OpenGLRenderer.cpp revision 9ad6ac08a95d48772dcaad67a55446299bda77a9
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#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "DisplayListRenderer.h" 21#include "GammaFontRenderer.h" 22#include "Glop.h" 23#include "GlopBuilder.h" 24#include "Patch.h" 25#include "PathTessellator.h" 26#include "Properties.h" 27#include "RenderNode.h" 28#include "renderstate/MeshState.h" 29#include "renderstate/RenderState.h" 30#include "ShadowTessellator.h" 31#include "SkiaShader.h" 32#include "Vector.h" 33#include "VertexBuffer.h" 34#include "utils/GLUtils.h" 35#include "utils/PaintUtils.h" 36#include "utils/TraceUtils.h" 37 38#include <stdlib.h> 39#include <stdint.h> 40#include <sys/types.h> 41 42#include <SkCanvas.h> 43#include <SkColor.h> 44#include <SkShader.h> 45#include <SkTypeface.h> 46 47#include <utils/Log.h> 48#include <utils/StopWatch.h> 49 50#include <private/hwui/DrawGlInfo.h> 51 52#include <ui/Rect.h> 53 54#if DEBUG_DETAILED_EVENTS 55 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 56#else 57 #define EVENT_LOGD(...) 58#endif 59 60#define USE_GLOPS true 61 62namespace android { 63namespace uirenderer { 64 65/////////////////////////////////////////////////////////////////////////////// 66// Constructors/destructor 67/////////////////////////////////////////////////////////////////////////////// 68 69OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 70 : mState(*this) 71 , mCaches(Caches::getInstance()) 72 , mRenderState(renderState) 73 , mFrameStarted(false) 74 , mScissorOptimizationDisabled(false) 75 , mSuppressTiling(false) 76 , mFirstFrameAfterResize(true) 77 , mDirty(false) 78 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 79 , mLightRadius(FLT_MIN) 80 , mAmbientShadowAlpha(0) 81 , mSpotShadowAlpha(0) { 82 // *set* draw modifiers to be 0 83 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 84 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 85 86 memcpy(mMeshVertices, kUnitQuadVertices, sizeof(kUnitQuadVertices)); 87} 88 89OpenGLRenderer::~OpenGLRenderer() { 90 // The context has already been destroyed at this point, do not call 91 // GL APIs. All GL state should be kept in Caches.h 92} 93 94void OpenGLRenderer::initProperties() { 95 char property[PROPERTY_VALUE_MAX]; 96 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 97 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 98 INIT_LOGD(" Scissor optimization %s", 99 mScissorOptimizationDisabled ? "disabled" : "enabled"); 100 } else { 101 INIT_LOGD(" Scissor optimization enabled"); 102 } 103} 104 105void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 106 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 107 mLightCenter = lightCenter; 108 mLightRadius = lightRadius; 109 mAmbientShadowAlpha = ambientShadowAlpha; 110 mSpotShadowAlpha = spotShadowAlpha; 111} 112 113/////////////////////////////////////////////////////////////////////////////// 114// Setup 115/////////////////////////////////////////////////////////////////////////////// 116 117void OpenGLRenderer::onViewportInitialized() { 118 glDisable(GL_DITHER); 119 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 120 mFirstFrameAfterResize = true; 121} 122 123void OpenGLRenderer::setupFrameState(float left, float top, 124 float right, float bottom, bool opaque) { 125 mCaches.clearGarbage(); 126 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 127 mOpaque = opaque; 128 mTilingClip.set(left, top, right, bottom); 129} 130 131void OpenGLRenderer::startFrame() { 132 if (mFrameStarted) return; 133 mFrameStarted = true; 134 135 mState.setDirtyClip(true); 136 137 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 138 139 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 140 141 // Functors break the tiling extension in pretty spectacular ways 142 // This ensures we don't use tiling when a functor is going to be 143 // invoked during the frame 144 mSuppressTiling = mCaches.hasRegisteredFunctors() 145 || mFirstFrameAfterResize; 146 mFirstFrameAfterResize = false; 147 148 startTilingCurrentClip(true); 149 150 debugOverdraw(true, true); 151 152 clear(mTilingClip.left, mTilingClip.top, 153 mTilingClip.right, mTilingClip.bottom, mOpaque); 154} 155 156void OpenGLRenderer::prepareDirty(float left, float top, 157 float right, float bottom, bool opaque) { 158 159 setupFrameState(left, top, right, bottom, opaque); 160 161 // Layer renderers will start the frame immediately 162 // The framebuffer renderer will first defer the display list 163 // for each layer and wait until the first drawing command 164 // to start the frame 165 if (currentSnapshot()->fbo == 0) { 166 mRenderState.blend().syncEnabled(); 167 updateLayers(); 168 } else { 169 startFrame(); 170 } 171} 172 173void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 174 // If we know that we are going to redraw the entire framebuffer, 175 // perform a discard to let the driver know we don't need to preserve 176 // the back buffer for this frame. 177 if (mCaches.extensions().hasDiscardFramebuffer() && 178 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 179 const bool isFbo = getTargetFbo() == 0; 180 const GLenum attachments[] = { 181 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 182 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 183 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 184 } 185} 186 187void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 188 if (!opaque) { 189 mRenderState.scissor().setEnabled(true); 190 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 191 glClear(GL_COLOR_BUFFER_BIT); 192 mDirty = true; 193 return; 194 } 195 196 mRenderState.scissor().reset(); 197} 198 199void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 200 if (!mSuppressTiling) { 201 const Snapshot* snapshot = currentSnapshot(); 202 203 const Rect* clip = &mTilingClip; 204 if (snapshot->flags & Snapshot::kFlagFboTarget) { 205 clip = &(snapshot->layer->clipRect); 206 } 207 208 startTiling(*clip, getViewportHeight(), opaque, expand); 209 } 210} 211 212void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 213 if (!mSuppressTiling) { 214 if(expand) { 215 // Expand the startTiling region by 1 216 int leftNotZero = (clip.left > 0) ? 1 : 0; 217 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 218 219 mCaches.startTiling( 220 clip.left - leftNotZero, 221 windowHeight - clip.bottom - topNotZero, 222 clip.right - clip.left + leftNotZero + 1, 223 clip.bottom - clip.top + topNotZero + 1, 224 opaque); 225 } else { 226 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 227 clip.right - clip.left, clip.bottom - clip.top, opaque); 228 } 229 } 230} 231 232void OpenGLRenderer::endTiling() { 233 if (!mSuppressTiling) mCaches.endTiling(); 234} 235 236bool OpenGLRenderer::finish() { 237 renderOverdraw(); 238 endTiling(); 239 mTempPaths.clear(); 240 241 // When finish() is invoked on FBO 0 we've reached the end 242 // of the current frame 243 if (getTargetFbo() == 0) { 244 mCaches.pathCache.trim(); 245 mCaches.tessellationCache.trim(); 246 } 247 248 if (!suppressErrorChecks()) { 249#if DEBUG_OPENGL 250 GLUtils::dumpGLErrors(); 251#endif 252 253#if DEBUG_MEMORY_USAGE 254 mCaches.dumpMemoryUsage(); 255#else 256 if (mCaches.getDebugLevel() & kDebugMemory) { 257 mCaches.dumpMemoryUsage(); 258 } 259#endif 260 } 261 262 mFrameStarted = false; 263 264 return reportAndClearDirty(); 265} 266 267void OpenGLRenderer::resumeAfterLayer() { 268 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 269 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 270 debugOverdraw(true, false); 271 272 mRenderState.scissor().reset(); 273 dirtyClip(); 274} 275 276void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 277 if (mState.currentlyIgnored()) return; 278 279 Rect clip(mState.currentClipRect()); 280 clip.snapToPixelBoundaries(); 281 282 // Since we don't know what the functor will draw, let's dirty 283 // the entire clip region 284 if (hasLayer()) { 285 dirtyLayerUnchecked(clip, getRegion()); 286 } 287 288 DrawGlInfo info; 289 info.clipLeft = clip.left; 290 info.clipTop = clip.top; 291 info.clipRight = clip.right; 292 info.clipBottom = clip.bottom; 293 info.isLayer = hasLayer(); 294 info.width = getViewportWidth(); 295 info.height = getViewportHeight(); 296 currentTransform()->copyTo(&info.transform[0]); 297 298 bool prevDirtyClip = mState.getDirtyClip(); 299 // setup GL state for functor 300 if (mState.getDirtyClip()) { 301 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 302 } 303 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 304 setScissorFromClip(); 305 } 306 307 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 308 // Scissor may have been modified, reset dirty clip 309 dirtyClip(); 310 311 mDirty = true; 312} 313 314/////////////////////////////////////////////////////////////////////////////// 315// Debug 316/////////////////////////////////////////////////////////////////////////////// 317 318void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 319#if DEBUG_DETAILED_EVENTS 320 const int BUFFER_SIZE = 256; 321 va_list ap; 322 char buf[BUFFER_SIZE]; 323 324 va_start(ap, fmt); 325 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 326 va_end(ap); 327 328 eventMark(buf); 329#endif 330} 331 332 333void OpenGLRenderer::eventMark(const char* name) const { 334 mCaches.eventMark(0, name); 335} 336 337void OpenGLRenderer::startMark(const char* name) const { 338 mCaches.startMark(0, name); 339} 340 341void OpenGLRenderer::endMark() const { 342 mCaches.endMark(); 343} 344 345void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 346 mRenderState.debugOverdraw(enable, clear); 347} 348 349void OpenGLRenderer::renderOverdraw() { 350 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 351 const Rect* clip = &mTilingClip; 352 353 mRenderState.scissor().setEnabled(true); 354 mRenderState.scissor().set(clip->left, 355 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 356 clip->right - clip->left, 357 clip->bottom - clip->top); 358 359 // 1x overdraw 360 mRenderState.stencil().enableDebugTest(2); 361 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 362 363 // 2x overdraw 364 mRenderState.stencil().enableDebugTest(3); 365 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 366 367 // 3x overdraw 368 mRenderState.stencil().enableDebugTest(4); 369 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 370 371 // 4x overdraw and higher 372 mRenderState.stencil().enableDebugTest(4, true); 373 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 374 375 mRenderState.stencil().disable(); 376 } 377} 378 379/////////////////////////////////////////////////////////////////////////////// 380// Layers 381/////////////////////////////////////////////////////////////////////////////// 382 383bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 384 if (layer->deferredUpdateScheduled && layer->renderer 385 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 386 387 if (inFrame) { 388 endTiling(); 389 debugOverdraw(false, false); 390 } 391 392 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 393 layer->render(*this); 394 } else { 395 layer->defer(*this); 396 } 397 398 if (inFrame) { 399 resumeAfterLayer(); 400 startTilingCurrentClip(); 401 } 402 403 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 404 layer->hasDrawnSinceUpdate = false; 405 406 return true; 407 } 408 409 return false; 410} 411 412void OpenGLRenderer::updateLayers() { 413 // If draw deferring is enabled this method will simply defer 414 // the display list of each individual layer. The layers remain 415 // in the layer updates list which will be cleared by flushLayers(). 416 int count = mLayerUpdates.size(); 417 if (count > 0) { 418 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 419 startMark("Layer Updates"); 420 } else { 421 startMark("Defer Layer Updates"); 422 } 423 424 // Note: it is very important to update the layers in order 425 for (int i = 0; i < count; i++) { 426 Layer* layer = mLayerUpdates.itemAt(i).get(); 427 updateLayer(layer, false); 428 } 429 430 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 431 mLayerUpdates.clear(); 432 mRenderState.bindFramebuffer(getTargetFbo()); 433 } 434 endMark(); 435 } 436} 437 438void OpenGLRenderer::flushLayers() { 439 int count = mLayerUpdates.size(); 440 if (count > 0) { 441 startMark("Apply Layer Updates"); 442 443 // Note: it is very important to update the layers in order 444 for (int i = 0; i < count; i++) { 445 mLayerUpdates.itemAt(i)->flush(); 446 } 447 448 mLayerUpdates.clear(); 449 mRenderState.bindFramebuffer(getTargetFbo()); 450 451 endMark(); 452 } 453} 454 455void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 456 if (layer) { 457 // Make sure we don't introduce duplicates. 458 // SortedVector would do this automatically but we need to respect 459 // the insertion order. The linear search is not an issue since 460 // this list is usually very short (typically one item, at most a few) 461 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 462 if (mLayerUpdates.itemAt(i) == layer) { 463 return; 464 } 465 } 466 mLayerUpdates.push_back(layer); 467 } 468} 469 470void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 471 if (layer) { 472 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 473 if (mLayerUpdates.itemAt(i) == layer) { 474 mLayerUpdates.removeAt(i); 475 break; 476 } 477 } 478 } 479} 480 481void OpenGLRenderer::flushLayerUpdates() { 482 ATRACE_NAME("Update HW Layers"); 483 mRenderState.blend().syncEnabled(); 484 updateLayers(); 485 flushLayers(); 486 // Wait for all the layer updates to be executed 487 glFinish(); 488} 489 490void OpenGLRenderer::markLayersAsBuildLayers() { 491 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 492 mLayerUpdates[i]->wasBuildLayered = true; 493 } 494} 495 496/////////////////////////////////////////////////////////////////////////////// 497// State management 498/////////////////////////////////////////////////////////////////////////////// 499 500void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 501 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 502 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 503 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 504 505 if (restoreViewport) { 506 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 507 } 508 509 if (restoreClip) { 510 dirtyClip(); 511 } 512 513 if (restoreLayer) { 514 endMark(); // Savelayer 515 ATRACE_END(); // SaveLayer 516 startMark("ComposeLayer"); 517 composeLayer(removed, restored); 518 endMark(); 519 } 520} 521 522/////////////////////////////////////////////////////////////////////////////// 523// Layers 524/////////////////////////////////////////////////////////////////////////////// 525 526int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 527 const SkPaint* paint, int flags, const SkPath* convexMask) { 528 // force matrix/clip isolation for layer 529 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 530 531 const int count = mState.saveSnapshot(flags); 532 533 if (!mState.currentlyIgnored()) { 534 createLayer(left, top, right, bottom, paint, flags, convexMask); 535 } 536 537 return count; 538} 539 540void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 541 const