OpenGLRenderer.cpp revision a404e16e4933857464046d763ed7629cd0c86cbf
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "PathTessellator.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): 113 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 114 // *set* draw modifiers to be 0 115 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 116 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 mFrameStarted = false; 122 mCountOverdraw = false; 123 124 mScissorOptimizationDisabled = false; 125} 126 127OpenGLRenderer::~OpenGLRenderer() { 128 // The context has already been destroyed at this point, do not call 129 // GL APIs. All GL state should be kept in Caches.h 130} 131 132void OpenGLRenderer::initProperties() { 133 char property[PROPERTY_VALUE_MAX]; 134 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 135 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 136 INIT_LOGD(" Scissor optimization %s", 137 mScissorOptimizationDisabled ? "disabled" : "enabled"); 138 } else { 139 INIT_LOGD(" Scissor optimization enabled"); 140 } 141} 142 143/////////////////////////////////////////////////////////////////////////////// 144// Setup 145/////////////////////////////////////////////////////////////////////////////// 146 147void OpenGLRenderer::setName(const char* name) { 148 if (name) { 149 mName.setTo(name); 150 } else { 151 mName.clear(); 152 } 153} 154 155const char* OpenGLRenderer::getName() const { 156 return mName.string(); 157} 158 159bool OpenGLRenderer::isDeferred() { 160 return false; 161} 162 163void OpenGLRenderer::setViewport(int width, int height) { 164 initViewport(width, height); 165 166 glDisable(GL_DITHER); 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 169 glEnableVertexAttribArray(Program::kBindingPosition); 170} 171 172void OpenGLRenderer::initViewport(int width, int height) { 173 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 174 175 mWidth = width; 176 mHeight = height; 177 178 mFirstSnapshot->height = height; 179 mFirstSnapshot->viewport.set(0, 0, width, height); 180} 181 182void OpenGLRenderer::setupFrameState(float left, float top, 183 float right, float bottom, bool opaque) { 184 mCaches.clearGarbage(); 185 186 mOpaque = opaque; 187 mSnapshot = new Snapshot(mFirstSnapshot, 188 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 189 mSnapshot->fbo = getTargetFbo(); 190 mSaveCount = 1; 191 192 mSnapshot->setClip(left, top, right, bottom); 193 mTilingClip.set(left, top, right, bottom); 194} 195 196status_t OpenGLRenderer::startFrame() { 197 if (mFrameStarted) return DrawGlInfo::kStatusDone; 198 mFrameStarted = true; 199 200 mDirtyClip = true; 201 202 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 203 204 glViewport(0, 0, mWidth, mHeight); 205 206 // Functors break the tiling extension in pretty spectacular ways 207 // This ensures we don't use tiling when a functor is going to be 208 // invoked during the frame 209 mSuppressTiling = mCaches.hasRegisteredFunctors(); 210 211 startTiling(mSnapshot, true); 212 213 debugOverdraw(true, true); 214 215 return clear(mTilingClip.left, mTilingClip.top, 216 mTilingClip.right, mTilingClip.bottom, mOpaque); 217} 218 219status_t OpenGLRenderer::prepare(bool opaque) { 220 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 221} 222 223status_t OpenGLRenderer::prepareDirty(float left, float top, 224 float right, float bottom, bool opaque) { 225 226 setupFrameState(left, top, right, bottom, opaque); 227 228 // Layer renderers will start the frame immediately 229 // The framebuffer renderer will first defer the display list 230 // for each layer and wait until the first drawing command 231 // to start the frame 232 if (mSnapshot->fbo == 0) { 233 syncState(); 234 updateLayers(); 235 } else { 236 return startFrame(); 237 } 238 239 return DrawGlInfo::kStatusDone; 240} 241 242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 243 // If we know that we are going to redraw the entire framebuffer, 244 // perform a discard to let the driver know we don't need to preserve 245 // the back buffer for this frame. 246 if (mExtensions.hasDiscardFramebuffer() && 247 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 248 const bool isFbo = getTargetFbo() == 0; 249 const GLenum attachments[] = { 250 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 251 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 252 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 253 } 254} 255 256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 257 if (!opaque || mCountOverdraw) { 258 mCaches.enableScissor(); 259 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 260 glClear(GL_COLOR_BUFFER_BIT); 261 return DrawGlInfo::kStatusDrew; 262 } 263 264 mCaches.resetScissor(); 265 return DrawGlInfo::kStatusDone; 266} 267 268void OpenGLRenderer::syncState() { 269 if (mCaches.blend) { 270 glEnable(GL_BLEND); 271 } else { 272 glDisable(GL_BLEND); 273 } 274} 275 276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 277 if (!mSuppressTiling) { 278 Rect* clip = &mTilingClip; 279 if (s->flags & Snapshot::kFlagFboTarget) { 280 clip = &(s->layer->clipRect); 281 } 282 283 startTiling(*clip, s->height, opaque); 284 } 285} 286 287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 288 if (!mSuppressTiling) { 289 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 290 clip.right - clip.left, clip.bottom - clip.top, opaque); 291 } 292} 293 294void OpenGLRenderer::endTiling() { 295 if (!mSuppressTiling) mCaches.endTiling(); 296} 297 298void OpenGLRenderer::finish() { 299 renderOverdraw(); 300 endTiling(); 301 302 // When finish() is invoked on FBO 0 we've reached the end 303 // of the current frame 304 if (getTargetFbo() == 0) { 305 mCaches.pathCache.trim(); 306 } 307 308 if (!suppressErrorChecks()) { 309#if DEBUG_OPENGL 310 GLenum status = GL_NO_ERROR; 311 while ((status = glGetError()) != GL_NO_ERROR) { 312 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 313 switch (status) { 314 case GL_INVALID_ENUM: 315 ALOGE(" GL_INVALID_ENUM"); 316 break; 317 case GL_INVALID_VALUE: 318 ALOGE(" GL_INVALID_VALUE"); 319 break; 320 case GL_INVALID_OPERATION: 321 ALOGE(" GL_INVALID_OPERATION"); 322 break; 323 case GL_OUT_OF_MEMORY: 324 ALOGE(" Out of memory!"); 325 break; 326 } 327 } 328#endif 329 330#if DEBUG_MEMORY_USAGE 331 mCaches.dumpMemoryUsage(); 332#else 333 if (mCaches.getDebugLevel() & kDebugMemory) { 334 mCaches.dumpMemoryUsage(); 335 } 336#endif 337 } 338 339 if (mCountOverdraw) { 340 countOverdraw(); 341 } 342 343 mFrameStarted = false; 344} 345 346void OpenGLRenderer::interrupt() { 347 if (mCaches.currentProgram) { 348 if (mCaches.currentProgram->isInUse()) { 349 mCaches.currentProgram->remove(); 350 mCaches.currentProgram = NULL; 351 } 352 } 353 mCaches.unbindMeshBuffer(); 354 mCaches.unbindIndicesBuffer(); 355 mCaches.resetVertexPointers(); 356 mCaches.disableTexCoordsVertexArray(); 357 debugOverdraw(false, false); 358} 359 360void OpenGLRenderer::resume() { 361 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 362 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 363 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 364 debugOverdraw(true, false); 365 366 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 367 368 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 369 mCaches.enableScissor(); 370 mCaches.resetScissor(); 371 dirtyClip(); 372 373 mCaches.activeTexture(0); 374 375 mCaches.blend = true; 376 glEnable(GL_BLEND); 377 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 378 glBlendEquation(GL_FUNC_ADD); 379} 380 381void OpenGLRenderer::resumeAfterLayer() { 382 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 383 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 384 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 385 debugOverdraw(true, false); 386 387 mCaches.resetScissor(); 388 dirtyClip(); 389} 390 391void OpenGLRenderer::detachFunctor(Functor* functor) { 392 mFunctors.remove(functor); 393} 394 395void OpenGLRenderer::attachFunctor(Functor* functor) { 396 mFunctors.add(functor); 397} 398 399status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 400 status_t result = DrawGlInfo::kStatusDone; 401 size_t count = mFunctors.size(); 402 403 if (count > 0) { 404 interrupt(); 405 SortedVector<Functor*> functors(mFunctors); 406 mFunctors.clear(); 407 408 DrawGlInfo info; 409 info.clipLeft = 0; 410 info.clipTop = 0; 411 info.clipRight = 0; 412 info.clipBottom = 0; 413 info.isLayer = false; 414 info.width = 0; 415 info.height = 0; 416 memset(info.transform, 0, sizeof(float) * 16); 417 418 for (size_t i = 0; i < count; i++) { 419 Functor* f = functors.itemAt(i); 420 result |= (*f)(DrawGlInfo::kModeProcess, &info); 421 422 if (result & DrawGlInfo::kStatusDraw) { 423 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 424 dirty.unionWith(localDirty); 425 } 426 427 if (result & DrawGlInfo::kStatusInvoke) { 428 mFunctors.add(f); 429 } 430 } 431 resume(); 432 } 433 434 return result; 435} 436 437status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 438 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 439 440 interrupt(); 441 detachFunctor(functor); 442 443 mCaches.enableScissor(); 444 if (mDirtyClip) { 445 setScissorFromClip(); 446 } 447 448 Rect clip(*mSnapshot->clipRect); 449 clip.snapToPixelBoundaries(); 450 451 // Since we don't know what the functor will draw, let's dirty 452 // tne entire clip region 453 if (hasLayer()) { 454 dirtyLayerUnchecked(clip, getRegion()); 455 } 456 457 DrawGlInfo info; 458 info.clipLeft = clip.left; 459 info.clipTop = clip.top; 460 info.clipRight = clip.right; 461 info.clipBottom = clip.bottom; 462 info.isLayer = hasLayer(); 463 info.width = getSnapshot()->viewport.getWidth(); 464 info.height = getSnapshot()->height; 465 getSnapshot()->transform->copyTo(&info.transform[0]); 466 467 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 468 469 if (result != DrawGlInfo::kStatusDone) { 470 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 471 dirty.unionWith(localDirty); 472 473 if (result & DrawGlInfo::kStatusInvoke) { 474 mFunctors.add(functor); 475 } 476 } 477 478 resume(); 479 return result | DrawGlInfo::kStatusDrew; 480} 481 482/////////////////////////////////////////////////////////////////////////////// 483// Debug 484/////////////////////////////////////////////////////////////////////////////// 485 486void OpenGLRenderer::eventMark(const char* name) const { 487 mCaches.eventMark(0, name); 488} 489 490void OpenGLRenderer::startMark(const char* name) const { 491 mCaches.startMark(0, name); 492} 493 494void OpenGLRenderer::endMark() const { 495 mCaches.endMark(); 496} 497 498void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 499 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 500 if (clear) { 501 mCaches.disableScissor(); 502 mCaches.stencil.clear(); 503 } 504 if (enable) { 505 mCaches.stencil.enableDebugWrite(); 506 } else { 507 mCaches.stencil.disable(); 508 } 509 } 510} 511 512void OpenGLRenderer::renderOverdraw() { 513 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 514 const Rect* clip = &mTilingClip; 515 516 mCaches.enableScissor(); 517 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 518 clip->right - clip->left, clip->bottom - clip->top); 519 520 mCaches.stencil.enableDebugTest(2); 521 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 522 mCaches.stencil.enableDebugTest(3); 523 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 524 mCaches.stencil.enableDebugTest(4); 525 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 526 mCaches.stencil.enableDebugTest(4, true); 527 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 528 mCaches.stencil.disable(); 529 } 530} 531 532void OpenGLRenderer::countOverdraw() { 533 size_t count = mWidth * mHeight; 534 uint32_t* buffer = new uint32_t[count]; 535 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 536 537 size_t total = 0; 538 for (size_t i = 0; i < count; i++) { 539 total += buffer[i] & 0xff; 540 } 541 542 mOverdraw = total / float(count); 543 544 delete[] buffer; 545} 546 547/////////////////////////////////////////////////////////////////////////////// 548// Layers 549/////////////////////////////////////////////////////////////////////////////// 550 551bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 552 if (layer->deferredUpdateScheduled && layer->renderer && 553 layer->displayList && layer->displayList->isRenderable()) { 554 Rect& dirty = layer->dirtyRect; 555 556 if (inFrame) { 557 endTiling(); 558 debugOverdraw(false, false); 559 } 560 561 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 562 layer->render(); 563 } else { 564 layer->defer(); 565 } 566 567 if (inFrame) { 568 resumeAfterLayer(); 569 startTiling(mSnapshot); 570 } 571 572 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 573 layer->hasDrawnSinceUpdate = false; 574 575 return true; 576 } 577 578 return false; 579} 580 581void OpenGLRenderer::updateLayers() { 582 // If draw deferring is enabled this method will simply defer 583 // the display list of each individual layer. The layers remain 584 // in the layer updates list which will be cleared by flushLayers(). 585 int count = mLayerUpdates.size(); 586 if (count > 0) { 587 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 588 startMark("Layer Updates"); 589 } else { 590 startMark("Defer Layer Updates"); 591 } 592 593 // Note: it is very important to update the layers in order 594 for (int i = 0; i < count; i++) { 595 Layer* layer = mLayerUpdates.itemAt(i); 596 updateLayer(layer, false); 597 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 598 mCaches.resourceCache.decrementRefcount(layer); 599 } 600 } 601 602 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 603 mLayerUpdates.clear(); 604 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 605 } 606 endMark(); 607 } 608} 609 610void OpenGLRenderer::flushLayers() { 611 int count = mLayerUpdates.size(); 612 if (count > 0) { 613 startMark("Apply Layer Updates"); 614 char layerName[12]; 615 616 // Note: it is very important to update the layers in order 617 for (int i = 0; i < count; i++) { 618 sprintf(layerName, "Layer #%d", i); 619 startMark(layerName); 620 621 Layer* layer = mLayerUpdates.itemAt(i); 622 layer->flush(); 623 mCaches.resourceCache.decrementRefcount(layer); 624 625 endMark(); 626 } 627 628 mLayerUpdates.clear(); 629 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 630 631 endMark(); 632 } 633} 634 635void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 636 if (layer) { 637 // Make sure we don't introduce duplicates. 