OpenGLRenderer.cpp revision 9dfd7bd520ee598b3033a0c47b8b649bd3988c7c
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 "Patch.h" 23#include "PathTessellator.h" 24#include "Properties.h" 25#include "RenderNode.h" 26#include "renderstate/RenderState.h" 27#include "ShadowTessellator.h" 28#include "SkiaShader.h" 29#include "Vector.h" 30#include "VertexBuffer.h" 31#include "utils/GLUtils.h" 32#include "utils/PaintUtils.h" 33#include "utils/TraceUtils.h" 34 35#include <stdlib.h> 36#include <stdint.h> 37#include <sys/types.h> 38 39#include <SkCanvas.h> 40#include <SkColor.h> 41#include <SkShader.h> 42#include <SkTypeface.h> 43 44#include <utils/Log.h> 45#include <utils/StopWatch.h> 46 47#include <private/hwui/DrawGlInfo.h> 48 49#include <ui/Rect.h> 50 51#if DEBUG_DETAILED_EVENTS 52 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 53#else 54 #define EVENT_LOGD(...) 55#endif 56 57namespace android { 58namespace uirenderer { 59 60static GLenum getFilter(const SkPaint* paint) { 61 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 62 return GL_LINEAR; 63 } 64 return GL_NEAREST; 65} 66 67/////////////////////////////////////////////////////////////////////////////// 68// Globals 69/////////////////////////////////////////////////////////////////////////////// 70 71 72/////////////////////////////////////////////////////////////////////////////// 73// Functions 74/////////////////////////////////////////////////////////////////////////////// 75 76template<typename T> 77static inline T min(T a, T b) { 78 return a < b ? a : b; 79} 80 81/////////////////////////////////////////////////////////////////////////////// 82// Constructors/destructor 83/////////////////////////////////////////////////////////////////////////////// 84 85OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 86 : mState(*this) 87 , mCaches(Caches::getInstance()) 88 , mExtensions(Extensions::getInstance()) 89 , mRenderState(renderState) 90 , mFrameStarted(false) 91 , mScissorOptimizationDisabled(false) 92 , mSuppressTiling(false) 93 , mFirstFrameAfterResize(true) 94 , mDirty(false) 95 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 96 , mLightRadius(FLT_MIN) 97 , mAmbientShadowAlpha(0) 98 , mSpotShadowAlpha(0) { 99 // *set* draw modifiers to be 0 100 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 101 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 102 103 memcpy(mMeshVertices, kMeshVertices, sizeof(kMeshVertices)); 104} 105 106OpenGLRenderer::~OpenGLRenderer() { 107 // The context has already been destroyed at this point, do not call 108 // GL APIs. All GL state should be kept in Caches.h 109} 110 111void OpenGLRenderer::initProperties() { 112 char property[PROPERTY_VALUE_MAX]; 113 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 114 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 115 INIT_LOGD(" Scissor optimization %s", 116 mScissorOptimizationDisabled ? "disabled" : "enabled"); 117 } else { 118 INIT_LOGD(" Scissor optimization enabled"); 119 } 120} 121 122void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 123 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 124 mLightCenter = lightCenter; 125 mLightRadius = lightRadius; 126 mAmbientShadowAlpha = ambientShadowAlpha; 127 mSpotShadowAlpha = spotShadowAlpha; 128} 129 130/////////////////////////////////////////////////////////////////////////////// 131// Setup 132/////////////////////////////////////////////////////////////////////////////// 133 134void OpenGLRenderer::onViewportInitialized() { 135 glDisable(GL_DITHER); 136 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 137 mFirstFrameAfterResize = true; 138} 139 140void OpenGLRenderer::setupFrameState(float left, float top, 141 float right, float bottom, bool opaque) { 142 mCaches.clearGarbage(); 143 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 144 mOpaque = opaque; 145 mTilingClip.set(left, top, right, bottom); 146} 147 148void OpenGLRenderer::startFrame() { 149 if (mFrameStarted) return; 150 mFrameStarted = true; 151 152 mState.setDirtyClip(true); 153 154 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 155 156 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 157 158 // Functors break the tiling extension in pretty spectacular ways 159 // This ensures we don't use tiling when a functor is going to be 160 // invoked during the frame 161 mSuppressTiling = mCaches.hasRegisteredFunctors() 162 || mFirstFrameAfterResize; 163 mFirstFrameAfterResize = false; 164 165 startTilingCurrentClip(true); 166 167 debugOverdraw(true, true); 168 169 clear(mTilingClip.left, mTilingClip.top, 170 mTilingClip.right, mTilingClip.bottom, mOpaque); 171} 172 173void OpenGLRenderer::prepareDirty(float left, float top, 174 float right, float bottom, bool opaque) { 175 176 setupFrameState(left, top, right, bottom, opaque); 177 178 // Layer renderers will start the frame immediately 179 // The framebuffer renderer will first defer the display list 180 // for each layer and wait until the first drawing command 181 // to start the frame 182 if (currentSnapshot()->fbo == 0) { 183 mRenderState.blend().syncEnabled(); 184 updateLayers(); 185 } else { 186 startFrame(); 187 } 188} 189 190void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 191 // If we know that we are going to redraw the entire framebuffer, 192 // perform a discard to let the driver know we don't need to preserve 193 // the back buffer for this frame. 194 if (mExtensions.hasDiscardFramebuffer() && 195 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 196 const bool isFbo = onGetTargetFbo() == 0; 197 const GLenum attachments[] = { 198 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 199 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 200 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 201 } 202} 203 204void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 205 if (!opaque) { 206 mRenderState.scissor().setEnabled(true); 207 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 208 glClear(GL_COLOR_BUFFER_BIT); 209 mDirty = true; 210 return; 211 } 212 213 mRenderState.scissor().reset(); 214} 215 216void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 217 if (!mSuppressTiling) { 218 const Snapshot* snapshot = currentSnapshot(); 219 220 const Rect* clip = &mTilingClip; 221 if (snapshot->flags & Snapshot::kFlagFboTarget) { 222 clip = &(snapshot->layer->clipRect); 223 } 224 225 startTiling(*clip, getViewportHeight(), opaque, expand); 226 } 227} 228 229void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 230 if (!mSuppressTiling) { 231 if(expand) { 232 // Expand the startTiling region by 1 233 int leftNotZero = (clip.left > 0) ? 1 : 0; 234 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 235 236 mCaches.startTiling( 237 clip.left - leftNotZero, 238 windowHeight - clip.bottom - topNotZero, 239 clip.right - clip.left + leftNotZero + 1, 240 clip.bottom - clip.top + topNotZero + 1, 241 opaque); 242 } else { 243 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 244 clip.right - clip.left, clip.bottom - clip.top, opaque); 245 } 246 } 247} 248 249void OpenGLRenderer::endTiling() { 250 if (!mSuppressTiling) mCaches.endTiling(); 251} 252 253bool OpenGLRenderer::finish() { 254 renderOverdraw(); 255 endTiling(); 256 mTempPaths.clear(); 257 258 // When finish() is invoked on FBO 0 we've reached the end 259 // of the current frame 260 if (onGetTargetFbo() == 0) { 261 mCaches.pathCache.trim(); 262 mCaches.tessellationCache.trim(); 263 } 264 265 if (!suppressErrorChecks()) { 266#if DEBUG_OPENGL 267 GLUtils::dumpGLErrors(); 268#endif 269 270#if DEBUG_MEMORY_USAGE 271 mCaches.dumpMemoryUsage(); 272#else 273 if (mCaches.getDebugLevel() & kDebugMemory) { 274 mCaches.dumpMemoryUsage(); 275 } 276#endif 277 } 278 279 mFrameStarted = false; 280 281 return reportAndClearDirty(); 282} 283 284void OpenGLRenderer::resumeAfterLayer() { 285 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 286 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 287 debugOverdraw(true, false); 288 289 mRenderState.scissor().reset(); 290 dirtyClip(); 291} 292 293void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 294 if (mState.currentlyIgnored()) return; 295 296 Rect clip(mState.currentClipRect()); 297 clip.snapToPixelBoundaries(); 298 299 // Since we don't know what the functor will draw, let's dirty 300 // the entire clip region 301 if (hasLayer()) { 302 dirtyLayerUnchecked(clip, getRegion()); 303 } 304 305 DrawGlInfo info; 306 info.clipLeft = clip.left; 307 info.clipTop = clip.top; 308 info.clipRight = clip.right; 309 info.clipBottom = clip.bottom; 310 info.isLayer = hasLayer(); 311 info.width = getViewportWidth(); 312 info.height = getViewportHeight(); 313 currentTransform()->copyTo(&info.transform[0]); 314 315 bool prevDirtyClip = mState.getDirtyClip(); 316 // setup GL state for functor 317 if (mState.getDirtyClip()) { 318 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 319 } 320 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 321 setScissorFromClip(); 322 } 323 324 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 325 // Scissor may have been modified, reset dirty clip 326 dirtyClip(); 327 328 mDirty = true; 329} 330 331/////////////////////////////////////////////////////////////////////////////// 332// Debug 333/////////////////////////////////////////////////////////////////////////////// 334 335void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 336#if DEBUG_DETAILED_EVENTS 337 const int BUFFER_SIZE = 256; 338 va_list ap; 339 char buf[BUFFER_SIZE]; 340 341 va_start(ap, fmt); 342 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 343 va_end(ap); 344 345 eventMark(buf); 346#endif 347} 348 349 350void OpenGLRenderer::eventMark(const char* name) const { 351 mCaches.eventMark(0, name); 352} 353 354void OpenGLRenderer::startMark(const char* name) const { 355 mCaches.startMark(0, name); 356} 357 358void OpenGLRenderer::endMark() const { 359 mCaches.endMark(); 360} 361 362void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 363 mRenderState.debugOverdraw(enable, clear); 364} 365 366void OpenGLRenderer::renderOverdraw() { 367 if (mCaches.debugOverdraw && onGetTargetFbo() == 0) { 368 const Rect* clip = &mTilingClip; 369 370 mRenderState.scissor().setEnabled(true); 371 mRenderState.scissor().set(clip->left, 372 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 373 clip->right - clip->left, 374 clip->bottom - clip->top); 375 376 // 1x overdraw 377 mRenderState.stencil().enableDebugTest(2); 378 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 379 380 // 2x overdraw 381 mRenderState.stencil().enableDebugTest(3); 382 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 383 384 // 3x overdraw 385 mRenderState.stencil().enableDebugTest(4); 386 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 387 388 // 4x overdraw and higher 389 mRenderState.stencil().enableDebugTest(4, true); 390 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 391 392 mRenderState.stencil().disable(); 393 } 394} 395 396/////////////////////////////////////////////////////////////////////////////// 397// Layers 398/////////////////////////////////////////////////////////////////////////////// 399 400bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 401 if (layer->deferredUpdateScheduled && layer->renderer 402 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 403 404 if (inFrame) { 405 endTiling(); 406 debugOverdraw(false, false); 407 } 408 409 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 410 layer->render(*this); 411 } else { 412 layer->defer(*this); 413 } 414 415 if (inFrame) { 416 resumeAfterLayer(); 417 startTilingCurrentClip(); 418 } 419 420 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 421 layer->hasDrawnSinceUpdate = false; 422 423 return true; 424 } 425 426 return false; 427} 428 429void OpenGLRenderer::updateLayers() { 430 // If draw deferring is enabled this method will simply defer 431 // the display list of each individual layer. The layers remain 432 // in the layer updates list which will be cleared by flushLayers(). 433 int count = mLayerUpdates.size(); 434 if (count > 0) { 435 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 436 startMark("Layer Updates"); 437 } else { 438 startMark("Defer Layer Updates"); 439 } 440 441 // Note: it is very important to update the layers in order 442 for (int i = 0; i < count; i++) { 443 Layer* layer = mLayerUpdates.itemAt(i).get(); 444 updateLayer(layer, false); 445 } 446 447 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 448 mLayerUpdates.clear(); 449 mRenderState.bindFramebuffer(onGetTargetFbo()); 450 } 451 endMark(); 452 } 453} 454 455void OpenGLRenderer::flushLayers() { 456 int count = mLayerUpdates.size(); 457 if (count > 0) { 458 startMark("Apply Layer Updates"); 459 460 // Note: it is very important to update the layers in order 461 for (int i = 0; i < count; i++) { 462 mLayerUpdates.itemAt(i)->flush(); 463 } 464 465 mLayerUpdates.clear(); 466 mRenderState.bindFramebuffer(onGetTargetFbo()); 467 468 endMark(); 469 } 470} 471 472void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 473 if (layer) { 474 // Make sure we don't introduce duplicates. 