Rect untransformedBounds(bounds); 542 543 currentTransform()->mapRect(bounds); 544 545 // Layers only make sense if they are in the framebuffer's bounds 546 if (bounds.intersect(mState.currentClipRect())) { 547 // We cannot work with sub-pixels in this case 548 bounds.snapToPixelBoundaries(); 549 550 // When the layer is not an FBO, we may use glCopyTexImage so we 551 // need to make sure the layer does not extend outside the bounds 552 // of the framebuffer 553 const Snapshot& previous = *(currentSnapshot()->previous); 554 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 555 if (!bounds.intersect(previousViewport)) { 556 bounds.setEmpty(); 557 } else if (fboLayer) { 558 clip.set(bounds); 559 mat4 inverse; 560 inverse.loadInverse(*currentTransform()); 561 inverse.mapRect(clip); 562 clip.snapToPixelBoundaries(); 563 if (clip.intersect(untransformedBounds)) { 564 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 565 bounds.set(untransformedBounds); 566 } else { 567 clip.setEmpty(); 568 } 569 } 570 } else { 571 bounds.setEmpty(); 572 } 573} 574 575void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 576 bool fboLayer, int alpha) { 577 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 578 bounds.getHeight() > mCaches.maxTextureSize || 579 (fboLayer && clip.isEmpty())) { 580 writableSnapshot()->empty = fboLayer; 581 } else { 582 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 583 } 584} 585 586int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 587 const SkPaint* paint, int flags) { 588 const int count = mState.saveSnapshot(flags); 589 590 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 591 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 592 // operations will be able to store and restore the current clip and transform info, and 593 // quick rejection will be correct (for display lists) 594 595 Rect bounds(left, top, right, bottom); 596 Rect clip; 597 calculateLayerBoundsAndClip(bounds, clip, true); 598 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 599 600 if (!mState.currentlyIgnored()) { 601 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 602 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 603 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 604 writableSnapshot()->roundRectClipState = nullptr; 605 } 606 } 607 608 return count; 609} 610 611/** 612 * Layers are viewed by Skia are slightly different than layers in image editing 613 * programs (for instance.) When a layer is created, previously created layers 614 * and the frame buffer still receive every drawing command. For instance, if a 615 * layer is created and a shape intersecting the bounds of the layers and the 616 * framebuffer is draw, the shape will be drawn on both (unless the layer was 617 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 618 * 619 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 620 * texture. Unfortunately, this is inefficient as it requires every primitive to 621 * be drawn n + 1 times, where n is the number of active layers. In practice this 622 * means, for every primitive: 623 * - Switch active frame buffer 624 * - Change viewport, clip and projection matrix 625 * - Issue the drawing 626 * 627 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 628 * To avoid this, layers are implemented in a different way here, at least in the 629 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 630 * is set. When this flag is set we can redirect all drawing operations into a 631 * single FBO. 632 * 633 * This implementation relies on the frame buffer being at least RGBA 8888. When 634 * a layer is created, only a texture is created, not an FBO. The content of the 635 * frame buffer contained within the layer's bounds is copied into this texture 636 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 637 * buffer and drawing continues as normal. This technique therefore treats the 638 * frame buffer as a scratch buffer for the layers. 639 * 640 * To compose the layers back onto the frame buffer, each layer texture 641 * (containing the original frame buffer data) is drawn as a simple quad over 642 * the frame buffer. The trick is that the quad is set as the composition 643 * destination in the blending equation, and the frame buffer becomes the source 644 * of the composition. 645 * 646 * Drawing layers with an alpha value requires an extra step before composition. 647 * An empty quad is drawn over the layer's region in the frame buffer. This quad 648 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 649 * quad is used to multiply the colors in the frame buffer. This is achieved by 650 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 651 * GL_ZERO, GL_SRC_ALPHA. 652 * 653 * Because glCopyTexImage2D() can be slow, an alternative implementation might 654 * be use to draw a single clipped layer. The implementation described above 655 * is correct in every case. 656 * 657 * (1) The frame buffer is actually not cleared right away. To allow the GPU 658 * to potentially optimize series of calls to glCopyTexImage2D, the frame 659 * buffer is left untouched until the first drawing operation. Only when 660 * something actually gets drawn are the layers regions cleared. 661 */ 662bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 663 const SkPaint* paint, int flags, const SkPath* convexMask) { 664 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 665 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 666 667 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 668 669 // Window coordinates of the layer 670 Rect clip; 671 Rect bounds(left, top, right, bottom); 672 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 673 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 674 675 // Bail out if we won't draw in this snapshot 676 if (mState.currentlyIgnored()) { 677 return false; 678 } 679 680 mCaches.textureState().activateTexture(0); 681 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 682 if (!layer) { 683 return false; 684 } 685 686 layer->setPaint(paint); 687 layer->layer.set(bounds); 688 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 689 bounds.getWidth() / float(layer->getWidth()), 0.0f); 690 691 layer->setBlend(true); 692 layer->setDirty(false); 693 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 694 695 // Save the layer in the snapshot 696 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 697 writableSnapshot()->layer = layer; 698 699 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 700 fboLayer ? "" : "unclipped ", 701 layer->getWidth(), layer->getHeight()); 702 startMark("SaveLayer"); 703 if (fboLayer) { 704 return createFboLayer(layer, bounds, clip); 705 } else { 706 // Copy the framebuffer into the layer 707 layer->bindTexture(); 708 if (!bounds.isEmpty()) { 709 if (layer->isEmpty()) { 710 // Workaround for some GL drivers. When reading pixels lying outside 711 // of the window we should get undefined values for those pixels. 712 // Unfortunately some drivers will turn the entire target texture black 713 // when reading outside of the window. 714 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 715 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 716 layer->setEmpty(false); 717 } 718 719 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 720 bounds.left, getViewportHeight() - bounds.bottom, 721 bounds.getWidth(), bounds.getHeight()); 722 723 // Enqueue the buffer coordinates to clear the corresponding region later 724 mLayers.push_back(Rect(bounds)); 725 } 726 } 727 728 return true; 729} 730 731bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 732 layer->clipRect.set(clip); 733 layer->setFbo(mCaches.fboCache.get()); 734 735 writableSnapshot()->region = &writableSnapshot()->layer->region; 736 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 737 writableSnapshot()->fbo = layer->getFbo(); 738 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 739 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 740 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 741 writableSnapshot()->roundRectClipState = nullptr; 742 743 endTiling(); 744 debugOverdraw(false, false); 745 // Bind texture to FBO 746 mRenderState.bindFramebuffer(layer->getFbo()); 747 layer->bindTexture(); 748 749 // Initialize the texture if needed 750 if (layer->isEmpty()) { 751 layer->allocateTexture(); 752 layer->setEmpty(false); 753 } 754 755 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 756 layer->getTextureId(), 0); 757 758 // Expand the startTiling region by 1 759 startTilingCurrentClip(true, true); 760 761 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 762 mRenderState.scissor().setEnabled(true); 763 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 764 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 765 glClear(GL_COLOR_BUFFER_BIT); 766 767 dirtyClip(); 768 769 // Change the ortho projection 770 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 771 return true; 772} 773 774/** 775 * Read the documentation of createLayer() before doing anything in this method. 776 */ 777void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 778 if (!removed.layer) { 779 ALOGE("Attempting to compose a layer that does not exist"); 780 return; 781 } 782 783 Layer* layer = removed.layer; 784 const Rect& rect = layer->layer; 785 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 786 787 bool clipRequired = false; 788 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 789 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 790 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 791 792 if (fboLayer) { 793 endTiling(); 794 795 // Detach the texture from the FBO 796 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 797 798 layer->removeFbo(false); 799 800 // Unbind current FBO and restore previous one 801 mRenderState.bindFramebuffer(restored.fbo); 802 debugOverdraw(true, false); 803 804 startTilingCurrentClip(); 805 } 806 807 if (!fboLayer && layer->getAlpha() < 255) { 808 SkPaint layerPaint; 809 layerPaint.setAlpha(layer->getAlpha()); 810 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 811 layerPaint.setColorFilter(layer->getColorFilter()); 812 813 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 814 // Required below, composeLayerRect() will divide by 255 815 layer->setAlpha(255); 816 } 817 818 mRenderState.meshState().unbindMeshBuffer(); 819 820 mCaches.textureState().activateTexture(0); 821 822 // When the layer is stored in an FBO, we can save a bit of fillrate by 823 // drawing only the dirty region 824 if (fboLayer) { 825 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 826 composeLayerRegion(layer, rect); 827 } else if (!rect.isEmpty()) { 828 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 829 830 save(0); 831 // the layer contains screen buffer content that shouldn't be alpha modulated 832 // (and any necessary alpha modulation was handled drawing into the layer) 833 writableSnapshot()->alpha = 1.0f; 834 composeLayerRect(layer, rect, true); 835 restore(); 836 } 837 838 dirtyClip(); 839 840 // Failing to add the layer to the cache should happen only if the layer is too large 841 layer->setConvexMask(nullptr); 842 if (!mCaches.layerCache.put(layer)) { 843 LAYER_LOGD("Deleting layer"); 844 layer->decStrong(nullptr); 845 } 846} 847 848void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 849 if (USE_GLOPS) { 850 bool snap = !layer->getForceFilter() 851 && layer->getWidth() == (uint32_t) rect.getWidth() 852 && layer->getHeight() == (uint32_t) rect.getHeight(); 853 Glop glop; 854 GlopBuilder(mRenderState, mCaches, &glop) 855 .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 856 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 857 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 858 .setModelViewMapUnitToRectOptionalSnap(snap, rect) 859 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 860 .build(); 861 } 862 863 float alpha = getLayerAlpha(layer); 864 setupDraw(); 865 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 866 setupDrawWithTexture(); 867 } else { 868 setupDrawWithExternalTexture(); 869 } 870 setupDrawTextureTransform(); 871 setupDrawColor(alpha, alpha, alpha, alpha); 872 setupDrawColorFilter(layer->getColorFilter()); 873 setupDrawBlending(layer); 874 setupDrawProgram(); 875 setupDrawPureColorUniforms(); 876 setupDrawColorFilterUniforms(layer->getColorFilter()); 877 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 878 setupDrawTexture(layer->getTextureId()); 879 } else { 880 setupDrawExternalTexture(layer->getTextureId()); 881 } 882 if (currentTransform()->isPureTranslate() 883 && !layer->getForceFilter() 884 && layer->getWidth() == (uint32_t) rect.getWidth() 885 && layer->getHeight() == (uint32_t) rect.getHeight()) { 886 const float x = floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 887 const float y = floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 888 889 layer->setFilter(GL_NEAREST); 890 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 891 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 892 } else { 893 layer->setFilter(GL_LINEAR); 894 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 895 rect.left, rect.top, rect.right, rect.bottom); 896 } 897 setupDrawTextureTransformUniforms(layer->getTexTransform()); 898 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 899 900 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 901} 902 903void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 904 if (layer->isTextureLayer()) { 905 EVENT_LOGD("composeTextureLayerRect"); 906 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 907 drawTextureLayer(layer, rect); 908 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 909 } else { 910 EVENT_LOGD("composeHardwareLayerRect"); 911 const Rect& texCoords = layer->texCoords; 912 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 913 texCoords.right, texCoords.bottom); 914 915 float x = rect.left; 916 float y = rect.top; 917 bool simpleTransform = currentTransform()->isPureTranslate() && 918 layer->getWidth() == (uint32_t) rect.getWidth() && 919 layer->getHeight() == (uint32_t) rect.getHeight(); 920 921 if (simpleTransform) { 922 // When we're swapping, the layer is already in screen coordinates 923 if (!swap) { 924 x = floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 925 y = floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 926 } 927 928 layer->setFilter(GL_NEAREST, true); 929 } else { 930 layer->setFilter(GL_LINEAR, true); 931 } 932 933 SkPaint layerPaint; 934 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 935 layerPaint.setXfermodeMode(layer->getMode()); 936 layerPaint.setColorFilter(layer->getColorFilter()); 937 938 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 939 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 940 layer->getTextureId(), &layerPaint, blend, 941 &mMeshVertices[0].x, &mMeshVertices[0].u, 942 GL_TRIANGLE_STRIP, kUnitQuadCount, swap, swap || simpleTransform); 943 944 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 945 } 946} 947 948/** 949 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 950 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 951 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 952 * by saveLayer's restore 953 */ 954#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 955 DRAW_COMMAND; \ 956 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 957 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 958 DRAW_COMMAND; \ 959 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 960 } \ 961 } 962 963#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 964 965// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 966// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 967class LayerShader : public SkShader { 968public: 969 LayerShader(Layer* layer, const SkMatrix* localMatrix) 970 : INHERITED(localMatrix) 971 , mLayer(layer) { 972 } 973 974 virtual bool asACustomShader(void** data) const override { 975 if (data) { 976 *data = static_cast<void*>(mLayer); 977 } 978 return true; 979 } 980 981 virtual bool isOpaque() const override { 982 return !mLayer->isBlend(); 983 } 984 985protected: 986 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 987 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 988 } 989 990 virtual void flatten(SkWriteBuffer&) const override { 991 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 992 } 993 994 virtual Factory getFactory() const override { 995 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 996 return nullptr; 997 } 998private: 999 // Unowned. 