638 // SortedVector would do this automatically but we need to respect 639 // the insertion order. The linear search is not an issue since 640 // this list is usually very short (typically one item, at most a few) 641 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 642 if (mLayerUpdates.itemAt(i) == layer) { 643 return; 644 } 645 } 646 mLayerUpdates.push_back(layer); 647 mCaches.resourceCache.incrementRefcount(layer); 648 } 649} 650 651void OpenGLRenderer::clearLayerUpdates() { 652 size_t count = mLayerUpdates.size(); 653 if (count > 0) { 654 mCaches.resourceCache.lock(); 655 for (size_t i = 0; i < count; i++) { 656 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 657 } 658 mCaches.resourceCache.unlock(); 659 mLayerUpdates.clear(); 660 } 661} 662 663/////////////////////////////////////////////////////////////////////////////// 664// State management 665/////////////////////////////////////////////////////////////////////////////// 666 667int OpenGLRenderer::getSaveCount() const { 668 return mSaveCount; 669} 670 671int OpenGLRenderer::save(int flags) { 672 return saveSnapshot(flags); 673} 674 675void OpenGLRenderer::restore() { 676 if (mSaveCount > 1) { 677 restoreSnapshot(); 678 } 679} 680 681void OpenGLRenderer::restoreToCount(int saveCount) { 682 if (saveCount < 1) saveCount = 1; 683 684 while (mSaveCount > saveCount) { 685 restoreSnapshot(); 686 } 687} 688 689int OpenGLRenderer::saveSnapshot(int flags) { 690 mSnapshot = new Snapshot(mSnapshot, flags); 691 return mSaveCount++; 692} 693 694bool OpenGLRenderer::restoreSnapshot() { 695 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 696 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 697 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 698 699 sp<Snapshot> current = mSnapshot; 700 sp<Snapshot> previous = mSnapshot->previous; 701 702 if (restoreOrtho) { 703 Rect& r = previous->viewport; 704 glViewport(r.left, r.top, r.right, r.bottom); 705 mOrthoMatrix.load(current->orthoMatrix); 706 } 707 708 mSaveCount--; 709 mSnapshot = previous; 710 711 if (restoreClip) { 712 dirtyClip(); 713 } 714 715 if (restoreLayer) { 716 endMark(); // Savelayer 717 startMark("ComposeLayer"); 718 composeLayer(current, previous); 719 endMark(); 720 } 721 722 return restoreClip; 723} 724 725/////////////////////////////////////////////////////////////////////////////// 726// Layers 727/////////////////////////////////////////////////////////////////////////////// 728 729int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 730 int alpha, SkXfermode::Mode mode, int flags) { 731 const GLuint previousFbo = mSnapshot->fbo; 732 const int count = saveSnapshot(flags); 733 734 if (!mSnapshot->isIgnored()) { 735 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 736 } 737 738 return count; 739} 740 741void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 742 const Rect untransformedBounds(bounds); 743 744 currentTransform().mapRect(bounds); 745 746 // Layers only make sense if they are in the framebuffer's bounds 747 if (bounds.intersect(*mSnapshot->clipRect)) { 748 // We cannot work with sub-pixels in this case 749 bounds.snapToPixelBoundaries(); 750 751 // When the layer is not an FBO, we may use glCopyTexImage so we 752 // need to make sure the layer does not extend outside the bounds 753 // of the framebuffer 754 if (!bounds.intersect(mSnapshot->previous->viewport)) { 755 bounds.setEmpty(); 756 } else if (fboLayer) { 757 clip.set(bounds); 758 mat4 inverse; 759 inverse.loadInverse(currentTransform()); 760 inverse.mapRect(clip); 761 clip.snapToPixelBoundaries(); 762 if (clip.intersect(untransformedBounds)) { 763 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 764 bounds.set(untransformedBounds); 765 } else { 766 clip.setEmpty(); 767 } 768 } 769 } else { 770 bounds.setEmpty(); 771 } 772} 773 774void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 775 bool fboLayer, int alpha) { 776 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 777 bounds.getHeight() > mCaches.maxTextureSize || 778 (fboLayer && clip.isEmpty())) { 779 mSnapshot->empty = fboLayer; 780 } else { 781 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 782 } 783} 784 785int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 786 int alpha, SkXfermode::Mode mode, int flags) { 787 const GLuint previousFbo = mSnapshot->fbo; 788 const int count = saveSnapshot(flags); 789 790 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 791 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 792 // operations will be able to store and restore the current clip and transform info, and 793 // quick rejection will be correct (for display lists) 794 795 Rect bounds(left, top, right, bottom); 796 Rect clip; 797 calculateLayerBoundsAndClip(bounds, clip, true); 798 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 799 800 if (!mSnapshot->isIgnored()) { 801 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 802 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 803 } 804 } 805 806 return count; 807} 808 809 810/** 811 * Layers are viewed by Skia are slightly different than layers in image editing 812 * programs (for instance.) When a layer is created, previously created layers 813 * and the frame buffer still receive every drawing command. For instance, if a 814 * layer is created and a shape intersecting the bounds of the layers and the 815 * framebuffer is draw, the shape will be drawn on both (unless the layer was 816 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 817 * 818 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 819 * texture. Unfortunately, this is inefficient as it requires every primitive to 820 * be drawn n + 1 times, where n is the number of active layers. In practice this 821 * means, for every primitive: 822 * - Switch active frame buffer 823 * - Change viewport, clip and projection matrix 824 * - Issue the drawing 825 * 826 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 827 * To avoid this, layers are implemented in a different way here, at least in the 828 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 829 * is set. When this flag is set we can redirect all drawing operations into a 830 * single FBO. 831 * 832 * This implementation relies on the frame buffer being at least RGBA 8888. When 833 * a layer is created, only a texture is created, not an FBO. The content of the 834 * frame buffer contained within the layer's bounds is copied into this texture 835 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 836 * buffer and drawing continues as normal. This technique therefore treats the 837 * frame buffer as a scratch buffer for the layers. 838 * 839 * To compose the layers back onto the frame buffer, each layer texture 840 * (containing the original frame buffer data) is drawn as a simple quad over 841 * the frame buffer. The trick is that the quad is set as the composition 842 * destination in the blending equation, and the frame buffer becomes the source 843 * of the composition. 844 * 845 * Drawing layers with an alpha value requires an extra step before composition. 846 * An empty quad is drawn over the layer's region in the frame buffer. This quad 847 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 848 * quad is used to multiply the colors in the frame buffer. This is achieved by 849 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 850 * GL_ZERO, GL_SRC_ALPHA. 851 * 852 * Because glCopyTexImage2D() can be slow, an alternative implementation might 853 * be use to draw a single clipped layer. The implementation described above 854 * is correct in every case. 855 * 856 * (1) The frame buffer is actually not cleared right away. To allow the GPU 857 * to potentially optimize series of calls to glCopyTexImage2D, the frame 858 * buffer is left untouched until the first drawing operation. Only when 859 * something actually gets drawn are the layers regions cleared. 860 */ 861bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 862 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 863 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 864 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 865 866 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 867 868 // Window coordinates of the layer 869 Rect clip; 870 Rect bounds(left, top, right, bottom); 871 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 872 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 873 874 // Bail out if we won't draw in this snapshot 875 if (mSnapshot->isIgnored()) { 876 return false; 877 } 878 879 mCaches.activeTexture(0); 880 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 881 if (!layer) { 882 return false; 883 } 884 885 layer->setAlpha(alpha, mode); 886 layer->layer.set(bounds); 887 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 888 bounds.getWidth() / float(layer->getWidth()), 0.0f); 889 layer->setColorFilter(mDrawModifiers.mColorFilter); 890 layer->setBlend(true); 891 layer->setDirty(false); 892 893 // Save the layer in the snapshot 894 mSnapshot->flags |= Snapshot::kFlagIsLayer; 895 mSnapshot->layer = layer; 896 897 startMark("SaveLayer"); 898 if (fboLayer) { 899 return createFboLayer(layer, bounds, clip, previousFbo); 900 } else { 901 // Copy the framebuffer into the layer 902 layer->bindTexture(); 903 if (!bounds.isEmpty()) { 904 if (layer->isEmpty()) { 905 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 906 bounds.left, mSnapshot->height - bounds.bottom, 907 layer->getWidth(), layer->getHeight(), 0); 908 layer->setEmpty(false); 909 } else { 910 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 911 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 912 } 913 914 // Enqueue the buffer coordinates to clear the corresponding region later 915 mLayers.push(new Rect(bounds)); 916 } 917 } 918 919 return true; 920} 921 922bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 923 layer->clipRect.set(clip); 924 layer->setFbo(mCaches.fboCache.get()); 925 926 mSnapshot->region = &mSnapshot->layer->region; 927 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 928 Snapshot::kFlagDirtyOrtho; 929 mSnapshot->fbo = layer->getFbo(); 930 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 931 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 932 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 933 mSnapshot->height = bounds.getHeight(); 934 mSnapshot->orthoMatrix.load(mOrthoMatrix); 935 936 endTiling(); 937 debugOverdraw(false, false); 938 // Bind texture to FBO 939 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 940 layer->bindTexture(); 941 942 // Initialize the texture if needed 943 if (layer->isEmpty()) { 944 layer->allocateTexture(); 945 layer->setEmpty(false); 946 } 947 948 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 949 layer->getTexture(), 0); 950 951 startTiling(mSnapshot, true); 952 953 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 954 mCaches.enableScissor(); 955 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 956 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 957 glClear(GL_COLOR_BUFFER_BIT); 958 959 dirtyClip(); 960 961 // Change the ortho projection 962 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 963 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 964 965 return true; 966} 967 968/** 969 * Read the documentation of createLayer() before doing anything in this method. 