475 // SortedVector would do this automatically but we need to respect 476 // the insertion order. The linear search is not an issue since 477 // this list is usually very short (typically one item, at most a few) 478 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 479 if (mLayerUpdates.itemAt(i) == layer) { 480 return; 481 } 482 } 483 mLayerUpdates.push_back(layer); 484 } 485} 486 487void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 488 if (layer) { 489 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 490 if (mLayerUpdates.itemAt(i) == layer) { 491 mLayerUpdates.removeAt(i); 492 break; 493 } 494 } 495 } 496} 497 498void OpenGLRenderer::flushLayerUpdates() { 499 ATRACE_NAME("Update HW Layers"); 500 mRenderState.blend().syncEnabled(); 501 updateLayers(); 502 flushLayers(); 503 // Wait for all the layer updates to be executed 504 glFinish(); 505} 506 507void OpenGLRenderer::markLayersAsBuildLayers() { 508 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 509 mLayerUpdates[i]->wasBuildLayered = true; 510 } 511} 512 513/////////////////////////////////////////////////////////////////////////////// 514// State management 515/////////////////////////////////////////////////////////////////////////////// 516 517void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 518 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 519 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 520 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 521 522 if (restoreViewport) { 523 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 524 } 525 526 if (restoreClip) { 527 dirtyClip(); 528 } 529 530 if (restoreLayer) { 531 endMark(); // Savelayer 532 ATRACE_END(); // SaveLayer 533 startMark("ComposeLayer"); 534 composeLayer(removed, restored); 535 endMark(); 536 } 537} 538 539/////////////////////////////////////////////////////////////////////////////// 540// Layers 541/////////////////////////////////////////////////////////////////////////////// 542 543int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 544 const SkPaint* paint, int flags, const SkPath* convexMask) { 545 // force matrix/clip isolation for layer 546 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 547 548 const int count = mState.saveSnapshot(flags); 549 550 if (!mState.currentlyIgnored()) { 551 createLayer(left, top, right, bottom, paint, flags, convexMask); 552 } 553 554 return count; 555} 556 557void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 558 const Rect untransformedBounds(bounds); 559 560 currentTransform()->mapRect(bounds); 561 562 // Layers only make sense if they are in the framebuffer's bounds 563 if (bounds.intersect(mState.currentClipRect())) { 564 // We cannot work with sub-pixels in this case 565 bounds.snapToPixelBoundaries(); 566 567 // When the layer is not an FBO, we may use glCopyTexImage so we 568 // need to make sure the layer does not extend outside the bounds 569 // of the framebuffer 570 const Snapshot& previous = *(currentSnapshot()->previous); 571 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 572 if (!bounds.intersect(previousViewport)) { 573 bounds.setEmpty(); 574 } else if (fboLayer) { 575 clip.set(bounds); 576 mat4 inverse; 577 inverse.loadInverse(*currentTransform()); 578 inverse.mapRect(clip); 579 clip.snapToPixelBoundaries(); 580 if (clip.intersect(untransformedBounds)) { 581 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 582 bounds.set(untransformedBounds); 583 } else { 584 clip.setEmpty(); 585 } 586 } 587 } else { 588 bounds.setEmpty(); 589 } 590} 591 592void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 593 bool fboLayer, int alpha) { 594 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 595 bounds.getHeight() > mCaches.maxTextureSize || 596 (fboLayer && clip.isEmpty())) { 597 writableSnapshot()->empty = fboLayer; 598 } else { 599 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 600 } 601} 602 603int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 604 const SkPaint* paint, int flags) { 605 const int count = mState.saveSnapshot(flags); 606 607 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 608 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 609 // operations will be able to store and restore the current clip and transform info, and 610 // quick rejection will be correct (for display lists) 611 612 Rect bounds(left, top, right, bottom); 613 Rect clip; 614 calculateLayerBoundsAndClip(bounds, clip, true); 615 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 616 617 if (!mState.currentlyIgnored()) { 618 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 619 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 620 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 621 writableSnapshot()->roundRectClipState = nullptr; 622 } 623 } 624 625 return count; 626} 627 628/** 629 * Layers are viewed by Skia are slightly different than layers in image editing 630 * programs (for instance.) When a layer is created, previously created layers 631 * and the frame buffer still receive every drawing command. For instance, if a 632 * layer is created and a shape intersecting the bounds of the layers and the 633 * framebuffer is draw, the shape will be drawn on both (unless the layer was 634 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 635 * 636 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 637 * texture. Unfortunately, this is inefficient as it requires every primitive to 638 * be drawn n + 1 times, where n is the number of active layers. In practice this 639 * means, for every primitive: 640 * - Switch active frame buffer 641 * - Change viewport, clip and projection matrix 642 * - Issue the drawing 643 * 644 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 645 * To avoid this, layers are implemented in a different way here, at least in the 646 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 647 * is set. When this flag is set we can redirect all drawing operations into a 648 * single FBO. 649 * 650 * This implementation relies on the frame buffer being at least RGBA 8888. When 651 * a layer is created, only a texture is created, not an FBO. The content of the 652 * frame buffer contained within the layer's bounds is copied into this texture 653 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 654 * buffer and drawing continues as normal. This technique therefore treats the 655 * frame buffer as a scratch buffer for the layers. 656 * 657 * To compose the layers back onto the frame buffer, each layer texture 658 * (containing the original frame buffer data) is drawn as a simple quad over 659 * the frame buffer. The trick is that the quad is set as the composition 660 * destination in the blending equation, and the frame buffer becomes the source 661 * of the composition. 662 * 663 * Drawing layers with an alpha value requires an extra step before composition. 664 * An empty quad is drawn over the layer's region in the frame buffer. This quad 665 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 666 * quad is used to multiply the colors in the frame buffer. This is achieved by 667 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 668 * GL_ZERO, GL_SRC_ALPHA. 669 * 670 * Because glCopyTexImage2D() can be slow, an alternative implementation might 671 * be use to draw a single clipped layer. The implementation described above 672 * is correct in every case. 673 * 674 * (1) The frame buffer is actually not cleared right away. To allow the GPU 675 * to potentially optimize series of calls to glCopyTexImage2D, the frame 676 * buffer is left untouched until the first drawing operation. Only when 677 * something actually gets drawn are the layers regions cleared. 678 */ 679bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 680 const SkPaint* paint, int flags, const SkPath* convexMask) { 681 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 682 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 683 684 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 685 686 // Window coordinates of the layer 687 Rect clip; 688 Rect bounds(left, top, right, bottom); 689 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 690 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 691 692 // Bail out if we won't draw in this snapshot 693 if (mState.currentlyIgnored()) { 694 return false; 695 } 696 697 mCaches.textureState().activateTexture(0); 698 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 699 if (!layer) { 700 return false; 701 } 702 703 layer->setPaint(paint); 704 layer->layer.set(bounds); 705 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 706 bounds.getWidth() / float(layer->getWidth()), 0.0f); 707 708 layer->setBlend(true); 709 layer->setDirty(false); 710 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 711 712 // Save the layer in the snapshot 713 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 714 writableSnapshot()->layer = layer; 715 716 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 717 fboLayer ? "" : "unclipped ", 718 layer->getWidth(), layer->getHeight()); 719 startMark("SaveLayer"); 720 if (fboLayer) { 721 return createFboLayer(layer, bounds, clip); 722 } else { 723 // Copy the framebuffer into the layer 724 layer->bindTexture(); 725 if (!bounds.isEmpty()) { 726 if (layer->isEmpty()) { 727 // Workaround for some GL drivers. When reading pixels lying outside 728 // of the window we should get undefined values for those pixels. 729 // Unfortunately some drivers will turn the entire target texture black 730 // when reading outside of the window. 731 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 732 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 733 layer->setEmpty(false); 734 } 735 736 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 737 bounds.left, getViewportHeight() - bounds.bottom, 738 bounds.getWidth(), bounds.getHeight()); 739 740 // Enqueue the buffer coordinates to clear the corresponding region later 741 mLayers.push_back(Rect(bounds)); 742 } 743 } 744 745 return true; 746} 747 748bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 749 layer->clipRect.set(clip); 750 layer->setFbo(mCaches.fboCache.get()); 751 752 writableSnapshot()->region = &writableSnapshot()->layer->region; 753 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 754 writableSnapshot()->fbo = layer->getFbo(); 755 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 756 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 757 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 758 writableSnapshot()->roundRectClipState = nullptr; 759 760 endTiling(); 761 debugOverdraw(false, false); 762 // Bind texture to FBO 763 mRenderState.bindFramebuffer(layer->getFbo()); 764 layer->bindTexture(); 765 766 // Initialize the texture if needed 767 if (layer->isEmpty()) { 768 layer->allocateTexture(); 769 layer->setEmpty(false); 770 } 771 772 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 773 layer->getTexture(), 0); 774 775 // Expand the startTiling region by 1 776 startTilingCurrentClip(true, true); 777 778 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 779 mRenderState.scissor().setEnabled(true); 780 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 781 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 782 glClear(GL_COLOR_BUFFER_BIT); 783 784 dirtyClip(); 785 786 // Change the ortho projection 787 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 788 return true; 789} 790 791/** 792 * Read the documentation of createLayer() before doing anything in this method. 793 */ 794void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 795 if (!removed.layer) { 796 ALOGE("Attempting to compose a layer that does not exist"); 797 return; 798 } 799 800 Layer* layer = removed.layer; 801 const Rect& rect = layer->layer; 802 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 803 804 bool clipRequired = false; 805 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 806 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 807 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 808 809 if (fboLayer) { 810 endTiling(); 811 812 // Detach the texture from the FBO 813 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 814 815 layer->removeFbo(false); 816 817 // Unbind current FBO and restore previous one 818 mRenderState.bindFramebuffer(restored.fbo); 819 debugOverdraw(true, false); 820 821 startTilingCurrentClip(); 822 } 823 824 if (!fboLayer && layer->getAlpha() < 255) { 825 SkPaint layerPaint; 826 layerPaint.setAlpha(layer->getAlpha()); 827 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 828 layerPaint.setColorFilter(layer->getColorFilter()); 829 830 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 831 // Required below, composeLayerRect() will divide by 255 832 layer->setAlpha(255); 833 } 834 835 mRenderState.meshState().unbindMeshBuffer(); 836 837 mCaches.textureState().activateTexture(0); 838 839 // When the layer is stored in an FBO, we can save a bit of fillrate by 840 // drawing only the dirty region 841 if (fboLayer) { 842 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 843 composeLayerRegion(layer, rect); 844 } else if (!rect.isEmpty()) { 845 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 846 847 save(0); 848 // the layer contains screen buffer content that shouldn't be alpha modulated 849 // (and any necessary alpha modulation was handled drawing into the layer) 850 writableSnapshot()->alpha = 1.0f; 851 composeLayerRect(layer, rect, true); 852 restore(); 853 } 854 855 dirtyClip(); 856 857 // Failing to add the layer to the cache should happen only if the layer is too large 858 layer->setConvexMask(nullptr); 859 if (!mCaches.layerCache.put(layer)) { 860 LAYER_LOGD("Deleting layer"); 861 layer->decStrong(nullptr); 862 } 863} 864 865void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 866 float alpha = getLayerAlpha(layer); 867 868 setupDraw(); 869 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 870 setupDrawWithTexture(); 871 } else { 872 setupDrawWithExternalTexture(); 873 } 874 setupDrawTextureTransform(); 875 setupDrawColor(alpha, alpha, alpha, alpha); 876 setupDrawColorFilter(layer->getColorFilter()); 877 setupDrawBlending(layer); 878 setupDrawProgram(); 879 setupDrawPureColorUniforms(); 880 setupDrawColorFilterUniforms(layer->getColorFilter()); 881 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 882 setupDrawTexture(layer->getTexture()); 883 } else { 884 setupDrawExternalTexture(layer->getTexture()); 885 } 886 if (currentTransform()->isPureTranslate() && 887 !layer->getForceFilter() && 888 layer->getWidth() == (uint32_t) rect.getWidth() && 889 layer->getHeight() == (uint32_t) rect.getHeight()) { 890 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 891 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 892 893 layer->setFilter(GL_NEAREST); 894 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 895 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 896 } else { 897 layer->setFilter(GL_LINEAR); 898 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 899 rect.left, rect.top, rect.right, rect.bottom); 900 } 901 setupDrawTextureTransformUniforms(layer->getTexTransform()); 902 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 903 904 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 905} 906 907void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 908 if (layer->isTextureLayer()) { 909 EVENT_LOGD("composeTextureLayerRect"); 910 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 911 