1000 Layer* mLayer; 1001 typedef SkShader INHERITED; 1002}; 1003 1004void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1005 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1006 1007 if (layer->getConvexMask()) { 1008 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1009 1010 // clip to the area of the layer the mask can be larger 1011 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1012 1013 SkPaint paint; 1014 paint.setAntiAlias(true); 1015 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1016 1017 // create LayerShader to map SaveLayer content into subsequent draw 1018 SkMatrix shaderMatrix; 1019 shaderMatrix.setTranslate(rect.left, rect.bottom); 1020 shaderMatrix.preScale(1, -1); 1021 LayerShader layerShader(layer, &shaderMatrix); 1022 paint.setShader(&layerShader); 1023 1024 // Since the drawing primitive is defined in local drawing space, 1025 // we don't need to modify the draw matrix 1026 const SkPath* maskPath = layer->getConvexMask(); 1027 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1028 1029 paint.setShader(nullptr); 1030 restore(); 1031 1032 return; 1033 } 1034 1035 if (layer->region.isRect()) { 1036 layer->setRegionAsRect(); 1037 1038 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1039 1040 layer->region.clear(); 1041 return; 1042 } 1043 1044 EVENT_LOGD("composeLayerRegion"); 1045 // standard Region based draw 1046 size_t count; 1047 const android::Rect* rects; 1048 Region safeRegion; 1049 if (CC_LIKELY(hasRectToRectTransform())) { 1050 rects = layer->region.getArray(&count); 1051 } else { 1052 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1053 rects = safeRegion.getArray(&count); 1054 } 1055 1056 const float alpha = getLayerAlpha(layer); 1057 const float texX = 1.0f / float(layer->getWidth()); 1058 const float texY = 1.0f / float(layer->getHeight()); 1059 const float height = rect.getHeight(); 1060 1061 setupDraw(); 1062 1063 // We must get (and therefore bind) the region mesh buffer 1064 // after we setup drawing in case we need to mess with the 1065 // stencil buffer in setupDraw() 1066 TextureVertex* mesh = mCaches.getRegionMesh(); 1067 uint32_t numQuads = 0; 1068 1069 setupDrawWithTexture(); 1070 setupDrawColor(alpha, alpha, alpha, alpha); 1071 setupDrawColorFilter(layer->getColorFilter()); 1072 setupDrawBlending(layer); 1073 setupDrawProgram(); 1074 setupDrawDirtyRegionsDisabled(); 1075 setupDrawPureColorUniforms(); 1076 setupDrawColorFilterUniforms(layer->getColorFilter()); 1077 setupDrawTexture(layer->getTextureId()); 1078 if (currentTransform()->isPureTranslate()) { 1079 const float x = floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1080 const float y = floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1081 1082 layer->setFilter(GL_NEAREST); 1083 setupDrawModelView(kModelViewMode_Translate, false, 1084 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1085 } else { 1086 layer->setFilter(GL_LINEAR); 1087 setupDrawModelView(kModelViewMode_Translate, false, 1088 rect.left, rect.top, rect.right, rect.bottom); 1089 } 1090 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1091 1092 for (size_t i = 0; i < count; i++) { 1093 const android::Rect* r = &rects[i]; 1094 1095 const float u1 = r->left * texX; 1096 const float v1 = (height - r->top) * texY; 1097 const float u2 = r->right * texX; 1098 const float v2 = (height - r->bottom) * texY; 1099 1100 // TODO: Reject quads outside of the clip 1101 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1102 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1103 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1104 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1105 1106 numQuads++; 1107 1108 if (numQuads >= kMaxNumberOfQuads) { 1109 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1110 GL_UNSIGNED_SHORT, nullptr)); 1111 numQuads = 0; 1112 mesh = mCaches.getRegionMesh(); 1113 } 1114 } 1115 1116 if (numQuads > 0) { 1117 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1118 GL_UNSIGNED_SHORT, nullptr)); 1119 } 1120 1121#if DEBUG_LAYERS_AS_REGIONS 1122 drawRegionRectsDebug(layer->region); 1123#endif 1124 1125 layer->region.clear(); 1126} 1127 1128#if DEBUG_LAYERS_AS_REGIONS 1129void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1130 size_t count; 1131 const android::Rect* rects = region.getArray(&count); 1132 1133 uint32_t colors[] = { 1134 0x7fff0000, 0x7f00ff00, 1135 0x7f0000ff, 0x7fff00ff, 1136 }; 1137 1138 int offset = 0; 1139 int32_t top = rects[0].top; 1140 1141 for (size_t i = 0; i < count; i++) { 1142 if (top != rects[i].top) { 1143 offset ^= 0x2; 1144 top = rects[i].top; 1145 } 1146 1147 SkPaint paint; 1148 paint.setColor(colors[offset + (i & 0x1)]); 1149 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1150 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1151 } 1152} 1153#endif 1154 1155void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1156 Vector<float> rects; 1157 1158 SkRegion::Iterator it(region); 1159 while (!it.done()) { 1160 const SkIRect& r = it.rect(); 1161 rects.push(r.fLeft); 1162 rects.push(r.fTop); 1163 rects.push(r.fRight); 1164 rects.push(r.fBottom); 1165 it.next(); 1166 } 1167 1168 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1169} 1170 1171void OpenGLRenderer::dirtyLayer(const float left, const float top, 1172 const float right, const float bottom, const Matrix4& transform) { 1173 if (hasLayer()) { 1174 Rect bounds(left, top, right, bottom); 1175 transform.mapRect(bounds); 1176 dirtyLayerUnchecked(bounds, getRegion()); 1177 } 1178} 1179 1180void OpenGLRenderer::dirtyLayer(const float left, const float top, 1181 const float right, const float bottom) { 1182 if (hasLayer()) { 1183 Rect bounds(left, top, right, bottom); 1184 dirtyLayerUnchecked(bounds, getRegion()); 1185 } 1186} 1187 1188void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1189 if (bounds.intersect(mState.currentClipRect())) { 1190 bounds.snapToPixelBoundaries(); 1191 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1192 if (!dirty.isEmpty()) { 1193 region->orSelf(dirty); 1194 } 1195 } 1196} 1197 1198void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1199 GLsizei elementsCount = quadsCount * 6; 1200 while (elementsCount > 0) { 1201 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 1202 1203 setupDrawIndexedVertices(&mesh[0].x); 1204 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1205 1206 elementsCount -= drawCount; 1207 // Though there are 4 vertices in a quad, we use 6 indices per 1208 // quad to draw with GL_TRIANGLES 1209 mesh += (drawCount / 6) * 4; 1210 } 1211} 1212 1213void OpenGLRenderer::clearLayerRegions() { 1214 const size_t quadCount = mLayers.size(); 1215 if (quadCount == 0) return; 1216 1217 if (!mState.currentlyIgnored()) { 1218 EVENT_LOGD("clearLayerRegions"); 1219 // Doing several glScissor/glClear here can negatively impact 1220 // GPUs with a tiler architecture, instead we draw quads with 1221 // the Clear blending mode 1222 1223 // The list contains bounds that have already been clipped 1224 // against their initial clip rect, and the current clip 1225 // is likely different so we need to disable clipping here 1226 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1227 1228 Vertex mesh[quadCount * 4]; 1229 Vertex* vertex = mesh; 1230 1231 for (uint32_t i = 0; i < quadCount; i++) { 1232 const Rect& bounds = mLayers[i]; 1233 1234 Vertex::set(vertex++, bounds.left, bounds.top); 1235 Vertex::set(vertex++, bounds.right, bounds.top); 1236 Vertex::set(vertex++, bounds.left, bounds.bottom); 1237 Vertex::set(vertex++, bounds.right, bounds.bottom); 1238 } 1239 // We must clear the list of dirty rects before we 1240 // call setupDraw() to prevent stencil setup to do 1241 // the same thing again 1242 mLayers.clear(); 1243 1244 if (USE_GLOPS) { 1245 Glop glop; 1246 GlopBuilder(mRenderState, mCaches, &glop) 1247 .setMeshIndexedQuads(&mesh[0], quadCount) 1248 .setFillClear() 1249 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1250 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect())) 1251 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1252 .build(); 1253 renderGlop(glop, false); 1254 } else { 1255 SkPaint clearPaint; 1256 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1257 1258 setupDraw(false); 1259 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1260 setupDrawBlending(&clearPaint, true); 1261 setupDrawProgram(); 1262 setupDrawPureColorUniforms(); 1263 setupDrawModelView(kModelViewMode_Translate, false, 1264 0.0f, 0.0f, 0.0f, 0.0f, true); 1265 1266 issueIndexedQuadDraw(&mesh[0], quadCount); 1267 } 1268 1269 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1270 } else { 1271 mLayers.clear(); 1272 } 1273} 1274 1275/////////////////////////////////////////////////////////////////////////////// 1276// State Deferral 1277/////////////////////////////////////////////////////////////////////////////// 1278 1279bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1280 const Rect& currentClip = mState.currentClipRect(); 1281 const mat4* currentMatrix = currentTransform(); 1282 1283 if (stateDeferFlags & kStateDeferFlag_Draw) { 1284 // state has bounds initialized in local coordinates 1285 if (!state.mBounds.isEmpty()) { 1286 currentMatrix->mapRect(state.mBounds); 1287 Rect clippedBounds(state.mBounds); 1288 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1289 // is used, it should more closely duplicate the quickReject logic (in how it uses 1290 // snapToPixelBoundaries) 1291 1292 if (!clippedBounds.intersect(currentClip)) { 1293 // quick rejected 1294 return true; 1295 } 1296 1297 state.mClipSideFlags = kClipSide_None; 1298 if (!currentClip.contains(state.mBounds)) { 1299 int& flags = state.mClipSideFlags; 1300 // op partially clipped, so record which sides are clipped for clip-aware merging 1301 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1302 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1303 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1304 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1305 } 1306 state.mBounds.set(clippedBounds); 1307 } else { 1308 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1309 // overdraw avoidance (since we don't know what it overlaps) 1310 state.mClipSideFlags = kClipSide_ConservativeFull; 1311 state.mBounds.set(currentClip); 1312 } 1313 } 1314 1315 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1316 if (state.mClipValid) { 1317 state.mClip.set(currentClip); 1318 } 1319 1320 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1321 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1322 state.mMatrix.load(*currentMatrix); 1323 state.mDrawModifiers = mDrawModifiers; 1324 state.mAlpha = currentSnapshot()->alpha; 1325 1326 // always store/restore, since it's just a pointer 1327 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1328 return false; 1329} 1330 1331void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1332 setMatrix(state.mMatrix); 1333 writableSnapshot()->alpha = state.mAlpha; 1334 mDrawModifiers = state.mDrawModifiers; 1335 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1336 1337 if (state.mClipValid && !skipClipRestore) { 1338 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1339 state.mClip.right, state.mClip.bottom); 1340 dirtyClip(); 1341 } 1342} 1343 1344/** 1345 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1346 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1347 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1348 * 1349 * This method should be called when restoreDisplayState() won't be restoring the clip 1350 */ 1351void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1352 if (clipRect != nullptr) { 1353 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1354 } else { 1355 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1356 } 1357 dirtyClip(); 1358 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1359 mRenderState.scissor().setEnabled(enableScissor); 1360} 1361 1362/////////////////////////////////////////////////////////////////////////////// 1363// Clipping 1364/////////////////////////////////////////////////////////////////////////////// 1365 1366void OpenGLRenderer::setScissorFromClip() { 1367 Rect clip(mState.currentClipRect()); 1368 clip.snapToPixelBoundaries(); 1369 1370 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1371 clip.getWidth(), clip.getHeight())) { 1372 mState.setDirtyClip(false); 1373 } 1374} 1375 1376void OpenGLRenderer::ensureStencilBuffer() { 1377 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1378 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1379 // just hope we have one when hasLayer() returns false. 