClipValid) { 1423 state.mClip.set(currentClip); 1424 } 1425 1426 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1427 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1428 state.mMatrix.load(currentMatrix); 1429 state.mDrawModifiers = mDrawModifiers; 1430 state.mAlpha = mSnapshot->alpha; 1431 return false; 1432} 1433 1434void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1435 currentTransform().load(state.mMatrix); 1436 mDrawModifiers = state.mDrawModifiers; 1437 mSnapshot->alpha = state.mAlpha; 1438 1439 if (state.mClipValid && !skipClipRestore) { 1440 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1441 state.mClip.right, state.mClip.bottom); 1442 dirtyClip(); 1443 } 1444} 1445 1446/** 1447 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1448 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1449 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1450 * 1451 * This method should be called when restoreDisplayState() won't be restoring the clip 1452 */ 1453void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1454 if (clipRect != NULL) { 1455 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1456 } else { 1457 mSnapshot->setClip(0, 0, mWidth, mHeight); 1458 } 1459 dirtyClip(); 1460 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1461} 1462 1463/////////////////////////////////////////////////////////////////////////////// 1464// Transforms 1465/////////////////////////////////////////////////////////////////////////////// 1466 1467void OpenGLRenderer::translate(float dx, float dy) { 1468 currentTransform().translate(dx, dy); 1469} 1470 1471void OpenGLRenderer::rotate(float degrees) { 1472 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1473} 1474 1475void OpenGLRenderer::scale(float sx, float sy) { 1476 currentTransform().scale(sx, sy, 1.0f); 1477} 1478 1479void OpenGLRenderer::skew(float sx, float sy) { 1480 currentTransform().skew(sx, sy); 1481} 1482 1483void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1484 if (matrix) { 1485 currentTransform().load(*matrix); 1486 } else { 1487 currentTransform().loadIdentity(); 1488 } 1489} 1490 1491bool OpenGLRenderer::hasRectToRectTransform() { 1492 return CC_LIKELY(currentTransform().rectToRect()); 1493} 1494 1495void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1496 currentTransform().copyTo(*matrix); 1497} 1498 1499void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1500 SkMatrix transform; 1501 currentTransform().copyTo(transform); 1502 transform.preConcat(*matrix); 1503 currentTransform().load(transform); 1504} 1505 1506/////////////////////////////////////////////////////////////////////////////// 1507// Clipping 1508/////////////////////////////////////////////////////////////////////////////// 1509 1510void OpenGLRenderer::setScissorFromClip() { 1511 Rect clip(*mSnapshot->clipRect); 1512 clip.snapToPixelBoundaries(); 1513 1514 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1515 clip.getWidth(), clip.getHeight())) { 1516 mDirtyClip = false; 1517 } 1518} 1519 1520void OpenGLRenderer::ensureStencilBuffer() { 1521 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1522 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1523 // just hope we have one when hasLayer() returns false. 1524 if (hasLayer()) { 1525 attachStencilBufferToLayer(mSnapshot->layer); 1526 } 1527} 1528 1529void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1530 // The layer's FBO is already bound when we reach this stage 1531 if (!layer->getStencilRenderBuffer()) { 1532 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1533 // is attached after we initiated tiling. We must turn it off, 1534 // attach the new render buffer then turn tiling back on 1535 endTiling(); 1536 1537 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1538 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1539 layer->setStencilRenderBuffer(buffer); 1540 1541 startTiling(layer->clipRect, layer->layer.getHeight()); 1542 } 1543} 1544 1545void OpenGLRenderer::setStencilFromClip() { 1546 if (!mCaches.debugOverdraw) { 1547 if (!mSnapshot->clipRegion->isEmpty()) { 1548 // NOTE: The order here is important, we must set dirtyClip to false 1549 // before any draw call to avoid calling back into this method 1550 mDirtyClip = false; 1551 1552 ensureStencilBuffer(); 1553 1554 mCaches.stencil.enableWrite(); 1555 1556 // Clear the stencil but first make sure we restrict drawing 1557 // to the region's bounds 1558 bool resetScissor = mCaches.enableScissor(); 1559 if (resetScissor) { 1560 // The scissor was not set so we now need to update it 1561 setScissorFromClip(); 1562 } 1563 mCaches.stencil.clear(); 1564 if (resetScissor) mCaches.disableScissor(); 1565 1566 // NOTE: We could use the region contour path to generate a smaller mesh 1567 // Since we are using the stencil we could use the red book path 1568 // drawing technique. It might increase bandwidth usage though. 1569 1570 // The last parameter is important: we are not drawing in the color buffer 1571 // so we don't want to dirty the current layer, if any 1572 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1573 1574 mCaches.stencil.enableTest(); 1575 1576 // Draw the region used to generate the stencil if the appropriate debug 1577 // mode is enabled 1578 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1579 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1580 } 1581 } else { 1582 mCaches.stencil.disable(); 1583 } 1584 } 1585} 1586 1587const Rect& OpenGLRenderer::getClipBounds() { 1588 return mSnapshot->getLocalClip(); 1589} 1590 1591bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1592 bool* clipRequired) { 1593 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1594 return true; 1595 } 1596 1597 Rect r(left, top, right, bottom); 1598 currentTransform().mapRect(r); 1599 r.snapToPixelBoundaries(); 1600 1601 Rect clipRect(*mSnapshot->clipRect); 1602 clipRect.snapToPixelBoundaries(); 1603 1604 if (!clipRect.intersects(r)) return true; 1605 1606 if (clipRequired) *clipRequired = !clipRect.contains(r); 1607 return false; 1608} 1609 1610bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1611 SkPaint* paint) { 1612 if (paint->getStyle() != SkPaint::kFill_Style) { 1613 float outset = paint->getStrokeWidth() * 0.5f; 1614 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1615 } else { 1616 return quickReject(left, top, right, bottom); 1617 } 1618} 1619 1620bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1621 bool clipRequired = false; 1622 if (quickRejectNoScissor(left, top, right, bottom, &clipRequired)) { 1623 return true; 1624 } 1625 1626 if (!isDeferred()) { 1627 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1628 } 1629 return false; 1630} 1631 1632void OpenGLRenderer::debugClip() { 1633#if DEBUG_CLIP_REGIONS 1634 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1635 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1636 } 1637#endif 1638} 1639 1640bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1641 if (CC_LIKELY(currentTransform().rectToRect())) { 1642 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1643 if (clipped) { 1644 dirtyClip(); 1645 } 1646 return !mSnapshot->clipRect->isEmpty(); 1647 } 1648 1649 SkPath path; 1650 path.addRect(left, top, right, bottom); 1651 1652 return clipPath(&path, op); 1653} 1654 1655bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1656 SkMatrix transform; 1657 currentTransform().copyTo(transform); 1658 1659 SkPath transformed; 1660 path->transform(transform, &transformed); 1661 1662 SkRegion clip; 1663 if (!mSnapshot->clipRegion->isEmpty()) { 1664 clip.setRegion(*mSnapshot->clipRegion); 1665 } else { 1666 Rect* bounds = mSnapshot->clipRect; 1667 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1668 } 1669 1670 SkRegion region; 1671 region.setPath(transformed, clip); 1672 1673 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1674 if (clipped) { 1675 dirtyClip(); 1676 } 1677 return !mSnapshot->clipRect->isEmpty(); 1678} 1679 1680bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1681 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1682 if (clipped) { 1683 dirtyClip(); 1684 } 1685 return !mSnapshot->clipRect->isEmpty(); 1686} 1687 1688Rect* OpenGLRenderer::getClipRect() { 1689 return mSnapshot->clipRect; 1690} 1691 1692/////////////////////////////////////////////////////////////////////////////// 1693// Drawing commands 1694/////////////////////////////////////////////////////////////////////////////// 1695 1696void OpenGLRenderer::setupDraw(bool clear) { 1697 // TODO: It would be best if we could do this before quickReject() 1698 // changes the scissor test state 1699 if (clear) clearLayerRegions(); 1700 // Make sure setScissor & setStencil happen at the beginning of 1701 // this method 1702 if (mDirtyClip) { 1703 if (mCaches.scissorEnabled) { 1704 setScissorFromClip(); 1705 } 1706 setStencilFromClip(); 1707 } 1708 1709 mDescription.reset(); 1710 1711 mSetShaderColor = false; 1712 mColorSet = false; 1713 mColorA = mColorR = mColorG = mColorB = 0.0f; 1714 mTextureUnit = 0; 1715 mTrackDirtyRegions = true; 1716 1717 // Enable debug highlight when what we're about to draw is tested