970 */ 971void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 972 if (!current->layer) { 973 ALOGE("Attempting to compose a layer that does not exist"); 974 return; 975 } 976 977 Layer* layer = current->layer; 978 const Rect& rect = layer->layer; 979 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 980 981 if (fboLayer) { 982 endTiling(); 983 984 // Detach the texture from the FBO 985 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 986 987 layer->removeFbo(false); 988 989 // Unbind current FBO and restore previous one 990 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 991 debugOverdraw(true, false); 992 993 startTiling(previous); 994 } 995 996 if (!fboLayer && layer->getAlpha() < 255) { 997 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 998 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 999 // Required below, composeLayerRect() will divide by 255 1000 layer->setAlpha(255); 1001 } 1002 1003 mCaches.unbindMeshBuffer(); 1004 1005 mCaches.activeTexture(0); 1006 1007 // When the layer is stored in an FBO, we can save a bit of fillrate by 1008 // drawing only the dirty region 1009 if (fboLayer) { 1010 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1011 if (layer->getColorFilter()) { 1012 setupColorFilter(layer->getColorFilter()); 1013 } 1014 composeLayerRegion(layer, rect); 1015 if (layer->getColorFilter()) { 1016 resetColorFilter(); 1017 } 1018 } else if (!rect.isEmpty()) { 1019 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1020 composeLayerRect(layer, rect, true); 1021 } 1022 1023 dirtyClip(); 1024 1025 // Failing to add the layer to the cache should happen only if the layer is too large 1026 if (!mCaches.layerCache.put(layer)) { 1027 LAYER_LOGD("Deleting layer"); 1028 Caches::getInstance().resourceCache.decrementRefcount(layer); 1029 } 1030} 1031 1032void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1033 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1034 1035 setupDraw(); 1036 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1037 setupDrawWithTexture(); 1038 } else { 1039 setupDrawWithExternalTexture(); 1040 } 1041 setupDrawTextureTransform(); 1042 setupDrawColor(alpha, alpha, alpha, alpha); 1043 setupDrawColorFilter(); 1044 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1045 setupDrawProgram(); 1046 setupDrawPureColorUniforms(); 1047 setupDrawColorFilterUniforms(); 1048 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1049 setupDrawTexture(layer->getTexture()); 1050 } else { 1051 setupDrawExternalTexture(layer->getTexture()); 1052 } 1053 if (currentTransform().isPureTranslate() && 1054 layer->getWidth() == (uint32_t) rect.getWidth() && 1055 layer->getHeight() == (uint32_t) rect.getHeight()) { 1056 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1057 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1058 1059 layer->setFilter(GL_NEAREST); 1060 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1061 } else { 1062 layer->setFilter(GL_LINEAR); 1063 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1064 } 1065 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1066 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1067 1068 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1069 1070 finishDrawTexture(); 1071} 1072 1073void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1074 if (!layer->isTextureLayer()) { 1075 const Rect& texCoords = layer->texCoords; 1076 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1077 texCoords.right, texCoords.bottom); 1078 1079 float x = rect.left; 1080 float y = rect.top; 1081 bool simpleTransform = currentTransform().isPureTranslate() && 1082 layer->getWidth() == (uint32_t) rect.getWidth() && 1083 layer->getHeight() == (uint32_t) rect.getHeight(); 1084 1085 if (simpleTransform) { 1086 // When we're swapping, the layer is already in screen coordinates 1087 if (!swap) { 1088 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1089 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1090 } 1091 1092 layer->setFilter(GL_NEAREST, true); 1093 } else { 1094 layer->setFilter(GL_LINEAR, true); 1095 } 1096 1097 float alpha = getLayerAlpha(layer); 1098 bool blend = layer->isBlend() || alpha < 1.0f; 1099 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1100 layer->getTexture(), alpha, layer->getMode(), blend, 1101 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1102 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1103 1104 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1105 } else { 1106 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1107 drawTextureLayer(layer, rect); 1108 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1109 } 1110} 1111 1112/** 1113 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1114 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1115 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1116 * by saveLayer's restore 1117 */ 1118#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1119 DRAW_COMMAND; \ 1120 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1121 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1122 DRAW_COMMAND; \ 1123 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1124 } \ 1125 } 1126 1127#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1128 1129void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1130 if (layer->region.isRect()) { 1131 layer->setRegionAsRect(); 1132 1133 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1134 1135 layer->region.clear(); 1136 return; 1137 } 1138 1139 // TODO: See LayerRenderer.cpp::generateMesh() for important 1140 // information about this implementation 1141 if (CC_LIKELY(!layer->region.isEmpty())) { 1142 size_t count; 1143 const android::Rect* rects; 1144 Region safeRegion; 1145 if (CC_LIKELY(hasRectToRectTransform())) { 1146 rects = layer->region.getArray(&count); 1147 } else { 1148 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1149 rects = safeRegion.getArray(&count); 1150 } 1151 1152 const float alpha = getLayerAlpha(layer); 1153 const float texX = 1.0f / float(layer->getWidth()); 1154 const float texY = 1.0f / float(layer->getHeight()); 1155 const float height = rect.getHeight(); 1156 1157 setupDraw(); 1158 1159 // We must get (and therefore bind) the region mesh buffer 1160 // after we setup drawing in case we need to mess with the 1161 // stencil buffer in setupDraw() 1162 TextureVertex* mesh = mCaches.getRegionMesh(); 1163 GLsizei numQuads = 0; 1164 1165 setupDrawWithTexture(); 1166 setupDrawColor(alpha, alpha, alpha, alpha); 1167 setupDrawColorFilter(); 1168 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1169 setupDrawProgram(); 1170 setupDrawDirtyRegionsDisabled(); 1171 setupDrawPureColorUniforms(); 1172 setupDrawColorFilterUniforms(); 1173 setupDrawTexture(layer->getTexture()); 1174 if (currentTransform().isPureTranslate()) { 1175 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1176 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1177 1178 layer->setFilter(GL_NEAREST); 1179 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1180 } else { 1181 layer->setFilter(GL_LINEAR); 1182 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1183 } 1184 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1185 1186 for (size_t i = 0; i < count; i++) { 1187 const android::Rect* r = &rects[i]; 1188 1189 const float u1 = r->left * texX; 1190 const float v1 = (height - r->top) * texY; 1191 const float u2 = r->right * texX; 1192 const float v2 = (height - r->bottom) * texY; 1193 1194 // TODO: Reject quads outside of the clip 1195 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1196 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1197 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1198 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1199 1200 numQuads++; 1201 1202 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1203 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1204 GL_UNSIGNED_SHORT, NULL)); 1205 numQuads = 0; 1206 mesh = mCaches.getRegionMesh(); 1207 } 1208 } 1209 1210 if (numQuads > 0) { 1211 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1212 GL_UNSIGNED_SHORT, NULL)); 1213 } 1214 1215 finishDrawTexture(); 1216 1217#if DEBUG_LAYERS_AS_REGIONS 1218 drawRegionRects(layer->region); 1219#endif 1220 1221 layer->region.clear(); 1222 } 1223} 1224 1225void OpenGLRenderer::drawRegionRects(const Region& region) { 1226#if DEBUG_LAYERS_AS_REGIONS 1227 size_t count; 1228 const android::Rect* rects = region.getArray(&count); 1229 1230 uint32_t colors[] = { 1231 0x7fff0000, 0x7f00ff00, 1232 0x7f0000ff, 0x7fff00ff, 1233 }; 1234 1235 int offset = 0; 1236 int32_t top = rects[0].top; 1237 1238 for (size_t i = 0; i < count; i++) { 1239 if (top != rects[i].top) { 1240 offset ^= 0x2; 1241 top = rects[i].top; 1242 } 1243 1244 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1245 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1246 SkXfermode::kSrcOver_Mode); 1247 } 1248#endif 1249} 1250 1251void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1252 SkXfermode::Mode mode, bool dirty) { 1253 int count = 0; 1254 Vector<float> rects; 1255 1256 SkRegion::Iterator it(region); 1257 while (!it.done()) { 1258 const SkIRect& r = it.rect(); 1259 rects.push(r.fLeft); 1260 rects.push(r.fTop); 1261 rects.push(r.fRight); 1262 rects.push(r.fBottom); 1263 count += 4; 1264 it.next(); 1265 } 1266 1267 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1268} 1269 1270void OpenGLRenderer::dirtyLayer(const float left, const float top, 1271 const float right, const float bottom, const mat4 transform) { 1272 if (hasLayer()) { 1273 Rect bounds(left, top, right, bottom); 1274 transform.mapRect(bounds); 1275 dirtyLayerUnchecked(bounds, getRegion()); 1276 } 1277} 1278 1279void OpenGLRenderer::dirtyLayer(const float left, const float top, 1280 const float right, const float bottom) { 1281 if (hasLayer()) { 1282 Rect bounds(left, top, right, bottom); 1283 dirtyLayerUnchecked(bounds, getRegion()); 1284 } 1285} 1286 1287void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1288 if (bounds.intersect(*mSnapshot->clipRect)) { 1289 bounds.snapToPixelBoundaries(); 1290 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1291 if (!dirty.isEmpty()) { 1292 region->orSelf(dirty); 1293 } 1294 } 1295} 1296 1297void OpenGLRenderer::clearLayerRegions() { 1298 const size_t count = mLayers.size(); 1299 if (count == 0) return; 1300 1301 if (!mSnapshot->isIgnored()) { 1302 // Doing several glScissor/glClear here can negatively impact 1303 // GPUs with a tiler architecture, instead we draw quads with 1304 // the Clear blending mode 1305 1306 // The list contains bounds that have already been clipped 1307 // against their initial clip rect, and the current clip 1308 // is likely different so we need to disable clipping here 1309 bool scissorChanged = mCaches.disableScissor(); 1310 1311 Vertex mesh[count * 6]; 1312 Vertex* vertex = mesh; 1313 1314 for (uint32_t i = 0; i < count; i++) { 1315 Rect* bounds = mLayers.itemAt(i); 1316 1317 Vertex::set(vertex++, bounds->left, bounds->bottom); 1318 Vertex::set(vertex++, bounds->left, bounds->top); 1319 Vertex::set(vertex++, bounds->right, bounds->top); 1320 Vertex::set(vertex++, bounds->left, bounds->bottom); 1321 Vertex::set(vertex++, bounds->right, bounds->top); 1322 Vertex::set(vertex++, bounds->right, bounds->bottom); 1323 1324 delete bounds; 1325 } 1326 // We must clear the list of dirty rects before we 1327 // call setupDraw() to prevent stencil setup to do 1328 // the same thing again 1329 mLayers.clear(); 1330 1331 setupDraw(false); 1332 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1333 setupDrawBlending(true, SkXfermode::kClear_Mode); 1334 setupDrawProgram(); 1335 setupDrawPureColorUniforms(); 1336 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1337 setupDrawVertices(&mesh[0].position[0]); 1338 1339 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1340 1341 if (scissorChanged) mCaches.enableScissor(); 1342 } else { 1343 for (uint32_t i = 0; i < count; i++) { 1344 delete mLayers.itemAt(i); 1345 } 1346 mLayers.clear(); 1347 } 1348} 1349 1350/////////////////////////////////////////////////////////////////////////////// 1351// State Deferral 1352/////////////////////////////////////////////////////////////////////////////// 1353 1354bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1355 const Rect& currentClip = *(mSnapshot->clipRect); 1356 const mat4& currentMatrix = *(mSnapshot->transform); 1357 1358 if (stateDeferFlags & kStateDeferFlag_Draw) { 1359 // state has bounds initialized in local coordinates 1360 if (!state.mBounds.isEmpty()) { 1361 currentMatrix.mapRect(state.mBounds); 1362 state.mClipped = !currentClip.contains(state.mBounds); 1363 if (!state.mBounds.intersect(currentClip)) { 1364 // quick rejected 1365 return true; 1366 } 1367 } else { 1368 // If we don't have bounds, let's assume we're clipped 1369 // to prevent merging 1370 state.mClipped = true; 1371 state.mBounds.set(currentClip); 1372 } 1373 } 1374 1375 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1376 if (state.mClipValid) { 1377 state.mClip.set(currentClip); 1378 } 1379 1380 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1381 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1382 state.mMatrix.load(currentMatrix); 1383 state.mDrawModifiers = mDrawModifiers; 1384 state.mAlpha = mSnapshot->alpha; 1385 return false; 1386} 1387 1388void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1389 currentTransform().load(state.mMatrix); 1390 mDrawModifiers = state.mDrawModifiers; 1391 mSnapshot->alpha = state.mAlpha; 1392 1393 if (state.mClipValid && !skipClipRestore) { 1394 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1395 dirtyClip(); 1396 } 1397} 1398 1399void OpenGLRenderer::setFullScreenClip() { 1400 mSnapshot->setClip(0, 0, mWidth, mHeight); 1401 dirtyClip(); 1402} 1403 1404/////////////////////////////////////////////////////////////////////////////// 1405// Transforms 1406/////////////////////////////////////////////////////////////////////////////// 1407 1408void OpenGLRenderer::translate(float dx, float dy) { 1409 currentTransform().translate(dx, dy, 0.0f); 1410} 1411 1412void OpenGLRenderer::rotate(float degrees) { 1413 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1414} 1415 1416void OpenGLRenderer::scale(float sx, float sy) { 1417 currentTransform().scale(sx, sy, 1.0f); 1418} 1419 1420void OpenGLRenderer::skew(float sx, float sy) { 1421 currentTransform().skew(sx, sy); 1422} 1423 1424void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1425 if (matrix) { 1426 currentTransform().load(*matrix); 1427 } else { 1428 currentTransform().loadIdentity(); 1429 } 1430} 1431 1432bool OpenGLRenderer::hasRectToRectTransform() { 1433 return CC_LIKELY(currentTransform().rectToRect()); 1434} 1435 1436void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1437 currentTransform().copyTo(*matrix); 1438} 1439 1440void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1441 SkMatrix transform; 1442 currentTransform().copyTo(transform); 1443 transform.preConcat(*matrix); 1444 currentTransform().load(transform); 1445} 1446 1447/////////////////////////////////////////////////////////////////////////////// 1448// Clipping 1449/////////////////////////////////////////////////////////////////////////////// 1450 1451void OpenGLRenderer::setScissorFromClip() { 1452 Rect clip(*mSnapshot->clipRect); 1453 clip.snapToPixelBoundaries(); 1454 1455 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1456 clip.getWidth(), clip.getHeight())) { 1457 mDirtyClip = false; 1458 } 1459} 1460 1461void OpenGLRenderer::ensureStencilBuffer() { 1462 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1463 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1464 // just hope we have one when hasLayer() returns false. 