OpenGLRenderer.cpp revision a6456d0d7ea2a65474b8a3db5dbf001880c40a71
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 <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DeferredDisplayList.h" 36#include "DisplayListRenderer.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 mDrawModifiers.mShader = NULL; 116 mDrawModifiers.mColorFilter = NULL; 117 mDrawModifiers.mHasShadow = false; 118 mDrawModifiers.mHasDrawFilter = false; 119 120 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 121 122 mFirstSnapshot = new Snapshot; 123 124 mScissorOptimizationDisabled = false; 125 mDrawDeferDisabled = false; 126 mDrawReorderDisabled = false; 127} 128 129OpenGLRenderer::~OpenGLRenderer() { 130 // The context has already been destroyed at this point, do not call 131 // GL APIs. All GL state should be kept in Caches.h 132} 133 134void OpenGLRenderer::initProperties() { 135 char property[PROPERTY_VALUE_MAX]; 136 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 137 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 138 INIT_LOGD(" Scissor optimization %s", 139 mScissorOptimizationDisabled ? "disabled" : "enabled"); 140 } else { 141 INIT_LOGD(" Scissor optimization enabled"); 142 } 143 144 if (property_get(PROPERTY_DISABLE_DRAW_DEFER, property, "false")) { 145 mDrawDeferDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Draw defer %s", mDrawDeferDisabled ? "disabled" : "enabled"); 147 } else { 148 INIT_LOGD(" Draw defer enabled"); 149 } 150 151 if (property_get(PROPERTY_DISABLE_DRAW_REORDER, property, "false")) { 152 mDrawReorderDisabled = !strcasecmp(property, "true"); 153 INIT_LOGD(" Draw reorder %s", mDrawReorderDisabled ? "disabled" : "enabled"); 154 } else { 155 INIT_LOGD(" Draw reorder enabled"); 156 } 157} 158 159/////////////////////////////////////////////////////////////////////////////// 160// Setup 161/////////////////////////////////////////////////////////////////////////////// 162 163void OpenGLRenderer::setName(const char* name) { 164 if (name) { 165 mName.setTo(name); 166 } else { 167 mName.clear(); 168 } 169} 170 171const char* OpenGLRenderer::getName() const { 172 return mName.string(); 173} 174 175bool OpenGLRenderer::isDeferred() { 176 return false; 177} 178 179void OpenGLRenderer::setViewport(int width, int height) { 180 initViewport(width, height); 181 182 glDisable(GL_DITHER); 183 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 184 185 glEnableVertexAttribArray(Program::kBindingPosition); 186} 187 188void OpenGLRenderer::initViewport(int width, int height) { 189 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 190 191 mWidth = width; 192 mHeight = height; 193 194 mFirstSnapshot->height = height; 195 mFirstSnapshot->viewport.set(0, 0, width, height); 196} 197 198status_t OpenGLRenderer::prepare(bool opaque) { 199 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 200} 201 202status_t OpenGLRenderer::prepareDirty(float left, float top, 203 float right, float bottom, bool opaque) { 204 mCaches.clearGarbage(); 205 206 mSnapshot = new Snapshot(mFirstSnapshot, 207 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 208 mSnapshot->fbo = getTargetFbo(); 209 mSaveCount = 1; 210 211 mSnapshot->setClip(left, top, right, bottom); 212 mDirtyClip = true; 213 214 updateLayers(); 215 216 discardFramebuffer(left, top, right, bottom); 217 218 syncState(); 219 220 // Functors break the tiling extension in pretty spectacular ways 221 // This ensures we don't use tiling when a functor is going to be 222 // invoked during the frame 223 mSuppressTiling = mCaches.hasRegisteredFunctors(); 224 225 mTilingSnapshot = mSnapshot; 226 startTiling(mTilingSnapshot, true); 227 228 debugOverdraw(true, true); 229 230 return clear(left, top, right, bottom, opaque); 231} 232 233void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 234 // If we know that we are going to redraw the entire framebuffer, 235 // perform a discard to let the driver know we don't need to preserve 236 // the back buffer for this frame. 