against 1718 // the stencil buffer and if stencil highlight debugging is on 1719 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1720 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1721 mCaches.stencil.isTestEnabled(); 1722 1723 mDescription.emulateStencil = mCountOverdraw; 1724} 1725 1726void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1727 mDescription.hasTexture = true; 1728 mDescription.hasAlpha8Texture = isAlpha8; 1729} 1730 1731void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1732 mDescription.hasTexture = true; 1733 mDescription.hasColors = true; 1734 mDescription.hasAlpha8Texture = isAlpha8; 1735} 1736 1737void OpenGLRenderer::setupDrawWithExternalTexture() { 1738 mDescription.hasExternalTexture = true; 1739} 1740 1741void OpenGLRenderer::setupDrawNoTexture() { 1742 mCaches.disableTexCoordsVertexArray(); 1743} 1744 1745void OpenGLRenderer::setupDrawAA() { 1746 mDescription.isAA = true; 1747} 1748 1749void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1750 mColorA = alpha / 255.0f; 1751 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1752 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1753 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1754 mColorSet = true; 1755 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1756} 1757 1758void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1759 mColorA = alpha / 255.0f; 1760 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1761 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1762 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1763 mColorSet = true; 1764 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1765} 1766 1767void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1768 mCaches.fontRenderer->describe(mDescription, paint); 1769} 1770 1771void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1772 mColorA = a; 1773 mColorR = r; 1774 mColorG = g; 1775 mColorB = b; 1776 mColorSet = true; 1777 mSetShaderColor = mDescription.setColor(r, g, b, a); 1778} 1779 1780void OpenGLRenderer::setupDrawShader() { 1781 if (mDrawModifiers.mShader) { 1782 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1783 } 1784} 1785 1786void OpenGLRenderer::setupDrawColorFilter() { 1787 if (mDrawModifiers.mColorFilter) { 1788 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1789 } 1790} 1791 1792void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1793 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1794 mColorA = 1.0f; 1795 mColorR = mColorG = mColorB = 0.0f; 1796 mSetShaderColor = mDescription.modulate = true; 1797 } 1798} 1799 1800void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1801 // When the blending mode is kClear_Mode, we need to use a modulate color 1802 // argb=1,0,0,0 1803 accountForClear(mode); 1804 bool blend = (mColorSet && mColorA < 1.0f) || 1805 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1806 chooseBlending(blend, mode, mDescription, swapSrcDst); 1807} 1808 1809void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1810 // When the blending mode is kClear_Mode, we need to use a modulate color 1811 // argb=1,0,0,0 1812 accountForClear(mode); 1813 blend |= (mColorSet && mColorA < 1.0f) || 1814 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1815 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1816 chooseBlending(blend, mode, mDescription, swapSrcDst); 1817} 1818 1819void OpenGLRenderer::setupDrawProgram() { 1820 useProgram(mCaches.programCache.get(mDescription)); 1821} 1822 1823void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1824 mTrackDirtyRegions = false; 1825} 1826 1827void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1828 bool ignoreTransform) { 1829 mModelView.loadTranslate(left, top, 0.0f); 1830 if (!ignoreTransform) { 1831 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1832 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1833 } else { 1834 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1835 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1836 } 1837} 1838 1839void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1840 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1841} 1842 1843void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1844 bool ignoreTransform, bool ignoreModelView) { 1845 if (!ignoreModelView) { 1846 mModelView.loadTranslate(left, top, 0.0f); 1847 mModelView.scale(right - left, bottom - top, 1.0f); 1848 } else { 1849 mModelView.loadIdentity(); 1850 } 1851 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1852 if (!ignoreTransform) { 1853 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1854 if (mTrackDirtyRegions && dirty) { 1855 dirtyLayer(left, top, right, bottom, currentTransform()); 1856 } 1857 } else { 1858 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1859 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1860 } 1861} 1862 1863void OpenGLRenderer::setupDrawColorUniforms() { 1864 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1865 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1866 } 1867} 1868 1869void OpenGLRenderer::setupDrawPureColorUniforms() { 1870 if (mSetShaderColor) { 1871 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1872 } 1873} 1874 1875void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1876 if (mDrawModifiers.mShader) { 1877 if (ignoreTransform) { 1878 mModelView.loadInverse(currentTransform()); 1879 } 1880 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1881 mModelView, *mSnapshot, &mTextureUnit); 1882 } 1883} 1884 1885void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1886 if (mDrawModifiers.mShader) { 1887 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1888 mat4::identity(), *mSnapshot, &mTextureUnit); 1889 } 1890} 1891 1892void OpenGLRenderer::setupDrawColorFilterUniforms() { 1893 if (mDrawModifiers.mColorFilter) { 1894 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1895 } 1896} 1897 1898void OpenGLRenderer::setupDrawTextGammaUniforms() { 1899 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1900} 1901 1902void OpenGLRenderer::setupDrawSimpleMesh() { 1903 bool force = mCaches.bindMeshBuffer(); 1904 mCaches.bindPositionVertexPointer(force, 0); 1905 mCaches.unbindIndicesBuffer(); 1906} 1907 1908void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1909 if (texture) bindTexture(texture); 1910 mTextureUnit++; 1911 mCaches.enableTexCoordsVertexArray(); 1912} 1913 1914void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1915 bindExternalTexture(texture); 1916 mTextureUnit++; 1917 mCaches.enableTexCoordsVertexArray(); 1918} 1919 1920void OpenGLRenderer::setupDrawTextureTransform() { 1921 mDescription.hasTextureTransform = true; 1922} 1923 1924void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1925 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1926 GL_FALSE, &transform.data[0]); 1927} 1928 1929void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1930 bool force = false; 1931 if (!vertices || vbo) { 1932 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1933 } else { 1934 force = mCaches.unbindMeshBuffer(); 1935 } 1936 1937 mCaches.bindPositionVertexPointer(force, vertices); 1938 if (mCaches.currentProgram->texCoords >= 0) { 1939 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1940 } 1941 1942 mCaches.unbindIndicesBuffer(); 1943} 1944 1945void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1946 bool force = mCaches.unbindMeshBuffer(); 1947 GLsizei stride = sizeof(ColorTextureVertex); 1948 1949 mCaches.bindPositionVertexPointer(force, vertices, stride); 1950 if (mCaches.currentProgram->texCoords >= 0) { 1951 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1952 } 1953 int slot = mCaches.currentProgram->getAttrib("colors"); 1954 if (slot >= 0) { 1955 glEnableVertexAttribArray(slot); 1956 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1957 } 1958 1959 mCaches.unbindIndicesBuffer(); 1960} 1961 1962void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1963 bool force = false; 1964 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1965 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1966 // use the default VBO found in Caches 1967 if (!vertices || vbo) { 1968 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1969 } else { 1970 force = mCaches.unbindMeshBuffer(); 1971 } 1972 mCaches.bindIndicesBuffer(); 1973 1974 mCaches.bindPositionVertexPointer(force, vertices); 1975 if (mCaches.currentProgram->texCoords >= 0) { 1976 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1977 } 1978} 1979 1980void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1981 bool force = mCaches.unbindMeshBuffer(); 1982 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1983 mCaches.unbindIndicesBuffer(); 1984} 1985 1986void OpenGLRenderer::finishDrawTexture() { 1987} 1988 1989/////////////////////////////////////////////////////////////////////////////// 1990// Drawing 1991/////////////////////////////////////////////////////////////////////////////// 1992 1993status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1994 int32_t replayFlags) { 1995 status_t status; 1996 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1997 // will be performed