drawTextureLayer(layer, rect); 912 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 913 } else { 914 EVENT_LOGD("composeHardwareLayerRect"); 915 const Rect& texCoords = layer->texCoords; 916 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 917 texCoords.right, texCoords.bottom); 918 919 float x = rect.left; 920 float y = rect.top; 921 bool simpleTransform = currentTransform()->isPureTranslate() && 922 layer->getWidth() == (uint32_t) rect.getWidth() && 923 layer->getHeight() == (uint32_t) rect.getHeight(); 924 925 if (simpleTransform) { 926 // When we're swapping, the layer is already in screen coordinates 927 if (!swap) { 928 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 929 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 930 } 931 932 layer->setFilter(GL_NEAREST, true); 933 } else { 934 layer->setFilter(GL_LINEAR, true); 935 } 936 937 SkPaint layerPaint; 938 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 939 layerPaint.setXfermodeMode(layer->getMode()); 940 layerPaint.setColorFilter(layer->getColorFilter()); 941 942 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 943 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 944 layer->getTexture(), &layerPaint, blend, 945 &mMeshVertices[0].x, &mMeshVertices[0].u, 946 GL_TRIANGLE_STRIP, kMeshCount, swap, swap || simpleTransform); 947 948 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 949 } 950} 951 952/** 953 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 954 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 955 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 956 * by saveLayer's restore 957 */ 958#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 959 DRAW_COMMAND; \ 960 if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \ 961 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 962 DRAW_COMMAND; \ 963 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 964 } \ 965 } 966 967#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 968 969// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 970// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 971class LayerShader : public SkShader { 972public: 973 LayerShader(Layer* layer, const SkMatrix* localMatrix) 974 : INHERITED(localMatrix) 975 , mLayer(layer) { 976 } 977 978 virtual bool asACustomShader(void** data) const override { 979 if (data) { 980 *data = static_cast<void*>(mLayer); 981 } 982 return true; 983 } 984 985 virtual bool isOpaque() const override { 986 return !mLayer->isBlend(); 987 } 988 989protected: 990 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 991 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 992 } 993 994 virtual void flatten(SkWriteBuffer&) const override { 995 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 996 } 997 998 virtual Factory getFactory() const override { 999 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1000 return nullptr; 1001 } 1002private: 1003 // Unowned. 1004 Layer* mLayer; 1005 typedef SkShader INHERITED; 1006}; 1007 1008void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1009 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1010 1011 if (layer->getConvexMask()) { 1012 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1013 1014 // clip to the area of the layer the mask can be larger 1015 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1016 1017 SkPaint paint; 1018 paint.setAntiAlias(true); 1019 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1020 1021 // create LayerShader to map SaveLayer content into subsequent draw 1022 SkMatrix shaderMatrix; 1023 shaderMatrix.setTranslate(rect.left, rect.bottom); 1024 shaderMatrix.preScale(1, -1); 1025 LayerShader layerShader(layer, &shaderMatrix); 1026 paint.setShader(&layerShader); 1027 1028 // Since the drawing primitive is defined in local drawing space, 1029 // we don't need to modify the draw matrix 1030 const SkPath* maskPath = layer->getConvexMask(); 1031 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1032 1033 paint.setShader(nullptr); 1034 restore(); 1035 1036 return; 1037 } 1038 1039 if (layer->region.isRect()) { 1040 layer->setRegionAsRect(); 1041 1042 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1043 1044 layer->region.clear(); 1045 return; 1046 } 1047 1048 EVENT_LOGD("composeLayerRegion"); 1049 // standard Region based draw 1050 size_t count; 1051 const android::Rect* rects; 1052 Region safeRegion; 1053 if (CC_LIKELY(hasRectToRectTransform())) { 1054 rects = layer->region.getArray(&count); 1055 } else { 1056 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1057 rects = safeRegion.getArray(&count); 1058 } 1059 1060 const float alpha = getLayerAlpha(layer); 1061 const float texX = 1.0f / float(layer->getWidth()); 1062 const float texY = 1.0f / float(layer->getHeight()); 1063 const float height = rect.getHeight(); 1064 1065 setupDraw(); 1066 1067 // We must get (and therefore bind) the region mesh buffer 1068 // after we setup drawing in case we need to mess with the 1069 // stencil buffer in setupDraw() 1070 TextureVertex* mesh = mCaches.getRegionMesh(); 1071 uint32_t numQuads = 0; 1072 1073 setupDrawWithTexture(); 1074 setupDrawColor(alpha, alpha, alpha, alpha); 1075 setupDrawColorFilter(layer->getColorFilter()); 1076 setupDrawBlending(layer); 1077 setupDrawProgram(); 1078 setupDrawDirtyRegionsDisabled(); 1079 setupDrawPureColorUniforms(); 1080 setupDrawColorFilterUniforms(layer->getColorFilter()); 1081 setupDrawTexture(layer->getTexture()); 1082 if (currentTransform()->isPureTranslate()) { 1083 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1084 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1085 1086 layer->setFilter(GL_NEAREST); 1087 setupDrawModelView(kModelViewMode_Translate, false, 1088 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1089 } else { 1090 layer->setFilter(GL_LINEAR); 1091 setupDrawModelView(kModelViewMode_Translate, false, 1092 rect.left, rect.top, rect.right, rect.bottom); 1093 } 1094 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1095 1096 for (size_t i = 0; i < count; i++) { 1097 const android::Rect* r = &rects[i]; 1098 1099 const float u1 = r->left * texX; 1100 const float v1 = (height - r->top) * texY; 1101 const float u2 = r->right * texX; 1102 const float v2 = (height - r->bottom) * texY; 1103 1104 // TODO: Reject quads outside of the clip 1105 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1106 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1107 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1108 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1109 1110 numQuads++; 1111 1112 if (numQuads >= kMaxNumberOfQuads) { 1113 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1114 GL_UNSIGNED_SHORT, nullptr)); 1115 numQuads = 0; 1116 mesh = mCaches.getRegionMesh(); 1117 } 1118 } 1119 1120 if (numQuads > 0) { 1121 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1122 GL_UNSIGNED_SHORT, nullptr)); 1123 } 1124 1125#if DEBUG_LAYERS_AS_REGIONS 1126 drawRegionRectsDebug(layer->region); 1127#endif 1128 1129 layer->region.clear(); 1130} 1131 1132#if DEBUG_LAYERS_AS_REGIONS 1133void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1134 size_t count; 1135 const android::Rect* rects = region.getArray(&count); 1136 1137 uint32_t colors[] = { 1138 0x7fff0000, 0x7f00ff00, 1139 0x7f0000ff, 0x7fff00ff, 1140 }; 1141 1142 int offset = 0; 1143 int32_t top = rects[0].top; 1144 1145 for (size_t i = 0; i < count; i++) { 1146 if (top != rects[i].top) { 1147 offset ^= 0x2; 1148 top = rects[i].top; 1149 } 1150 1151 SkPaint paint; 1152 paint.setColor(colors[offset + (i & 0x1)]); 1153 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1154 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1155 } 1156} 1157#endif 1158 1159void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1160 Vector<float> rects; 1161 1162 SkRegion::Iterator it(region); 1163 while (!it.done()) { 1164 const SkIRect& r = it.rect(); 1165 rects.push(r.fLeft); 1166 rects.push(r.fTop); 1167 rects.push(r.fRight); 1168 rects.push(r.fBottom); 1169 it.next(); 1170 } 1171 1172 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1173} 1174 1175void OpenGLRenderer::dirtyLayer(const float left, const float top, 1176 const float right, const float bottom, const mat4 transform) { 1177 if (hasLayer()) { 1178 Rect bounds(left, top, right, bottom); 1179 transform.mapRect(bounds); 1180 dirtyLayerUnchecked(bounds, getRegion()); 1181 } 1182} 1183 1184void OpenGLRenderer::dirtyLayer(const float left, const float top, 1185 const float right, const float bottom) { 1186 if (hasLayer()) { 1187 Rect bounds(left, top, right, bottom); 1188 dirtyLayerUnchecked(bounds, getRegion()); 1189 } 1190} 1191 1192void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1193 if (bounds.intersect(mState.currentClipRect())) { 1194 bounds.snapToPixelBoundaries(); 1195 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1196 if (!dirty.isEmpty()) { 1197 region->orSelf(dirty); 1198 } 1199 } 1200} 1201 1202void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1203 GLsizei elementsCount = quadsCount * 6; 1204 while (elementsCount > 0) { 1205 GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 1206 1207 setupDrawIndexedVertices(&mesh[0].x); 1208 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1209 1210 elementsCount -= drawCount; 1211 // Though there are 4 vertices in a quad, we use 6 indices per 1212 // quad to draw with GL_TRIANGLES 1213 mesh += (drawCount / 6) * 4; 1214 } 1215} 1216 1217void OpenGLRenderer::clearLayerRegions() { 1218 const size_t count = mLayers.size(); 1219 if (count == 0) return; 1220 1221 if (!mState.currentlyIgnored()) { 1222 EVENT_LOGD("clearLayerRegions"); 1223 // Doing several glScissor/glClear here can negatively impact 1224 // GPUs with a tiler architecture, instead we draw quads with 1225 // the Clear blending mode 1226 1227 // The list contains bounds that have already been clipped 1228 // against their initial clip rect, and the current clip 1229 // is likely different so we need to disable clipping here 1230 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1231 1232 Vertex mesh[count * 4]; 1233 Vertex* vertex = mesh; 1234 1235 for (uint32_t i = 0; i < count; i++) { 1236 const Rect& bounds = mLayers[i]; 1237 1238 Vertex::set(vertex++, bounds.left, bounds.top); 1239 Vertex::set(vertex++, bounds.right, bounds.top); 1240 Vertex::set(vertex++, bounds.left, bounds.bottom); 1241 Vertex::set(vertex++, bounds.right, bounds.bottom); 1242 } 1243 // We must clear the list of dirty rects before we 1244 // call setupDraw() to prevent stencil setup to do 1245 // the same thing again 1246 mLayers.clear(); 1247 1248 SkPaint clearPaint; 1249 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1250 1251 setupDraw(false); 1252 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1253 setupDrawBlending(&clearPaint, true); 1254 setupDrawProgram(); 1255 setupDrawPureColorUniforms(); 1256 setupDrawModelView(kModelViewMode_Translate, false, 1257 0.0f, 0.0f, 0.0f, 0.0f, true); 1258 1259 issueIndexedQuadDraw(&mesh[0], count); 1260 1261 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1262 } else { 1263 mLayers.clear(); 1264 } 1265} 1266 1267/////////////////////////////////////////////////////////////////////////////// 1268// State Deferral 1269/////////////////////////////////////////////////////////////////////////////// 1270 1271bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1272 const Rect& currentClip = mState.currentClipRect(); 1273 const mat4* currentMatrix = currentTransform(); 1274 1275 if (stateDeferFlags & kStateDeferFlag_Draw) { 1276 // state has bounds initialized in local coordinates 1277 if (!state.mBounds.isEmpty()) { 1278 currentMatrix->mapRect(state.mBounds); 1279 Rect clippedBounds(state.mBounds); 1280 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1281 // is used, it should more closely duplicate the quickReject logic (in how it uses 1282 // snapToPixelBoundaries) 1283 1284 if (!clippedBounds.intersect(currentClip)) { 1285 // quick rejected 1286 return true; 1287 } 1288 1289 state.mClipSideFlags = kClipSide_None; 1290 if (!currentClip.contains(state.mBounds)) { 1291 int& flags = state.mClipSideFlags; 1292 // op partially clipped, so record which sides are clipped for clip-aware merging 1293 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1294 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1295 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1296 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1297 } 1298 state.mBounds.set(clippedBounds); 1299 } else { 1300 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1301 // overdraw avoidance (since we don't know what it overlaps) 1302 state.mClipSideFlags = kClipSide_ConservativeFull; 1303 state.mBounds.set(currentClip); 1304 } 1305 } 1306 1307 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1308 if (state.mClipValid) { 1309 state.mClip.set(currentClip); 1310 } 1311 1312 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1313 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1314 state.mMatrix.load(*currentMatrix); 1315 state.mDrawModifiers = mDrawModifiers; 1316 state.mAlpha = currentSnapshot()->alpha; 1317 1318 // always store/restore, since it's just a pointer 1319 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1320 return false; 1321} 1322 1323void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1324 setMatrix(state.mMatrix); 1325 writableSnapshot()->alpha = state.mAlpha; 1326 mDrawModifiers = state.mDrawModifiers; 1327 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1328 1329 if (state.mClipValid && !skipClipRestore) { 1330 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1331 state.mClip.right, state.mClip.bottom); 1332 dirtyClip(); 1333 } 1334} 1335 1336/** 1337 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1338 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1339 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1340 * 1341 * This method should be called when restoreDisplayState() won't be restoring the clip 1342 */ 1343void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1344 if (clipRect != nullptr) { 1345 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1346 } else { 1347 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1348 } 1349 dirtyClip(); 1350 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1351 mRenderState.scissor().setEnabled(enableScissor); 1352} 1353 1354/////////////////////////////////////////////////////////////////////////////// 1355// Clipping 1356/////////////////////////////////////////////////////////////////////////////// 1357 1358void OpenGLRenderer::setScissorFromClip() { 1359 Rect clip(mState.currentClipRect()); 1360 clip.snapToPixelBoundaries(); 1361 1362 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1363 clip.getWidth(), clip.getHeight())) { 1364 mState.setDirtyClip(false); 1365 } 1366} 1367 1368void OpenGLRenderer::ensureStencilBuffer() { 1369 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1370 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1371 // just hope we have one when hasLayer() returns false. 