237 if (mExtensions.hasDiscardFramebuffer() && 238 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 239 const bool isFbo = getTargetFbo() == 0; 240 const GLenum attachments[] = { 241 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 242 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 243 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 244 } 245} 246 247status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 248 if (!opaque) { 249 mCaches.enableScissor(); 250 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 251 glClear(GL_COLOR_BUFFER_BIT); 252 return DrawGlInfo::kStatusDrew; 253 } 254 255 mCaches.resetScissor(); 256 return DrawGlInfo::kStatusDone; 257} 258 259void OpenGLRenderer::syncState() { 260 glViewport(0, 0, mWidth, mHeight); 261 262 if (mCaches.blend) { 263 glEnable(GL_BLEND); 264 } else { 265 glDisable(GL_BLEND); 266 } 267} 268 269void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 270 if (!mSuppressTiling) { 271 Rect* clip = mTilingSnapshot->clipRect; 272 if (s->flags & Snapshot::kFlagFboTarget) { 273 clip = &s->layer->clipRect; 274 } 275 276 startTiling(*clip, s->height, opaque); 277 } 278} 279 280void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 281 if (!mSuppressTiling) { 282 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 283 clip.right - clip.left, clip.bottom - clip.top, opaque); 284 } 285} 286 287void OpenGLRenderer::endTiling() { 288 if (!mSuppressTiling) mCaches.endTiling(); 289} 290 291void OpenGLRenderer::finish() { 292 renderOverdraw(); 293 endTiling(); 294 295 if (!suppressErrorChecks()) { 296#if DEBUG_OPENGL 297 GLenum status = GL_NO_ERROR; 298 while ((status = glGetError()) != GL_NO_ERROR) { 299 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 300 switch (status) { 301 case GL_INVALID_ENUM: 302 ALOGE(" GL_INVALID_ENUM"); 303 break; 304 case GL_INVALID_VALUE: 305 ALOGE(" GL_INVALID_VALUE"); 306 break; 307 case GL_INVALID_OPERATION: 308 ALOGE(" GL_INVALID_OPERATION"); 309 break; 310 case GL_OUT_OF_MEMORY: 311 ALOGE(" Out of memory!"); 312 break; 313 } 314 } 315#endif 316 317#if DEBUG_MEMORY_USAGE 318 mCaches.dumpMemoryUsage(); 319#else 320 if (mCaches.getDebugLevel() & kDebugMemory) { 321 mCaches.dumpMemoryUsage(); 322 } 323#endif 324 } 325} 326 327void OpenGLRenderer::interrupt() { 328 if (mCaches.currentProgram) { 329 if (mCaches.currentProgram->isInUse()) { 330 mCaches.currentProgram->remove(); 331 mCaches.currentProgram = NULL; 332 } 333 } 334 mCaches.unbindMeshBuffer(); 335 mCaches.unbindIndicesBuffer(); 336 mCaches.resetVertexPointers(); 337 mCaches.disableTexCoordsVertexArray(); 338 debugOverdraw(false, false); 339} 340 341void OpenGLRenderer::resume() { 342 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 343 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 344 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 345 debugOverdraw(true, false); 346 347 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 348 349 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 350 mCaches.enableScissor(); 351 mCaches.resetScissor(); 352 dirtyClip(); 353 354 mCaches.activeTexture(0); 355 356 mCaches.blend = true; 357 glEnable(GL_BLEND); 358 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 359 glBlendEquation(GL_FUNC_ADD); 360} 361 362void OpenGLRenderer::resumeAfterLayer() { 363 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 364 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 365 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 366 debugOverdraw(true, false); 367 368 mCaches.resetScissor(); 369 dirtyClip(); 370} 371 372void OpenGLRenderer::detachFunctor(Functor* functor) { 373 mFunctors.remove(functor); 374} 375 376void OpenGLRenderer::attachFunctor(Functor* functor) { 377 mFunctors.add(functor); 378} 379 380status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 381 status_t result = DrawGlInfo::kStatusDone; 382 size_t count = mFunctors.size(); 383 384 if (count > 0) { 385 interrupt(); 386 SortedVector<Functor*> functors(mFunctors); 387 mFunctors.clear(); 388 389 DrawGlInfo info; 390 info.clipLeft = 0; 391 info.clipTop = 0; 392 info.clipRight = 0; 393 info.clipBottom = 0; 394 info.isLayer = false; 395 info.width = 0; 396 info.height = 0; 397 memset(info.transform, 0, sizeof(float) * 16); 398 399 for (size_t i = 0; i < count; i++) { 400 Functor* f = functors.itemAt(i); 401 result |= (*f)(DrawGlInfo::kModeProcess, &info); 402 403 if (result & DrawGlInfo::kStatusDraw) { 404 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 405 dirty.unionWith(localDirty); 406 } 407 408 if (result & DrawGlInfo::kStatusInvoke) { 