by the display list itself 1998 if (displayList && displayList->isRenderable()) { 1999 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2000 status = startFrame(); 2001 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2002 displayList->replay(replayStruct, 0); 2003 return status | replayStruct.mDrawGlStatus; 2004 } 2005 2006 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2007 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2008 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2009 displayList->defer(deferStruct, 0); 2010 2011 flushLayers(); 2012 status = startFrame(); 2013 2014 return status | deferredList.flush(*this, dirty); 2015 } 2016 2017 return DrawGlInfo::kStatusDone; 2018} 2019 2020void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2021 if (displayList) { 2022 displayList->output(1); 2023 } 2024} 2025 2026void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2027 int alpha; 2028 SkXfermode::Mode mode; 2029 getAlphaAndMode(paint, &alpha, &mode); 2030 2031 int color = paint != NULL ? paint->getColor() : 0; 2032 2033 float x = left; 2034 float y = top; 2035 2036 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2037 2038 bool ignoreTransform = false; 2039 if (currentTransform().isPureTranslate()) { 2040 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2041 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2042 ignoreTransform = true; 2043 2044 texture->setFilter(GL_NEAREST, true); 2045 } else { 2046 texture->setFilter(FILTER(paint), true); 2047 } 2048 2049 // No need to check for a UV mapper on the texture object, only ARGB_8888 2050 // bitmaps get packed in the atlas 2051 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2052 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2053 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2054} 2055 2056/** 2057 * Important note: this method is intended to draw batches of bitmaps and 2058 * will not set the scissor enable or dirty the current layer, if any. 2059 * The caller is responsible for properly dirtying the current layer. 2060 */ 2061status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2062 TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) { 2063 mCaches.activeTexture(0); 2064 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2065 if (!texture) return DrawGlInfo::kStatusDone; 2066 2067 const AutoTexture autoCleanup(texture); 2068 2069 int alpha; 2070 SkXfermode::Mode mode; 2071 getAlphaAndMode(paint, &alpha, &mode); 2072 2073 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2074 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2075 2076 const float x = (int) floorf(bounds.left + 0.5f); 2077 const float y = (int) floorf(bounds.top + 0.5f); 2078 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2079 int color = paint != NULL ? paint->getColor() : 0; 2080 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2081 texture->id, paint != NULL, color, alpha, mode, 2082 &vertices[0].position[0], &vertices[0].texture[0], 2083 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2084 } else { 2085 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2086 texture->id, alpha / 255.0f, mode, texture->blend, 2087 &vertices[0].position[0], &vertices[0].texture[0], 2088 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2089 } 2090 2091 return DrawGlInfo::kStatusDrew; 2092} 2093 2094status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2095 const float right = left + bitmap->width(); 2096 const float bottom = top + bitmap->height(); 2097 2098 if (quickReject(left, top, right, bottom)) { 2099 return DrawGlInfo::kStatusDone; 2100 } 2101 2102 mCaches.activeTexture(0); 2103 Texture* texture = getTexture(bitmap); 2104 if (!texture) return DrawGlInfo::kStatusDone; 2105 const AutoTexture autoCleanup(texture); 2106 2107 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2108 drawAlphaBitmap(texture, left, top, paint); 2109 } else { 2110 drawTextureRect(left, top, right, bottom, texture, paint); 2111 } 2112 2113 return DrawGlInfo::kStatusDrew; 2114} 2115 2116status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2117 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2118 const mat4 transform(*matrix); 2119 transform.mapRect(r); 2120 2121 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2122 return DrawGlInfo::kStatusDone; 2123 } 2124 2125 mCaches.activeTexture(0); 2126 Texture* texture = getTexture(bitmap); 2127 if (!texture) return DrawGlInfo::kStatusDone; 2128 const AutoTexture autoCleanup(texture); 2129 2130 // This could be done in a cheaper way, all we need is pass the matrix 2131 // to the vertex shader. The save/restore is a bit overkill. 2132 save(SkCanvas::kMatrix_SaveFlag); 2133 concatMatrix(matrix); 2134 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2135 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2136 } else { 2137 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2138 } 2139 restore(); 2140 2141 return DrawGlInfo::kStatusDrew; 2142} 2143 2144status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2145 const float right = left + bitmap->width(); 2146 const float bottom = top + bitmap->height(); 2147 2148 if (quickReject(left, top, right, bottom)) { 2149 return DrawGlInfo::kStatusDone; 2150 } 2151 2152 mCaches.activeTexture(0); 2153 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2154 const AutoTexture autoCleanup(texture); 2155 2156 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2157 drawAlphaBitmap(texture, left, top, paint); 2158 } else { 2159 drawTextureRect(left, top, right, bottom, texture, paint); 2160 } 2161 2162 return DrawGlInfo::kStatusDrew; 2163} 2164 2165status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2166 float* vertices, int* colors, SkPaint* paint) { 2167 if (!vertices || mSnapshot->isIgnored()) { 2168 return DrawGlInfo::kStatusDone; 2169 } 2170 2171 // TODO: use quickReject on bounds from vertices 2172 mCaches.enableScissor(); 2173 2174 float left = FLT_MAX; 2175 float top = FLT_MAX; 2176 float right = FLT_MIN; 2177 float bottom = FLT_MIN; 2178 2179 const uint32_t count = meshWidth * meshHeight * 6; 2180 2181 ColorTextureVertex mesh[count]; 2182 ColorTextureVertex* vertex = mesh; 2183 2184 bool cleanupColors = false; 2185 if (!colors) { 2186 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2187 colors = new int[colorsCount]; 2188 memset(colors, 0xff, colorsCount * sizeof(int)); 2189 cleanupColors = true; 2190 } 2191 2192 mCaches.activeTexture(0); 2193 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2194 const UvMapper& mapper(getMapper(texture)); 2195 2196 for (int32_t y = 0; y < meshHeight; y++) { 2197 for (int32_t x = 0; x < meshWidth; x++) { 2198 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2199 2200 float u1 = float(x) / meshWidth; 2201 float u2 = float(x + 1) / meshWidth; 2202 float v1 = float(y) / meshHeight; 2203 float v2 = float(y + 1) / meshHeight; 2204 2205 mapper.map(u1, v1, u2, v2); 2206 2207 int ax = i + (meshWidth + 1) * 2; 2208 int ay = ax + 1; 2209 int bx = i; 2210 int by = bx + 1; 2211 int cx = i + 2; 2212 int cy = cx + 1; 2213 int dx = i + (meshWidth + 1) * 2 + 2; 2214 int dy = dx + 1; 2215 2216 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2217 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2218 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2219 2220 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2221 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2222 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2223 2224 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2225 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2226 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2227 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2228 } 2229 } 2230 2231 if (quickReject(left, top, right, bottom)) { 2232 if (cleanupColors) delete[] colors; 2233 return DrawGlInfo::kStatusDone; 2234 } 2235 2236 if (!texture) { 2237 texture = mCaches.textureCache.get(bitmap); 2238 if (!texture) { 2239 if (cleanupColors) delete[] colors; 2240 return DrawGlInfo::kStatusDone; 2241 } 2242 } 2243 const AutoTexture autoCleanup(texture); 2244 2245 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2246 texture->setFilter(FILTER(paint), true); 2247 2248 int alpha; 2249 SkXfermode::Mode mode; 2250 getAlphaAndMode(paint, &alpha, &mode); 2251 2252 float a = alpha / 255.0f; 2253 2254 if (hasLayer()) { 2255 dirtyLayer(left, top, right, bottom, currentTransform()); 2256 } 2257 2258 setupDraw(); 2259 setupDrawWithTextureAndColor(); 2260 setupDrawColor(a, a, a, a); 2261 setupDrawColorFilter(); 2262 setupDrawBlending(true, mode, false); 2263 setupDrawProgram(); 2264 setupDrawDirtyRegionsDisabled(); 2265 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2266 setupDrawTexture(texture->id); 2267 setupDrawPureColorUniforms(); 2268 setupDrawColorFilterUniforms(); 2269 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2270 2271 glDrawArrays(GL_TRIANGLES, 0, count); 2272 2273 finishDrawTexture(); 2274 2275 int slot = mCaches.currentProgram->getAttrib("colors"); 2276 if (slot >= 0) { 2277 glDisableVertexAttribArray(slot); 2278 } 2279 2280 if (cleanupColors) delete[] colors; 2281 2282 return DrawGlInfo::kStatusDrew; 2283} 2284 2285status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2286 float srcLeft, float srcTop, float srcRight, float srcBottom, 2287 float dstLeft, float dstTop, float dstRight, float dstBottom, 2288 SkPaint* paint) { 2289 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2290 return DrawGlInfo::kStatusDone; 2291 } 2292 2293 mCaches.activeTexture(0); 2294 Texture* texture = getTexture(bitmap); 2295 if (!texture) return DrawGlInfo::kStatusDone; 2296 const AutoTexture autoCleanup(texture); 2297 2298 const float width = texture->width; 2299 const float height = texture->height; 2300 2301 float u1 = fmax(0.0f, srcLeft / width); 2302 float v1 = fmax(0.0f, srcTop / height); 2303 float u2 = fmin(1.0f, srcRight / width); 2304 float v2 = fmin(1.0f, srcBottom / height); 2305 2306 getMapper(texture).map(u1, v1, u2, v2); 2307 2308 mCaches.unbindMeshBuffer(); 2309 resetDrawTextureTexCoords(u1, v1, u2, v2); 2310 2311 int alpha; 2312 SkXfermode::Mode mode; 2313 getAlphaAndMode(paint, &alpha, &mode); 2314 2315 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2316 2317 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2318 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2319 2320 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2321 // Apply a scale transform on the canvas only when a shader is in use 2322 // Skia handles the ratio between the dst and src rects as a scale factor 2323 // when a shader is set 2324 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2325 bool ignoreTransform = false; 2326 2327 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2328 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2329 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2330 2331 dstRight = x + (dstRight - dstLeft); 2332 dstBottom = y + (dstBottom - dstTop); 2333 2334 dstLeft = x; 2335 dstTop = y; 2336 2337 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2338 ignoreTransform = true; 2339 } else { 2340 texture->setFilter(FILTER(paint), true); 2341 } 2342 2343 if (CC_UNLIKELY(useScaleTransform)) { 2344 save(SkCanvas::kMatrix_SaveFlag); 2345 translate(dstLeft, dstTop); 2346 scale(scaleX, scaleY); 2347 2348 dstLeft = 0.0f; 2349 dstTop = 0.0f; 2350 2351 dstRight = srcRight - srcLeft; 2352 dstBottom = srcBottom - srcTop; 2353 } 2354 2355 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2356 int color = paint ? paint->getColor() : 0; 2357 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2358 texture->id, paint != NULL, color, alpha, mode, 2359 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2360 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2361 } else { 2362 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2363 texture->id, alpha / 255.0f, mode, texture->blend, 2364 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2365 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2366 } 2367 2368 if (CC_UNLIKELY(useScaleTransform)) { 2369 restore(); 2370 } 2371 2372 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2373 2374 return DrawGlInfo::kStatusDrew; 2375} 2376 2377status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2378 float left, float top, float right, float bottom, SkPaint* paint) { 2379 if (quickReject(left, top, right, bottom)) { 2380 return DrawGlInfo::kStatusDone; 2381 } 2382 2383 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2384 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2385 right - left, bottom - top, patch); 2386 2387 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2388} 2389 2390status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2391 float left, float top, float right, float bottom, SkPaint* paint) { 2392 if (quickReject(left, top, right, bottom)) { 2393 return DrawGlInfo::kStatusDone; 2394 } 2395 2396 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2397 mCaches.activeTexture(0); 2398 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2399 if (!texture) return DrawGlInfo::kStatusDone; 2400 const AutoTexture autoCleanup(texture); 2401 2402 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2403 texture->setFilter(GL_LINEAR, true); 2404 2405 int alpha; 2406 SkXfermode::Mode mode; 2407 getAlphaAndMode(paint, &alpha, &mode); 2408 2409 const bool pureTranslate = currentTransform().isPureTranslate(); 2410 // Mark the current layer dirty where we are going to draw the patch 2411 if (hasLayer() && mesh->hasEmptyQuads) { 2412 const float offsetX = left + currentTransform().getTranslateX(); 2413 const float offsetY = top + currentTransform().getTranslateY(); 2414 const size_t count = mesh->quads.size(); 2415 for (size_t i = 0; i < count; i++) { 2416 const Rect& bounds = mesh->quads.itemAt(i); 2417 if (CC_LIKELY(pureTranslate)) { 2418 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2419 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2420 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2421 } else { 2422 dirtyLayer(left + bounds.left, top + bounds.top, 2423 left + bounds.right, top + bounds.bottom, currentTransform()); 2424 } 2425 } 2426 } 2427 2428 if (CC_LIKELY(pureTranslate)) { 2429 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2430 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2431 2432 right = x + right - left; 2433 bottom = y + bottom - top; 2434 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2435 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2436 GL_TRIANGLES, mesh->indexCount, false, true, 2437 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2438 } else { 2439 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2440 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2441 GL_TRIANGLES, mesh->indexCount, false, false, 2442 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2443 } 2444 } 2445 2446 return DrawGlInfo::kStatusDrew; 2447} 2448 2449/** 2450 * Important note: this method is intended to draw batches of 9-patch objects and 2451 * will not set the scissor enable or dirty the current layer, if any. 2452 * The caller is responsible for properly dirtying the current layer. 2453 */ 2454status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2455 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2456 mCaches.activeTexture(0); 2457 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2458 if (!texture) return DrawGlInfo::kStatusDone; 2459 const AutoTexture autoCleanup(texture); 2460 2461 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2462 texture->setFilter(GL_LINEAR, true); 2463 2464 int alpha; 2465 SkXfermode::Mode mode; 2466 getAlphaAndMode(paint, &alpha, &mode); 2467 2468 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2469 mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], 2470 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2471 2472 return DrawGlInfo::kStatusDrew; 2473} 2474 2475status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2476 bool useOffset) { 2477 if (!vertexBuffer.getVertexCount()) { 2478 // no vertices to draw 2479 return DrawGlInfo::kStatusDone; 2480 } 2481 2482 int color = paint->getColor(); 2483 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2484 bool isAA = paint->isAntiAlias(); 2485 2486 setupDraw(); 2487 setupDrawNoTexture(); 2488 if (isAA) setupDrawAA(); 2489 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2490 setupDrawColorFilter(); 2491 setupDrawShader(); 2492 setupDrawBlending(isAA, mode); 2493 setupDrawProgram(); 2494 setupDrawModelViewIdentity(useOffset); 2495 setupDrawColorUniforms(); 2496 setupDrawColorFilterUniforms(); 2497 setupDrawShaderIdentityUniforms(); 2498 2499 void* vertices = vertexBuffer.getBuffer(); 2500 bool force = mCaches.unbindMeshBuffer(); 2501 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2502 mCaches.resetTexCoordsVertexPointer(); 2503 mCaches.unbindIndicesBuffer(); 2504 2505 int alphaSlot = -1; 2506 if (isAA) { 2507 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2508 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2509 2510 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2511 glEnableVertexAttribArray(alphaSlot); 2512 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2513 } 2514 2515 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2516 2517 if (isAA) { 2518 glDisableVertexAttribArray(alphaSlot); 2519 } 2520 2521 return DrawGlInfo::kStatusDrew; 2522} 2523 2524/** 2525 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2526 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2527 * screen space in all directions. However, instead of using a fragment shader to compute the 2528 * translucency of the color from its position, we simply use a varying parameter to define how far 2529 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2530 * 2531 * Doesn't yet support joins, caps, or path effects. 2532 */ 2533status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2534 VertexBuffer vertexBuffer; 2535 // TODO: try clipping large paths to viewport 2536 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2537 2538 if (hasLayer()) { 2539 SkRect bounds = path.getBounds(); 2540 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2541 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2542 } 2543 2544 return drawVertexBuffer(vertexBuffer, paint); 2545} 2546 2547/** 2548 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2549 * and additional geometry for defining an alpha slope perimeter. 