1372 if (hasLayer()) { 1373 attachStencilBufferToLayer(currentSnapshot()->layer); 1374 } 1375} 1376 1377void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1378 // The layer's FBO is already bound when we reach this stage 1379 if (!layer->getStencilRenderBuffer()) { 1380 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1381 // is attached after we initiated tiling. We must turn it off, 1382 // attach the new render buffer then turn tiling back on 1383 endTiling(); 1384 1385 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1386 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1387 layer->setStencilRenderBuffer(buffer); 1388 1389 startTiling(layer->clipRect, layer->layer.getHeight()); 1390 } 1391} 1392 1393static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1394 float x, float y) { 1395 Vertex v; 1396 v.x = x; 1397 v.y = y; 1398 transform.mapPoint(v.x, v.y); 1399 rectangleVertices.push_back(v); 1400} 1401 1402static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1403 Vertex v; 1404 v.x = x; 1405 v.y = y; 1406 rectangleVertices.push_back(v); 1407} 1408 1409void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1410 int count = rectangleList.getTransformedRectanglesCount(); 1411 std::vector<Vertex> rectangleVertices(count * 4); 1412 Rect scissorBox = rectangleList.calculateBounds(); 1413 scissorBox.snapToPixelBoundaries(); 1414 for (int i = 0; i < count; ++i) { 1415 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1416 const Matrix4& transform = tr.getTransform(); 1417 Rect bounds = tr.getBounds(); 1418 if (transform.rectToRect()) { 1419 transform.mapRect(bounds); 1420 if (!bounds.intersect(scissorBox)) { 1421 bounds.setEmpty(); 1422 } else { 1423 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1424 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1425 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1426 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1427 } 1428 } else { 1429 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1430 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1431 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1432 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1433 } 1434 } 1435 1436 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1437 scissorBox.getWidth(), scissorBox.getHeight()); 1438 1439 const SkPaint* paint = nullptr; 1440 setupDraw(); 1441 setupDrawNoTexture(); 1442 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1443 setupDrawShader(getShader(paint)); 1444 setupDrawColorFilter(getColorFilter(paint)); 1445 setupDrawBlending(paint); 1446 setupDrawProgram(); 1447 setupDrawDirtyRegionsDisabled(); 1448 setupDrawModelView(kModelViewMode_Translate, false, 1449 0.0f, 0.0f, 0.0f, 0.0f, true); 1450 setupDrawColorUniforms(getShader(paint)); 1451 setupDrawShaderUniforms(getShader(paint)); 1452 setupDrawColorFilterUniforms(getColorFilter(paint)); 1453 1454 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1455} 1456 1457void OpenGLRenderer::setStencilFromClip() { 1458 if (!mCaches.debugOverdraw) { 1459 if (!currentSnapshot()->clipIsSimple()) { 1460 int incrementThreshold; 1461 EVENT_LOGD("setStencilFromClip - enabling"); 1462 1463 // NOTE: The order here is important, we must set dirtyClip to false 1464 // before any draw call to avoid calling back into this method 1465 mState.setDirtyClip(false); 1466 1467 ensureStencilBuffer(); 1468 1469 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1470 1471 bool isRectangleList = clipArea.isRectangleList(); 1472 if (isRectangleList) { 1473 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1474 } else { 1475 incrementThreshold = 0; 1476 } 1477 1478 mRenderState.stencil().enableWrite(incrementThreshold); 1479 1480 // Clean and update the stencil, but first make sure we restrict drawing 1481 // to the region's bounds 1482 bool resetScissor = mRenderState.scissor().setEnabled(true); 1483 if (resetScissor) { 1484 // The scissor was not set so we now need to update it 1485 setScissorFromClip(); 1486 } 1487 1488 mRenderState.stencil().clear(); 1489 1490 // stash and disable the outline clip state, since stencil doesn't account for outline 1491 bool storedSkipOutlineClip = mSkipOutlineClip; 1492 mSkipOutlineClip = true; 1493 1494 SkPaint paint; 1495 paint.setColor(SK_ColorBLACK); 1496 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1497 1498 if (isRectangleList) { 1499 drawRectangleList(clipArea.getRectangleList()); 1500 } else { 1501 // NOTE: We could use the region contour path to generate a smaller mesh 1502 // Since we are using the stencil we could use the red book path 1503 // drawing technique. It might increase bandwidth usage though. 1504 1505 // The last parameter is important: we are not drawing in the color buffer 1506 // so we don't want to dirty the current layer, if any 1507 drawRegionRects(clipArea.getClipRegion(), paint, false); 1508 } 1509 if (resetScissor) mRenderState.scissor().setEnabled(false); 1510 mSkipOutlineClip = storedSkipOutlineClip; 1511 1512 mRenderState.stencil().enableTest(incrementThreshold); 1513 1514 // Draw the region used to generate the stencil if the appropriate debug 1515 // mode is enabled 1516 // TODO: Implement for rectangle list clip areas 1517 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1518 !clipArea.isRectangleList()) { 1519 paint.setColor(0x7f0000ff); 1520 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1521 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1522 } 1523 } else { 1524 EVENT_LOGD("setStencilFromClip - disabling"); 1525 mRenderState.stencil().disable(); 1526 } 1527 } 1528} 1529 1530/** 1531 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1532 * 1533 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1534 * style, and tessellated AA ramp 1535 */ 1536bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1537 const SkPaint* paint) { 1538 bool snapOut = paint && paint->isAntiAlias(); 1539 1540 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1541 float outset = paint->getStrokeWidth() * 0.5f; 1542 left -= outset; 1543 top -= outset; 1544 right += outset; 1545 bottom += outset; 1546 } 1547 1548 bool clipRequired = false; 1549 bool roundRectClipRequired = false; 1550 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1551 &clipRequired, &roundRectClipRequired, snapOut)) { 1552 return true; 1553 } 1554 1555 // not quick rejected, so enable the scissor if clipRequired 1556 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1557 mSkipOutlineClip = !roundRectClipRequired; 1558 return false; 1559} 1560 1561void OpenGLRenderer::debugClip() { 1562#if DEBUG_CLIP_REGIONS 1563 if (!currentSnapshot()->clipRegion->isEmpty()) { 1564 SkPaint paint; 1565 paint.setColor(0x7f00ff00); 1566 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1567 1568 } 1569#endif 1570} 1571 1572/////////////////////////////////////////////////////////////////////////////// 1573// Drawing commands 1574/////////////////////////////////////////////////////////////////////////////// 1575 1576void OpenGLRenderer::setupDraw(bool clearLayer) { 1577 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1578 // changes the scissor test state 1579 if (clearLayer) clearLayerRegions(); 1580 // Make sure setScissor & setStencil happen at the beginning of 1581 // this method 1582 if (mState.getDirtyClip()) { 1583 if (mRenderState.scissor().isEnabled()) { 1584 setScissorFromClip(); 1585 } 1586 1587 setStencilFromClip(); 1588 } 1589 1590 mDescription.reset(); 1591 1592 mSetShaderColor = false; 1593 mColorSet = false; 1594 mColorA = mColorR = mColorG = mColorB = 0.0f; 1595 mTextureUnit = 0; 1596 mTrackDirtyRegions = true; 1597 1598 // Enable debug highlight when what we're about to draw is tested against 1599 // the stencil buffer and if stencil highlight debugging is on 1600 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1601 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1602 mRenderState.stencil().isTestEnabled(); 1603} 1604 1605void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1606 mDescription.hasTexture = true; 1607 mDescription.hasAlpha8Texture = isAlpha8; 1608} 1609 1610void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1611 mDescription.hasTexture = true; 1612 mDescription.hasColors = true; 1613 mDescription.hasAlpha8Texture = isAlpha8; 1614} 1615 1616void OpenGLRenderer::setupDrawWithExternalTexture() { 1617 mDescription.hasExternalTexture = true; 1618} 1619 1620void OpenGLRenderer::setupDrawNoTexture() { 1621 mRenderState.meshState().disableTexCoordsVertexArray(); 1622} 1623 1624void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1625 mDescription.hasVertexAlpha = true; 1626 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1627} 1628 1629void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1630 mColorA = alpha / 255.0f; 1631 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1632 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1633 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1634 mColorSet = true; 1635 mSetShaderColor = mDescription.setColorModulate(mColorA); 1636} 1637 1638void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1639 mColorA = alpha / 255.0f; 1640 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1641 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1642 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1643 mColorSet = true; 1644 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1645} 1646 1647void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1648 mCaches.fontRenderer->describe(mDescription, paint); 1649} 1650 1651void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1652 mColorA = a; 1653 mColorR = r; 1654 mColorG = g; 1655 mColorB = b; 1656 mColorSet = true; 1657 mSetShaderColor = mDescription.setColorModulate(a); 1658} 1659 1660void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1661 if (shader != nullptr) { 1662 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1663 } 1664} 1665 1666void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1667 if (filter == nullptr) { 1668 return; 1669 } 1670 1671 SkXfermode::Mode mode; 1672 if (filter->asColorMode(nullptr, &mode)) { 1673 mDescription.colorOp = ProgramDescription::kColorBlend; 1674 mDescription.colorMode = mode; 1675 } else if (filter->asColorMatrix(nullptr)) { 1676 mDescription.colorOp = ProgramDescription::kColorMatrix; 1677 } 1678} 1679 1680void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1681 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1682 mColorA = 1.0f; 1683 mColorR = mColorG = mColorB = 0.0f; 1684 mSetShaderColor = mDescription.modulate = true; 1685 } 1686} 1687 1688void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1689 SkXfermode::Mode mode = layer->getMode(); 1690 // When the blending mode is kClear_Mode, we need to use a modulate color 1691 // argb=1,0,0,0 1692 accountForClear(mode); 1693 // TODO: check shader blending, once we have shader drawing support for layers. 1694 bool blend = layer->isBlend() 1695 || getLayerAlpha(layer) < 1.0f 1696 || (mColorSet && mColorA < 1.0f) 1697 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1698 chooseBlending(blend, mode, mDescription, swapSrcDst); 1699} 1700 1701void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1702 SkXfermode::Mode mode = getXfermodeDirect(paint); 1703 // When the blending mode is kClear_Mode, we need to use a modulate color 1704 // argb=1,0,0,0 1705 accountForClear(mode); 1706 blend |= (mColorSet && mColorA < 1.0f) || 1707 (getShader(paint) && !getShader(paint)->isOpaque()) || 1708 PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1709 chooseBlending(blend, mode, mDescription, swapSrcDst); 1710} 1711 1712void OpenGLRenderer::setupDrawProgram() { 1713 mCaches.setProgram(mDescription); 1714 if (mDescription.hasRoundRectClip) { 1715 // TODO: avoid doing this repeatedly, stashing state pointer in program 1716 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1717 const Rect& innerRect = state->innerRect; 1718 glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"), 1719 innerRect.left, innerRect.top, 1720 innerRect.right, innerRect.bottom); 1721 glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"), 1722 1, GL_FALSE, &state->matrix.data[0]); 1723 1724 // add half pixel to round out integer rect space to cover pixel centers 1725 float roundedOutRadius = state->radius + 0.5f; 1726 glUniform1f(mCaches.program().getUniform("roundRectRadius"), 1727 roundedOutRadius); 1728 } 1729} 1730 1731void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1732 mTrackDirtyRegions = false; 1733} 1734 1735void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1736 float left, float top, float right, float bottom, bool ignoreTransform) { 1737 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1738 if (mode == kModelViewMode_TranslateAndScale) { 1739 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1740 } 1741 1742 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1743 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1744 1745 mCaches.program().set(currentSnapshot()->getOrthoMatrix(), 1746 mModelViewMatrix, transformMatrix, offset); 1747 if (dirty && mTrackDirtyRegions) { 1748 if (!ignoreTransform) { 1749 dirtyLayer(left, top, right, bottom, *currentTransform()); 1750 } else { 1751 dirtyLayer(left, top, right, bottom); 1752 } 1753 } 1754} 1755 1756void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1757 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1758 mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA); 1759 } 1760} 1761 1762void OpenGLRenderer::setupDrawPureColorUniforms() { 1763 if (mSetShaderColor) { 1764 mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA); 1765 } 1766} 1767 1768void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1769 if (shader == nullptr) { 1770 return; 1771 } 1772 1773 if (ignoreTransform) { 1774 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1775 // because it was built into modelView / the geometry, and the description needs to 1776 // compensate. 