1380 if (hasLayer()) { 1381 attachStencilBufferToLayer(currentSnapshot()->layer); 1382 } 1383} 1384 1385void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1386 // The layer's FBO is already bound when we reach this stage 1387 if (!layer->getStencilRenderBuffer()) { 1388 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1389 // is attached after we initiated tiling. We must turn it off, 1390 // attach the new render buffer then turn tiling back on 1391 endTiling(); 1392 1393 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1394 Stencil::getSmallestStencilFormat(), 1395 layer->getWidth(), layer->getHeight()); 1396 layer->setStencilRenderBuffer(buffer); 1397 1398 startTiling(layer->clipRect, layer->layer.getHeight()); 1399 } 1400} 1401 1402static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1403 float x, float y) { 1404 Vertex v; 1405 v.x = x; 1406 v.y = y; 1407 transform.mapPoint(v.x, v.y); 1408 rectangleVertices.push_back(v); 1409} 1410 1411static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1412 Vertex v; 1413 v.x = x; 1414 v.y = y; 1415 rectangleVertices.push_back(v); 1416} 1417 1418void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1419 int quadCount = rectangleList.getTransformedRectanglesCount(); 1420 std::vector<Vertex> rectangleVertices(quadCount * 4); 1421 Rect scissorBox = rectangleList.calculateBounds(); 1422 scissorBox.snapToPixelBoundaries(); 1423 for (int i = 0; i < quadCount; ++i) { 1424 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1425 const Matrix4& transform = tr.getTransform(); 1426 Rect bounds = tr.getBounds(); 1427 if (transform.rectToRect()) { 1428 transform.mapRect(bounds); 1429 if (!bounds.intersect(scissorBox)) { 1430 bounds.setEmpty(); 1431 } else { 1432 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1433 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1434 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1435 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1436 } 1437 } else { 1438 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1439 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1440 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1441 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1442 } 1443 } 1444 1445 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1446 scissorBox.getWidth(), scissorBox.getHeight()); 1447 1448 if (USE_GLOPS) { 1449 Glop glop; 1450 GlopBuilder(mRenderState, mCaches, &glop) 1451 .setMeshIndexedQuads(&rectangleVertices[0], rectangleVertices.size() / 4) 1452 .setFillBlack() 1453 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1454 .setModelViewOffsetRect(0, 0, scissorBox) 1455 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1456 .build(); 1457 renderGlop(glop); 1458 return; 1459 } 1460 1461 const SkPaint* paint = nullptr; 1462 setupDraw(); 1463 setupDrawNoTexture(); 1464 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1465 setupDrawShader(getShader(paint)); 1466 setupDrawColorFilter(getColorFilter(paint)); 1467 setupDrawBlending(paint); 1468 setupDrawProgram(); 1469 setupDrawDirtyRegionsDisabled(); 1470 setupDrawModelView(kModelViewMode_Translate, false, 1471 0.0f, 0.0f, 0.0f, 0.0f, true); 1472 setupDrawColorUniforms(getShader(paint)); 1473 setupDrawShaderUniforms(getShader(paint)); 1474 setupDrawColorFilterUniforms(getColorFilter(paint)); 1475 1476 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1477} 1478 1479void OpenGLRenderer::setStencilFromClip() { 1480 if (!mCaches.debugOverdraw) { 1481 if (!currentSnapshot()->clipIsSimple()) { 1482 int incrementThreshold; 1483 EVENT_LOGD("setStencilFromClip - enabling"); 1484 1485 // NOTE: The order here is important, we must set dirtyClip to false 1486 // before any draw call to avoid calling back into this method 1487 mState.setDirtyClip(false); 1488 1489 ensureStencilBuffer(); 1490 1491 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1492 1493 bool isRectangleList = clipArea.isRectangleList(); 1494 if (isRectangleList) { 1495 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1496 } else { 1497 incrementThreshold = 0; 1498 } 1499 1500 mRenderState.stencil().enableWrite(incrementThreshold); 1501 1502 // Clean and update the stencil, but first make sure we restrict drawing 1503 // to the region's bounds 1504 bool resetScissor = mRenderState.scissor().setEnabled(true); 1505 if (resetScissor) { 1506 // The scissor was not set so we now need to update it 1507 setScissorFromClip(); 1508 } 1509 1510 mRenderState.stencil().clear(); 1511 1512 // stash and disable the outline clip state, since stencil doesn't account for outline 1513 bool storedSkipOutlineClip = mSkipOutlineClip; 1514 mSkipOutlineClip = true; 1515 1516 SkPaint paint; 1517 paint.setColor(SK_ColorBLACK); 1518 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1519 1520 if (isRectangleList) { 1521 drawRectangleList(clipArea.getRectangleList()); 1522 } else { 1523 // NOTE: We could use the region contour path to generate a smaller mesh 1524 // Since we are using the stencil we could use the red book path 1525 // drawing technique. It might increase bandwidth usage though. 1526 1527 // The last parameter is important: we are not drawing in the color buffer 1528 // so we don't want to dirty the current layer, if any 1529 drawRegionRects(clipArea.getClipRegion(), paint, false); 1530 } 1531 if (resetScissor) mRenderState.scissor().setEnabled(false); 1532 mSkipOutlineClip = storedSkipOutlineClip; 1533 1534 mRenderState.stencil().enableTest(incrementThreshold); 1535 1536 // Draw the region used to generate the stencil if the appropriate debug 1537 // mode is enabled 1538 // TODO: Implement for rectangle list clip areas 1539 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1540 !clipArea.isRectangleList()) { 1541 paint.setColor(0x7f0000ff); 1542 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1543 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1544 } 1545 } else { 1546 EVENT_LOGD("setStencilFromClip - disabling"); 1547 mRenderState.stencil().disable(); 1548 } 1549 } 1550} 1551 1552/** 1553 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1554 * 1555 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1556 * style, and tessellated AA ramp 1557 */ 1558bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1559 const SkPaint* paint) { 1560 bool snapOut = paint && paint->isAntiAlias(); 1561 1562 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1563 float outset = paint->getStrokeWidth() * 0.5f; 1564 left -= outset; 1565 top -= outset; 1566 right += outset; 1567 bottom += outset; 1568 } 1569 1570 bool clipRequired = false; 1571 bool roundRectClipRequired = false; 1572 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1573 &clipRequired, &roundRectClipRequired, snapOut)) { 1574 return true; 1575 } 1576 1577 // not quick rejected, so enable the scissor if clipRequired 1578 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1579 mSkipOutlineClip = !roundRectClipRequired; 1580 return false; 1581} 1582 1583void OpenGLRenderer::debugClip() { 1584#if DEBUG_CLIP_REGIONS 1585 if (!currentSnapshot()->clipRegion->isEmpty()) { 1586 SkPaint paint; 1587 paint.setColor(0x7f00ff00); 1588 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1589 1590 } 1591#endif 1592} 1593 1594void OpenGLRenderer::renderGlop(const Glop& glop, bool clearLayer) { 1595 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1596 // changes the scissor test state 1597 if (clearLayer) clearLayerRegions(); 1598 1599 if (mState.getDirtyClip()) { 1600 if (mRenderState.scissor().isEnabled()) { 1601 setScissorFromClip(); 1602 } 1603 1604 setStencilFromClip(); 1605 } 1606 mRenderState.render(glop); 1607 if (!mRenderState.stencil().isWriteEnabled()) { 1608 // TODO: specify more clearly when a draw should dirty the layer. 1609 // is writing to the stencil the only time we should ignore this? 1610 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1611 mDirty = true; 1612 } 1613} 1614 1615/////////////////////////////////////////////////////////////////////////////// 1616// Drawing commands 1617/////////////////////////////////////////////////////////////////////////////// 1618 1619void OpenGLRenderer::setupDraw(bool clearLayer) { 1620 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1621 // changes the scissor test state 1622 if (clearLayer) clearLayerRegions(); 1623 // Make sure setScissor & setStencil happen at the beginning of 1624 // this method 1625 if (mState.getDirtyClip()) { 1626 if (mRenderState.scissor().isEnabled()) { 1627 setScissorFromClip(); 1628 } 1629 1630 setStencilFromClip(); 1631 } 1632 1633 mDescription.reset(); 1634 1635 mSetShaderColor = false; 1636 mColorSet = false; 1637 mColor.a = mColor.r = mColor.g = mColor.b = 0.0f; 1638 mTextureUnit = 0; 1639 mTrackDirtyRegions = true; 1640 1641 // Enable debug highlight when what we're about to draw is tested against 1642 // the stencil buffer and if stencil highlight debugging is on 1643 mDescription.hasDebugHighlight = !mCaches.debugOverdraw 1644 && mCaches.debugStencilClip == Caches::kStencilShowHighlight 1645 && mRenderState.stencil().isTestEnabled(); 1646} 1647 1648void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1649 mDescription.hasTexture = true; 1650 mDescription.hasAlpha8Texture = isAlpha8; 1651} 1652 1653void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1654 mDescription.hasTexture = true; 1655 mDescription.hasColors = true; 1656 mDescription.hasAlpha8Texture = isAlpha8; 1657} 1658 1659void OpenGLRenderer::setupDrawWithExternalTexture() { 1660 mDescription.hasExternalTexture = true; 1661} 1662 1663void OpenGLRenderer::setupDrawNoTexture() { 1664 mRenderState.meshState().disableTexCoordsVertexArray(); 1665} 1666 1667void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1668 mDescription.hasVertexAlpha = true; 1669 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1670} 1671 1672void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1673 mColor.a = alpha / 255.0f; 1674 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1675 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1676 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1677 mColorSet = true; 1678 mSetShaderColor = mDescription.setColorModulate(mColor.a); 1679} 1680 1681void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1682 mColor.a = alpha / 255.0f; 1683 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1684 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1685 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1686 mColorSet = true; 1687 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColor.r, mColor.g, mColor.b, mColor.a); 1688} 1689 1690void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1691 mCaches.fontRenderer->describe(mDescription, paint); 1692} 1693 1694void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1695 mColor.a = a; 1696 mColor.r = r; 1697 mColor.g = g; 1698 mColor.b = b; 1699 mColorSet = true; 1700 mSetShaderColor = mDescription.setColorModulate(a); 1701} 1702 1703void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1704 if (shader != nullptr) { 1705 SkiaShader::describe(&mCaches, mDescription, mCaches.extensions(), *shader); 1706 } 1707} 1708 1709void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1710 if (filter == nullptr) { 1711 return; 1712 } 1713 1714 SkXfermode::Mode mode; 1715 if (filter->asColorMode(nullptr, &mode)) { 1716 mDescription.colorOp = ProgramDescription::kColorBlend; 1717 mDescription.colorMode = mode; 1718 } else if (filter->asColorMatrix(nullptr)) { 1719 mDescription.colorOp = ProgramDescription::kColorMatrix; 1720 } 1721} 1722 1723void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1724 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1725 mColor.a = 1.0f; 1726 mColor.r = mColor.g = mColor.b = 0.0f; 1727 mSetShaderColor = mDescription.modulate = true; 1728 } 1729} 1730 1731void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1732 SkXfermode::Mode mode = layer->getMode(); 1733 // When the blending mode is kClear_Mode, we need to use a modulate color 1734 // argb=1,0,0,0 1735 accountForClear(mode); 1736 // TODO: check shader blending, once we have shader drawing support for layers. 1737 bool blend = layer->isBlend() 1738 || getLayerAlpha(layer) < 1.0f 1739 || (mColorSet && mColor.a < 1.0f) 1740 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1741 chooseBlending(blend, mode, mDescription, swapSrcDst); 1742} 1743 1744void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1745 SkXfermode::Mode mode = getXfermodeDirect(paint); 1746 // When the blending mode is kClear_Mode, we need to use a modulate color 1747 // argb=1,0,0,0 1748 accountForClear(mode); 1749 blend |= (mColorSet && mColor.a < 1.0f) 1750 || (getShader(paint) && !getShader(paint)->isOpaque()) 1751 || PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1752 chooseBlending(blend, mode, mDescription, swapSrcDst); 1753} 1754 1755void OpenGLRenderer::setupDrawProgram() { 1756 mCaches.setProgram(mDescription); 1757 if (mDescription.hasRoundRectClip) { 1758 // TODO: avoid doing this repeatedly, stashing state pointer in program 1759 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1760 const Rect& innerRect = state->innerRect; 1761 glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"), 1762 innerRect.left, innerRect.top, 1763 innerRect.right, innerRect.bottom); 1764 glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"), 1765 1, GL_FALSE, &state->matrix.data[0]); 1766 1767 // add half pixel to round out integer rect space to cover pixel centers 1768 float roundedOutRadius = state->radius + 0.5f; 1769 glUniform1f(mCaches.program().getUniform("roundRectRadius"), 1770 roundedOutRadius); 1771 } 1772} 1773 1774void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1775 mTrackDirtyRegions = false; 1776} 1777 1778void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1779 float left, float top, float right, float bottom, bool ignoreTransform) { 1780 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1781 if (mode == kModelViewMode_TranslateAndScale) { 1782 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1783 } 1784 1785 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1786 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1787 1788 mCaches.program().set(currentSnapshot()->getOrthoMatrix(), 1789 mModelViewMatrix, transformMatrix, offset); 1790 if (dirty && mTrackDirtyRegions) { 1791 if (!ignoreTransform) { 1792 dirtyLayer(left, top, right, bottom, *currentTransform()); 1793 } else { 1794 dirtyLayer(left, top, right, bottom); 1795 } 1796 } 1797} 1798 1799void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1800 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1801 mCaches.program().setColor(mColor); 1802 } 1803} 1804 1805void OpenGLRenderer::setupDrawPureColorUniforms() { 1806 if (mSetShaderColor) { 1807 mCaches.program().setColor(mColor); 1808 } 1809} 1810 1811void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1812 if (shader == nullptr) { 1813 return; 1814 } 1815 1816 if (ignoreTransform) { 1817 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1818 // because it was built into modelView / the geometry, and the description needs to 1819 // compensate. 