2550 * 2551 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2552 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2553 * in-shader alpha region, but found it to be taxing on some GPUs. 2554 * 2555 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2556 * memory transfer by removing need for degenerate vertices. 2557 */ 2558status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2559 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2560 2561 count &= ~0x3; // round down to nearest four 2562 2563 VertexBuffer buffer; 2564 SkRect bounds; 2565 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2566 2567 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2568 return DrawGlInfo::kStatusDone; 2569 } 2570 2571 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2572 2573 bool useOffset = !paint->isAntiAlias(); 2574 return drawVertexBuffer(buffer, paint, useOffset); 2575} 2576 2577status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2578 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2579 2580 count &= ~0x1; // round down to nearest two 2581 2582 VertexBuffer buffer; 2583 SkRect bounds; 2584 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2585 2586 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2587 return DrawGlInfo::kStatusDone; 2588 } 2589 2590 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2591 2592 bool useOffset = !paint->isAntiAlias(); 2593 return drawVertexBuffer(buffer, paint, useOffset); 2594} 2595 2596status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2597 // No need to check against the clip, we fill the clip region 2598 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2599 2600 Rect& clip(*mSnapshot->clipRect); 2601 clip.snapToPixelBoundaries(); 2602 2603 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2604 2605 return DrawGlInfo::kStatusDrew; 2606} 2607 2608status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2609 SkPaint* paint) { 2610 if (!texture) return DrawGlInfo::kStatusDone; 2611 const AutoTexture autoCleanup(texture); 2612 2613 const float x = left + texture->left - texture->offset; 2614 const float y = top + texture->top - texture->offset; 2615 2616 drawPathTexture(texture, x, y, paint); 2617 2618 return DrawGlInfo::kStatusDrew; 2619} 2620 2621status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2622 float rx, float ry, SkPaint* p) { 2623 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2624 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2625 return DrawGlInfo::kStatusDone; 2626 } 2627 2628 if (p->getPathEffect() != 0) { 2629 mCaches.activeTexture(0); 2630 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2631 right - left, bottom - top, rx, ry, p); 2632 return drawShape(left, top, texture, p); 2633 } 2634 2635 SkPath path; 2636 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2637 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2638 float outset = p->getStrokeWidth() / 2; 2639 rect.outset(outset, outset); 2640 rx += outset; 2641 ry += outset; 2642 } 2643 path.addRoundRect(rect, rx, ry); 2644 return drawConvexPath(path, p); 2645} 2646 2647status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2648 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2649 x + radius, y + radius, p) || 2650 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2651 return DrawGlInfo::kStatusDone; 2652 } 2653 if (p->getPathEffect() != 0) { 2654 mCaches.activeTexture(0); 2655 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2656 return drawShape(x - radius, y - radius, texture, p); 2657 } 2658 2659 SkPath path; 2660 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2661 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2662 } else { 2663 path.addCircle(x, y, radius); 2664 } 2665 return drawConvexPath(path, p); 2666} 2667 2668status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2669 SkPaint* p) { 2670 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2671 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2672 return DrawGlInfo::kStatusDone; 2673 } 2674 2675 if (p->getPathEffect() != 0) { 2676 mCaches.activeTexture(0); 2677 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2678 return drawShape(left, top, texture, p); 2679 } 2680 2681 SkPath path; 2682 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2683 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2684 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2685 } 2686 path.addOval(rect); 2687 return drawConvexPath(path, p); 2688} 2689 2690status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2691 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2692 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2693 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2694 return DrawGlInfo::kStatusDone; 2695 } 2696 2697 if (fabs(sweepAngle) >= 360.0f) { 2698 return drawOval(left, top, right, bottom, p); 2699 } 2700 2701 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2702 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2703 mCaches.activeTexture(0); 2704 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2705 startAngle, sweepAngle, useCenter, p); 2706 return drawShape(left, top, texture, p); 2707 } 2708 2709 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2710 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2711 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2712 } 2713 2714 SkPath path; 2715 if (useCenter) { 2716 path.moveTo(rect.centerX(), rect.centerY()); 2717 } 2718 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2719 if (useCenter) { 2720 path.close(); 2721 } 2722 return drawConvexPath(path, p); 2723} 2724 2725// See SkPaintDefaults.h 2726#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2727 2728status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2729 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2730 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2731 return DrawGlInfo::kStatusDone; 2732 } 2733 2734 if (p->getStyle() != SkPaint::kFill_Style) { 2735 // only fill style is supported by drawConvexPath, since others have to handle joins 2736 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2737 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2738 mCaches.activeTexture(0); 2739 const PathTexture* texture = 2740 mCaches.pathCache.getRect(right - left, bottom - top, p); 2741 return drawShape(left, top, texture, p); 2742 } 2743 2744 SkPath path; 2745 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2746 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2747 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2748 } 2749 path.addRect(rect); 2750 return drawConvexPath(path, p); 2751 } 2752 2753 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2754 SkPath path; 2755 path.addRect(left, top, right, bottom); 2756 return drawConvexPath(path, p); 2757 } else { 2758 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2759 return DrawGlInfo::kStatusDrew; 2760 } 2761} 2762 2763void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2764 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2765 float x, float y) { 2766 mCaches.activeTexture(0); 2767 2768 // NOTE: The drop shadow will not perform gamma correction 2769 // if shader-based correction is enabled 2770 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2771 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2772 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2773 // If the drop shadow exceeds the max texture size or couldn't be 2774 // allocated, skip drawing 2775 if (!shadow) return; 2776 const AutoTexture autoCleanup(shadow); 2777 2778 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2779 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2780 2781 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2782 int shadowColor = mDrawModifiers.mShadowColor; 2783 if (mDrawModifiers.mShader) { 2784 shadowColor = 0xffffffff; 2785 } 2786 2787 setupDraw(); 2788 setupDrawWithTexture(true); 2789 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2790 setupDrawColorFilter(); 2791 setupDrawShader(); 2792 setupDrawBlending(true, mode); 2793 setupDrawProgram(); 2794 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2795 setupDrawTexture(shadow->id); 2796 setupDrawPureColorUniforms(); 2797 setupDrawColorFilterUniforms(); 2798 setupDrawShaderUniforms(); 2799 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2800 2801 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2802} 2803 2804bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2805 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2806 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2807} 2808 2809class TextSetupFunctor: public Functor { 2810public: 2811 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2812 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2813 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2814 alpha(alpha), mode(mode), paint(paint) { 2815 } 