409 mFunctors.add(f); 410 } 411 } 412 resume(); 413 } 414 415 return result; 416} 417 418status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 419 interrupt(); 420 detachFunctor(functor); 421 422 mCaches.enableScissor(); 423 if (mDirtyClip) { 424 setScissorFromClip(); 425 } 426 427 Rect clip(*mSnapshot->clipRect); 428 clip.snapToPixelBoundaries(); 429 430 // Since we don't know what the functor will draw, let's dirty 431 // tne entire clip region 432 if (hasLayer()) { 433 dirtyLayerUnchecked(clip, getRegion()); 434 } 435 436 DrawGlInfo info; 437 info.clipLeft = clip.left; 438 info.clipTop = clip.top; 439 info.clipRight = clip.right; 440 info.clipBottom = clip.bottom; 441 info.isLayer = hasLayer(); 442 info.width = getSnapshot()->viewport.getWidth(); 443 info.height = getSnapshot()->height; 444 getSnapshot()->transform->copyTo(&info.transform[0]); 445 446 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 447 448 if (result != DrawGlInfo::kStatusDone) { 449 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 450 dirty.unionWith(localDirty); 451 452 if (result & DrawGlInfo::kStatusInvoke) { 453 mFunctors.add(functor); 454 } 455 } 456 457 resume(); 458 return result; 459} 460 461/////////////////////////////////////////////////////////////////////////////// 462// Debug 463/////////////////////////////////////////////////////////////////////////////// 464 465void OpenGLRenderer::startMark(const char* name) const { 466 mCaches.startMark(0, name); 467} 468 469void OpenGLRenderer::endMark() const { 470 mCaches.endMark(); 471} 472 473void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 474 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 475 if (clear) { 476 mCaches.disableScissor(); 477 mCaches.stencil.clear(); 478 } 479 if (enable) { 480 mCaches.stencil.enableDebugWrite(); 481 } else { 482 mCaches.stencil.disable(); 483 } 484 } 485} 486 487void OpenGLRenderer::renderOverdraw() { 488 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 489 const Rect* clip = mTilingSnapshot->clipRect; 490 491 mCaches.enableScissor(); 492 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 493 clip->right - clip->left, clip->bottom - clip->top); 494 495 mCaches.stencil.enableDebugTest(2); 496 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 497 mCaches.stencil.enableDebugTest(3); 498 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 499 mCaches.stencil.enableDebugTest(4); 500 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 501 mCaches.stencil.enableDebugTest(4, true); 502 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 503 mCaches.stencil.disable(); 504 } 505} 506 507/////////////////////////////////////////////////////////////////////////////// 508// Layers 509/////////////////////////////////////////////////////////////////////////////// 510 511bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 512 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 513 OpenGLRenderer* renderer = layer->renderer; 514 Rect& dirty = layer->dirtyRect; 515 516 if (inFrame) { 517 endTiling(); 518 debugOverdraw(false, false); 519 } 520 521 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 522 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 523 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 524 renderer->finish(); 525 526 if (inFrame) { 527 resumeAfterLayer(); 528 startTiling(mSnapshot); 529 } 530 531 dirty.setEmpty(); 532 layer->deferredUpdateScheduled = false; 533 layer->renderer = NULL; 534 layer->displayList = NULL; 535 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 536 537 return true; 538 } 539 540 return false; 541} 542 543void OpenGLRenderer::updateLayers() { 544 int count = mLayerUpdates.size(); 545 if (count > 0) { 546 startMark("Layer Updates"); 547 548 // Note: it is very important to update the layers in reverse order 549 for (int i = count - 1; i >= 0; i--) { 550 Layer* layer = mLayerUpdates.itemAt(i); 551 updateLayer(layer, false); 552 mCaches.resourceCache.decrementRefcount(layer); 553 } 554 mLayerUpdates.clear(); 555 556 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 557 endMark(); 558 } 559} 560 561void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 562 if (layer) { 563 mLayerUpdates.push_back(layer); 564 mCaches.resourceCache.incrementRefcount(layer); 