1465 if (hasLayer()) { 1466 attachStencilBufferToLayer(mSnapshot->layer); 1467 } 1468} 1469 1470void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1471 // The layer's FBO is already bound when we reach this stage 1472 if (!layer->getStencilRenderBuffer()) { 1473 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1474 // is attached after we initiated tiling. We must turn it off, 1475 // attach the new render buffer then turn tiling back on 1476 endTiling(); 1477 1478 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1479 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1480 layer->setStencilRenderBuffer(buffer); 1481 1482 startTiling(layer->clipRect, layer->layer.getHeight()); 1483 } 1484} 1485 1486void OpenGLRenderer::setStencilFromClip() { 1487 if (!mCaches.debugOverdraw) { 1488 if (!mSnapshot->clipRegion->isEmpty()) { 1489 // NOTE: The order here is important, we must set dirtyClip to false 1490 // before any draw call to avoid calling back into this method 1491 mDirtyClip = false; 1492 1493 ensureStencilBuffer(); 1494 1495 mCaches.stencil.enableWrite(); 1496 1497 // Clear the stencil but first make sure we restrict drawing 1498 // to the region's bounds 1499 bool resetScissor = mCaches.enableScissor(); 1500 if (resetScissor) { 1501 // The scissor was not set so we now need to update it 1502 setScissorFromClip(); 1503 } 1504 mCaches.stencil.clear(); 1505 if (resetScissor) mCaches.disableScissor(); 1506 1507 // NOTE: We could use the region contour path to generate a smaller mesh 1508 // Since we are using the stencil we could use the red book path 1509 // drawing technique. It might increase bandwidth usage though. 1510 1511 // The last parameter is important: we are not drawing in the color buffer 1512 // so we don't want to dirty the current layer, if any 1513 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1514 1515 mCaches.stencil.enableTest(); 1516 1517 // Draw the region used to generate the stencil if the appropriate debug 1518 // mode is enabled 1519 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1520 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1521 } 1522 } else { 1523 mCaches.stencil.disable(); 1524 } 1525 } 1526} 1527 1528const Rect& OpenGLRenderer::getClipBounds() { 1529 return mSnapshot->getLocalClip(); 1530} 1531 1532bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1533 if (mSnapshot->isIgnored()) { 1534 return true; 1535 } 1536 1537 Rect r(left, top, right, bottom); 1538 currentTransform().mapRect(r); 1539 r.snapToPixelBoundaries(); 1540 1541 Rect clipRect(*mSnapshot->clipRect); 1542 clipRect.snapToPixelBoundaries(); 1543 1544 return !clipRect.intersects(r); 1545} 1546 1547bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1548 Rect& transformed, Rect& clip) { 1549 if (mSnapshot->isIgnored()) { 1550 return true; 1551 } 1552 1553 transformed.set(left, top, right, bottom); 1554 currentTransform().mapRect(transformed); 1555 transformed.snapToPixelBoundaries(); 1556 1557 clip.set(*mSnapshot->clipRect); 1558 clip.snapToPixelBoundaries(); 1559 1560 return !clip.intersects(transformed); 1561} 1562 1563bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1564 SkPaint* paint) { 1565 if (paint->getStyle() != SkPaint::kFill_Style) { 1566 float outset = paint->getStrokeWidth() * 0.5f; 1567 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1568 } else { 1569 return quickReject(left, top, right, bottom); 1570 } 1571} 1572 1573bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1574 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1575 return true; 1576 } 1577 1578 Rect r(left, top, right, bottom); 1579 currentTransform().mapRect(r); 1580 r.snapToPixelBoundaries(); 1581 1582 Rect clipRect(*mSnapshot->clipRect); 1583 clipRect.snapToPixelBoundaries(); 1584 1585 bool rejected = !clipRect.intersects(r); 1586 if (!isDeferred() && !rejected) { 1587 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1588 } 1589 1590 return rejected; 1591} 1592 1593void OpenGLRenderer::debugClip() { 1594#if DEBUG_CLIP_REGIONS 1595 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1596 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1597 } 1598#endif 1599} 1600 1601bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1602 if (CC_LIKELY(currentTransform().rectToRect())) { 1603 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1604 if (clipped) { 1605 dirtyClip(); 1606 } 1607 return !mSnapshot->clipRect->isEmpty(); 1608 } 1609 1610 SkPath path; 1611 path.addRect(left, top, right, bottom); 1612 1613 return clipPath(&path, op); 1614} 1615 1616bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1617 SkMatrix transform; 1618 currentTransform().copyTo(transform); 1619 1620 SkPath transformed; 1621 path->transform(transform, &transformed); 1622 1623 SkRegion clip; 1624 if (!mSnapshot->clipRegion->isEmpty()) { 1625 clip.setRegion(*mSnapshot->clipRegion); 1626 } else { 1627 Rect* bounds = mSnapshot->clipRect; 1628 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1629 } 1630 1631 SkRegion region; 1632 region.setPath(transformed, clip); 1633 1634 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1635 if (clipped) { 1636 dirtyClip(); 1637 } 1638 return !mSnapshot->clipRect->isEmpty(); 1639} 1640 1641bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1642 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1643 if (clipped) { 1644 dirtyClip(); 1645 } 1646 return !mSnapshot->clipRect->isEmpty(); 1647} 1648 1649Rect* OpenGLRenderer::getClipRect() { 1650 return mSnapshot->clipRect; 1651} 1652 1653/////////////////////////////////////////////////////////////////////////////// 1654// Drawing commands 1655/////////////////////////////////////////////////////////////////////////////// 1656 1657void OpenGLRenderer::setupDraw(bool clear) { 1658 // TODO: It would be best if we could do this before quickReject() 1659 // changes the scissor test state 1660 if (clear) clearLayerRegions(); 1661 // Make sure setScissor & setStencil happen at the beginning of 1662 // this method 1663 if (mDirtyClip) { 1664 if (mCaches.scissorEnabled) { 1665 setScissorFromClip(); 1666 } 1667 setStencilFromClip(); 1668 } 1669 1670 mDescription.reset(); 1671 1672 mSetShaderColor = false; 1673 mColorSet = false; 1674 mColorA = mColorR = mColorG = mColorB = 0.0f; 1675 mTextureUnit = 0; 1676 mTrackDirtyRegions = true; 1677 1678 // Enable debug highlight when what we're about to draw is tested against 1679 // the stencil buffer and if stencil highlight debugging is on 1680 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1681 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1682 mCaches.stencil.isTestEnabled(); 1683 1684 mDescription.emulateStencil = mCountOverdraw; 1685} 1686 1687void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1688 mDescription.hasTexture = true; 1689 mDescription.hasAlpha8Texture = isAlpha8; 1690} 1691 1692void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1693 mDescription.hasTexture = true; 1694 mDescription.hasColors = true; 1695 mDescription.hasAlpha8Texture = isAlpha8; 1696} 1697 1698void OpenGLRenderer::setupDrawWithExternalTexture() { 1699 mDescription.hasExternalTexture = true; 1700} 1701 1702void OpenGLRenderer::setupDrawNoTexture() { 1703 mCaches.disableTexCoordsVertexArray(); 1704} 1705 1706void OpenGLRenderer::setupDrawAA() { 1707 mDescription.isAA = true; 1708} 1709 1710void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1711 mColorA = alpha / 255.0f; 1712 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1713 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1714 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1715 mColorSet = true; 1716 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1717} 1718 1719void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1720 mColorA = alpha / 255.0f; 1721 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1722 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1723 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1724 mColorSet = true; 1725 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1726} 1727 1728void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1729 mCaches.fontRenderer->describe(mDescription, paint); 1730} 1731 1732void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1733 mColorA = a; 1734 mColorR = r; 1735 mColorG = g; 1736 mColorB = b; 1737 mColorSet = true; 1738 mSetShaderColor = mDescription.setColor(r, g, b, a); 1739} 1740 1741void OpenGLRenderer::setupDrawShader() { 1742 if (mDrawModifiers.mShader) { 1743 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1744 } 1745} 1746 1747void OpenGLRenderer::setupDrawColorFilter() { 1748 if (mDrawModifiers.mColorFilter) { 1749 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1750 } 1751} 1752 1753void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1754 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1755 mColorA = 1.0f; 1756 mColorR = mColorG = mColorB = 0.0f; 1757 mSetShaderColor = mDescription.modulate = true; 1758 } 1759} 1760 1761void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1762 // When the blending mode is kClear_Mode, we need to use a modulate color 1763 // argb=1,0,0,0 1764 accountForClear(mode); 1765 bool blend = (mColorSet && mColorA < 1.0f) || 1766 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1767 chooseBlending(blend, mode, mDescription, swapSrcDst); 1768} 1769 1770void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1771 // When the blending mode is kClear_Mode, we need to use a modulate color 1772 // argb=1,0,0,0 1773 accountForClear(mode); 1774 blend |= (mColorSet && mColorA < 1.0f) || 1775 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1776 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1777 chooseBlending(blend, mode, mDescription, swapSrcDst); 1778} 1779 1780void OpenGLRenderer::setupDrawProgram() { 1781 useProgram(mCaches.programCache.get(mDescription)); 1782} 1783 1784void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1785 mTrackDirtyRegions = false; 1786} 1787 1788void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1789 bool ignoreTransform) { 1790 mModelView.loadTranslate(left, top, 0.0f); 1791 if (!ignoreTransform) { 1792 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1793 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1794 } else { 1795 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1796 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1797 } 1798} 1799 1800void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1801 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1802} 1803 1804void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1805 bool ignoreTransform, bool ignoreModelView) { 1806 if (!ignoreModelView) { 1807 mModelView.loadTranslate(left, top, 0.0f); 1808 mModelView.scale(right - left, bottom - top, 1.0f); 1809 } else { 1810 mModelView.loadIdentity(); 1811 } 1812 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1813 if (!ignoreTransform) { 1814 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1815 if (mTrackDirtyRegions && dirty) { 1816 dirtyLayer(left, top, right, bottom, currentTransform()); 1817 } 1818 } else { 1819 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1820 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1821 } 1822} 1823 1824void OpenGLRenderer::setupDrawColorUniforms() { 1825 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1826 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1827 } 1828} 1829 1830void OpenGLRenderer::setupDrawPureColorUniforms() { 1831 if (mSetShaderColor) { 1832 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1833 } 1834} 1835 1836void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1837 if (mDrawModifiers.mShader) { 1838 if (ignoreTransform) { 1839 mModelView.loadInverse(currentTransform()); 1840 } 1841 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1842 mModelView, *mSnapshot, &mTextureUnit); 1843 } 1844} 1845 1846void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1847 if (mDrawModifiers.mShader) { 1848 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1849 mat4::identity(), *mSnapshot, &mTextureUnit); 1850 } 1851} 1852 1853void OpenGLRenderer::setupDrawColorFilterUniforms() { 1854 if (mDrawModifiers.mColorFilter) { 1855 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1856 } 1857} 1858 1859void OpenGLRenderer::setupDrawTextGammaUniforms() { 1860 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1861} 1862 1863void OpenGLRenderer::setupDrawSimpleMesh() { 1864 bool force = mCaches.bindMeshBuffer(); 1865 mCaches.bindPositionVertexPointer(force, 0); 1866 mCaches.unbindIndicesBuffer(); 1867} 1868 1869void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1870 if (texture) bindTexture(texture); 1871 mTextureUnit++; 1872 mCaches.enableTexCoordsVertexArray(); 1873} 1874 1875void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1876 bindExternalTexture(texture); 1877 mTextureUnit++; 1878 mCaches.enableTexCoordsVertexArray(); 1879} 1880 1881void OpenGLRenderer::setupDrawTextureTransform() { 1882 mDescription.hasTextureTransform = true; 1883} 1884 1885void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1886 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1887 GL_FALSE, &transform.data[0]); 1888} 1889 1890void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1891 bool force = false; 1892 if (!vertices || vbo) { 1893 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1894 } else { 1895 force = mCaches.unbindMeshBuffer(); 1896 } 1897 1898 mCaches.bindPositionVertexPointer(force, vertices); 1899 if (mCaches.currentProgram->texCoords >= 0) { 1900 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1901 } 1902 1903 mCaches.unbindIndicesBuffer(); 1904} 1905 1906void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1907 