1820 mat4 modelViewWithoutTransform; 1821 modelViewWithoutTransform.loadInverse(*currentTransform()); 1822 modelViewWithoutTransform.multiply(mModelViewMatrix); 1823 mModelViewMatrix.load(modelViewWithoutTransform); 1824 } 1825 1826 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, 1827 mCaches.extensions(), *shader); 1828} 1829 1830void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1831 if (nullptr == filter) { 1832 return; 1833 } 1834 1835 SkColor color; 1836 SkXfermode::Mode mode; 1837 if (filter->asColorMode(&color, &mode)) { 1838 const int alpha = SkColorGetA(color); 1839 const GLfloat a = alpha / 255.0f; 1840 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1841 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1842 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1843 glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a); 1844 return; 1845 } 1846 1847 SkScalar srcColorMatrix[20]; 1848 if (filter->asColorMatrix(srcColorMatrix)) { 1849 1850 float colorMatrix[16]; 1851 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1852 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1853 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1854 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1855 1856 // Skia uses the range [0..255] for the addition vector, but we need 1857 // the [0..1] range to apply the vector in GLSL 1858 float colorVector[4]; 1859 colorVector[0] = srcColorMatrix[4] / 255.0f; 1860 colorVector[1] = srcColorMatrix[9] / 255.0f; 1861 colorVector[2] = srcColorMatrix[14] / 255.0f; 1862 colorVector[3] = srcColorMatrix[19] / 255.0f; 1863 1864 glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1, 1865 GL_FALSE, colorMatrix); 1866 glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector); 1867 return; 1868 } 1869 1870 // it is an error if we ever get here 1871} 1872 1873void OpenGLRenderer::setupDrawTextGammaUniforms() { 1874 mCaches.fontRenderer->setupProgram(mDescription, mCaches.program()); 1875} 1876 1877void OpenGLRenderer::setupDrawSimpleMesh() { 1878 bool force = mRenderState.meshState().bindMeshBuffer(); 1879 mRenderState.meshState().bindPositionVertexPointer(force, nullptr); 1880 mRenderState.meshState().unbindIndicesBuffer(); 1881} 1882 1883void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1884 if (texture) mCaches.textureState().bindTexture(texture); 1885 mTextureUnit++; 1886 mRenderState.meshState().enableTexCoordsVertexArray(); 1887} 1888 1889void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1890 mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture); 1891 mTextureUnit++; 1892 mRenderState.meshState().enableTexCoordsVertexArray(); 1893} 1894 1895void OpenGLRenderer::setupDrawTextureTransform() { 1896 mDescription.hasTextureTransform = true; 1897} 1898 1899void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1900 glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1, 1901 GL_FALSE, &transform.data[0]); 1902} 1903 1904void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1905 const GLvoid* texCoords, GLuint vbo) { 1906 bool force = false; 1907 if (!vertices || vbo) { 1908 force = mRenderState.meshState().bindMeshBuffer(vbo); 1909 } else { 1910 force = mRenderState.meshState().unbindMeshBuffer(); 1911 } 1912 1913 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1914 if (mCaches.program().texCoords >= 0) { 1915 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1916 } 1917 1918 mRenderState.meshState().unbindIndicesBuffer(); 1919} 1920 1921void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1922 const GLvoid* texCoords, const GLvoid* colors) { 1923 bool force = mRenderState.meshState().unbindMeshBuffer(); 1924 GLsizei stride = sizeof(ColorTextureVertex); 1925 1926 mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride); 1927 if (mCaches.program().texCoords >= 0) { 1928 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride); 1929 } 1930 int slot = mCaches.program().getAttrib("colors"); 1931 if (slot >= 0) { 1932 glEnableVertexAttribArray(slot); 1933 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1934 } 1935 1936 mRenderState.meshState().unbindIndicesBuffer(); 1937} 1938 1939void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1940 const GLvoid* texCoords, GLuint vbo) { 1941 bool force = false; 1942 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1943 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1944 // use the default VBO found in RenderState 1945 if (!vertices || vbo) { 1946 force = mRenderState.meshState().bindMeshBuffer(vbo); 1947 } else { 1948 force = mRenderState.meshState().unbindMeshBuffer(); 1949 } 1950 mRenderState.meshState().bindQuadIndicesBuffer(); 1951 1952 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1953 if (mCaches.program().texCoords >= 0) { 1954 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1955 } 1956} 1957 1958void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1959 bool force = mRenderState.meshState().unbindMeshBuffer(); 1960 mRenderState.meshState().bindQuadIndicesBuffer(); 1961 mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride); 1962} 1963 1964/////////////////////////////////////////////////////////////////////////////// 1965// Drawing 1966/////////////////////////////////////////////////////////////////////////////// 1967 1968void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1969 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1970 // will be performed by the display list itself 1971 if (renderNode && renderNode->isRenderable()) { 1972 // compute 3d ordering 1973 renderNode->computeOrdering(); 1974 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1975 startFrame(); 1976 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1977 renderNode->replay(replayStruct, 0); 1978 return; 1979 } 1980 1981 // Don't avoid overdraw when visualizing, since that makes it harder to 1982 // debug where it's coming from, and when the problem occurs. 1983 bool avoidOverdraw = !mCaches.debugOverdraw; 1984 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1985 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1986 renderNode->defer(deferStruct, 0); 1987 1988 flushLayers(); 1989 startFrame(); 1990 1991 deferredList.flush(*this, dirty); 1992 } else { 1993 // Even if there is no drawing command(Ex: invisible), 1994 // it still needs startFrame to clear buffer and start tiling. 1995 startFrame(); 1996 } 1997} 1998 1999void OpenGLRenderer::drawAlphaBitmap(Texture* texture, const SkPaint* paint) { 2000 float x = 0; 2001 float y = 0; 2002 2003 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2004 2005 bool ignoreTransform = false; 2006 if (currentTransform()->isPureTranslate()) { 2007 x = floorf(currentTransform()->getTranslateX() + 0.5f); 2008 y = floorf(currentTransform()->getTranslateY() + 0.5f); 2009 ignoreTransform = true; 2010 2011 texture->setFilter(GL_NEAREST, true); 2012 } else { 2013 texture->setFilter(PaintUtils::getFilter(paint), true); 2014 } 2015 2016 // No need to check for a UV mapper on the texture object, only ARGB_8888 2017 // bitmaps get packed in the atlas 2018 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2019 paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset, 2020 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2021} 2022 2023/** 2024 * Important note: this method is intended to draw batches of bitmaps and 2025 * will not set the scissor enable or dirty the current layer, if any. 2026 * The caller is responsible for properly dirtying the current layer. 2027 */ 2028void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2029 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2030 const Rect& bounds, const SkPaint* paint) { 2031 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2032 if (!texture) return; 2033 2034 const AutoTexture autoCleanup(texture); 2035 2036 if (USE_GLOPS) { 2037 // TODO: remove layer dirty in multi-draw callers 2038 // TODO: snap doesn't need to touch transform, only texture filter. 2039 bool snap = pureTranslate; 2040 const float x = floorf(bounds.left + 0.5f); 2041 const float y = floorf(bounds.top + 0.5f); 2042 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 2043 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 2044 Glop glop; 2045 GlopBuilder(mRenderState, mCaches, &glop) 2046 .setMeshTexturedMesh(vertices, bitmapCount * 6) 2047 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2048 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 2049 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight())) 2050 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2051 .build(); 2052 renderGlop(glop); 2053 return; 2054 } 2055 2056 mCaches.textureState().activateTexture(0); 2057 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2058 texture->setFilter(pureTranslate ? GL_NEAREST : PaintUtils::getFilter(paint), true); 2059 2060 const float x = floorf(bounds.left + 0.5f); 2061 const float y = floorf(bounds.top + 0.5f); 2062 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2063 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2064 texture->id, paint, &vertices[0].x, &vertices[0].u, 2065 GL_TRIANGLES, bitmapCount * 6, true, 2066 kModelViewMode_Translate, false); 2067 } else { 2068 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2069 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2070 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2071 kModelViewMode_Translate, false); 2072 } 2073 2074 mDirty = true; 2075} 2076 2077void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2078 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2079 return; 2080 } 2081 2082 mCaches.textureState().activateTexture(0); 2083 Texture* texture = getTexture(bitmap); 2084 if (!texture) return; 2085 const AutoTexture autoCleanup(texture); 2086 2087 if (USE_GLOPS) { 2088 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 2089 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 2090 Glop glop; 2091 GlopBuilder(mRenderState, mCaches, &glop) 2092 .setMeshTexturedUnitQuad(texture->uvMapper) 2093 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2094 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2095 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 2096 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2097 .build(); 2098 renderGlop(glop); 2099 return; 2100 } 2101 2102 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2103 drawAlphaBitmap(texture, paint); 2104 } else { 2105 drawTextureRect(texture, paint); 2106 } 2107 2108 mDirty = true; 2109} 2110 2111void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2112 const float* vertices, const int* colors, const SkPaint* paint) { 2113 if (!vertices || mState.currentlyIgnored()) { 2114 return; 2115 } 2116 2117 float left = FLT_MAX; 2118 float top = FLT_MAX; 2119 float right = FLT_MIN; 2120 float bottom = FLT_MIN; 2121 2122 const uint32_t elementCount = meshWidth * meshHeight * 6; 2123 2124 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 2125 ColorTextureVertex* vertex = &mesh[0]; 2126 2127 std::unique_ptr<int[]> tempColors; 2128 if (!colors) { 2129 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2130 tempColors.reset(new int[colorsCount]); 2131 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2132 colors = tempColors.get(); 2133 } 2134 2135 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2136 const UvMapper& mapper(getMapper(texture)); 2137 2138 for (int32_t y = 0; y < meshHeight; y++) { 2139 for (int32_t x = 0; x < meshWidth; x++) { 2140 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2141 2142 float u1 = float(x) / meshWidth; 2143 float u2 = float(x + 1) / meshWidth; 2144 float v1 = float(y) / meshHeight; 2145 float v2 = float(y + 1) / meshHeight; 2146 2147 mapper.map(u1, v1, u2, v2); 2148 2149 int ax = i + (meshWidth + 1) * 2; 2150 int ay = ax + 1; 2151 int bx = i; 2152 int by = bx + 1; 2153 int cx = i + 2; 2154 int cy = cx + 1; 2155 int dx = i + (meshWidth + 1) * 2 + 2; 2156 int dy = dx + 1; 2157 2158 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2159 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2160 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2161 2162 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2163 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2164 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2165 2166 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2167 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2168 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2169 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2170 } 2171 } 2172 2173 if (quickRejectSetupScissor(left, top, right, bottom)) { 2174 return; 2175 } 2176 2177 if (!texture) { 2178 texture = mCaches.textureCache.get(bitmap); 2179 if (!texture) { 2180 return; 2181 } 2182 } 2183 const AutoTexture autoCleanup(texture); 2184 2185 if (USE_GLOPS) { 2186 /* 2187 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 2188 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 2189 */ 2190 Glop glop; 2191 GlopBuilder(mRenderState, mCaches, &glop) 2192 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 2193 .setFillTexturePaint(*texture, static_cast<int>(TextureFillFlags::kNone), paint, currentSnapshot()->alpha) 2194 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2195 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2196 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2197 .build(); 2198 renderGlop(glop); 2199 return; 2200 } 2201 2202 mCaches.textureState().activateTexture(0); 2203 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2204 texture->setFilter(PaintUtils::getFilter(paint), true); 2205 2206 int alpha; 2207 SkXfermode::Mode mode; 2208 getAlphaAndMode(paint, &alpha, &mode); 2209 2210 2211 dirtyLayer(left, top, right, bottom, *currentTransform()); 2212 2213 float a = alpha / 255.0f; 2214 setupDraw(); 2215 setupDrawWithTextureAndColor(); 2216 setupDrawColor(a, a, a, a); 2217 setupDrawColorFilter(getColorFilter(paint)); 2218 setupDrawBlending(paint, true); 2219 setupDrawProgram(); 2220 setupDrawDirtyRegionsDisabled(); 2221 setupDrawModelView(kModelViewMode_Translate, false, 0, 0, 0, 0); 2222 setupDrawTexture(texture->id); 2223 setupDrawPureColorUniforms(); 2224 setupDrawColorFilterUniforms(getColorFilter(paint)); 2225 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2226 2227 glDrawArrays(GL_TRIANGLES, 0, elementCount); 2228 2229 int slot = mCaches.program().getAttrib("colors"); 2230 if (slot >= 0) { 2231 glDisableVertexAttribArray(slot); 2232 } 2233 2234 mDirty = true; 2235} 2236 2237void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 2238 if (quickRejectSetupScissor(dst)) { 2239 return; 2240 } 2241 2242 Texture* texture = getTexture(bitmap); 2243 if (!texture) return; 2244 const AutoTexture autoCleanup(texture); 2245 2246 if (USE_GLOPS) { 2247 Rect uv(fmax(0.0f, src.left / texture->width), 2248 fmax(0.0f, src.top / texture->height), 2249 fmin(1.0f, src.right / texture->width), 2250 fmin(1.0f, src.bottom / texture->height)); 2251 2252 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 2253 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 2254 Glop glop; 2255 GlopBuilder(mRenderState, mCaches, &glop) 2256 .setMeshTexturedUvQuad(texture->uvMapper, uv) 2257 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2258 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2259 .setModelViewMapUnitToRectSnap(dst) 2260 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2261 .build(); 2262 renderGlop(glop); 2263 return; 2264 } 2265 2266 mCaches.textureState().activateTexture(0); 2267 2268 const float width = texture->width; 2269 const float height = texture->height; 2270 2271 float u1 = fmax(0.0f, src.left / width); 2272 float v1 = fmax(0.0f, src.top / height); 2273 float u2 = fmin(1.0f, src.right / width); 2274 float v2 = fmin(1.0f, src.bottom / height); 2275 2276 getMapper(texture).map(u1, v1, u2, v2); 2277 2278 mRenderState.meshState().unbindMeshBuffer(); 2279 resetDrawTextureTexCoords(u1, v1, u2, v2); 2280 2281 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2282 2283 float scaleX = (dst.right - dst.left) / (src.right - src.left); 2284 float scaleY = (dst.bottom - dst.top) / (src.bottom - src.top); 2285 2286 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2287 bool ignoreTransform = false; 2288 2289 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2290 float x = floorf(dst.left + currentTransform()->getTranslateX() + 0.5f); 2291 float y = floorf(dst.top + currentTransform()->getTranslateY() + 0.5f); 2292 2293 dst.right = x + (dst.right - dst.left); 2294 dst.bottom = y + (dst.bottom - dst.top); 2295 2296 dst.left = x; 2297 dst.top = y; 2298 2299 texture->setFilter(scaled ? PaintUtils::getFilter(paint) : GL_NEAREST, true); 2300 ignoreTransform = true; 2301 } else { 2302 texture->setFilter(PaintUtils::getFilter(paint), true); 2303 } 2304 2305 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2306 drawAlpha8TextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2307 texture->id, paint, 2308 &mMeshVertices[0].x, &mMeshVertices[0].u, 2309 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2310 } else { 2311 drawTextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2312 texture->id, paint, texture->blend, 2313 &mMeshVertices[0].x, &mMeshVertices[0].u, 2314 GL_TRIANGLE_STRIP, kUnitQuadCount, false, ignoreTransform); 2315 } 2316 2317 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2318 2319 mDirty = true; 2320} 2321 2322void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2323 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2324 const SkPaint* paint) { 2325 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 2326 return; 2327 } 2328 2329 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2330 if (!texture) return; 2331 2332 if (USE_GLOPS) { 2333 // 9 patches are built for stretching - always filter 2334 int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter); 2335 if (bitmap->colorType() == kAlpha_8_SkColorType) { 2336 textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture; 2337 } 2338 Glop glop; 2339 GlopBuilder(mRenderState, mCaches, &glop) 2340 .setMeshPatchQuads(*mesh) 2341 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2342 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2343 .