1777 mat4 modelViewWithoutTransform; 1778 modelViewWithoutTransform.loadInverse(*currentTransform()); 1779 modelViewWithoutTransform.multiply(mModelViewMatrix); 1780 mModelViewMatrix.load(modelViewWithoutTransform); 1781 } 1782 1783 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1784} 1785 1786void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1787 if (nullptr == filter) { 1788 return; 1789 } 1790 1791 SkColor color; 1792 SkXfermode::Mode mode; 1793 if (filter->asColorMode(&color, &mode)) { 1794 const int alpha = SkColorGetA(color); 1795 const GLfloat a = alpha / 255.0f; 1796 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1797 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1798 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1799 glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a); 1800 return; 1801 } 1802 1803 SkScalar srcColorMatrix[20]; 1804 if (filter->asColorMatrix(srcColorMatrix)) { 1805 1806 float colorMatrix[16]; 1807 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1808 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1809 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1810 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1811 1812 // Skia uses the range [0..255] for the addition vector, but we need 1813 // the [0..1] range to apply the vector in GLSL 1814 float colorVector[4]; 1815 colorVector[0] = srcColorMatrix[4] / 255.0f; 1816 colorVector[1] = srcColorMatrix[9] / 255.0f; 1817 colorVector[2] = srcColorMatrix[14] / 255.0f; 1818 colorVector[3] = srcColorMatrix[19] / 255.0f; 1819 1820 glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1, 1821 GL_FALSE, colorMatrix); 1822 glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector); 1823 return; 1824 } 1825 1826 // it is an error if we ever get here 1827} 1828 1829void OpenGLRenderer::setupDrawTextGammaUniforms() { 1830 mCaches.fontRenderer->setupProgram(mDescription, mCaches.program()); 1831} 1832 1833void OpenGLRenderer::setupDrawSimpleMesh() { 1834 bool force = mRenderState.meshState().bindMeshBuffer(); 1835 mRenderState.meshState().bindPositionVertexPointer(force, nullptr); 1836 mRenderState.meshState().unbindIndicesBuffer(); 1837} 1838 1839void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1840 if (texture) mCaches.textureState().bindTexture(texture); 1841 mTextureUnit++; 1842 mRenderState.meshState().enableTexCoordsVertexArray(); 1843} 1844 1845void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1846 mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture); 1847 mTextureUnit++; 1848 mRenderState.meshState().enableTexCoordsVertexArray(); 1849} 1850 1851void OpenGLRenderer::setupDrawTextureTransform() { 1852 mDescription.hasTextureTransform = true; 1853} 1854 1855void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1856 glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1, 1857 GL_FALSE, &transform.data[0]); 1858} 1859 1860void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1861 const GLvoid* texCoords, GLuint vbo) { 1862 bool force = false; 1863 if (!vertices || vbo) { 1864 force = mRenderState.meshState().bindMeshBuffer(vbo); 1865 } else { 1866 force = mRenderState.meshState().unbindMeshBuffer(); 1867 } 1868 1869 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1870 if (mCaches.program().texCoords >= 0) { 1871 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1872 } 1873 1874 mRenderState.meshState().unbindIndicesBuffer(); 1875} 1876 1877void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1878 const GLvoid* texCoords, const GLvoid* colors) { 1879 bool force = mRenderState.meshState().unbindMeshBuffer(); 1880 GLsizei stride = sizeof(ColorTextureVertex); 1881 1882 mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride); 1883 if (mCaches.program().texCoords >= 0) { 1884 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride); 1885 } 1886 int slot = mCaches.program().getAttrib("colors"); 1887 if (slot >= 0) { 1888 glEnableVertexAttribArray(slot); 1889 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1890 } 1891 1892 mRenderState.meshState().unbindIndicesBuffer(); 1893} 1894 1895void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1896 const GLvoid* texCoords, GLuint vbo) { 1897 bool force = false; 1898 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1899 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1900 // use the default VBO found in RenderState 1901 if (!vertices || vbo) { 1902 force = mRenderState.meshState().bindMeshBuffer(vbo); 1903 } else { 1904 force = mRenderState.meshState().unbindMeshBuffer(); 1905 } 1906 mRenderState.meshState().bindQuadIndicesBuffer(); 1907 1908 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1909 if (mCaches.program().texCoords >= 0) { 1910 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1911 } 1912} 1913 1914void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1915 bool force = mRenderState.meshState().unbindMeshBuffer(); 1916 mRenderState.meshState().bindQuadIndicesBuffer(); 1917 mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride); 1918} 1919 1920/////////////////////////////////////////////////////////////////////////////// 1921// Drawing 1922/////////////////////////////////////////////////////////////////////////////// 1923 1924void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1925 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1926 // will be performed by the display list itself 1927 if (renderNode && renderNode->isRenderable()) { 1928 // compute 3d ordering 1929 renderNode->computeOrdering(); 1930 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1931 startFrame(); 1932 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1933 renderNode->replay(replayStruct, 0); 1934 return; 1935 } 1936 1937 // Don't avoid overdraw when visualizing, since that makes it harder to 1938 // debug where it's coming from, and when the problem occurs. 1939 bool avoidOverdraw = !mCaches.debugOverdraw; 1940 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1941 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1942 renderNode->defer(deferStruct, 0); 1943 1944 flushLayers(); 1945 startFrame(); 1946 1947 deferredList.flush(*this, dirty); 1948 } else { 1949 // Even if there is no drawing command(Ex: invisible), 1950 // it still needs startFrame to clear buffer and start tiling. 1951 startFrame(); 1952 } 1953} 1954 1955void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, 1956 const SkPaint* paint) { 1957 float x = left; 1958 float y = top; 1959 1960 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1961 1962 bool ignoreTransform = false; 1963 if (currentTransform()->isPureTranslate()) { 1964 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1965 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1966 ignoreTransform = true; 1967 1968 texture->setFilter(GL_NEAREST, true); 1969 } else { 1970 texture->setFilter(getFilter(paint), true); 1971 } 1972 1973 // No need to check for a UV mapper on the texture object, only ARGB_8888 1974 // bitmaps get packed in the atlas 1975 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1976 paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset, 1977 GL_TRIANGLE_STRIP, kMeshCount, ignoreTransform); 1978} 1979 1980/** 1981 * Important note: this method is intended to draw batches of bitmaps and 1982 * will not set the scissor enable or dirty the current layer, if any. 1983 * The caller is responsible for properly dirtying the current layer. 1984 */ 1985void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1986 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1987 const Rect& bounds, const SkPaint* paint) { 1988 mCaches.textureState().activateTexture(0); 1989 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1990 if (!texture) return; 1991 1992 const AutoTexture autoCleanup(texture); 1993 1994 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1995 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1996 1997 const float x = (int) floorf(bounds.left + 0.5f); 1998 const float y = (int) floorf(bounds.top + 0.5f); 1999 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2000 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2001 texture->id, paint, &vertices[0].x, &vertices[0].u, 2002 GL_TRIANGLES, bitmapCount * 6, true, 2003 kModelViewMode_Translate, false); 2004 } else { 2005 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2006 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2007 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2008 kModelViewMode_Translate, false); 2009 } 2010 2011 mDirty = true; 2012} 2013 2014void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2015 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2016 return; 2017 } 2018 2019 mCaches.textureState().activateTexture(0); 2020 Texture* texture = getTexture(bitmap); 2021 if (!texture) return; 2022 const AutoTexture autoCleanup(texture); 2023 2024 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2025 drawAlphaBitmap(texture, 0, 0, paint); 2026 } else { 2027 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2028 } 2029 2030 mDirty = true; 2031} 2032 2033void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2034 const float* vertices, const int* colors, const SkPaint* paint) { 2035 if (!vertices || mState.currentlyIgnored()) { 2036 return; 2037 } 2038 2039 // TODO: use quickReject on bounds from vertices 2040 mRenderState.scissor().setEnabled(true); 2041 2042 float left = FLT_MAX; 2043 float top = FLT_MAX; 2044 float right = FLT_MIN; 2045 float bottom = FLT_MIN; 2046 2047 const uint32_t count = meshWidth * meshHeight * 6; 2048 2049 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]); 2050 ColorTextureVertex* vertex = &mesh[0]; 2051 2052 std::unique_ptr<int[]> tempColors; 2053 if (!colors) { 2054 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2055 tempColors.reset(new int[colorsCount]); 2056 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2057 colors = tempColors.get(); 2058 } 2059 2060 mCaches.textureState().activateTexture(0); 2061 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2062 const UvMapper& mapper(getMapper(texture)); 2063 2064 for (int32_t y = 0; y < meshHeight; y++) { 2065 for (int32_t x = 0; x < meshWidth; x++) { 2066 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2067 2068 float u1 = float(x) / meshWidth; 2069 float u2 = float(x + 1) / meshWidth; 2070 float v1 = float(y) / meshHeight; 2071 float v2 = float(y + 1) / meshHeight; 2072 2073 mapper.map(u1, v1, u2, v2); 2074 2075 int ax = i + (meshWidth + 1) * 2; 2076 int ay = ax + 1; 2077 int bx = i; 2078 int by = bx + 1; 2079 int cx = i + 2; 2080 int cy = cx + 1; 2081 int dx = i + (meshWidth + 1) * 2 + 2; 2082 int dy = dx + 1; 2083 2084 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2085 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2086 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2087 2088 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2089 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2090 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2091 2092 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2093 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2094 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2095 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2096 } 2097 } 2098 2099 if (quickRejectSetupScissor(left, top, right, bottom)) { 2100 return; 2101 } 2102 2103 if (!texture) { 2104 texture = mCaches.textureCache.get(bitmap); 2105 if (!texture) { 2106 return; 2107 } 2108 } 2109 const AutoTexture autoCleanup(texture); 2110 2111 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2112 texture->setFilter(getFilter(paint), true); 2113 2114 int alpha; 2115 SkXfermode::Mode mode; 2116 getAlphaAndMode(paint, &alpha, &mode); 2117 2118 float a = alpha / 255.0f; 2119 2120 if (hasLayer()) { 2121 dirtyLayer(left, top, right, bottom, *currentTransform()); 2122 } 2123 2124 setupDraw(); 2125 setupDrawWithTextureAndColor(); 2126 setupDrawColor(a, a, a, a); 2127 setupDrawColorFilter(getColorFilter(paint)); 2128 setupDrawBlending(paint, true); 2129 setupDrawProgram(); 2130 setupDrawDirtyRegionsDisabled(); 2131 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2132 setupDrawTexture(texture->id); 2133 setupDrawPureColorUniforms(); 2134 setupDrawColorFilterUniforms(getColorFilter(paint)); 2135 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2136 2137 glDrawArrays(GL_TRIANGLES, 0, count); 2138 2139 int slot = mCaches.program().getAttrib("colors"); 2140 if (slot >= 0) { 2141 glDisableVertexAttribArray(slot); 2142 } 2143 2144 mDirty = true; 2145} 2146 2147void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2148 float srcLeft, float srcTop, float srcRight, float srcBottom, 2149 float dstLeft, float dstTop, float dstRight, float dstBottom, 2150 const SkPaint* paint) { 2151 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2152 return; 2153 } 2154 2155 mCaches.textureState().activateTexture(0); 2156 Texture* texture = getTexture(bitmap); 2157 if (!texture) return; 2158 const AutoTexture autoCleanup(texture); 2159 2160 const float width = texture->width; 2161 const float height = texture->height; 2162 2163 float u1 = fmax(0.0f, srcLeft / width); 2164 float v1 = fmax(0.0f, srcTop / height); 2165 float u2 = fmin(1.0f, srcRight / width); 2166 float v2 = fmin(1.0f, srcBottom / height); 2167 2168 getMapper(texture).map(u1, v1, u2, v2); 2169 2170 mRenderState.meshState().unbindMeshBuffer(); 2171 resetDrawTextureTexCoords(u1, v1, u2, v2); 2172 2173 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2174 2175 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2176 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2177 2178 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2179 // Apply a scale transform on the canvas only when a shader is in use 2180 // Skia handles the ratio