2816 ~TextSetupFunctor() { } 2817 2818 status_t operator ()(int what, void* data) { 2819 renderer.setupDraw(); 2820 renderer.setupDrawTextGamma(paint); 2821 renderer.setupDrawDirtyRegionsDisabled(); 2822 renderer.setupDrawWithTexture(true); 2823 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2824 renderer.setupDrawColorFilter(); 2825 renderer.setupDrawShader(); 2826 renderer.setupDrawBlending(true, mode); 2827 renderer.setupDrawProgram(); 2828 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2829 // Calling setupDrawTexture with the name 0 will enable the 2830 // uv attributes and increase the texture unit count 2831 // texture binding will be performed by the font renderer as 2832 // needed 2833 renderer.setupDrawTexture(0); 2834 renderer.setupDrawPureColorUniforms(); 2835 renderer.setupDrawColorFilterUniforms(); 2836 renderer.setupDrawShaderUniforms(pureTranslate); 2837 renderer.setupDrawTextGammaUniforms(); 2838 2839 return NO_ERROR; 2840 } 2841 2842 OpenGLRenderer& renderer; 2843 float x; 2844 float y; 2845 bool pureTranslate; 2846 int alpha; 2847 SkXfermode::Mode mode; 2848 SkPaint* paint; 2849}; 2850 2851status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2852 const float* positions, SkPaint* paint) { 2853 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2854 return DrawGlInfo::kStatusDone; 2855 } 2856 2857 // NOTE: Skia does not support perspective transform on drawPosText yet 2858 if (!currentTransform().isSimple()) { 2859 return DrawGlInfo::kStatusDone; 2860 } 2861 2862 mCaches.enableScissor(); 2863 2864 float x = 0.0f; 2865 float y = 0.0f; 2866 const bool pureTranslate = currentTransform().isPureTranslate(); 2867 if (pureTranslate) { 2868 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2869 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2870 } 2871 2872 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2873 fontRenderer.setFont(paint, mat4::identity()); 2874 2875 int alpha; 2876 SkXfermode::Mode mode; 2877 getAlphaAndMode(paint, &alpha, &mode); 2878 2879 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2880 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2881 alpha, mode, 0.0f, 0.0f); 2882 } 2883 2884 // Pick the appropriate texture filtering 2885 bool linearFilter = currentTransform().changesBounds(); 2886 if (pureTranslate && !linearFilter) { 2887 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2888 } 2889 fontRenderer.setTextureFiltering(linearFilter); 2890 2891 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2892 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2893 2894 const bool hasActiveLayer = hasLayer(); 2895 2896 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2897 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2898 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2899 if (hasActiveLayer) { 2900 if (!pureTranslate) { 2901 currentTransform().mapRect(bounds); 2902 } 2903 dirtyLayerUnchecked(bounds, getRegion()); 2904 } 2905 } 2906 2907 return DrawGlInfo::kStatusDrew; 2908} 2909 2910mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2911 mat4 fontTransform; 2912 if (CC_LIKELY(transform.isPureTranslate())) { 2913 fontTransform = mat4::identity(); 2914 } else { 2915 if (CC_UNLIKELY(transform.isPerspective())) { 2916 fontTransform = mat4::identity(); 2917 } else { 2918 float sx, sy; 2919 currentTransform().decomposeScale(sx, sy); 2920 fontTransform.loadScale(sx, sy, 1.0f); 2921 } 2922 } 2923 return fontTransform; 2924} 2925 2926status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2927 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2928 DrawOpMode drawOpMode) { 2929 2930 if (drawOpMode == kDrawOpMode_Immediate) { 2931 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2932 // drawing as ops from DeferredDisplayList are already filtered for these 2933 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2934 quickReject(bounds)) { 2935 return DrawGlInfo::kStatusDone; 2936 } 2937 } 2938 2939 const float oldX = x; 2940 const float oldY = y; 2941 2942 const mat4& transform = currentTransform(); 2943 const bool pureTranslate = transform.isPureTranslate(); 2944 2945 if (CC_LIKELY(pureTranslate)) { 2946 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2947 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2948 } 2949 2950 int alpha; 2951 SkXfermode::Mode mode; 2952 getAlphaAndMode(paint, &alpha, &mode); 2953 2954 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2955 2956 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2957 fontRenderer.setFont(paint, mat4::identity()); 2958 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2959 alpha, mode, oldX, oldY); 2960 } 2961 2962 const bool hasActiveLayer = hasLayer(); 2963 2964 // We only pass a partial transform to the font renderer. That partial 2965 // matrix defines how glyphs are rasterized. Typically we want glyphs 2966 // to be rasterized at their final size on screen, which means the partial 2967 // matrix needs to take the scale factor into account. 2968 // When a partial matrix is used to transform glyphs during rasterization, 2969 // the mesh is generated with the inverse transform (in the case of scale, 2970 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2971 // apply the full transform matrix at draw time in the vertex shader. 2972 // Applying the full matrix in the shader is the easiest way to handle 2973 // rotation and perspective and allows us to always generated quads in the 2974 // font renderer which greatly simplifies the code, clipping in particular. 2975 mat4 fontTransform = findBestFontTransform(transform); 2976 fontRenderer.setFont(paint, fontTransform); 2977 2978 // Pick the appropriate texture filtering 2979 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2980 fontRenderer.setTextureFiltering(linearFilter); 2981 2982 // TODO: Implement better clipping for scaled/rotated text 2983 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2984 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2985 2986 bool status; 2987 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2988 2989 // don't call issuedrawcommand, do it at end of batch 2990 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2991 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2992 SkPaint paintCopy(*paint); 2993 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2994 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2995 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2996 } else { 2997 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2998 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2999 } 3000 3001 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 3002 if (!pureTranslate) { 3003 transform.mapRect(layerBounds); 3004 } 3005 dirtyLayerUnchecked(layerBounds, getRegion()); 3006 } 3007 3008 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 3009 3010 return DrawGlInfo::kStatusDrew; 3011} 3012 3013status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3014 float hOffset, float vOffset, SkPaint* paint) { 3015 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3016 return DrawGlInfo::kStatusDone; 3017 } 3018 3019 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3020 mCaches.enableScissor(); 3021 3022 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3023 fontRenderer.setFont(paint, mat4::identity()); 3024 fontRenderer.setTextureFiltering(true); 3025 3026 int alpha; 3027 SkXfermode::Mode mode; 3028 getAlphaAndMode(paint, &alpha, &mode); 3029 3030 setupDraw(); 3031 setupDrawTextGamma(paint); 3032 setupDrawDirtyRegionsDisabled(); 3033 setupDrawWithTexture(true); 3034 setupDrawAlpha8Color(paint->getColor(), alpha); 3035 setupDrawColorFilter(); 3036 setupDrawShader(); 3037 setupDrawBlending(true, mode); 3038 setupDrawProgram(); 3039 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 3040 // Calling setupDrawTexture with the name 0 will enable the 3041 // uv attributes and increase the texture unit count 3042 // texture binding will be performed by the font renderer as 3043 // needed 3044 setupDrawTexture(0); 3045 setupDrawPureColorUniforms(); 3046 setupDrawColorFilterUniforms(); 3047 setupDrawShaderUniforms(false); 3048 setupDrawTextGammaUniforms(); 3049 3050 const Rect* clip = &mSnapshot->getLocalClip(); 3051 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3052 3053 const bool hasActiveLayer = hasLayer(); 3054 3055 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3056 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 3057 if (hasActiveLayer) { 3058 currentTransform().mapRect(bounds); 3059 dirtyLayerUnchecked(bounds, getRegion()); 3060 } 3061 } 3062 3063 return DrawGlInfo::kStatusDrew; 3064} 3065 3066status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3067 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3068 3069 mCaches.activeTexture(0); 3070 3071 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3072 if (!texture) return DrawGlInfo::kStatusDone; 3073 const AutoTexture autoCleanup(texture); 3074 3075 const float x = texture->left - texture->offset; 3076 const float y = texture->top - texture->offset; 3077 3078 drawPathTexture(texture, x, y, paint); 3079 3080 return