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch 2344 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2345 .build(); 2346 renderGlop(glop); 2347 return; 2348 } 2349 2350 mCaches.textureState().activateTexture(0); 2351 const AutoTexture autoCleanup(texture); 2352 2353 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2354 texture->setFilter(GL_LINEAR, true); 2355 2356 const bool pureTranslate = currentTransform()->isPureTranslate(); 2357 // Mark the current layer dirty where we are going to draw the patch 2358 if (hasLayer() && mesh->hasEmptyQuads) { 2359 const float offsetX = left + currentTransform()->getTranslateX(); 2360 const float offsetY = top + currentTransform()->getTranslateY(); 2361 const size_t count = mesh->quads.size(); 2362 for (size_t i = 0; i < count; i++) { 2363 const Rect& bounds = mesh->quads.itemAt(i); 2364 if (CC_LIKELY(pureTranslate)) { 2365 const float x = floorf(bounds.left + offsetX + 0.5f); 2366 const float y = floorf(bounds.top + offsetY + 0.5f); 2367 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2368 } else { 2369 dirtyLayer(left + bounds.left, top + bounds.top, 2370 left + bounds.right, top + bounds.bottom, *currentTransform()); 2371 } 2372 } 2373 } 2374 2375 bool ignoreTransform = false; 2376 if (CC_LIKELY(pureTranslate)) { 2377 const float x = floorf(left + currentTransform()->getTranslateX() + 0.5f); 2378 const float y = floorf(top + currentTransform()->getTranslateY() + 0.5f); 2379 2380 right = x + right - left; 2381 bottom = y + bottom - top; 2382 left = x; 2383 top = y; 2384 ignoreTransform = true; 2385 } 2386 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2387 texture->blend, (GLvoid*) mesh->positionOffset, (GLvoid*) mesh->textureOffset, 2388 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2389 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2390 2391 mDirty = true; 2392} 2393 2394/** 2395 * Important note: this method is intended to draw batches of 9-patch objects and 2396 * will not set the scissor enable or dirty the current layer, if any. 2397 * The caller is responsible for properly dirtying the current layer. 2398 */ 2399void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2400 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 2401 mCaches.textureState().activateTexture(0); 2402 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2403 if (!texture) return; 2404 const AutoTexture autoCleanup(texture); 2405 2406 if (USE_GLOPS) { 2407 // TODO: get correct bounds from caller 2408 // 9 patches are built for stretching - always filter 2409 int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter); 2410 if (bitmap->colorType() == kAlpha_8_SkColorType) { 2411 textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture; 2412 } 2413 Glop glop; 2414 GlopBuilder(mRenderState, mCaches, &glop) 2415 .setMeshTexturedIndexedQuads(vertices, elementCount) 2416 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2417 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 2418 .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0)) 2419 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2420 .build(); 2421 renderGlop(glop); 2422 return; 2423 } 2424 2425 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2426 texture->setFilter(GL_LINEAR, true); 2427 2428 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2429 texture->blend, &vertices[0].x, &vertices[0].u, 2430 GL_TRIANGLES, elementCount, false, true, 0, kModelViewMode_Translate, false); 2431 2432 mDirty = true; 2433} 2434 2435void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2436 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2437 // not missing call to quickReject/dirtyLayer, always done at a higher level 2438 if (!vertexBuffer.getVertexCount()) { 2439 // no vertices to draw 2440 return; 2441 } 2442 2443 if (USE_GLOPS) { 2444 bool fudgeOffset = displayFlags & kVertexBuffer_Offset; 2445 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 2446 Glop glop; 2447 GlopBuilder(mRenderState, mCaches, &glop) 2448 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 2449 .setFillPaint(*paint, currentSnapshot()->alpha) 2450 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset) 2451 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 2452 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2453 .build(); 2454 renderGlop(glop); 2455 return; 2456 } 2457 2458 const VertexBuffer::MeshFeatureFlags meshFeatureFlags = vertexBuffer.getMeshFeatureFlags(); 2459 Rect bounds(vertexBuffer.getBounds()); 2460 bounds.translate(translateX, translateY); 2461 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2462 2463 int color = paint->getColor(); 2464 bool isAA = meshFeatureFlags & VertexBuffer::kAlpha; 2465 2466 setupDraw(); 2467 setupDrawNoTexture(); 2468 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2469 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 2470 setupDrawColorFilter(getColorFilter(paint)); 2471 setupDrawShader(getShader(paint)); 2472 setupDrawBlending(paint, isAA); 2473 setupDrawProgram(); 2474 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2475 translateX, translateY, 0, 0); 2476 setupDrawColorUniforms(getShader(paint)); 2477 setupDrawColorFilterUniforms(getColorFilter(paint)); 2478 setupDrawShaderUniforms(getShader(paint)); 2479 2480 const void* vertices = vertexBuffer.getBuffer(); 2481 mRenderState.meshState().unbindMeshBuffer(); 2482 mRenderState.meshState().bindPositionVertexPointer(true, vertices, 2483 isAA ? kAlphaVertexStride : kVertexStride); 2484 mRenderState.meshState().resetTexCoordsVertexPointer(); 2485 2486 int alphaSlot = -1; 2487 if (isAA) { 2488 void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset; 2489 alphaSlot = mCaches.program().getAttrib("vtxAlpha"); 2490 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2491 glEnableVertexAttribArray(alphaSlot); 2492 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords); 2493 } 2494 2495 if (meshFeatureFlags & VertexBuffer::kIndices) { 2496 mRenderState.meshState().unbindIndicesBuffer(); 2497 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2498 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2499 } else { 2500 mRenderState.meshState().unbindIndicesBuffer(); 2501 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2502 } 2503 2504 if (isAA) { 2505 glDisableVertexAttribArray(alphaSlot); 2506 } 2507 2508 mDirty = true; 2509} 2510 2511/** 2512 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2513 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2514 * screen space in all directions. However, instead of using a fragment shader to compute the 2515 * translucency of the color from its position, we simply use a varying parameter to define how far 2516 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2517 * 2518 * Doesn't yet support joins, caps, or path effects. 2519 */ 2520void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2521 VertexBuffer vertexBuffer; 2522 // TODO: try clipping large paths to viewport 2523 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2524 drawVertexBuffer(vertexBuffer, paint); 2525} 2526 2527/** 2528 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2529 * and additional geometry for defining an alpha slope perimeter. 2530 * 2531 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2532 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2533 * in-shader alpha region, but found it to be taxing on some GPUs. 2534 * 2535 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2536 * memory transfer by removing need for degenerate vertices. 2537 */ 2538void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2539 if (mState.currentlyIgnored() || count < 4) return; 2540 2541 count &= ~0x3; // round down to nearest four 2542 2543 VertexBuffer buffer; 2544 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2545 const Rect& bounds = buffer.getBounds(); 2546 2547 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2548 return; 2549 } 2550 2551 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2552 drawVertexBuffer(buffer, paint, displayFlags); 2553} 2554 2555void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2556 if (mState.currentlyIgnored() || count < 2) return; 2557 2558 count &= ~0x1; // round down to nearest two 2559 2560 VertexBuffer buffer; 2561 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2562 2563 const Rect& bounds = buffer.getBounds(); 2564 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2565 return; 2566 } 2567 2568 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2569 drawVertexBuffer(buffer, paint, displayFlags); 2570 2571 mDirty = true; 2572} 2573 2574void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2575 // No need to check against the clip, we fill the clip region 2576 if (mState.currentlyIgnored()) return; 2577 2578 Rect clip(mState.currentClipRect()); 2579 clip.snapToPixelBoundaries(); 2580 2581 SkPaint paint; 2582 paint.setColor(color); 2583 paint.setXfermodeMode(mode); 2584 2585 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2586 2587 mDirty = true; 2588} 2589 2590void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 2591 const SkPaint* paint) { 2592 if (!texture) return; 2593 const AutoTexture autoCleanup(texture); 2594 2595 const float x = left + texture->left - texture->offset; 2596 const float y = top + texture->top - texture->offset; 2597 2598 drawPathTexture(texture, x, y, paint); 2599 2600 mDirty = true; 2601} 2602 2603void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2604 float rx, float ry, const SkPaint* p) { 2605 if (mState.currentlyIgnored() 2606 || quickRejectSetupScissor(left, top, right, bottom, p) 2607 || PaintUtils::paintWillNotDraw(*p)) { 2608 return; 2609 } 2610 2611 if (p->getPathEffect() != nullptr) { 2612 mCaches.textureState().activateTexture(0); 2613 PathTexture* texture = mCaches.pathCache.getRoundRect( 2614 right - left, bottom - top, rx, ry, p); 2615 drawShape(left, top, texture, p); 2616 } else { 2617 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2618 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2619 drawVertexBuffer(left, top, *vertexBuffer, p); 2620 } 2621} 2622 2623void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2624 if (mState.currentlyIgnored() 2625 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2626 || PaintUtils::paintWillNotDraw(*p)) { 2627 return; 2628 } 2629 if (p->getPathEffect() != nullptr) { 2630 mCaches.textureState().activateTexture(0); 2631 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2632 drawShape(x - radius, y - radius, texture, p); 2633 } else { 2634 SkPath path; 2635 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2636 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2637 } else { 2638 path.addCircle(x, y, radius); 2639 } 2640 drawConvexPath(path, p); 2641 } 2642} 2643 2644void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2645 const SkPaint* p) { 2646 if (mState.currentlyIgnored() 2647 || quickRejectSetupScissor(left, top, right, bottom, p) 2648 || PaintUtils::paintWillNotDraw(*p)) { 2649 return; 2650 } 2651 2652 if (p->getPathEffect() != nullptr) { 2653 mCaches.textureState().activateTexture(0); 2654 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2655 drawShape(left, top, texture, p); 2656 } else { 2657 SkPath path; 2658 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2659 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2660 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2661 } 2662 path.addOval(rect); 2663 drawConvexPath(path, p); 2664 } 2665} 2666 2667void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2668 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2669 if (mState.currentlyIgnored() 2670 || quickRejectSetupScissor(left, top, right, bottom, p) 2671 || PaintUtils::paintWillNotDraw(*p)) { 2672 return; 2673 } 2674 2675 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2676 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2677 mCaches.textureState().activateTexture(0); 2678 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2679 startAngle, sweepAngle, useCenter, p); 2680 drawShape(left, top, texture, p); 2681 return; 2682 } 2683 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2684 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2685 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2686 } 2687 2688 SkPath path; 2689 if (useCenter) { 2690 path.moveTo(rect.centerX(), rect.centerY()); 2691 } 2692 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2693 if (useCenter) { 2694 path.close(); 2695 } 2696 drawConvexPath(path, p); 2697} 2698 2699// See SkPaintDefaults.h 2700#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2701 2702void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2703 const SkPaint* p) { 2704 if (mState.currentlyIgnored() 2705 || quickRejectSetupScissor(left, top, right, bottom, p) 2706 || PaintUtils::paintWillNotDraw(*p)) { 2707 return; 2708 } 2709 2710 if (p->getStyle() != SkPaint::kFill_Style) { 2711 // only fill style is supported by drawConvexPath, since others have to handle joins 2712 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2713 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2714 mCaches.textureState().activateTexture(0); 2715 PathTexture* texture = 2716 mCaches.pathCache.getRect(right - left, bottom - top, p); 2717 drawShape(left, top, texture, p); 2718 } else { 2719 SkPath path; 2720 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2721 