between the dst and src rects as a scale factor 2181 // when a shader is set 2182 bool useScaleTransform = getShader(paint) && scaled; 2183 bool ignoreTransform = false; 2184 2185 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2186 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2187 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2188 2189 dstRight = x + (dstRight - dstLeft); 2190 dstBottom = y + (dstBottom - dstTop); 2191 2192 dstLeft = x; 2193 dstTop = y; 2194 2195 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2196 ignoreTransform = true; 2197 } else { 2198 texture->setFilter(getFilter(paint), true); 2199 } 2200 2201 if (CC_UNLIKELY(useScaleTransform)) { 2202 save(SkCanvas::kMatrix_SaveFlag); 2203 translate(dstLeft, dstTop); 2204 scale(scaleX, scaleY); 2205 2206 dstLeft = 0.0f; 2207 dstTop = 0.0f; 2208 2209 dstRight = srcRight - srcLeft; 2210 dstBottom = srcBottom - srcTop; 2211 } 2212 2213 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2214 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2215 texture->id, paint, 2216 &mMeshVertices[0].x, &mMeshVertices[0].u, 2217 GL_TRIANGLE_STRIP, kMeshCount, ignoreTransform); 2218 } else { 2219 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2220 texture->id, paint, texture->blend, 2221 &mMeshVertices[0].x, &mMeshVertices[0].u, 2222 GL_TRIANGLE_STRIP, kMeshCount, false, ignoreTransform); 2223 } 2224 2225 if (CC_UNLIKELY(useScaleTransform)) { 2226 restore(); 2227 } 2228 2229 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2230 2231 mDirty = true; 2232} 2233 2234void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2235 float left, float top, float right, float bottom, const SkPaint* paint) { 2236 if (quickRejectSetupScissor(left, top, right, bottom)) { 2237 return; 2238 } 2239 2240 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2241 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2242 right - left, bottom - top, patch); 2243 2244 drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2245} 2246 2247void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2248 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2249 const SkPaint* paint) { 2250 if (quickRejectSetupScissor(left, top, right, bottom)) { 2251 return; 2252 } 2253 2254 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2255 mCaches.textureState().activateTexture(0); 2256 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2257 if (!texture) return; 2258 const AutoTexture autoCleanup(texture); 2259 2260 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2261 texture->setFilter(GL_LINEAR, true); 2262 2263 const bool pureTranslate = currentTransform()->isPureTranslate(); 2264 // Mark the current layer dirty where we are going to draw the patch 2265 if (hasLayer() && mesh->hasEmptyQuads) { 2266 const float offsetX = left + currentTransform()->getTranslateX(); 2267 const float offsetY = top + currentTransform()->getTranslateY(); 2268 const size_t count = mesh->quads.size(); 2269 for (size_t i = 0; i < count; i++) { 2270 const Rect& bounds = mesh->quads.itemAt(i); 2271 if (CC_LIKELY(pureTranslate)) { 2272 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2273 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2274 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2275 } else { 2276 dirtyLayer(left + bounds.left, top + bounds.top, 2277 left + bounds.right, top + bounds.bottom, *currentTransform()); 2278 } 2279 } 2280 } 2281 2282 bool ignoreTransform = false; 2283 if (CC_LIKELY(pureTranslate)) { 2284 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2285 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2286 2287 right = x + right - left; 2288 bottom = y + bottom - top; 2289 left = x; 2290 top = y; 2291 ignoreTransform = true; 2292 } 2293 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2294 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2295 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2296 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2297 } 2298 2299 mDirty = true; 2300} 2301 2302/** 2303 * Important note: this method is intended to draw batches of 9-patch objects and 2304 * will not set the scissor enable or dirty the current layer, if any. 2305 * The caller is responsible for properly dirtying the current layer. 2306 */ 2307void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2308 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2309 mCaches.textureState().activateTexture(0); 2310 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2311 if (!texture) return; 2312 const AutoTexture autoCleanup(texture); 2313 2314 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2315 texture->setFilter(GL_LINEAR, true); 2316 2317 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2318 texture->blend, &vertices[0].x, &vertices[0].u, 2319 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2320 2321 mDirty = true; 2322} 2323 2324void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2325 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2326 // not missing call to quickReject/dirtyLayer, always done at a higher level 2327 if (!vertexBuffer.getVertexCount()) { 2328 // no vertices to draw 2329 return; 2330 } 2331 2332 Rect bounds(vertexBuffer.getBounds()); 2333 bounds.translate(translateX, translateY); 2334 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2335 2336 int color = paint->getColor(); 2337 bool isAA = paint->isAntiAlias(); 2338 2339 setupDraw(); 2340 setupDrawNoTexture(); 2341 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2342 setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha); 2343 setupDrawColorFilter(getColorFilter(paint)); 2344 setupDrawShader(getShader(paint)); 2345 setupDrawBlending(paint, isAA); 2346 setupDrawProgram(); 2347 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2348 translateX, translateY, 0, 0); 2349 setupDrawColorUniforms(getShader(paint)); 2350 setupDrawColorFilterUniforms(getColorFilter(paint)); 2351 setupDrawShaderUniforms(getShader(paint)); 2352 2353 const void* vertices = vertexBuffer.getBuffer(); 2354 mRenderState.meshState().unbindMeshBuffer(); 2355 mRenderState.meshState().bindPositionVertexPointer(true, vertices, 2356 isAA ? kAlphaVertexStride : kVertexStride); 2357 mRenderState.meshState().resetTexCoordsVertexPointer(); 2358 2359 int alphaSlot = -1; 2360 if (isAA) { 2361 void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset; 2362 alphaSlot = mCaches.program().getAttrib("vtxAlpha"); 2363 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2364 glEnableVertexAttribArray(alphaSlot); 2365 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords); 2366 } 2367 2368 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2369 if (mode == VertexBuffer::kStandard) { 2370 mRenderState.meshState().unbindIndicesBuffer(); 2371 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2372 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2373 mRenderState.meshState().bindShadowIndicesBuffer(); 2374 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, 2375 GL_UNSIGNED_SHORT, nullptr); 2376 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2377 mRenderState.meshState().bindShadowIndicesBuffer(); 2378 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, 2379 GL_UNSIGNED_SHORT, nullptr); 2380 } else if (mode == VertexBuffer::kIndices) { 2381 mRenderState.meshState().unbindIndicesBuffer(); 2382 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2383 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2384 } 2385 2386 if (isAA) { 2387 glDisableVertexAttribArray(alphaSlot); 2388 } 2389 2390 mDirty = true; 2391} 2392 2393/** 2394 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2395 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2396 * screen space in all directions. However, instead of using a fragment shader to compute the 2397 * translucency of the color from its position, we simply use a varying parameter to define how far 2398 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2399 * 2400 * Doesn't yet support joins, caps, or path effects. 2401 */ 2402void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2403 VertexBuffer vertexBuffer; 2404 // TODO: try clipping large paths to viewport 2405 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2406 drawVertexBuffer(vertexBuffer, paint); 2407} 2408 2409/** 2410 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2411 * and additional geometry for defining an alpha slope perimeter. 2412 * 2413 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2414 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2415 * in-shader alpha region, but found it to be taxing on some GPUs. 2416 * 2417 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2418 * memory transfer by removing need for degenerate vertices. 2419 */ 2420void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2421 if (mState.currentlyIgnored() || count < 4) return; 2422 2423 count &= ~0x3; // round down to nearest four 2424 2425 VertexBuffer buffer; 2426 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2427 const Rect& bounds = buffer.getBounds(); 2428 2429 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2430 return; 2431 } 2432 2433 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2434 drawVertexBuffer(buffer, paint, displayFlags); 2435} 2436 2437void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2438 if (mState.currentlyIgnored() || count < 2) return; 2439 2440 count &= ~0x1; // round down to nearest two 2441 2442 VertexBuffer buffer; 2443 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2444 2445 const Rect& bounds = buffer.getBounds(); 2446 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2447 return; 2448 } 2449 2450 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2451 drawVertexBuffer(buffer, paint, displayFlags); 2452 2453 mDirty = true; 2454} 2455 2456void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2457 // No need to check against the clip, we fill the clip region 2458 if (mState.currentlyIgnored()) return; 2459 2460 Rect clip(mState.currentClipRect()); 2461 clip.snapToPixelBoundaries(); 2462 2463 SkPaint paint; 2464 paint.setColor(color); 2465 paint.setXfermodeMode(mode); 2466 2467 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2468 2469 mDirty = true; 2470} 2471 2472void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2473 const SkPaint* paint) { 2474 if (!texture) return; 2475 const AutoTexture autoCleanup(texture); 2476 2477 const float x = left + texture->left - texture->offset; 2478 const float y = top + texture->top - texture->offset; 2479 2480 drawPathTexture(texture, x, y, paint); 2481 2482 mDirty = true; 2483} 2484 2485void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2486 float rx, float ry, const SkPaint* p) { 2487 if (mState.currentlyIgnored() 2488 || quickRejectSetupScissor(left, top, right, bottom, p) 2489 || PaintUtils::paintWillNotDraw(*p)) { 2490 return; 2491 } 2492 2493 if (p->getPathEffect() != nullptr) { 2494 mCaches.textureState().activateTexture(0); 2495 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2496 right - left, bottom - top, rx, ry, p); 2497 drawShape(left, top, texture, p); 2498 } else { 2499 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2500 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2501 drawVertexBuffer(left, top, *vertexBuffer, p); 2502 } 2503} 2504 2505void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2506 if (mState.currentlyIgnored() 2507 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2508 || PaintUtils::paintWillNotDraw(*p)) { 2509 return; 2510 } 2511 if (p->getPathEffect() != nullptr) { 2512 mCaches.textureState().activateTexture(0); 2513 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2514 drawShape(x - radius, y - radius, texture, p); 2515 } else { 2516 SkPath path; 2517 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2518 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2519 } else { 2520 path.addCircle(x, y, radius); 2521 } 2522 drawConvexPath(path, p); 2523 } 2524} 2525 2526void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2527 const SkPaint* p) { 2528 if (mState.currentlyIgnored() 2529 || quickRejectSetupScissor(left, top, right, bottom, p) 2530 || PaintUtils::paintWillNotDraw(*p)) { 2531 return; 2532 } 2533 2534 if (p->getPathEffect() != nullptr) { 2535 mCaches.textureState().activateTexture(0); 2536 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2537 drawShape(left, top, texture, p); 2538 } else { 2539 SkPath path; 2540 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2541 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2542 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2543 } 2544 path.addOval(rect); 2545 drawConvexPath(path, p); 2546 } 2547} 2548 2549void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2550 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2551 if (mState.currentlyIgnored() 2552 || quickRejectSetupScissor(left, top, right, bottom, p) 2553 || PaintUtils::paintWillNotDraw(*p)) { 2554 return; 2555 } 2556 2557 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2558 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2559 mCaches.textureState().activateTexture(0); 2560 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2561 startAngle, sweepAngle, useCenter, p); 2562 drawShape(left, top, texture, p); 2563 return; 2564 } 2565 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2566 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2567 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2568 } 2569 2570 SkPath path; 2571 if (useCenter) { 2572 path.moveTo(rect.centerX(), rect.centerY()); 2573 } 2574 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2575 if (useCenter) { 2576 path.close(); 2577 } 2578 drawConvexPath(path, p); 2579} 2580 2581// See SkPaintDefaults.h 2582#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2583 2584void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2585 const SkPaint* p) { 2586 if (mState.currentlyIgnored() 2587 || quickRejectSetupScissor(left, top, right, bottom, p) 2588 || PaintUtils::paintWillNotDraw(*p)) { 2589 return; 2590 } 2591 2592 if (p->getStyle() != SkPaint::kFill_Style) { 2593 // only fill style is supported by drawConvexPath, since others have to handle joins 2594 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2595 