DrawGlInfo::kStatusDrew; 3081} 3082 3083status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3084 if (!layer) { 3085 return DrawGlInfo::kStatusDone; 3086 } 3087 3088 mat4* transform = NULL; 3089 if (layer->isTextureLayer()) { 3090 transform = &layer->getTransform(); 3091 if (!transform->isIdentity()) { 3092 save(0); 3093 currentTransform().multiply(*transform); 3094 } 3095 } 3096 3097 bool clipRequired = false; 3098 const bool rejected = quickRejectNoScissor(x, y, 3099 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired); 3100 3101 if (rejected) { 3102 if (transform && !transform->isIdentity()) { 3103 restore(); 3104 } 3105 return DrawGlInfo::kStatusDone; 3106 } 3107 3108 updateLayer(layer, true); 3109 3110 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3111 mCaches.activeTexture(0); 3112 3113 if (CC_LIKELY(!layer->region.isEmpty())) { 3114 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3115 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3116 3117 if (layer->region.isRect()) { 3118 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3119 composeLayerRect(layer, layer->regionRect)); 3120 } else if (layer->mesh) { 3121 const float a = getLayerAlpha(layer); 3122 setupDraw(); 3123 setupDrawWithTexture(); 3124 setupDrawColor(a, a, a, a); 3125 setupDrawColorFilter(); 3126 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3127 setupDrawProgram(); 3128 setupDrawPureColorUniforms(); 3129 setupDrawColorFilterUniforms(); 3130 setupDrawTexture(layer->getTexture()); 3131 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3132 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3133 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3134 3135 layer->setFilter(GL_NEAREST); 3136 setupDrawModelViewTranslate(tx, ty, 3137 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3138 } else { 3139 layer->setFilter(GL_LINEAR); 3140 setupDrawModelViewTranslate(x, y, 3141 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3142 } 3143 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3144 3145 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3146 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3147 GL_UNSIGNED_SHORT, layer->meshIndices)); 3148 3149 finishDrawTexture(); 3150 3151#if DEBUG_LAYERS_AS_REGIONS 3152 drawRegionRects(layer->region); 3153#endif 3154 } 3155 3156 mDrawModifiers.mColorFilter = oldFilter; 3157 3158 if (layer->debugDrawUpdate) { 3159 layer->debugDrawUpdate = false; 3160 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3161 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3162 } 3163 } 3164 layer->hasDrawnSinceUpdate = true; 3165 3166 if (transform && !transform->isIdentity()) { 3167 restore(); 3168 } 3169 3170 return DrawGlInfo::kStatusDrew; 3171} 3172 3173/////////////////////////////////////////////////////////////////////////////// 3174// Shaders 3175/////////////////////////////////////////////////////////////////////////////// 3176 3177void OpenGLRenderer::resetShader() { 3178 mDrawModifiers.mShader = NULL; 3179} 3180 3181void OpenGLRenderer::setupShader(SkiaShader* shader) { 3182 mDrawModifiers.mShader = shader; 3183 if (mDrawModifiers.mShader) { 3184 mDrawModifiers.mShader->setCaches(mCaches); 3185 } 3186} 3187 3188/////////////////////////////////////////////////////////////////////////////// 3189// Color filters 3190/////////////////////////////////////////////////////////////////////////////// 3191 3192void OpenGLRenderer::resetColorFilter() { 3193 mDrawModifiers.mColorFilter = NULL; 3194} 3195 3196void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3197 mDrawModifiers.mColorFilter = filter; 3198} 3199 3200/////////////////////////////////////////////////////////////////////////////// 3201// Drop shadow 3202/////////////////////////////////////////////////////////////////////////////// 3203 3204void OpenGLRenderer::resetShadow() { 3205 mDrawModifiers.mHasShadow = false; 3206} 3207 3208void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3209 mDrawModifiers.mHasShadow = true; 3210 mDrawModifiers.mShadowRadius = radius; 3211 mDrawModifiers.mShadowDx = dx; 3212 mDrawModifiers.mShadowDy = dy; 3213 mDrawModifiers.mShadowColor = color; 3214} 3215 3216/////////////////////////////////////////////////////////////////////////////// 3217// Draw filters 3218/////////////////////////////////////////////////////////////////////////////// 3219 3220void OpenGLRenderer::resetPaintFilter() { 3221 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3222 // comparison, see MergingDrawBatch::canMergeWith 3223 mDrawModifiers.mHasDrawFilter = false; 3224 mDrawModifiers.mPaintFilterClearBits = 0; 3225 mDrawModifiers.mPaintFilterSetBits = 0; 3226} 3227 3228void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3229 mDrawModifiers.mHasDrawFilter = true; 3230 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3231 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3232} 3233 3234SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3235 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3236 return paint; 3237 } 3238 3239 uint32_t flags = paint->getFlags(); 3240 3241 mFilteredPaint = *paint; 3242 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3243 mDrawModifiers.mPaintFilterSetBits); 3244 3245 return &mFilteredPaint; 3246} 3247 3248/////////////////////////////////////////////////////////////////////////////// 3249// Drawing implementation 3250/////////////////////////////////////////////////////////////////////////////// 3251 3252Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3253 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3254 if (!texture) { 3255 return mCaches.textureCache.get(bitmap); 3256 } 3257 return texture; 3258} 3259 3260void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3261 float x, float y, SkPaint* paint) { 3262 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3263 return; 3264 } 3265 3266 int alpha; 3267 SkXfermode::Mode mode; 3268 getAlphaAndMode(paint, &alpha, &mode); 3269 3270 setupDraw(); 3271 setupDrawWithTexture(true); 3272 setupDrawAlpha8Color(paint->getColor(), alpha); 3273 setupDrawColorFilter(); 3274 setupDrawShader(); 3275 setupDrawBlending(true, mode); 3276 setupDrawProgram(); 3277 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3278 setupDrawTexture(texture->id); 3279 setupDrawPureColorUniforms(); 3280 setupDrawColorFilterUniforms(); 3281 setupDrawShaderUniforms(); 3282 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3283 3284 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3285 3286 finishDrawTexture(); 3287} 3288 3289// Same values used by Skia 3290#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3291#define kStdUnderline_Offset (1.0f / 9.0f) 3292#define kStdUnderline_Thickness (1.0f / 18.0f) 3293 3294void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3295 float x, float y, SkPaint* paint) { 3296 // Handle underline and strike-through 3297 uint32_t flags = paint->getFlags(); 3298 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3299 SkPaint paintCopy(*paint); 3300 3301 if (CC_LIKELY(underlineWidth > 0.0f)) { 3302 const float textSize = paintCopy.getTextSize(); 3303 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3304 3305 const float left = x; 3306 float top = 0.0f; 3307 3308 int linesCount = 0; 3309 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3310 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3311 3312 const int pointsCount = 4 * linesCount; 3313 float points[pointsCount]; 3314 int currentPoint = 0; 3315 3316 if (flags & SkPaint::kUnderlineText_Flag) { 3317 top = y + textSize * kStdUnderline_Offset; 3318 points[currentPoint++] = left; 3319 points[currentPoint++] = top; 3320 points[currentPoint++] = left + underlineWidth; 3321 points[currentPoint++] = top; 3322 } 3323 3324 if (flags & SkPaint::kStrikeThruText_Flag) { 3325 top = y + textSize * kStdStrikeThru_Offset; 3326 points[currentPoint++] = left; 3327 points[currentPoint++] = top; 3328 points[currentPoint++] = left + underlineWidth; 3329 points[currentPoint++] = top; 3330 } 3331 3332 paintCopy.setStrokeWidth(strokeWidth); 3333 3334 drawLines(&points[0], pointsCount, &paintCopy); 3335 } 3336 } 3337} 3338 3339status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3340 if (mSnapshot->isIgnored()) { 3341 return DrawGlInfo::kStatusDone; 3342 } 3343 3344 int color = paint->getColor(); 3345 // If a shader is set, preserve only the alpha 3346 if (mDrawModifiers.mShader) { 3347 color |= 0x00ffffff; 3348 } 3349 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3350 3351 return drawColorRects(rects, count, color, mode); 3352} 3353 3354status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3355 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3356 if (count == 0) { 3357 return DrawGlInfo::kStatusDone; 3358 } 3359 3360 float left = FLT_MAX; 3361 float top = FLT_MAX; 3362 float right = FLT_MIN; 3363 float bottom = FLT_MIN; 3364 3365 int vertexCount = 0; 3366 Vertex mesh[count * 6]; 3367 Vertex* vertex = mesh; 3368 3369 for (int index = 0; index < count; index += 4) { 3370 float l = rects[index + 0]; 3371 float t = rects[index + 1]; 3372 float r = rects[index + 2]; 3373 float b = rects[index + 3]; 3374 3375 Vertex::set(vertex++, l, b); 3376 Vertex::set(vertex++, l, t); 3377 Vertex::set(vertex++, r, t); 3378 Vertex::set(vertex++, l, b); 3379 Vertex::set(vertex++, r, t); 3380 Vertex::set(vertex++, r, b); 3381 3382 vertexCount += 6; 3383 3384 left = fminf(left, l); 3385 top = fminf(top, t); 3386 right = fmaxf(right, r); 3387 bottom = fmaxf(bottom, b); 3388 } 3389 3390 if (clip && quickReject(left, top, right, bottom)) { 3391 return DrawGlInfo::kStatusDone; 3392 } 3393 3394 setupDraw(); 3395 setupDrawNoTexture(); 3396 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3397 setupDrawShader(); 3398 setupDrawColorFilter(); 3399 setupDrawBlending(mode); 3400 setupDrawProgram(); 3401 setupDrawDirtyRegionsDisabled(); 3402 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3403 setupDrawColorUniforms(); 3404 setupDrawShaderUniforms(); 3405 setupDrawColorFilterUniforms(); 3406 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3407 3408 if (dirty && hasLayer()) { 3409 dirtyLayer(left, top, right, bottom, currentTransform()); 3410 } 3411 3412 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3413 3414 return DrawGlInfo::kStatusDrew; 3415} 3416 3417void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3418 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3419 // If a shader is set, preserve only the alpha 3420 if (mDrawModifiers.mShader) { 3421 color |= 0x00ffffff; 3422 } 3423 3424 setupDraw(); 3425 setupDrawNoTexture(); 3426 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3427 setupDrawShader(); 3428 setupDrawColorFilter(); 3429 setupDrawBlending(mode); 3430 setupDrawProgram(); 3431 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3432 setupDrawColorUniforms(); 3433 setupDrawShaderUniforms(ignoreTransform); 3434 setupDrawColorFilterUniforms(); 3435 setupDrawSimpleMesh(); 3436 3437 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3438} 3439 3440void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3441 Texture* texture, SkPaint* paint) { 3442 int alpha; 3443 SkXfermode::Mode mode; 3444 getAlphaAndMode(paint, &alpha, &mode); 3445 3446 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3447 3448 GLvoid* vertices = (GLvoid*) NULL; 3449 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3450 3451 if (texture->uvMapper) { 3452 vertices = &mMeshVertices[0].position[0]; 3453 texCoords = &mMeshVertices[0].texture[0]; 3454 3455 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3456 texture->uvMapper->map(uvs); 3457 3458 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3459 } 3460 3461 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3462 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3463 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3464 3465 texture->setFilter(GL_NEAREST, true); 3466 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3467 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3468 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3469 } else { 3470 texture->setFilter(FILTER(paint), true); 3471 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3472 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3473 } 3474 3475 if (texture->uvMapper) { 3476 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3477 } 3478} 3479 3480void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3481 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3482 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3483 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3484} 3485 3486void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3487 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3488 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3489 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3490 3491 setupDraw(); 3492 setupDrawWithTexture(); 3493 setupDrawColor(alpha, alpha, alpha, alpha); 3494 setupDrawColorFilter(); 3495 setupDrawBlending(blend, mode, swapSrcDst); 3496 setupDrawProgram(); 3497 if (!dirty) setupDrawDirtyRegionsDisabled(); 3498 if (!ignoreScale) { 3499 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3500 } else { 3501 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3502 } 3503 setupDrawTexture(texture); 3504 setupDrawPureColorUniforms(); 3505 setupDrawColorFilterUniforms(); 3506 setupDrawMesh(vertices, texCoords, vbo); 3507 3508 glDrawArrays(drawMode, 0, elementsCount); 3509 3510 finishDrawTexture(); 3511} 3512 3513void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3514 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3515 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3516 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3517 3518 setupDraw(); 3519 setupDrawWithTexture(); 3520 setupDrawColor(alpha, alpha, alpha, alpha); 3521 setupDrawColorFilter(); 3522 setupDrawBlending(blend, mode, swapSrcDst); 3523 setupDrawProgram(); 3524 if (!dirty) setupDrawDirtyRegionsDisabled(); 3525 if (!ignoreScale) { 3526 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3527 } else { 3528 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3529 } 3530 setupDrawTexture(texture); 3531 setupDrawPureColorUniforms(); 3532 setupDrawColorFilterUniforms(); 3533 setupDrawMeshIndices(vertices, texCoords, vbo); 3534 3535 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3536 3537 finishDrawTexture(); 3538} 3539 3540void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3541 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3542 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3543 bool ignoreTransform, bool ignoreScale, bool dirty) { 3544 3545 setupDraw(); 3546 setupDrawWithTexture(true); 3547 if (hasColor) { 3548 setupDrawAlpha8Color(color, alpha); 3549 } 3550 setupDrawColorFilter(); 3551 setupDrawShader(); 3552 setupDrawBlending(true, mode); 3553 setupDrawProgram(); 3554 if (!dirty) setupDrawDirtyRegionsDisabled(); 3555 if (!ignoreScale) { 3556 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3557 } else { 3558 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3559 } 3560 setupDrawTexture(texture); 3561 setupDrawPureColorUniforms(); 3562 setupDrawColorFilterUniforms(); 3563 setupDrawShaderUniforms(); 3564 setupDrawMesh(vertices, texCoords); 3565 3566 glDrawArrays(drawMode, 0, elementsCount); 3567 3568 finishDrawTexture(); 3569} 3570 3571void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3572 ProgramDescription& description, bool swapSrcDst) { 3573 if (mCountOverdraw) { 3574 if (!mCaches.blend) glEnable(GL_BLEND); 3575 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3576 glBlendFunc(GL_ONE, GL_ONE); 3577 } 3578 3579 mCaches.blend = true; 3580 mCaches.lastSrcMode = GL_ONE; 3581 mCaches.lastDstMode = GL_ONE; 3582 3583 return; 3584 } 3585 3586 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3587 3588 if (blend) { 3589 // These blend modes are not supported by OpenGL directly and have 3590 // to be implemented using shaders. Since the shader will perform 3591 // the blending, turn blending off here 3592 // If the blend mode cannot be implemented using shaders, fall 3593 // back to the default SrcOver blend mode instead 3594 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3595 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3596 description.framebufferMode = mode; 3597 description.swapSrcDst = swapSrcDst; 3598 3599 if (mCaches.blend) { 3600 glDisable(GL_BLEND); 3601 mCaches.blend = false; 3602 } 3603 3604 return; 3605 } else { 3606 mode = SkXfermode::kSrcOver_Mode; 3607 } 3608 } 3609 3610 if (!mCaches.blend) { 3611 glEnable(GL_BLEND); 3612 } 3613 3614 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3615 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3616 3617 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3618 glBlendFunc(sourceMode, destMode); 3619 mCaches.lastSrcMode = sourceMode; 3620 mCaches.lastDstMode = destMode; 3621 } 3622 } else if (mCaches.blend) { 3623 glDisable(GL_BLEND); 3624 } 3625 mCaches.blend = blend; 3626} 3627 3628bool OpenGLRenderer::useProgram(Program* program) { 3629 if (!program->isInUse()) { 3630 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3631 program->use(); 3632 mCaches.currentProgram = program; 3633 return false; 3634 } 3635 return true; 3636} 3637 3638void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3639 TextureVertex* v = &mMeshVertices[0]; 3640 TextureVertex::setUV(v++, u1, v1); 3641 TextureVertex::setUV(v++, u2, v1); 3642 TextureVertex::setUV(v++, u1, v2); 3643 TextureVertex::setUV(v++, u2, v2); 3644} 3645 3646void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3647 getAlphaAndModeDirect(paint, alpha, mode); 3648 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3649 // if drawing a layer, ignore the paint's alpha 3650 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3651 } 3652 *alpha *= mSnapshot->alpha; 3653} 3654 3655float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3656 float alpha; 3657 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3658 alpha = mDrawModifiers.mOverrideLayerAlpha; 3659 } else { 3660 alpha = layer->getAlpha() / 255.0f; 3661 } 3662 return alpha * mSnapshot->alpha; 3663} 3664 3665}; // namespace uirenderer 3666}; // namespace android 3667