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2722 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2723 } 2724 path.addRect(rect); 2725 drawConvexPath(path, p); 2726 } 2727 } else { 2728 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2729 SkPath path; 2730 path.addRect(left, top, right, bottom); 2731 drawConvexPath(path, p); 2732 } else { 2733 drawColorRect(left, top, right, bottom, p); 2734 2735 mDirty = true; 2736 } 2737 } 2738} 2739 2740void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2741 int bytesCount, int count, const float* positions, 2742 FontRenderer& fontRenderer, int alpha, float x, float y) { 2743 mCaches.textureState().activateTexture(0); 2744 2745 TextShadow textShadow; 2746 if (!getTextShadow(paint, &textShadow)) { 2747 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2748 } 2749 2750 // NOTE: The drop shadow will not perform gamma correction 2751 // if shader-based correction is enabled 2752 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2753 ShadowTexture* texture = mCaches.dropShadowCache.get( 2754 paint, text, bytesCount, count, textShadow.radius, positions); 2755 // If the drop shadow exceeds the max texture size or couldn't be 2756 // allocated, skip drawing 2757 if (!texture) return; 2758 const AutoTexture autoCleanup(texture); 2759 2760 const float sx = x - texture->left + textShadow.dx; 2761 const float sy = y - texture->top + textShadow.dy; 2762 2763 if (USE_GLOPS) { 2764 Glop glop; 2765 GlopBuilder(mRenderState, mCaches, &glop) 2766 .setMeshTexturedUnitQuad(nullptr) 2767 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 2768 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2769 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 2770 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2771 .build(); 2772 renderGlop(glop); 2773 return; 2774 } 2775 2776 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * currentSnapshot()->alpha; 2777 if (getShader(paint)) { 2778 textShadow.color = SK_ColorWHITE; 2779 } 2780 2781 setupDraw(); 2782 setupDrawWithTexture(true); 2783 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2784 setupDrawColorFilter(getColorFilter(paint)); 2785 setupDrawShader(getShader(paint)); 2786 setupDrawBlending(paint, true); 2787 setupDrawProgram(); 2788 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2789 sx, sy, sx + texture->width, sy + texture->height); 2790 setupDrawTexture(texture->id); 2791 setupDrawPureColorUniforms(); 2792 setupDrawColorFilterUniforms(getColorFilter(paint)); 2793 setupDrawShaderUniforms(getShader(paint)); 2794 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 2795 2796 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 2797} 2798 2799bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2800 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2801 return MathUtils::isZero(alpha) 2802 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2803} 2804 2805void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2806 const float* positions, const SkPaint* paint) { 2807 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2808 return; 2809 } 2810 2811 // NOTE: Skia does not support perspective transform on drawPosText yet 2812 if (!currentTransform()->isSimple()) { 2813 return; 2814 } 2815 2816 mRenderState.scissor().setEnabled(true); 2817 2818 float x = 0.0f; 2819 float y = 0.0f; 2820 const bool pureTranslate = currentTransform()->isPureTranslate(); 2821 if (pureTranslate) { 2822 x = floorf(x + currentTransform()->getTranslateX() + 0.5f); 2823 y = floorf(y + currentTransform()->getTranslateY() + 0.5f); 2824 } 2825 2826 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2827 fontRenderer.setFont(paint, SkMatrix::I()); 2828 2829 int alpha; 2830 SkXfermode::Mode mode; 2831 getAlphaAndMode(paint, &alpha, &mode); 2832 2833 if (CC_UNLIKELY(hasTextShadow(paint))) { 2834 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2835 alpha, 0.0f, 0.0f); 2836 } 2837 2838 // Pick the appropriate texture filtering 2839 bool linearFilter = currentTransform()->changesBounds(); 2840 if (pureTranslate && !linearFilter) { 2841 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2842 } 2843 fontRenderer.setTextureFiltering(linearFilter); 2844 2845 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2846 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2847 2848 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2849 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2850 positions, hasLayer() ? &bounds : nullptr, &functor)) { 2851 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2852 mDirty = true; 2853 } 2854 2855} 2856 2857bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2858 if (CC_LIKELY(transform.isPureTranslate())) { 2859 outMatrix->setIdentity(); 2860 return false; 2861 } else if (CC_UNLIKELY(transform.isPerspective())) { 2862 outMatrix->setIdentity(); 2863 return true; 2864 } 2865 2866 /** 2867 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2868 * with values rounded to the nearest int. 2869 */ 2870 float sx, sy; 2871 transform.decomposeScale(sx, sy); 2872 outMatrix->setScale( 2873 roundf(fmaxf(1.0f, sx)), 2874 roundf(fmaxf(1.0f, sy))); 2875 return true; 2876} 2877 2878int OpenGLRenderer::getSaveCount() const { 2879 return mState.getSaveCount(); 2880} 2881 2882int OpenGLRenderer::save(int flags) { 2883 return mState.save(flags); 2884} 2885 2886void OpenGLRenderer::restore() { 2887 return mState.restore(); 2888} 2889 2890void OpenGLRenderer::restoreToCount(int saveCount) { 2891 return mState.restoreToCount(saveCount); 2892} 2893 2894void OpenGLRenderer::translate(float dx, float dy, float dz) { 2895 return mState.translate(dx, dy, dz); 2896} 2897 2898void OpenGLRenderer::rotate(float degrees) { 2899 return mState.rotate(degrees); 2900} 2901 2902void OpenGLRenderer::scale(float sx, float sy) { 2903 return mState.scale(sx, sy); 2904} 2905 2906void OpenGLRenderer::skew(float sx, float sy) { 2907 return mState.skew(sx, sy); 2908} 2909 2910void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2911 mState.setMatrix(matrix); 2912} 2913 2914void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2915 mState.concatMatrix(matrix); 2916} 2917 2918bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2919 return mState.clipRect(left, top, right, bottom, op); 2920} 2921 2922bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2923 return mState.clipPath(path, op); 2924} 2925 2926bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2927 return mState.clipRegion(region, op); 2928} 2929 2930void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2931 mState.setClippingOutline(allocator, outline); 2932} 2933 2934void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2935 const Rect& rect, float radius, bool highPriority) { 2936 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2937} 2938 2939void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2940 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2941 DrawOpMode drawOpMode) { 2942 2943 if (drawOpMode == DrawOpMode::kImmediate) { 2944 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2945 // drawing as ops from DeferredDisplayList are already filtered for these 2946 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2947 quickRejectSetupScissor(bounds)) { 2948 return; 2949 } 2950 } 2951 2952 const float oldX = x; 2953 const float oldY = y; 2954 2955 const mat4& transform = *currentTransform(); 2956 const bool pureTranslate = transform.isPureTranslate(); 2957 2958 if (CC_LIKELY(pureTranslate)) { 2959 x = floorf(x + transform.getTranslateX() + 0.5f); 2960 y = floorf(y + transform.getTranslateY() + 0.5f); 2961 } 2962 2963 int alpha; 2964 SkXfermode::Mode mode; 2965 getAlphaAndMode(paint, &alpha, &mode); 2966 2967 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2968 2969 if (CC_UNLIKELY(hasTextShadow(paint))) { 2970 fontRenderer.setFont(paint, SkMatrix::I()); 2971 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2972 alpha, oldX, oldY); 2973 } 2974 2975 const bool hasActiveLayer = hasLayer(); 2976 2977 // We only pass a partial transform to the font renderer. That partial 2978 // matrix defines how glyphs are rasterized. Typically we want glyphs 2979 // to be rasterized at their final size on screen, which means the partial 2980 // matrix needs to take the scale factor into account. 2981 // When a partial matrix is used to transform glyphs during rasterization, 2982 // the mesh is generated with the inverse transform (in the case of scale, 2983 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2984 // apply the full transform matrix at draw time in the vertex shader. 2985 // Applying the full matrix in the shader is the easiest way to handle 2986 // rotation and perspective and allows us to always generated quads in the 2987 // font renderer which greatly simplifies the code, clipping in particular. 2988 SkMatrix fontTransform; 2989 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2990 || fabs(y - (int) y) > 0.0f 2991 || fabs(x - (int) x) > 0.0f; 2992 fontRenderer.setFont(paint, fontTransform); 2993 fontRenderer.setTextureFiltering(linearFilter); 2994 2995 // TODO: Implement better clipping for scaled/rotated text 2996 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2997 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2998 2999 bool status; 3000 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 3001 3002 // don't call issuedrawcommand, do it at end of batch 3003 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 3004 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 3005 SkPaint paintCopy(*paint); 3006 paintCopy.setTextAlign(SkPaint::kLeft_Align); 3007 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 3008 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 3009 } else { 3010 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 3011 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 3012 } 3013 3014 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 3015 if (!pureTranslate) { 3016 transform.mapRect(layerBounds); 3017 } 3018 dirtyLayerUnchecked(layerBounds, getRegion()); 3019 } 3020 3021 drawTextDecorations(totalAdvance, oldX, oldY, paint); 3022 3023 mDirty = true; 3024} 3025 3026void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 3027 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 3028 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 3029 return; 3030 } 3031 3032 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3033 mRenderState.scissor().setEnabled(true); 3034 3035 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3036 fontRenderer.setFont(paint, SkMatrix::I()); 3037 fontRenderer.setTextureFiltering(true); 3038 3039 int alpha; 3040 SkXfermode::Mode mode; 3041 getAlphaAndMode(paint, &alpha, &mode); 3042 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3043 3044 const Rect* clip = &writableSnapshot()->getLocalClip(); 3045 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3046 3047 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3048 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 3049 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 3050 mDirty = true; 3051 } 3052} 3053 3054void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 3055 if (mState.currentlyIgnored()) return; 3056 3057 mCaches.textureState().activateTexture(0); 3058 3059 PathTexture* texture = mCaches.pathCache.get(path, paint); 3060 if (!texture) return; 3061 const AutoTexture autoCleanup(texture); 3062 3063 const float x = texture->left - texture->offset; 3064 const float y = texture->top - texture->offset; 3065 3066 drawPathTexture(texture, x, y, paint); 3067 mDirty = true; 3068} 3069 3070void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3071 if (!layer) { 3072 return; 3073 } 3074 3075 mat4* transform = nullptr; 3076 if (layer->isTextureLayer()) { 3077 transform = &layer->getTransform(); 3078 if (!transform->isIdentity()) { 3079 save(SkCanvas::kMatrix_SaveFlag); 3080 concatMatrix(*transform); 3081 } 3082 } 3083 3084 bool clipRequired = false; 3085 const bool rejected = mState.calculateQuickRejectForScissor( 3086 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3087 &clipRequired, nullptr, false); 3088 3089 if (rejected) { 3090 if (transform && !transform->isIdentity()) { 3091 restore(); 3092 } 3093 return; 3094 } 3095 3096 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 3097 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 3098 3099 updateLayer(layer, true); 3100 3101 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 3102 mCaches.textureState().activateTexture(0); 3103 3104 if (CC_LIKELY(!layer->region.isEmpty())) { 3105 if (layer->region.isRect()) { 3106 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3107 composeLayerRect(layer, layer->regionRect)); 3108 } else if (layer->mesh) { 3109 if (USE_GLOPS) { 3110 Glop glop; 3111 GlopBuilder(mRenderState, mCaches, &glop) 3112 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 3113 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode()) 3114 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3115 .setModelViewOffsetRectSnap(x, y, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 3116 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3117 .build(); 3118 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 3119 } else { 3120 const float a = getLayerAlpha(layer); 3121 setupDraw(); 3122 setupDrawWithTexture(); 3123 setupDrawColor(a, a, a, a); 3124 setupDrawColorFilter(layer->getColorFilter()); 3125 setupDrawBlending(layer); 3126 setupDrawProgram(); 3127 setupDrawPureColorUniforms(); 3128 setupDrawColorFilterUniforms(layer->getColorFilter()); 3129 setupDrawTexture(layer->getTextureId()); 3130 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3131 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3132 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3133 3134 layer->setFilter(GL_NEAREST); 3135 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3136 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3137 } else { 3138 layer->setFilter(GL_LINEAR); 3139 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3140 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3141 } 3142 3143 TextureVertex* mesh = &layer->mesh[0]; 3144 GLsizei elementsCount = layer->meshElementCount; 3145 3146 while (elementsCount > 0) { 3147 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 3148 3149 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3150 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3151 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3152 3153 elementsCount -= drawCount; 3154 // Though there are 4 vertices in a quad, we use 6 indices per 3155 // quad to draw with GL_TRIANGLES 3156 mesh += (drawCount / 6) * 4; 3157 } 3158 } 3159#if DEBUG_LAYERS_AS_REGIONS 3160 drawRegionRectsDebug(layer->region); 3161#endif 3162 } 3163 3164 if (layer->debugDrawUpdate) { 3165 layer->debugDrawUpdate = false; 3166 3167 SkPaint paint; 3168 paint.setColor(0x7f00ff00); 3169 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3170 } 3171 } 3172 layer->hasDrawnSinceUpdate = true; 3173 3174 if (transform && !transform->isIdentity()) { 3175 restore(); 3176 } 3177 3178 mDirty = true; 3179} 3180 3181/////////////////////////////////////////////////////////////////////////////// 3182// Draw filters 3183/////////////////////////////////////////////////////////////////////////////// 3184void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3185 // We should never get here since we apply the draw filter when stashing 3186 // the paints in the DisplayList. 