bool force = mCaches.unbindMeshBuffer(); 1908 GLsizei stride = sizeof(ColorTextureVertex); 1909 1910 mCaches.bindPositionVertexPointer(force, vertices, stride); 1911 if (mCaches.currentProgram->texCoords >= 0) { 1912 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1913 } 1914 int slot = mCaches.currentProgram->getAttrib("colors"); 1915 if (slot >= 0) { 1916 glEnableVertexAttribArray(slot); 1917 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1918 } 1919 1920 mCaches.unbindIndicesBuffer(); 1921} 1922 1923void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1924 bool force = false; 1925 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1926 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1927 // use the default VBO found in Caches 1928 if (!vertices || vbo) { 1929 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1930 } else { 1931 force = mCaches.unbindMeshBuffer(); 1932 } 1933 mCaches.bindIndicesBuffer(); 1934 1935 mCaches.bindPositionVertexPointer(force, vertices); 1936 if (mCaches.currentProgram->texCoords >= 0) { 1937 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1938 } 1939} 1940 1941void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1942 bool force = mCaches.unbindMeshBuffer(); 1943 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1944 mCaches.unbindIndicesBuffer(); 1945} 1946 1947void OpenGLRenderer::finishDrawTexture() { 1948} 1949 1950/////////////////////////////////////////////////////////////////////////////// 1951// Drawing 1952/////////////////////////////////////////////////////////////////////////////// 1953 1954status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1955 int32_t replayFlags) { 1956 status_t status; 1957 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1958 // will be performed by the display list itself 1959 if (displayList && displayList->isRenderable()) { 1960 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1961 status = startFrame(); 1962 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1963 displayList->replay(replayStruct, 0); 1964 return status | replayStruct.mDrawGlStatus; 1965 } 1966 1967 DeferredDisplayList deferredList; 1968 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1969 displayList->defer(deferStruct, 0); 1970 1971 flushLayers(); 1972 status = startFrame(); 1973 1974 return status | deferredList.flush(*this, dirty); 1975 } 1976 1977 return DrawGlInfo::kStatusDone; 1978} 1979 1980void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1981 if (displayList) { 1982 displayList->output(1); 1983 } 1984} 1985 1986void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1987 int alpha; 1988 SkXfermode::Mode mode; 1989 getAlphaAndMode(paint, &alpha, &mode); 1990 1991 int color = paint != NULL ? paint->getColor() : 0; 1992 1993 float x = left; 1994 float y = top; 1995 1996 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1997 1998 bool ignoreTransform = false; 1999 if (currentTransform().isPureTranslate()) { 2000 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2001 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2002 ignoreTransform = true; 2003 2004 texture->setFilter(GL_NEAREST, true); 2005 } else { 2006 texture->setFilter(FILTER(paint), true); 2007 } 2008 2009 // No need to check for a UV mapper on the texture object, only ARGB_8888 2010 // bitmaps get packed in the atlas 2011 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2012 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2013 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2014} 2015 2016status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices, 2017 bool transformed, const Rect& bounds, SkPaint* paint) { 2018 2019 // merged draw operations don't need scissor, but clip should still be valid 2020 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2021 2022 mCaches.activeTexture(0); 2023 Texture* texture = getTexture(bitmap); 2024 if (!texture) return DrawGlInfo::kStatusDone; 2025 2026 const AutoTexture autoCleanup(texture); 2027 2028 int alpha; 2029 SkXfermode::Mode mode; 2030 getAlphaAndMode(paint, &alpha, &mode); 2031 2032 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2033 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2034 2035 const float x = (int) floorf(bounds.left + 0.5f); 2036 const float y = (int) floorf(bounds.top + 0.5f); 2037 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2038 int color = paint != NULL ? paint->getColor() : 0; 2039 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2040 texture->id, paint != NULL, color, alpha, mode, 2041 &vertices[0].position[0], &vertices[0].texture[0], 2042 GL_TRIANGLES, bitmapCount * 6, true, true); 2043 } else { 2044 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2045 texture->id, alpha / 255.0f, mode, texture->blend, 2046 &vertices[0].position[0], &vertices[0].texture[0], 2047 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true); 2048 } 2049 2050 return DrawGlInfo::kStatusDrew; 2051} 2052 2053status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2054 const float right = left + bitmap->width(); 2055 const float bottom = top + bitmap->height(); 2056 2057 if (quickReject(left, top, right, bottom)) { 2058 return DrawGlInfo::kStatusDone; 2059 } 2060 2061 mCaches.activeTexture(0); 2062 Texture* texture = getTexture(bitmap); 2063 if (!texture) return DrawGlInfo::kStatusDone; 2064 const AutoTexture autoCleanup(texture); 2065 2066 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2067 drawAlphaBitmap(texture, left, top, paint); 2068 } else { 2069 drawTextureRect(left, top, right, bottom, texture, paint); 2070 } 2071 2072 return DrawGlInfo::kStatusDrew; 2073} 2074 2075status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2076 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2077 const mat4 transform(*matrix); 2078 transform.mapRect(r); 2079 2080 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2081 return DrawGlInfo::kStatusDone; 2082 } 2083 2084 mCaches.activeTexture(0); 2085 Texture* texture = getTexture(bitmap); 2086 if (!texture) return DrawGlInfo::kStatusDone; 2087 const AutoTexture autoCleanup(texture); 2088 2089 // This could be done in a cheaper way, all we need is pass the matrix 2090 // to the vertex shader. The save/restore is a bit overkill. 2091 save(SkCanvas::kMatrix_SaveFlag); 2092 concatMatrix(matrix); 2093 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2094 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2095 } else { 2096 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2097 } 2098 restore(); 2099 2100 return DrawGlInfo::kStatusDrew; 2101} 2102 2103status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2104 const float right = left + bitmap->width(); 2105 const float bottom = top + bitmap->height(); 2106 2107 if (quickReject(left, top, right, bottom)) { 2108 return DrawGlInfo::kStatusDone; 2109 } 2110 2111 mCaches.activeTexture(0); 2112 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2113 const AutoTexture autoCleanup(texture); 2114 2115 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2116 drawAlphaBitmap(texture, left, top, paint); 2117 } else { 2118 drawTextureRect(left, top, right, bottom, texture, paint); 2119 } 2120 2121 return DrawGlInfo::kStatusDrew; 2122} 2123 2124status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2125 float* vertices, int* colors, SkPaint* paint) { 2126 if (!vertices || mSnapshot->isIgnored()) { 2127 return DrawGlInfo::kStatusDone; 2128 } 2129 2130 float left = FLT_MAX; 2131 float top = FLT_MAX; 2132 float right = FLT_MIN; 2133 float bottom = FLT_MIN; 2134 2135 const uint32_t count = meshWidth * meshHeight * 6; 2136 2137 ColorTextureVertex mesh[count]; 2138 ColorTextureVertex* vertex = mesh; 2139 2140 bool cleanupColors = false; 2141 if (!colors) { 2142 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2143 colors = new int[colorsCount]; 2144 memset(colors, 0xff, colorsCount * sizeof(int)); 2145 cleanupColors = true; 2146 } 2147 2148 mCaches.activeTexture(0); 2149 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2150 const UvMapper& mapper(getMapper(texture)); 2151 2152 for (int32_t y = 0; y < meshHeight; y++) { 2153 for (int32_t x = 0; x < meshWidth; x++) { 2154 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2155 2156 float u1 = float(x) / meshWidth; 2157 float u2 = float(x + 1) / meshWidth; 2158 float v1 = float(y) / meshHeight; 2159 float v2 = float(y + 1) / meshHeight; 2160 2161 mapper.map(u1, v1, u2, v2); 2162 2163 int ax = i + (meshWidth + 1) * 2; 2164 int ay = ax + 1; 2165 int bx = i; 2166 int by = bx + 1; 2167 int cx = i + 2; 2168 int cy = cx + 1; 2169 int dx = i + (meshWidth + 1) * 2 + 2; 2170 int dy = dx + 1; 2171 2172 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2173 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2174 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2175 2176 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2177 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2178 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2179 2180 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2181 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2182 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2183 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2184 } 2185 } 2186 2187 if (quickReject(left, top, right, bottom)) { 2188 if (cleanupColors) delete[] colors; 2189 return DrawGlInfo::kStatusDone; 2190 } 2191 2192 if (!texture) { 2193 texture = mCaches.textureCache.get(bitmap); 2194 if (!texture) { 2195 if (cleanupColors) delete[] colors; 2196 return DrawGlInfo::kStatusDone; 2197 } 2198 } 2199 const AutoTexture autoCleanup(texture); 2200 2201 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2202 texture->setFilter(FILTER(paint), true); 2203 2204 int alpha; 2205 SkXfermode::Mode mode; 2206 getAlphaAndMode(paint, &alpha, &mode); 2207 2208 float a = alpha / 255.0f; 2209 2210 if (hasLayer()) { 2211 dirtyLayer(left, top, right, bottom, currentTransform()); 2212 } 2213 2214 setupDraw(); 2215 setupDrawWithTextureAndColor(); 2216 setupDrawColor(a, a, a, a); 2217 setupDrawColorFilter(); 2218 setupDrawBlending(true, mode, false); 2219 setupDrawProgram(); 2220 setupDrawDirtyRegionsDisabled(); 2221 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2222 setupDrawTexture(texture->id); 2223 setupDrawPureColorUniforms(); 2224 setupDrawColorFilterUniforms(); 2225 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2226 2227 glDrawArrays(GL_TRIANGLES, 0, count); 2228 2229 finishDrawTexture(); 2230 2231 int slot = mCaches.currentProgram->getAttrib("colors"); 2232 if (slot >= 0) { 2233 glDisableVertexAttribArray(slot); 2234 } 2235 2236 if (cleanupColors) delete[] colors; 2237 2238 return DrawGlInfo::kStatusDrew; 2239} 2240 2241status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2242 float srcLeft, float srcTop, float srcRight, float srcBottom, 2243 float dstLeft, float dstTop, float dstRight, float dstBottom, 2244 SkPaint* paint) { 2245 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2246 return DrawGlInfo::kStatusDone; 2247 } 2248 2249 mCaches.activeTexture(0); 2250 Texture* texture = getTexture(bitmap); 2251 if (!texture) return DrawGlInfo::kStatusDone; 2252 const AutoTexture autoCleanup(texture); 2253 2254 const float width = texture->width; 2255 const float height = texture->height; 2256 2257 float u1 = fmax(0.0f, srcLeft / width); 2258 float v1 = fmax(0.0f, srcTop / height); 2259 float u2 = fmin(1.0f, srcRight / width); 2260 float v2 = fmin(1.0f, srcBottom / height); 2261 2262 getMapper(texture).map(u1, v1, u2, v2); 2263 2264 mCaches.unbindMeshBuffer(); 2265 resetDrawTextureTexCoords(u1, v1, u2, v2); 2266 2267 int alpha; 2268 SkXfermode::Mode mode; 2269 getAlphaAndMode(paint, &alpha, &mode); 2270 2271 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2272 2273 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2274 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2275 2276 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2277 // Apply a scale transform on the canvas only when a shader is in use 2278 // Skia handles the ratio between the dst and src rects as a scale factor 2279 // when a shader is set 2280 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2281 bool ignoreTransform = false; 2282 2283 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2284 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2285 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2286 2287 dstRight = x + (dstRight - dstLeft); 2288 dstBottom = y + (dstBottom - dstTop); 2289 2290 dstLeft = x; 2291 dstTop = y; 2292 2293 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2294 ignoreTransform = true; 2295 } else { 2296 texture->setFilter(FILTER(paint), true); 2297 } 2298 2299 if (CC_UNLIKELY(useScaleTransform)) { 2300 save(SkCanvas::kMatrix_SaveFlag); 2301 translate(dstLeft, dstTop); 2302 scale(scaleX, scaleY); 2303 2304 dstLeft = 0.0f; 2305 dstTop = 0.0f; 2306 2307 dstRight = srcRight - srcLeft; 2308 dstBottom = srcBottom - srcTop; 2309 } 2310 2311 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2312 int color = paint ? paint->getColor() : 0; 2313 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2314 texture->id, paint != NULL, color, alpha, mode, 2315 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2316 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2317 } else { 2318 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2319 texture->id, alpha / 255.0f, mode, texture->blend, 2320 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2321 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2322 } 2323 2324 if (CC_UNLIKELY(useScaleTransform)) { 2325 restore(); 2326 } 2327 2328 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2329 2330 return DrawGlInfo::kStatusDrew; 2331} 2332 2333status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2334 