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2596 mCaches.textureState().activateTexture(0); 2597 const PathTexture* texture = 2598 mCaches.pathCache.getRect(right - left, bottom - top, p); 2599 drawShape(left, top, texture, p); 2600 } else { 2601 SkPath path; 2602 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2603 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2604 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2605 } 2606 path.addRect(rect); 2607 drawConvexPath(path, p); 2608 } 2609 } else { 2610 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2611 SkPath path; 2612 path.addRect(left, top, right, bottom); 2613 drawConvexPath(path, p); 2614 } else { 2615 drawColorRect(left, top, right, bottom, p); 2616 2617 mDirty = true; 2618 } 2619 } 2620} 2621 2622void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2623 int bytesCount, int count, const float* positions, 2624 FontRenderer& fontRenderer, int alpha, float x, float y) { 2625 mCaches.textureState().activateTexture(0); 2626 2627 TextShadow textShadow; 2628 if (!getTextShadow(paint, &textShadow)) { 2629 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2630 } 2631 2632 // NOTE: The drop shadow will not perform gamma correction 2633 // if shader-based correction is enabled 2634 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2635 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2636 paint, text, bytesCount, count, textShadow.radius, positions); 2637 // If the drop shadow exceeds the max texture size or couldn't be 2638 // allocated, skip drawing 2639 if (!shadow) return; 2640 const AutoTexture autoCleanup(shadow); 2641 2642 const float sx = x - shadow->left + textShadow.dx; 2643 const float sy = y - shadow->top + textShadow.dy; 2644 2645 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha; 2646 if (getShader(paint)) { 2647 textShadow.color = SK_ColorWHITE; 2648 } 2649 2650 setupDraw(); 2651 setupDrawWithTexture(true); 2652 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2653 setupDrawColorFilter(getColorFilter(paint)); 2654 setupDrawShader(getShader(paint)); 2655 setupDrawBlending(paint, true); 2656 setupDrawProgram(); 2657 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2658 sx, sy, sx + shadow->width, sy + shadow->height); 2659 setupDrawTexture(shadow->id); 2660 setupDrawPureColorUniforms(); 2661 setupDrawColorFilterUniforms(getColorFilter(paint)); 2662 setupDrawShaderUniforms(getShader(paint)); 2663 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 2664 2665 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 2666} 2667 2668bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2669 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2670 return MathUtils::isZero(alpha) 2671 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2672} 2673 2674void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2675 const float* positions, const SkPaint* paint) { 2676 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2677 return; 2678 } 2679 2680 // NOTE: Skia does not support perspective transform on drawPosText yet 2681 if (!currentTransform()->isSimple()) { 2682 return; 2683 } 2684 2685 mRenderState.scissor().setEnabled(true); 2686 2687 float x = 0.0f; 2688 float y = 0.0f; 2689 const bool pureTranslate = currentTransform()->isPureTranslate(); 2690 if (pureTranslate) { 2691 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2692 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2693 } 2694 2695 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2696 fontRenderer.setFont(paint, SkMatrix::I()); 2697 2698 int alpha; 2699 SkXfermode::Mode mode; 2700 getAlphaAndMode(paint, &alpha, &mode); 2701 2702 if (CC_UNLIKELY(hasTextShadow(paint))) { 2703 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2704 alpha, 0.0f, 0.0f); 2705 } 2706 2707 // Pick the appropriate texture filtering 2708 bool linearFilter = currentTransform()->changesBounds(); 2709 if (pureTranslate && !linearFilter) { 2710 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2711 } 2712 fontRenderer.setTextureFiltering(linearFilter); 2713 2714 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2715 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2716 2717 const bool hasActiveLayer = hasLayer(); 2718 2719 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2720 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2721 positions, hasActiveLayer ? &bounds : nullptr, &functor)) { 2722 if (hasActiveLayer) { 2723 if (!pureTranslate) { 2724 currentTransform()->mapRect(bounds); 2725 } 2726 dirtyLayerUnchecked(bounds, getRegion()); 2727 } 2728 } 2729 2730 mDirty = true; 2731} 2732 2733bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2734 if (CC_LIKELY(transform.isPureTranslate())) { 2735 outMatrix->setIdentity(); 2736 return false; 2737 } else if (CC_UNLIKELY(transform.isPerspective())) { 2738 outMatrix->setIdentity(); 2739 return true; 2740 } 2741 2742 /** 2743 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2744 * with values rounded to the nearest int. 2745 */ 2746 float sx, sy; 2747 transform.decomposeScale(sx, sy); 2748 outMatrix->setScale( 2749 roundf(fmaxf(1.0f, sx)), 2750 roundf(fmaxf(1.0f, sy))); 2751 return true; 2752} 2753 2754int OpenGLRenderer::getSaveCount() const { 2755 return mState.getSaveCount(); 2756} 2757 2758int OpenGLRenderer::save(int flags) { 2759 return mState.save(flags); 2760} 2761 2762void OpenGLRenderer::restore() { 2763 return mState.restore(); 2764} 2765 2766void OpenGLRenderer::restoreToCount(int saveCount) { 2767 return mState.restoreToCount(saveCount); 2768} 2769 2770void OpenGLRenderer::translate(float dx, float dy, float dz) { 2771 return mState.translate(dx, dy, dz); 2772} 2773 2774void OpenGLRenderer::rotate(float degrees) { 2775 return mState.rotate(degrees); 2776} 2777 2778void OpenGLRenderer::scale(float sx, float sy) { 2779 return mState.scale(sx, sy); 2780} 2781 2782void OpenGLRenderer::skew(float sx, float sy) { 2783 return mState.skew(sx, sy); 2784} 2785 2786void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2787 mState.setMatrix(matrix); 2788} 2789 2790void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2791 mState.concatMatrix(matrix); 2792} 2793 2794bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2795 return mState.clipRect(left, top, right, bottom, op); 2796} 2797 2798bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2799 return mState.clipPath(path, op); 2800} 2801 2802bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2803 return mState.clipRegion(region, op); 2804} 2805 2806void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2807 mState.setClippingOutline(allocator, outline); 2808} 2809 2810void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2811 const Rect& rect, float radius, bool highPriority) { 2812 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2813} 2814 2815void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2816 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2817 DrawOpMode drawOpMode) { 2818 2819 if (drawOpMode == kDrawOpMode_Immediate) { 2820 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2821 // drawing as ops from DeferredDisplayList are already filtered for these 2822 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2823 quickRejectSetupScissor(bounds)) { 2824 return; 2825 } 2826 } 2827 2828 const float oldX = x; 2829 const float oldY = y; 2830 2831 const mat4& transform = *currentTransform(); 2832 const bool pureTranslate = transform.isPureTranslate(); 2833 2834 if (CC_LIKELY(pureTranslate)) { 2835 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2836 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2837 } 2838 2839 int alpha; 2840 SkXfermode::Mode mode; 2841 getAlphaAndMode(paint, &alpha, &mode); 2842 2843 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2844 2845 if (CC_UNLIKELY(hasTextShadow(paint))) { 2846 fontRenderer.setFont(paint, SkMatrix::I()); 2847 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2848 alpha, oldX, oldY); 2849 } 2850 2851 const bool hasActiveLayer = hasLayer(); 2852 2853 // We only pass a partial transform to the font renderer. That partial 2854 // matrix defines how glyphs are rasterized. Typically we want glyphs 2855 // to be rasterized at their final size on screen, which means the partial 2856 // matrix needs to take the scale factor into account. 2857 // When a partial matrix is used to transform glyphs during rasterization, 2858 // the mesh is generated with the inverse transform (in the case of scale, 2859 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2860 // apply the full transform matrix at draw time in the vertex shader. 2861 // Applying the full matrix in the shader is the easiest way to handle 2862 // rotation and perspective and allows us to always generated quads in the 2863 // font renderer which greatly simplifies the code, clipping in particular. 2864 SkMatrix fontTransform; 2865 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2866 || fabs(y - (int) y) > 0.0f 2867 || fabs(x - (int) x) > 0.0f; 2868 fontRenderer.setFont(paint, fontTransform); 2869 fontRenderer.setTextureFiltering(linearFilter); 2870 2871 // TODO: Implement better clipping for scaled/rotated text 2872 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2873 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2874 2875 bool status; 2876 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2877 2878 // don't call issuedrawcommand, do it at end of batch 2879 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2880 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2881 SkPaint paintCopy(*paint); 2882 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2883 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2884 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2885 } else { 2886 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2887 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2888 } 2889 2890 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2891 if (!pureTranslate) { 2892 transform.mapRect(layerBounds); 2893 } 2894 dirtyLayerUnchecked(layerBounds, getRegion()); 2895 } 2896 2897 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2898 2899 mDirty = true; 2900} 2901 2902void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2903 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2904 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2905 return; 2906 } 2907 2908 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2909 mRenderState.scissor().setEnabled(true); 2910 2911 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2912 fontRenderer.setFont(paint, SkMatrix::I()); 2913 fontRenderer.setTextureFiltering(true); 2914 2915 int alpha; 2916 SkXfermode::Mode mode; 2917 getAlphaAndMode(paint, &alpha, &mode); 2918 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2919 2920 const Rect* clip = &writableSnapshot()->getLocalClip(); 2921 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2922 2923 const bool hasActiveLayer = hasLayer(); 2924 2925 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2926 hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) { 2927 if (hasActiveLayer) { 2928 currentTransform()->mapRect(bounds); 2929 dirtyLayerUnchecked(bounds, getRegion()); 2930 } 2931 } 2932 2933 mDirty = true; 2934} 2935 2936void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2937 if (mState.currentlyIgnored()) return; 2938 2939 mCaches.textureState().activateTexture(0); 2940 2941 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2942 if (!texture) return; 2943 const AutoTexture autoCleanup(texture); 2944 2945 const float x = texture->left - texture->offset; 2946 const float y = texture->top - texture->offset; 2947 2948 drawPathTexture(texture, x, y, paint); 2949 mDirty = true; 2950} 2951 2952void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2953 if (!layer) { 2954 return; 2955 } 2956 2957 mat4* transform = nullptr; 2958 if (layer->isTextureLayer()) { 2959 transform = &layer->getTransform(); 2960 if (!transform->isIdentity()) { 2961 save(SkCanvas::kMatrix_SaveFlag); 2962 concatMatrix(*transform); 2963 } 2964 } 2965 2966 bool clipRequired = false; 2967 const bool rejected = mState.calculateQuickRejectForScissor( 2968 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2969 &clipRequired, nullptr, false); 2970 2971 if (rejected) { 2972 if (transform && !transform->isIdentity()) { 2973 restore(); 2974 } 2975 return; 2976 } 2977 2978 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2979 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2980 2981 updateLayer(layer, true); 2982 2983 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2984 mCaches.textureState().activateTexture(0); 2985 2986 if (CC_LIKELY(!layer->region.isEmpty())) { 2987 if (layer->region.isRect()) { 2988 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2989 composeLayerRect(layer, layer->regionRect)); 2990 } else if (layer->mesh) { 2991 2992 const float a = getLayerAlpha(layer); 2993 setupDraw(); 2994 setupDrawWithTexture(); 2995 setupDrawColor(a, a, a, a); 2996 setupDrawColorFilter(layer->getColorFilter()); 2997 setupDrawBlending(layer); 2998 setupDrawProgram(); 2999 setupDrawPureColorUniforms(); 3000 setupDrawColorFilterUniforms(layer->getColorFilter()); 3001 setupDrawTexture(layer->getTexture()); 3002 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3003 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3004 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3005 3006 layer->setFilter(GL_NEAREST); 3007 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3008 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3009 } else { 3010 layer->setFilter(GL_LINEAR); 3011 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3012 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3013 } 3014 3015 TextureVertex* mesh = &layer->mesh[0]; 3016 GLsizei elementsCount = layer->meshElementCount; 3017 3018 while (elementsCount > 0) { 3019 GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 3020 3021 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3022 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3023 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3024 3025 elementsCount -= drawCount; 3026 // Though there are 4 vertices in a quad, we use 6 indices per 3027 // quad to draw with GL_TRIANGLES 3028 mesh += (drawCount / 6) * 4; 3029 } 3030 3031#if DEBUG_LAYERS_AS_REGIONS 3032 drawRegionRectsDebug(layer->region); 3033#endif 3034 } 3035 3036 if (layer->debugDrawUpdate) { 3037 layer->debugDrawUpdate = false; 3038 3039 SkPaint paint; 3040 paint.setColor(0x7f00ff00); 3041 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3042 } 3043 } 3044 layer->hasDrawnSinceUpdate = true; 3045 3046 if (transform && !transform->isIdentity()) { 3047 restore(); 3048 } 3049 3050 mDirty = true; 3051} 3052 3053/////////////////////////////////////////////////////////////////////////////// 3054// Draw filters 3055/////////////////////////////////////////////////////////////////////////////// 3056void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3057 // We should never get here since we apply the draw filter when stashing 3058 // the paints in the DisplayList. 