3187 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3188} 3189 3190/////////////////////////////////////////////////////////////////////////////// 3191// Drawing implementation 3192/////////////////////////////////////////////////////////////////////////////// 3193 3194Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3195 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3196 if (!texture) { 3197 return mCaches.textureCache.get(bitmap); 3198 } 3199 return texture; 3200} 3201 3202void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 3203 const SkPaint* paint) { 3204 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3205 return; 3206 } 3207 3208 if (USE_GLOPS) { 3209 Glop glop; 3210 GlopBuilder(mRenderState, mCaches, &glop) 3211 .setMeshTexturedUnitQuad(nullptr) 3212 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 3213 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3214 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 3215 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3216 .build(); 3217 renderGlop(glop); 3218 return; 3219 } 3220 3221 3222 int alpha; 3223 SkXfermode::Mode mode; 3224 getAlphaAndMode(paint, &alpha, &mode); 3225 3226 setupDraw(); 3227 setupDrawWithTexture(true); 3228 setupDrawAlpha8Color(paint->getColor(), alpha); 3229 setupDrawColorFilter(getColorFilter(paint)); 3230 setupDrawShader(getShader(paint)); 3231 setupDrawBlending(paint, true); 3232 setupDrawProgram(); 3233 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3234 x, y, x + texture->width, y + texture->height); 3235 setupDrawTexture(texture->id); 3236 setupDrawPureColorUniforms(); 3237 setupDrawColorFilterUniforms(getColorFilter(paint)); 3238 setupDrawShaderUniforms(getShader(paint)); 3239 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 3240 3241 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3242} 3243 3244// Same values used by Skia 3245#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3246#define kStdUnderline_Offset (1.0f / 9.0f) 3247#define kStdUnderline_Thickness (1.0f / 18.0f) 3248 3249void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3250 const SkPaint* paint) { 3251 // Handle underline and strike-through 3252 uint32_t flags = paint->getFlags(); 3253 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3254 SkPaint paintCopy(*paint); 3255 3256 if (CC_LIKELY(underlineWidth > 0.0f)) { 3257 const float textSize = paintCopy.getTextSize(); 3258 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3259 3260 const float left = x; 3261 float top = 0.0f; 3262 3263 int linesCount = 0; 3264 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3265 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3266 3267 const int pointsCount = 4 * linesCount; 3268 float points[pointsCount]; 3269 int currentPoint = 0; 3270 3271 if (flags & SkPaint::kUnderlineText_Flag) { 3272 top = y + textSize * kStdUnderline_Offset; 3273 points[currentPoint++] = left; 3274 points[currentPoint++] = top; 3275 points[currentPoint++] = left + underlineWidth; 3276 points[currentPoint++] = top; 3277 } 3278 3279 if (flags & SkPaint::kStrikeThruText_Flag) { 3280 top = y + textSize * kStdStrikeThru_Offset; 3281 points[currentPoint++] = left; 3282 points[currentPoint++] = top; 3283 points[currentPoint++] = left + underlineWidth; 3284 points[currentPoint++] = top; 3285 } 3286 3287 paintCopy.setStrokeWidth(strokeWidth); 3288 3289 drawLines(&points[0], pointsCount, &paintCopy); 3290 } 3291 } 3292} 3293 3294void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3295 if (mState.currentlyIgnored()) { 3296 return; 3297 } 3298 3299 drawColorRects(rects, count, paint, false, true, true); 3300} 3301 3302void OpenGLRenderer::drawShadow(float casterAlpha, 3303 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3304 if (mState.currentlyIgnored()) return; 3305 3306 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3307 mRenderState.scissor().setEnabled(true); 3308 3309 SkPaint paint; 3310 paint.setAntiAlias(true); // want to use AlphaVertex 3311 3312 // The caller has made sure casterAlpha > 0. 3313 float ambientShadowAlpha = mAmbientShadowAlpha; 3314 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3315 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3316 } 3317 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3318 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3319 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3320 } 3321 3322 float spotShadowAlpha = mSpotShadowAlpha; 3323 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3324 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3325 } 3326 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3327 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3328 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3329 } 3330 3331 mDirty=true; 3332} 3333 3334void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3335 bool ignoreTransform, bool dirty, bool clip) { 3336 if (count == 0) { 3337 return; 3338 } 3339 3340 float left = FLT_MAX; 3341 float top = FLT_MAX; 3342 float right = FLT_MIN; 3343 float bottom = FLT_MIN; 3344 3345 Vertex mesh[count]; 3346 Vertex* vertex = mesh; 3347 3348 for (int index = 0; index < count; index += 4) { 3349 float l = rects[index + 0]; 3350 float t = rects[index + 1]; 3351 float r = rects[index + 2]; 3352 float b = rects[index + 3]; 3353 3354 Vertex::set(vertex++, l, t); 3355 Vertex::set(vertex++, r, t); 3356 Vertex::set(vertex++, l, b); 3357 Vertex::set(vertex++, r, b); 3358 3359 left = fminf(left, l); 3360 top = fminf(top, t); 3361 right = fmaxf(right, r); 3362 bottom = fmaxf(bottom, b); 3363 } 3364 3365 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3366 return; 3367 } 3368 3369 if (USE_GLOPS) { 3370 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3371 Glop glop; 3372 GlopBuilder(mRenderState, mCaches, &glop) 3373 .setMeshIndexedQuads(&mesh[0], count / 4) 3374 .setFillPaint(*paint, currentSnapshot()->alpha) 3375 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3376 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 3377 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3378 .build(); 3379 renderGlop(glop); 3380 return; 3381 } 3382 3383 int color = paint->getColor(); 3384 // If a shader is set, preserve only the alpha 3385 if (getShader(paint)) { 3386 color |= 0x00ffffff; 3387 } 3388 3389 setupDraw(); 3390 setupDrawNoTexture(); 3391 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3392 setupDrawShader(getShader(paint)); 3393 setupDrawColorFilter(getColorFilter(paint)); 3394 setupDrawBlending(paint); 3395 setupDrawProgram(); 3396 setupDrawDirtyRegionsDisabled(); 3397 setupDrawModelView(kModelViewMode_Translate, false, 3398 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3399 setupDrawColorUniforms(getShader(paint)); 3400 setupDrawShaderUniforms(getShader(paint)); 3401 setupDrawColorFilterUniforms(getColorFilter(paint)); 3402 3403 if (dirty && hasLayer()) { 3404 dirtyLayer(left, top, right, bottom, *currentTransform()); 3405 } 3406 3407 issueIndexedQuadDraw(&mesh[0], count / 4); 3408 3409 mDirty = true; 3410} 3411 3412void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3413 const SkPaint* paint, bool ignoreTransform) { 3414 3415 if (USE_GLOPS) { 3416 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3417 Glop glop; 3418 GlopBuilder(mRenderState, mCaches, &glop) 3419 .setMeshUnitQuad() 3420 .setFillPaint(*paint, currentSnapshot()->alpha) 3421 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3422 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 3423 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3424 .build(); 3425 renderGlop(glop); 3426 return; 3427 } 3428 3429 int color = paint->getColor(); 3430 // If a shader is set, preserve only the alpha 3431 if (getShader(paint)) { 3432 color |= 0x00ffffff; 3433 } 3434 3435 setupDraw(); 3436 setupDrawNoTexture(); 3437 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3438 setupDrawShader(getShader(paint)); 3439 setupDrawColorFilter(getColorFilter(paint)); 3440 setupDrawBlending(paint); 3441 setupDrawProgram(); 3442 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3443 left, top, right, bottom, ignoreTransform); 3444 setupDrawColorUniforms(getShader(paint)); 3445 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3446 setupDrawColorFilterUniforms(getColorFilter(paint)); 3447 setupDrawSimpleMesh(); 3448 3449 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3450} 3451 3452void OpenGLRenderer::drawTextureRect(Texture* texture, const SkPaint* paint) { 3453 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3454 3455 GLvoid* vertices = (GLvoid*) nullptr; 3456 GLvoid* texCoords = (GLvoid*) kMeshTextureOffset; 3457 3458 if (texture->uvMapper) { 3459 vertices = &mMeshVertices[0].x; 3460 texCoords = &mMeshVertices[0].u; 3461 3462 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3463 texture->uvMapper->map(uvs); 3464 3465 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3466 } 3467 3468 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3469 const float x = floorf(currentTransform()->getTranslateX() + 0.5f); 3470 const float y = floorf(currentTransform()->getTranslateY() + 0.5f); 3471 3472 texture->setFilter(GL_NEAREST, true); 3473 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3474 paint, texture->blend, vertices, texCoords, 3475 GL_TRIANGLE_STRIP, kUnitQuadCount, false, true); 3476 } else { 3477 texture->setFilter(PaintUtils::getFilter(paint), true); 3478 drawTextureMesh(0, 0, texture->width, texture->height, texture->id, paint, 3479 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kUnitQuadCount); 3480 } 3481 3482 if (texture->uvMapper) { 3483 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3484 } 3485} 3486 3487void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3488 GLuint texture, const SkPaint* paint, bool blend, 3489 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3490 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3491 ModelViewMode modelViewMode, bool dirty) { 3492 3493 int a; 3494 SkXfermode::Mode mode; 3495 getAlphaAndMode(paint, &a, &mode); 3496 const float alpha = a / 255.0f; 3497 3498 setupDraw(); 3499 setupDrawWithTexture(); 3500 setupDrawColor(alpha, alpha, alpha, alpha); 3501 setupDrawColorFilter(getColorFilter(paint)); 3502 setupDrawBlending(paint, blend, swapSrcDst); 3503 setupDrawProgram(); 3504 if (!dirty) setupDrawDirtyRegionsDisabled(); 3505 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3506 setupDrawTexture(texture); 3507 setupDrawPureColorUniforms(); 3508 setupDrawColorFilterUniforms(getColorFilter(paint)); 3509 setupDrawMesh(vertices, texCoords, vbo); 3510 3511 glDrawArrays(drawMode, 0, elementsCount); 3512} 3513 3514void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3515 GLuint texture, const SkPaint* paint, bool blend, 3516 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3517 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3518 ModelViewMode modelViewMode, bool dirty) { 3519 3520 int a; 3521 SkXfermode::Mode mode; 3522 getAlphaAndMode(paint, &a, &mode); 3523 const float alpha = a / 255.0f; 3524 3525 setupDraw(); 3526 setupDrawWithTexture(); 3527 setupDrawColor(alpha, alpha, alpha, alpha); 3528 setupDrawColorFilter(getColorFilter(paint)); 3529 setupDrawBlending(paint, blend, swapSrcDst); 3530 setupDrawProgram(); 3531 if (!dirty) setupDrawDirtyRegionsDisabled(); 3532 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3533 setupDrawTexture(texture); 3534 setupDrawPureColorUniforms(); 3535 setupDrawColorFilterUniforms(getColorFilter(paint)); 3536 setupDrawMeshIndices(vertices, texCoords, vbo); 3537 3538 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3539} 3540 3541void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3542 GLuint texture, const SkPaint* paint, 3543 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3544 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3545 3546 int color = paint != nullptr ? paint->getColor() : 0; 3547 int alpha; 3548 SkXfermode::Mode mode; 3549 getAlphaAndMode(paint, &alpha, &mode); 3550 3551 setupDraw(); 3552 setupDrawWithTexture(true); 3553 if (paint != nullptr) { 3554 setupDrawAlpha8Color(color, alpha); 3555 } 3556 setupDrawColorFilter(getColorFilter(paint)); 3557 setupDrawShader(getShader(paint)); 3558 setupDrawBlending(paint, true); 3559 setupDrawProgram(); 3560 if (!dirty) setupDrawDirtyRegionsDisabled(); 3561 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3562 setupDrawTexture(texture); 3563 setupDrawPureColorUniforms(); 3564 setupDrawColorFilterUniforms(getColorFilter(paint)); 3565 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3566 setupDrawMesh(vertices, texCoords); 3567 3568 glDrawArrays(drawMode, 0, elementsCount); 3569} 3570 3571void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3572 ProgramDescription& description, bool swapSrcDst) { 3573 3574 if (currentSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3575 blend = true; 3576 mDescription.hasRoundRectClip = true; 3577 } 3578 mSkipOutlineClip = true; 3579 3580 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3581 3582 if (blend) { 3583 // These blend modes are not supported by OpenGL directly and have 3584 // to be implemented using shaders. Since the shader will perform 3585 // the blending, turn blending off here 3586 // If the blend mode cannot be implemented using shaders, fall 3587 // back to the default SrcOver blend mode instead 3588 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3589 if (CC_UNLIKELY(mCaches.extensions().hasFramebufferFetch())) { 3590 description.framebufferMode = mode; 3591 description.swapSrcDst = swapSrcDst; 3592 3593 mRenderState.blend().disable(); 3594 return; 3595 } else { 3596 mode = SkXfermode::kSrcOver_Mode; 3597 } 3598 } 3599 mRenderState.blend().enable(mode, swapSrcDst); 3600 } else { 3601 mRenderState.blend().disable(); 3602 } 3603} 3604 3605void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3606 TextureVertex* v = &mMeshVertices[0]; 3607 TextureVertex::setUV(v++, u1, v1); 3608 TextureVertex::setUV(v++, u2, v1); 3609 TextureVertex::setUV(v++, u1, v2); 3610 TextureVertex::setUV(v++, u2, v2); 3611} 3612 3613void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3614 SkXfermode::Mode* mode) const { 3615 getAlphaAndModeDirect(paint, alpha, mode); 3616 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3617 // if drawing a layer, ignore the paint's alpha 3618 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3619 } 3620 *alpha *= currentSnapshot()->alpha; 3621} 3622 3623float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3624 float alpha; 3625 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3626 alpha = mDrawModifiers.mOverrideLayerAlpha; 3627 } else { 3628 alpha = layer->getAlpha() / 255.0f; 3629 } 3630 return alpha * currentSnapshot()->alpha; 3631} 3632 3633}; // namespace uirenderer 3634}; // namespace android 3635