float left, float top, float right, float bottom, SkPaint* paint) { 2335 int alpha; 2336 SkXfermode::Mode mode; 2337 getAlphaAndMode(paint, &alpha, &mode); 2338 2339 return drawPatch(bitmap, patch, mCaches.assetAtlas.getEntry(bitmap), 2340 left, top, right, bottom, alpha, mode); 2341} 2342 2343status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2344 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2345 int alpha, SkXfermode::Mode mode) { 2346 if (quickReject(left, top, right, bottom)) { 2347 return DrawGlInfo::kStatusDone; 2348 } 2349 2350 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2351 right - left, bottom - top, patch); 2352 2353 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2354 mCaches.activeTexture(0); 2355 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2356 if (!texture) return DrawGlInfo::kStatusDone; 2357 const AutoTexture autoCleanup(texture); 2358 2359 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2360 texture->setFilter(GL_LINEAR, true); 2361 2362 const bool pureTranslate = currentTransform().isPureTranslate(); 2363 // Mark the current layer dirty where we are going to draw the patch 2364 if (hasLayer() && mesh->hasEmptyQuads) { 2365 const float offsetX = left + currentTransform().getTranslateX(); 2366 const float offsetY = top + currentTransform().getTranslateY(); 2367 const size_t count = mesh->quads.size(); 2368 for (size_t i = 0; i < count; i++) { 2369 const Rect& bounds = mesh->quads.itemAt(i); 2370 if (CC_LIKELY(pureTranslate)) { 2371 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2372 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2373 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2374 } else { 2375 dirtyLayer(left + bounds.left, top + bounds.top, 2376 left + bounds.right, top + bounds.bottom, currentTransform()); 2377 } 2378 } 2379 } 2380 2381 alpha *= mSnapshot->alpha; 2382 2383 if (CC_LIKELY(pureTranslate)) { 2384 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2385 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2386 2387 right = x + right - left; 2388 bottom = y + bottom - top; 2389 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2390 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2391 GL_TRIANGLES, mesh->indexCount, false, true, 2392 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2393 } else { 2394 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2395 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2396 GL_TRIANGLES, mesh->indexCount, false, false, 2397 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2398 } 2399 } 2400 2401 return DrawGlInfo::kStatusDrew; 2402} 2403 2404status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2405 bool useOffset) { 2406 if (!vertexBuffer.getVertexCount()) { 2407 // no vertices to draw 2408 return DrawGlInfo::kStatusDone; 2409 } 2410 2411 int color = paint->getColor(); 2412 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2413 bool isAA = paint->isAntiAlias(); 2414 2415 setupDraw(); 2416 setupDrawNoTexture(); 2417 if (isAA) setupDrawAA(); 2418 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2419 setupDrawColorFilter(); 2420 setupDrawShader(); 2421 setupDrawBlending(isAA, mode); 2422 setupDrawProgram(); 2423 setupDrawModelViewIdentity(useOffset); 2424 setupDrawColorUniforms(); 2425 setupDrawColorFilterUniforms(); 2426 setupDrawShaderIdentityUniforms(); 2427 2428 void* vertices = vertexBuffer.getBuffer(); 2429 bool force = mCaches.unbindMeshBuffer(); 2430 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2431 mCaches.resetTexCoordsVertexPointer(); 2432 mCaches.unbindIndicesBuffer(); 2433 2434 int alphaSlot = -1; 2435 if (isAA) { 2436 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2437 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2438 2439 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2440 glEnableVertexAttribArray(alphaSlot); 2441 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2442 } 2443 2444 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2445 2446 if (isAA) { 2447 glDisableVertexAttribArray(alphaSlot); 2448 } 2449 2450 return DrawGlInfo::kStatusDrew; 2451} 2452 2453/** 2454 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2455 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2456 * screen space in all directions. However, instead of using a fragment shader to compute the 2457 * translucency of the color from its position, we simply use a varying parameter to define how far 2458 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2459 * 2460 * Doesn't yet support joins, caps, or path effects. 2461 */ 2462status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2463 VertexBuffer vertexBuffer; 2464 // TODO: try clipping large paths to viewport 2465 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2466 2467 if (hasLayer()) { 2468 SkRect bounds = path.getBounds(); 2469 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2470 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2471 } 2472 2473 return drawVertexBuffer(vertexBuffer, paint); 2474} 2475 2476/** 2477 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2478 * and additional geometry for defining an alpha slope perimeter. 2479 * 2480 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2481 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2482 * in-shader alpha region, but found it to be taxing on some GPUs. 2483 * 2484 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2485 * memory transfer by removing need for degenerate vertices. 2486 */ 2487status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2488 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2489 2490 count &= ~0x3; // round down to nearest four 2491 2492 VertexBuffer buffer; 2493 SkRect bounds; 2494 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2495 2496 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2497 return DrawGlInfo::kStatusDone; 2498 } 2499 2500 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2501 2502 bool useOffset = !paint->isAntiAlias(); 2503 return drawVertexBuffer(buffer, paint, useOffset); 2504} 2505 2506status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2507 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2508 2509 count &= ~0x1; // round down to nearest two 2510 2511 VertexBuffer buffer; 2512 SkRect bounds; 2513 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2514 2515 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2516 return DrawGlInfo::kStatusDone; 2517 } 2518 2519 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2520 2521 bool useOffset = !paint->isAntiAlias(); 2522 return drawVertexBuffer(buffer, paint, useOffset); 2523} 2524 2525status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2526 // No need to check against the clip, we fill the clip region 2527 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2528 2529 Rect& clip(*mSnapshot->clipRect); 2530 clip.snapToPixelBoundaries(); 2531 2532 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2533 2534 return DrawGlInfo::kStatusDrew; 2535} 2536 2537status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2538 SkPaint* paint) { 2539 if (!texture) return DrawGlInfo::kStatusDone; 2540 const AutoTexture autoCleanup(texture); 2541 2542 const float x = left + texture->left - texture->offset; 2543 const float y = top + texture->top - texture->offset; 2544 2545 drawPathTexture(texture, x, y, paint); 2546 2547 return DrawGlInfo::kStatusDrew; 2548} 2549 2550status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2551 float rx, float ry, SkPaint* p) { 2552 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2553 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2554 return DrawGlInfo::kStatusDone; 2555 } 2556 2557 if (p->getPathEffect() != 0) { 2558 mCaches.activeTexture(0); 2559 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2560 right - left, bottom - top, rx, ry, p); 2561 return drawShape(left, top, texture, p); 2562 } 2563 2564 SkPath path; 2565 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2566 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2567 float outset = p->getStrokeWidth() / 2; 2568 rect.outset(outset, outset); 2569 rx += outset; 2570 ry += outset; 2571 } 2572 path.addRoundRect(rect, rx, ry); 2573 return drawConvexPath(path, p); 2574} 2575 2576status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2577 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2578 x + radius, y + radius, p) || 2579 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2580 return DrawGlInfo::kStatusDone; 2581 } 2582 if (p->getPathEffect() != 0) { 2583 mCaches.activeTexture(0); 2584 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2585 return drawShape(x - radius, y - radius, texture, p); 2586 } 2587 2588 SkPath path; 2589 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2590 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2591 } else { 2592 path.addCircle(x, y, radius); 2593 } 2594 return drawConvexPath(path, p); 2595} 2596 2597status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2598 SkPaint* p) { 2599 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2600 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2601 return DrawGlInfo::kStatusDone; 2602 } 2603 2604 if (p->getPathEffect() != 0) { 2605 mCaches.activeTexture(0); 2606 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2607 return drawShape(left, top, texture, p); 2608 } 2609 2610 SkPath path; 2611 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2612 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2613 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2614 } 2615 path.addOval(rect); 2616 return drawConvexPath(path, p); 2617} 2618 2619status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2620 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2621 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2622 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2623 return DrawGlInfo::kStatusDone; 2624 } 2625 2626 if (fabs(sweepAngle) >= 360.0f) { 2627 return drawOval(left, top, right, bottom, p); 2628 } 2629 2630 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2631 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2632 mCaches.activeTexture(0); 2633 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2634 startAngle, sweepAngle, useCenter, p); 2635 return drawShape(left, top, texture, p); 2636 } 2637 2638 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2639 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2640 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2641 } 2642 2643 SkPath path; 2644 if (useCenter) { 2645 path.moveTo(rect.centerX(), rect.centerY()); 2646 } 2647 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2648 if (useCenter) { 2649 path.close(); 2650 } 2651 return drawConvexPath(path, p); 2652} 2653 2654// See SkPaintDefaults.h 2655#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2656 2657status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2658 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2659 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2660 return DrawGlInfo::kStatusDone; 2661 } 2662 2663 if (p->getStyle() != SkPaint::kFill_Style) { 2664 // only fill style is supported by drawConvexPath, since others have to handle joins 2665 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2666 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2667 mCaches.activeTexture(0); 2668 const PathTexture* texture = 2669 mCaches.pathCache.getRect(right - left, bottom - top, p); 2670 return drawShape(left, top, texture, p); 2671 } 2672 2673 SkPath path; 2674 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2675 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2676 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2677 } 2678 path.addRect(rect); 2679 return drawConvexPath(path, p); 2680 } 2681 2682 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2683 SkPath path; 2684 path.addRect(left, top, right, bottom); 2685 return drawConvexPath(path, p); 2686 } else { 2687 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2688 return DrawGlInfo::kStatusDrew; 2689 } 2690} 2691 2692void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2693 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2694 float x, float y) { 2695 mCaches.activeTexture(0); 2696 2697 // NOTE: The drop shadow will not perform gamma correction 2698 // if shader-based correction is enabled 2699 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2700 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2701 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2702 // If the drop shadow exceeds the max texture size or couldn't be 2703 // allocated, skip drawing 2704 if (!shadow) return; 2705 const AutoTexture autoCleanup(shadow); 2706 2707 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2708 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2709 2710 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2711 int shadowColor = mDrawModifiers.mShadowColor; 2712 if (mDrawModifiers.mShader) { 2713 shadowColor = 0xffffffff; 2714 } 2715 2716 setupDraw(); 2717 setupDrawWithTexture(true); 2718 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2719 setupDrawColorFilter(); 2720 setupDrawShader(); 2721 setupDrawBlending(true, mode); 2722 setupDrawProgram(); 2723 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2724 setupDrawTexture(shadow->id); 2725 setupDrawPureColorUniforms(); 2726 setupDrawColorFilterUniforms(); 2727 setupDrawShaderUniforms(); 2728 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2729 2730 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2731} 2732 2733bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2734 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2735 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2736} 2737 2738class TextSetupFunctor: public Functor { 2739public: 2740 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2741 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2742 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2743 alpha(alpha), mode(mode), paint(paint) { 2744 } 2745 ~TextSetupFunctor() { } 2746 2747 status_t operator ()(int what, void* data) { 2748 renderer.setupDraw(); 2749 renderer.setupDrawTextGamma(paint); 2750 renderer.setupDrawDirtyRegionsDisabled(); 2751 renderer.setupDrawWithTexture(true); 2752 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2753 renderer.setupDrawColorFilter(); 2754 renderer.setupDrawShader(); 2755 renderer.setupDrawBlending(true, mode); 2756 renderer.setupDrawProgram(); 2757 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2758 // Calling setupDrawTexture with the name 0 will enable the 2759 // uv attributes and increase the texture unit count 2760 // texture binding will be performed by the font renderer as 2761 // needed 2762 renderer.setupDrawTexture(0); 2763 renderer.setupDrawPureColorUniforms(); 2764 renderer.setupDrawColorFilterUniforms(); 2765 renderer.setupDrawShaderUniforms(pureTranslate); 2766 renderer.setupDrawTextGammaUniforms(); 2767 2768 return NO_ERROR; 2769 } 2770 2771 OpenGLRenderer& renderer; 2772 float x; 2773 float y; 2774 bool pureTranslate; 2775 int alpha; 2776 SkXfermode::Mode mode; 2777 SkPaint* paint; 2778}; 2779 2780status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2781 const float* positions, SkPaint* paint) { 2782 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2783 return DrawGlInfo::kStatusDone; 2784 } 2785 2786 // NOTE: Skia does not support perspective transform on drawPosText yet 2787 if (!currentTransform().isSimple()) { 2788 return DrawGlInfo::kStatusDone; 2789 } 2790 2791 float x = 0.0f; 2792 float y = 0.0f; 2793 const bool pureTranslate = currentTransform().isPureTranslate(); 2794 if (pureTranslate) { 2795 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2796 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2797 } 2798 2799 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2800 fontRenderer.setFont(paint, mat4::identity()); 2801 2802 int alpha; 2803 SkXfermode::Mode mode; 2804 getAlphaAndMode(paint, &alpha, &mode); 2805 2806 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2807 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2808 alpha, mode, 0.0f, 0.0f); 2809 } 2810 2811 // Pick the appropriate texture filtering 2812 bool linearFilter = currentTransform().changesBounds(); 2813 if (pureTranslate && !linearFilter) { 2814 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2815 } 2816 fontRenderer.setTextureFiltering(linearFilter); 2817 2818 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2819 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2820 2821 const bool hasActiveLayer = hasLayer(); 2822 2823 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2824 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2825 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2826 if (hasActiveLayer) { 2827 if (!pureTranslate) { 2828 currentTransform().mapRect(bounds); 2829 } 2830 dirtyLayerUnchecked(bounds, getRegion()); 2831 } 2832 } 2833 2834 return DrawGlInfo::kStatusDrew; 2835} 2836 2837mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2838 mat4 fontTransform; 2839 if (CC_LIKELY(transform.isPureTranslate())) { 2840 fontTransform = mat4::identity(); 2841 } else { 2842 if (CC_UNLIKELY(transform.isPerspective())) { 2843 fontTransform = mat4::identity(); 2844 } else { 2845 float sx, sy; 2846 currentTransform().decomposeScale(sx, sy); 2847 fontTransform.loadScale(sx, sy, 1.0f); 2848 } 2849 } 2850 return fontTransform; 2851} 2852 2853status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2854 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2855 DrawOpMode drawOpMode) { 2856 2857 if (drawOpMode == kDrawOpMode_Immediate && 2858 (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) { 2859 return DrawGlInfo::kStatusDone; 2860 } 2861 2862 if (drawOpMode == kDrawOpMode_Immediate) { 2863 if (quickReject(bounds)) return DrawGlInfo::kStatusDone; 2864 } else { 2865 // merged draw operations don't need scissor, but clip should still be valid 2866 mCaches.setScissorEnabled(mScissorOptimizationDisabled); 2867 } 2868 2869 const float oldX = x; 2870 const float oldY = y; 2871 2872 const mat4& transform = currentTransform(); 2873 const bool pureTranslate = transform.isPureTranslate(); 2874 2875 if (CC_LIKELY(pureTranslate)) { 2876 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2877 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2878 } 2879 2880 int alpha; 2881 SkXfermode::Mode mode; 2882 getAlphaAndMode(paint, &alpha, &mode); 2883 2884 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2885 2886 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2887 fontRenderer.setFont(paint, mat4::identity()); 2888 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2889 alpha, mode, oldX, oldY); 2890 } 2891 2892 const bool hasActiveLayer = hasLayer(); 2893 2894 // We only pass a partial transform to the font renderer. That partial 2895 // matrix defines how glyphs are rasterized. Typically we want glyphs 2896 // to be rasterized at their final size on screen, which means the partial 2897 // matrix needs to take the scale factor into account. 2898 // When a partial matrix is used to transform glyphs during rasterization, 2899 // the mesh is generated with the inverse transform (in the case of scale, 2900 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2901 // apply the full transform matrix at draw time in the vertex shader. 2902 // Applying the full matrix in the shader is the easiest way to handle 2903 // rotation and perspective and allows us to always generated quads in the 2904 // font renderer which greatly simplifies the code, clipping in particular. 2905 mat4 fontTransform = findBestFontTransform(transform); 2906 fontRenderer.setFont(paint, fontTransform); 2907 2908 // Pick the appropriate texture filtering 2909 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2910 fontRenderer.setTextureFiltering(linearFilter); 2911 2912 // TODO: Implement better clipping for scaled/rotated text 2913 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2914 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2915 2916 bool status; 2917 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2918 2919 // don't call issuedrawcommand, do it at end of batch 2920 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2921 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2922 SkPaint paintCopy(*paint); 2923 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2924 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2925 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2926 } else { 2927 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2928 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2929 } 2930 2931 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2932 if (!pureTranslate) { 2933 transform.mapRect(layerBounds); 2934 } 2935 dirtyLayerUnchecked(layerBounds, getRegion()); 2936 } 2937 2938 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 2939 2940 return DrawGlInfo::kStatusDrew; 2941} 2942 2943status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2944 float hOffset, float vOffset, SkPaint* paint) { 2945 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2946 return DrawGlInfo::kStatusDone; 2947 } 2948 2949 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2950 fontRenderer.setFont(paint, mat4::identity()); 2951 fontRenderer.setTextureFiltering(true); 2952 2953 int alpha; 2954 SkXfermode::Mode mode; 2955 getAlphaAndMode(paint, &alpha, &mode); 2956 2957 setupDraw(); 2958 setupDrawTextGamma(paint); 2959 setupDrawDirtyRegionsDisabled(); 2960 setupDrawWithTexture(true); 2961 setupDrawAlpha8Color(paint->getColor(), alpha); 2962 setupDrawColorFilter(); 2963 setupDrawShader(); 2964 setupDrawBlending(true, mode); 2965 setupDrawProgram(); 2966 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2967 // Calling setupDrawTexture with the name 0 will enable the 2968 // uv attributes and increase the texture unit count 2969 // texture binding will be performed by the font renderer as 2970 // needed 2971 setupDrawTexture(0); 2972 setupDrawPureColorUniforms(); 2973 setupDrawColorFilterUniforms(); 2974 setupDrawShaderUniforms(false); 2975 setupDrawTextGammaUniforms(); 2976 2977 const Rect* clip = &mSnapshot->getLocalClip(); 2978 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2979 2980 const bool hasActiveLayer = hasLayer(); 2981 2982 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2983 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2984 if (hasActiveLayer) { 2985 currentTransform().mapRect(bounds); 2986 dirtyLayerUnchecked(bounds, getRegion()); 2987 } 2988 } 2989 2990 return DrawGlInfo::kStatusDrew; 2991} 2992 2993status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2994 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2995 2996 mCaches.activeTexture(0); 2997 2998 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2999 if (!texture) return DrawGlInfo::kStatusDone; 3000 const AutoTexture autoCleanup(texture); 3001 3002 const float x = texture->left - texture->offset; 3003 const float y = texture->top - texture->offset; 3004 3005 drawPathTexture(texture, x, y, paint); 3006 3007 return DrawGlInfo::kStatusDrew; 3008} 3009 3010status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3011 if (!layer) { 3012 return DrawGlInfo::kStatusDone; 3013 } 3014 3015 mat4* transform = NULL; 3016 if (layer->isTextureLayer()) { 3017 transform = &layer->getTransform(); 3018 if (!transform->isIdentity()) { 3019 save(0); 3020 currentTransform().multiply(*transform); 3021 } 3022 } 3023 3024 Rect transformed; 3025 Rect clip; 3026 const bool rejected = quickRejectNoScissor(x, y, 3027 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 3028 3029 if (rejected) { 3030 if (transform && !transform->isIdentity()) { 3031 restore(); 3032 } 3033 return DrawGlInfo::kStatusDone; 3034 } 3035 3036 updateLayer(layer, true); 3037 3038 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 3039 mCaches.activeTexture(0); 3040 3041 if (CC_LIKELY(!layer->region.isEmpty())) { 3042 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3043 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3044 3045 if (layer->region.isRect()) { 3046 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3047 composeLayerRect(layer, layer->regionRect)); 3048 } else if (layer->mesh) { 3049 const float a = getLayerAlpha(layer); 3050 setupDraw(); 3051 setupDrawWithTexture(); 3052 setupDrawColor(a, a, a, a); 3053 setupDrawColorFilter(); 3054 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3055 setupDrawProgram(); 3056 setupDrawPureColorUniforms(); 3057 setupDrawColorFilterUniforms(); 3058 setupDrawTexture(layer->getTexture()); 3059 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3060 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3061 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3062 3063 layer->setFilter(GL_NEAREST); 3064 setupDrawModelViewTranslate(tx, ty, 3065 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3066 } else { 3067 layer->setFilter(GL_LINEAR); 3068 setupDrawModelViewTranslate(x, y, 3069 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3070 } 3071 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3072 3073 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3074 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3075 GL_UNSIGNED_SHORT, layer->meshIndices)); 3076 3077 finishDrawTexture(); 3078 3079#if DEBUG_LAYERS_AS_REGIONS 3080 drawRegionRects(layer->region); 3081#endif 3082 } 3083 3084 mDrawModifiers.mColorFilter = oldFilter; 3085 3086 if (layer->debugDrawUpdate) { 3087 layer->debugDrawUpdate = false; 3088 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3089 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3090 } 3091 } 3092 layer->hasDrawnSinceUpdate = true; 3093 3094 if (transform && !transform->isIdentity()) { 3095 restore(); 3096 } 3097 3098 return DrawGlInfo::kStatusDrew; 3099} 3100 3101/////////////////////////////////////////////////////////////////////////////// 3102// Shaders 3103/////////////////////////////////////////////////////////////////////////////// 3104 3105void OpenGLRenderer::resetShader() { 3106 mDrawModifiers.mShader = NULL; 3107} 3108 3109void OpenGLRenderer::setupShader(SkiaShader* shader) { 3110 mDrawModifiers.mShader = shader; 3111 if (mDrawModifiers.mShader) { 3112 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 3113 } 3114} 3115 3116/////////////////////////////////////////////////////////////////////////////// 3117// Color filters 3118/////////////////////////////////////////////////////////////////////////////// 3119 3120void OpenGLRenderer::resetColorFilter() { 3121 mDrawModifiers.mColorFilter = NULL; 3122} 3123 3124void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3125 mDrawModifiers.mColorFilter = filter; 3126} 3127 3128/////////////////////////////////////////////////////////////////////////////// 3129// Drop shadow 3130/////////////////////////////////////////////////////////////////////////////// 3131 3132void OpenGLRenderer::resetShadow() { 3133 mDrawModifiers.mHasShadow = false; 3134} 3135 3136void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3137 mDrawModifiers.mHasShadow = true; 3138 mDrawModifiers.mShadowRadius = radius; 3139 mDrawModifiers.mShadowDx = dx; 3140 mDrawModifiers.mShadowDy = dy; 3141 mDrawModifiers.mShadowColor = color; 3142} 3143 3144/////////////////////////////////////////////////////////////////////////////// 3145// Draw filters 3146/////////////////////////////////////////////////////////////////////////////// 3147 3148void OpenGLRenderer::resetPaintFilter() { 3149 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3150 // comparison, see MergingDrawBatch::canMergeWith 3151 mDrawModifiers.mHasDrawFilter = false; 3152 mDrawModifiers.mPaintFilterClearBits = 0; 3153 mDrawModifiers.mPaintFilterSetBits = 0; 3154} 3155 3156void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3157 mDrawModifiers.mHasDrawFilter = true; 3158 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3159 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3160} 3161 3162SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3163 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3164 return paint; 3165 } 3166 3167 uint32_t flags = paint->getFlags(); 3168 3169 mFilteredPaint = *paint; 3170 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3171 mDrawModifiers.mPaintFilterSetBits); 3172 3173 return &mFilteredPaint; 3174} 3175 3176/////////////////////////////////////////////////////////////////////////////// 3177// Drawing implementation 3178/////////////////////////////////////////////////////////////////////////////// 3179 3180Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3181 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3182 if (!texture) { 3183 return mCaches.textureCache.get(bitmap); 3184 } 3185 return texture; 3186} 3187 3188void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3189 float x, float y, SkPaint* paint) { 3190 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3191 return; 3192 } 3193 3194 int alpha; 3195 SkXfermode::Mode mode; 3196 getAlphaAndMode(paint, &alpha, &mode); 3197 3198 setupDraw(); 3199 setupDrawWithTexture(true); 3200 setupDrawAlpha8Color(paint->getColor(), alpha); 3201 setupDrawColorFilter(); 3202 setupDrawShader(); 3203 setupDrawBlending(true, mode); 3204 setupDrawProgram(); 3205 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3206 setupDrawTexture(texture->id); 3207 setupDrawPureColorUniforms(); 3208 setupDrawColorFilterUniforms(); 3209 setupDrawShaderUniforms(); 3210 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3211 3212 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3213 3214 finishDrawTexture(); 3215} 3216 3217// Same values used by Skia 3218#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3219#define kStdUnderline_Offset (1.0f / 9.0f) 3220#define kStdUnderline_Thickness (1.0f / 18.0f) 3221 3222void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3223 float x, float y, SkPaint* paint) { 3224 // Handle underline and strike-through 3225 uint32_t flags = paint->getFlags(); 3226 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3227 SkPaint paintCopy(*paint); 3228 3229 if (CC_LIKELY(underlineWidth > 0.0f)) { 3230 const float textSize = paintCopy.getTextSize(); 3231 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3232 3233 const float left = x; 3234 float top = 0.0f; 3235 3236 int linesCount = 0; 3237 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3238 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3239 3240 const int pointsCount = 4 * linesCount; 3241 float points[pointsCount]; 3242 int currentPoint = 0; 3243 3244 if (flags & SkPaint::kUnderlineText_Flag) { 3245 top = y + textSize * kStdUnderline_Offset; 3246 points[currentPoint++] = left; 3247 points[currentPoint++] = top; 3248 points[currentPoint++] = left + underlineWidth; 3249 points[currentPoint++] = top; 3250 } 3251 3252 if (flags & SkPaint::kStrikeThruText_Flag) { 3253 top = y + textSize * kStdStrikeThru_Offset; 3254 points[currentPoint++] = left; 3255 points[currentPoint++] = top; 3256 points[currentPoint++] = left + underlineWidth; 3257 points[currentPoint++] = top; 3258 } 3259 3260 paintCopy.setStrokeWidth(strokeWidth); 3261 3262 drawLines(&points[0], pointsCount, &paintCopy); 3263 } 3264 } 3265} 3266 3267status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3268 if (mSnapshot->isIgnored()) { 3269 return DrawGlInfo::kStatusDone; 3270 } 3271 3272 int color = paint->getColor(); 3273 // If a shader is set, preserve only the alpha 3274 if (mDrawModifiers.mShader) { 3275 color |= 0x00ffffff; 3276 } 3277 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3278 3279 return drawColorRects(rects, count, color, mode); 3280} 3281 3282status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3283 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3284 if (count == 0) { 3285 return DrawGlInfo::kStatusDone; 3286 } 3287 3288 float left = FLT_MAX; 3289 float top = FLT_MAX; 3290 float right = FLT_MIN; 3291 float bottom = FLT_MIN; 3292 3293 int vertexCount = 0; 3294 Vertex mesh[count * 6]; 3295 Vertex* vertex = mesh; 3296 3297 for (int index = 0; index < count; index += 4) { 3298 float l = rects[index + 0]; 3299 float t = rects[index + 1]; 3300 float r = rects[index + 2]; 3301 float b = rects[index + 3]; 3302 3303 Vertex::set(vertex++, l, b); 3304 Vertex::set(vertex++, l, t); 3305 Vertex::set(vertex++, r, t); 3306 Vertex::set(vertex++, l, b); 3307 Vertex::set(vertex++, r, t); 3308 Vertex::set(vertex++, r, b); 3309 3310 vertexCount += 6; 3311 3312 left = fminf(left, l); 3313 top = fminf(top, t); 3314 right = fmaxf(right, r); 3315 bottom = fmaxf(bottom, b); 3316 } 3317 3318 if (clip && quickReject(left, top, right, bottom)) { 3319 return DrawGlInfo::kStatusDone; 3320 } 3321 3322 setupDraw(); 3323 setupDrawNoTexture(); 3324 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3325 setupDrawShader(); 3326 setupDrawColorFilter(); 3327 setupDrawBlending(mode); 3328 setupDrawProgram(); 3329 setupDrawDirtyRegionsDisabled(); 3330 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3331 setupDrawColorUniforms(); 3332 setupDrawShaderUniforms(); 3333 setupDrawColorFilterUniforms(); 3334 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3335 3336 if (dirty && hasLayer()) { 3337 dirtyLayer(left, top, right, bottom, currentTransform()); 3338 } 3339 3340 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3341 3342 return DrawGlInfo::kStatusDrew; 3343} 3344 3345void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3346 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3347 // If a shader is set, preserve only the alpha 3348 if (mDrawModifiers.mShader) { 3349 color |= 0x00ffffff; 3350 } 3351 3352 setupDraw(); 3353 setupDrawNoTexture(); 3354 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3355 setupDrawShader(); 3356 setupDrawColorFilter(); 3357 setupDrawBlending(mode); 3358 setupDrawProgram(); 3359 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3360 setupDrawColorUniforms(); 3361 setupDrawShaderUniforms(ignoreTransform); 3362 setupDrawColorFilterUniforms(); 3363 setupDrawSimpleMesh(); 3364 3365 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3366} 3367 3368void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3369 Texture* texture, SkPaint* paint) { 3370 int alpha; 3371 SkXfermode::Mode mode; 3372 getAlphaAndMode(paint, &alpha, &mode); 3373 3374 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3375 3376 GLvoid* vertices = (GLvoid*) NULL; 3377 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3378 3379 if (texture->uvMapper) { 3380 vertices = &mMeshVertices[0].position[0]; 3381 texCoords = &mMeshVertices[0].texture[0]; 3382 3383 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3384 texture->uvMapper->map(uvs); 3385 3386 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3387 } 3388 3389 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3390 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3391 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3392 3393 texture->setFilter(GL_NEAREST, true); 3394 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3395 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3396 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3397 } else { 3398 texture->setFilter(FILTER(paint), true); 3399 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3400 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3401 } 3402 3403 if (texture->uvMapper) { 3404 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3405 } 3406} 3407 3408void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3409 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3410 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3411 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3412} 3413 3414void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3415 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3416 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3417 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3418 3419 setupDraw(); 3420 setupDrawWithTexture(); 3421 setupDrawColor(alpha, alpha, alpha, alpha); 3422 setupDrawColorFilter(); 3423 setupDrawBlending(blend, mode, swapSrcDst); 3424 setupDrawProgram(); 3425 if (!dirty) setupDrawDirtyRegionsDisabled(); 3426 if (!ignoreScale) { 3427 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3428 } else { 3429 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3430 } 3431 setupDrawTexture(texture); 3432 setupDrawPureColorUniforms(); 3433 setupDrawColorFilterUniforms(); 3434 setupDrawMesh(vertices, texCoords, vbo); 3435 3436 glDrawArrays(drawMode, 0, elementsCount); 3437 3438 finishDrawTexture(); 3439} 3440 3441void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3442 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3443 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3444 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3445 3446 setupDraw(); 3447 setupDrawWithTexture(); 3448 setupDrawColor(alpha, alpha, alpha, alpha); 3449 setupDrawColorFilter(); 3450 setupDrawBlending(blend, mode, swapSrcDst); 3451 setupDrawProgram(); 3452 if (!dirty) setupDrawDirtyRegionsDisabled(); 3453 if (!ignoreScale) { 3454 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3455 } else { 3456 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3457 } 3458 setupDrawTexture(texture); 3459 setupDrawPureColorUniforms(); 3460 setupDrawColorFilterUniforms(); 3461 setupDrawMeshIndices(vertices, texCoords, vbo); 3462 3463 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3464 3465 finishDrawTexture(); 3466} 3467 3468void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3469 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3470 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3471 bool ignoreTransform, bool ignoreScale, bool dirty) { 3472 3473 setupDraw(); 3474 setupDrawWithTexture(true); 3475 if (hasColor) { 3476 setupDrawAlpha8Color(color, alpha); 3477 } 3478 setupDrawColorFilter(); 3479 setupDrawShader(); 3480 setupDrawBlending(true, mode); 3481 setupDrawProgram(); 3482 if (!dirty) setupDrawDirtyRegionsDisabled(); 3483 if (!ignoreScale) { 3484 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3485 } else { 3486 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3487 } 3488 setupDrawTexture(texture); 3489 setupDrawPureColorUniforms(); 3490 setupDrawColorFilterUniforms(); 3491 setupDrawShaderUniforms(); 3492 setupDrawMesh(vertices, texCoords); 3493 3494 glDrawArrays(drawMode, 0, elementsCount); 3495 3496 finishDrawTexture(); 3497} 3498 3499void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3500 ProgramDescription& description, bool swapSrcDst) { 3501 if (mCountOverdraw) { 3502 if (!mCaches.blend) glEnable(GL_BLEND); 3503 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3504 glBlendFunc(GL_ONE, GL_ONE); 3505 } 3506 3507 mCaches.blend = true; 3508 mCaches.lastSrcMode = GL_ONE; 3509 mCaches.lastDstMode = GL_ONE; 3510 3511 return; 3512 } 3513 3514 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3515 3516 if (blend) { 3517 // These blend modes are not supported by OpenGL directly and have 3518 // to be implemented using shaders. Since the shader will perform 3519 // the blending, turn blending off here 3520 // If the blend mode cannot be implemented using shaders, fall 3521 // back to the default SrcOver blend mode instead 3522 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3523 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3524 description.framebufferMode = mode; 3525 description.swapSrcDst = swapSrcDst; 3526 3527 if (mCaches.blend) { 3528 glDisable(GL_BLEND); 3529 mCaches.blend = false; 3530 } 3531 3532 return; 3533 } else { 3534 mode = SkXfermode::kSrcOver_Mode; 3535 } 3536 } 3537 3538 if (!mCaches.blend) { 3539 glEnable(GL_BLEND); 3540 } 3541 3542 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3543 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3544 3545 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3546 glBlendFunc(sourceMode, destMode); 3547 mCaches.lastSrcMode = sourceMode; 3548 mCaches.lastDstMode = destMode; 3549 } 3550 } else if (mCaches.blend) { 3551 glDisable(GL_BLEND); 3552 } 3553 mCaches.blend = blend; 3554} 3555 3556bool OpenGLRenderer::useProgram(Program* program) { 3557 if (!program->isInUse()) { 3558 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3559 program->use(); 3560 mCaches.currentProgram = program; 3561 return false; 3562 } 3563 return true; 3564} 3565 3566void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3567 TextureVertex* v = &mMeshVertices[0]; 3568 TextureVertex::setUV(v++, u1, v1); 3569 TextureVertex::setUV(v++, u2, v1); 3570 TextureVertex::setUV(v++, u1, v2); 3571 TextureVertex::setUV(v++, u2, v2); 3572} 3573 3574void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3575 getAlphaAndModeDirect(paint, alpha, mode); 3576 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3577 // if drawing a layer, ignore the paint's alpha 3578 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3579 } 3580 *alpha *= mSnapshot->alpha; 3581} 3582 3583float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3584 float alpha; 3585 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3586 alpha = mDrawModifiers.mOverrideLayerAlpha; 3587 } else { 3588 alpha = layer->getAlpha() / 255.0f; 3589 } 3590 return alpha * mSnapshot->alpha; 3591} 3592 3593}; // namespace uirenderer 3594}; // namespace android 3595