3059 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3060} 3061 3062/////////////////////////////////////////////////////////////////////////////// 3063// Drawing implementation 3064/////////////////////////////////////////////////////////////////////////////// 3065 3066Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3067 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3068 if (!texture) { 3069 return mCaches.textureCache.get(bitmap); 3070 } 3071 return texture; 3072} 3073 3074void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3075 float x, float y, const SkPaint* paint) { 3076 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3077 return; 3078 } 3079 3080 int alpha; 3081 SkXfermode::Mode mode; 3082 getAlphaAndMode(paint, &alpha, &mode); 3083 3084 setupDraw(); 3085 setupDrawWithTexture(true); 3086 setupDrawAlpha8Color(paint->getColor(), alpha); 3087 setupDrawColorFilter(getColorFilter(paint)); 3088 setupDrawShader(getShader(paint)); 3089 setupDrawBlending(paint, true); 3090 setupDrawProgram(); 3091 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3092 x, y, x + texture->width, y + texture->height); 3093 setupDrawTexture(texture->id); 3094 setupDrawPureColorUniforms(); 3095 setupDrawColorFilterUniforms(getColorFilter(paint)); 3096 setupDrawShaderUniforms(getShader(paint)); 3097 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 3098 3099 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 3100} 3101 3102// Same values used by Skia 3103#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3104#define kStdUnderline_Offset (1.0f / 9.0f) 3105#define kStdUnderline_Thickness (1.0f / 18.0f) 3106 3107void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3108 const SkPaint* paint) { 3109 // Handle underline and strike-through 3110 uint32_t flags = paint->getFlags(); 3111 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3112 SkPaint paintCopy(*paint); 3113 3114 if (CC_LIKELY(underlineWidth > 0.0f)) { 3115 const float textSize = paintCopy.getTextSize(); 3116 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3117 3118 const float left = x; 3119 float top = 0.0f; 3120 3121 int linesCount = 0; 3122 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3123 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3124 3125 const int pointsCount = 4 * linesCount; 3126 float points[pointsCount]; 3127 int currentPoint = 0; 3128 3129 if (flags & SkPaint::kUnderlineText_Flag) { 3130 top = y + textSize * kStdUnderline_Offset; 3131 points[currentPoint++] = left; 3132 points[currentPoint++] = top; 3133 points[currentPoint++] = left + underlineWidth; 3134 points[currentPoint++] = top; 3135 } 3136 3137 if (flags & SkPaint::kStrikeThruText_Flag) { 3138 top = y + textSize * kStdStrikeThru_Offset; 3139 points[currentPoint++] = left; 3140 points[currentPoint++] = top; 3141 points[currentPoint++] = left + underlineWidth; 3142 points[currentPoint++] = top; 3143 } 3144 3145 paintCopy.setStrokeWidth(strokeWidth); 3146 3147 drawLines(&points[0], pointsCount, &paintCopy); 3148 } 3149 } 3150} 3151 3152void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3153 if (mState.currentlyIgnored()) { 3154 return; 3155 } 3156 3157 drawColorRects(rects, count, paint, false, true, true); 3158} 3159 3160void OpenGLRenderer::drawShadow(float casterAlpha, 3161 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3162 if (mState.currentlyIgnored()) return; 3163 3164 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3165 mRenderState.scissor().setEnabled(true); 3166 3167 SkPaint paint; 3168 paint.setAntiAlias(true); // want to use AlphaVertex 3169 3170 // The caller has made sure casterAlpha > 0. 3171 float ambientShadowAlpha = mAmbientShadowAlpha; 3172 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3173 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3174 } 3175 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3176 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3177 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3178 } 3179 3180 float spotShadowAlpha = mSpotShadowAlpha; 3181 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3182 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3183 } 3184 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3185 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3186 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3187 } 3188 3189 mDirty=true; 3190} 3191 3192void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3193 bool ignoreTransform, bool dirty, bool clip) { 3194 if (count == 0) { 3195 return; 3196 } 3197 3198 int color = paint->getColor(); 3199 // If a shader is set, preserve only the alpha 3200 if (getShader(paint)) { 3201 color |= 0x00ffffff; 3202 } 3203 3204 float left = FLT_MAX; 3205 float top = FLT_MAX; 3206 float right = FLT_MIN; 3207 float bottom = FLT_MIN; 3208 3209 Vertex mesh[count]; 3210 Vertex* vertex = mesh; 3211 3212 for (int index = 0; index < count; index += 4) { 3213 float l = rects[index + 0]; 3214 float t = rects[index + 1]; 3215 float r = rects[index + 2]; 3216 float b = rects[index + 3]; 3217 3218 Vertex::set(vertex++, l, t); 3219 Vertex::set(vertex++, r, t); 3220 Vertex::set(vertex++, l, b); 3221 Vertex::set(vertex++, r, b); 3222 3223 left = fminf(left, l); 3224 top = fminf(top, t); 3225 right = fmaxf(right, r); 3226 bottom = fmaxf(bottom, b); 3227 } 3228 3229 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3230 return; 3231 } 3232 3233 setupDraw(); 3234 setupDrawNoTexture(); 3235 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3236 setupDrawShader(getShader(paint)); 3237 setupDrawColorFilter(getColorFilter(paint)); 3238 setupDrawBlending(paint); 3239 setupDrawProgram(); 3240 setupDrawDirtyRegionsDisabled(); 3241 setupDrawModelView(kModelViewMode_Translate, false, 3242 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3243 setupDrawColorUniforms(getShader(paint)); 3244 setupDrawShaderUniforms(getShader(paint)); 3245 setupDrawColorFilterUniforms(getColorFilter(paint)); 3246 3247 if (dirty && hasLayer()) { 3248 dirtyLayer(left, top, right, bottom, *currentTransform()); 3249 } 3250 3251 issueIndexedQuadDraw(&mesh[0], count / 4); 3252 3253 mDirty = true; 3254} 3255 3256void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3257 const SkPaint* paint, bool ignoreTransform) { 3258 int color = paint->getColor(); 3259 // If a shader is set, preserve only the alpha 3260 if (getShader(paint)) { 3261 color |= 0x00ffffff; 3262 } 3263 3264 setupDraw(); 3265 setupDrawNoTexture(); 3266 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3267 setupDrawShader(getShader(paint)); 3268 setupDrawColorFilter(getColorFilter(paint)); 3269 setupDrawBlending(paint); 3270 setupDrawProgram(); 3271 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3272 left, top, right, bottom, ignoreTransform); 3273 setupDrawColorUniforms(getShader(paint)); 3274 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3275 setupDrawColorFilterUniforms(getColorFilter(paint)); 3276 setupDrawSimpleMesh(); 3277 3278 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 3279} 3280 3281void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3282 Texture* texture, const SkPaint* paint) { 3283 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3284 3285 GLvoid* vertices = (GLvoid*) nullptr; 3286 GLvoid* texCoords = (GLvoid*) kMeshTextureOffset; 3287 3288 if (texture->uvMapper) { 3289 vertices = &mMeshVertices[0].x; 3290 texCoords = &mMeshVertices[0].u; 3291 3292 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3293 texture->uvMapper->map(uvs); 3294 3295 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3296 } 3297 3298 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3299 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3300 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3301 3302 texture->setFilter(GL_NEAREST, true); 3303 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3304 paint, texture->blend, vertices, texCoords, 3305 GL_TRIANGLE_STRIP, kMeshCount, false, true); 3306 } else { 3307 texture->setFilter(getFilter(paint), true); 3308 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3309 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kMeshCount); 3310 } 3311 3312 if (texture->uvMapper) { 3313 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3314 } 3315} 3316 3317void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3318 GLuint texture, const SkPaint* paint, bool blend, 3319 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3320 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3321 ModelViewMode modelViewMode, bool dirty) { 3322 3323 int a; 3324 SkXfermode::Mode mode; 3325 getAlphaAndMode(paint, &a, &mode); 3326 const float alpha = a / 255.0f; 3327 3328 setupDraw(); 3329 setupDrawWithTexture(); 3330 setupDrawColor(alpha, alpha, alpha, alpha); 3331 setupDrawColorFilter(getColorFilter(paint)); 3332 setupDrawBlending(paint, blend, swapSrcDst); 3333 setupDrawProgram(); 3334 if (!dirty) setupDrawDirtyRegionsDisabled(); 3335 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3336 setupDrawTexture(texture); 3337 setupDrawPureColorUniforms(); 3338 setupDrawColorFilterUniforms(getColorFilter(paint)); 3339 setupDrawMesh(vertices, texCoords, vbo); 3340 3341 glDrawArrays(drawMode, 0, elementsCount); 3342} 3343 3344void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3345 GLuint texture, const SkPaint* paint, bool blend, 3346 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3347 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3348 ModelViewMode modelViewMode, bool dirty) { 3349 3350 int a; 3351 SkXfermode::Mode mode; 3352 getAlphaAndMode(paint, &a, &mode); 3353 const float alpha = a / 255.0f; 3354 3355 setupDraw(); 3356 setupDrawWithTexture(); 3357 setupDrawColor(alpha, alpha, alpha, alpha); 3358 setupDrawColorFilter(getColorFilter(paint)); 3359 setupDrawBlending(paint, blend, swapSrcDst); 3360 setupDrawProgram(); 3361 if (!dirty) setupDrawDirtyRegionsDisabled(); 3362 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3363 setupDrawTexture(texture); 3364 setupDrawPureColorUniforms(); 3365 setupDrawColorFilterUniforms(getColorFilter(paint)); 3366 setupDrawMeshIndices(vertices, texCoords, vbo); 3367 3368 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3369} 3370 3371void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3372 GLuint texture, const SkPaint* paint, 3373 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3374 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3375 3376 int color = paint != nullptr ? paint->getColor() : 0; 3377 int alpha; 3378 SkXfermode::Mode mode; 3379 getAlphaAndMode(paint, &alpha, &mode); 3380 3381 setupDraw(); 3382 setupDrawWithTexture(true); 3383 if (paint != nullptr) { 3384 setupDrawAlpha8Color(color, alpha); 3385 } 3386 setupDrawColorFilter(getColorFilter(paint)); 3387 setupDrawShader(getShader(paint)); 3388 setupDrawBlending(paint, true); 3389 setupDrawProgram(); 3390 if (!dirty) setupDrawDirtyRegionsDisabled(); 3391 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3392 setupDrawTexture(texture); 3393 setupDrawPureColorUniforms(); 3394 setupDrawColorFilterUniforms(getColorFilter(paint)); 3395 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3396 setupDrawMesh(vertices, texCoords); 3397 3398 glDrawArrays(drawMode, 0, elementsCount); 3399} 3400 3401void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3402 ProgramDescription& description, bool swapSrcDst) { 3403 3404 if (writableSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3405 blend = true; 3406 mDescription.hasRoundRectClip = true; 3407 } 3408 mSkipOutlineClip = true; 3409 3410 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3411 3412 if (blend) { 3413 // These blend modes are not supported by OpenGL directly and have 3414 // to be implemented using shaders. Since the shader will perform 3415 // the blending, turn blending off here 3416 // If the blend mode cannot be implemented using shaders, fall 3417 // back to the default SrcOver blend mode instead 3418 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3419 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3420 description.framebufferMode = mode; 3421 description.swapSrcDst = swapSrcDst; 3422 3423 mRenderState.blend().disable(); 3424 return; 3425 } else { 3426 mode = SkXfermode::kSrcOver_Mode; 3427 } 3428 } 3429 mRenderState.blend().enable(mode, swapSrcDst); 3430 } else { 3431 mRenderState.blend().disable(); 3432 } 3433} 3434 3435void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3436 TextureVertex* v = &mMeshVertices[0]; 3437 TextureVertex::setUV(v++, u1, v1); 3438 TextureVertex::setUV(v++, u2, v1); 3439 TextureVertex::setUV(v++, u1, v2); 3440 TextureVertex::setUV(v++, u2, v2); 3441} 3442 3443void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3444 SkXfermode::Mode* mode) const { 3445 getAlphaAndModeDirect(paint, alpha, mode); 3446 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3447 // if drawing a layer, ignore the paint's alpha 3448 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3449 } 3450 *alpha *= currentSnapshot()->alpha; 3451} 3452 3453float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3454 float alpha; 3455 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3456 alpha = mDrawModifiers.mOverrideLayerAlpha; 3457 } else { 3458 alpha = layer->getAlpha() / 255.0f; 3459 } 3460 return alpha * currentSnapshot()->alpha; 3461} 3462 3463}; // namespace uirenderer 3464}; // namespace android 3465