565 } 566} 567 568void OpenGLRenderer::clearLayerUpdates() { 569 size_t count = mLayerUpdates.size(); 570 if (count > 0) { 571 mCaches.resourceCache.lock(); 572 for (size_t i = 0; i < count; i++) { 573 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 574 } 575 mCaches.resourceCache.unlock(); 576 mLayerUpdates.clear(); 577 } 578} 579 580/////////////////////////////////////////////////////////////////////////////// 581// State management 582/////////////////////////////////////////////////////////////////////////////// 583 584int OpenGLRenderer::getSaveCount() const { 585 return mSaveCount; 586} 587 588int OpenGLRenderer::save(int flags) { 589 return saveSnapshot(flags); 590} 591 592void OpenGLRenderer::restore() { 593 if (mSaveCount > 1) { 594 restoreSnapshot(); 595 } 596} 597 598void OpenGLRenderer::restoreToCount(int saveCount) { 599 if (saveCount < 1) saveCount = 1; 600 601 while (mSaveCount > saveCount) { 602 restoreSnapshot(); 603 } 604} 605 606int OpenGLRenderer::saveSnapshot(int flags) { 607 mSnapshot = new Snapshot(mSnapshot, flags); 608 return mSaveCount++; 609} 610 611bool OpenGLRenderer::restoreSnapshot() { 612 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 613 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 614 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 615 616 sp<Snapshot> current = mSnapshot; 617 sp<Snapshot> previous = mSnapshot->previous; 618 619 if (restoreOrtho) { 620 Rect& r = previous->viewport; 621 glViewport(r.left, r.top, r.right, r.bottom); 622 mOrthoMatrix.load(current->orthoMatrix); 623 } 624 625 mSaveCount--; 626 mSnapshot = previous; 627 628 if (restoreClip) { 629 dirtyClip(); 630 } 631 632 if (restoreLayer) { 633 composeLayer(current, previous); 634 } 635 636 return restoreClip; 637} 638 639/////////////////////////////////////////////////////////////////////////////// 640// Layers 641/////////////////////////////////////////////////////////////////////////////// 642 643int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 644 SkPaint* p, int flags) { 645 const GLuint previousFbo = mSnapshot->fbo; 646 const int count = saveSnapshot(flags); 647 648 if (!mSnapshot->isIgnored()) { 649 int alpha = 255; 650 SkXfermode::Mode mode; 651 652 if (p) { 653 alpha = p->getAlpha(); 654 mode = getXfermode(p->getXfermode()); 655 } else { 656 mode = SkXfermode::kSrcOver_Mode; 657 } 658 659 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 660 } 661 662 return count; 663} 664 665int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 666 int alpha, int flags) { 667 if (alpha >= 255) { 668 return saveLayer(left, top, right, bottom, NULL, flags); 669 } else { 670 SkPaint paint; 671 paint.setAlpha(alpha); 672 return saveLayer(left, top, right, bottom, &paint, flags); 673 } 674} 675 676/** 677 * Layers are viewed by Skia are slightly different than layers in image editing 678 * programs (for instance.) When a layer is created, previously created layers 679 * and the frame buffer still receive every drawing command. For instance, if a 680 * layer is created and a shape intersecting the bounds of the layers and the 681 * framebuffer is draw, the shape will be drawn on both (unless the layer was 682 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 683 * 684 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 685 * texture. Unfortunately, this is inefficient as it requires every primitive to 686 * be drawn n + 1 times, where n is the number of active layers. In practice this 687 * means, for every primitive: 688 * - Switch active frame buffer 689 * - Change viewport, clip and projection matrix 690 * - Issue the drawing 691 * 692 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 693 * To avoid this, layers are implemented in a different way here, at least in the 694 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 695 * is set. When this flag is set we can redirect all drawing operations into a 696 * single FBO. 697 * 698 * This implementation relies on the frame buffer being at least RGBA 8888. When 699 * a layer is created, only a texture is created, not an FBO. The content of the 700 * frame buffer contained within the layer's bounds is copied into this texture 701 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 702 * buffer and drawing continues as normal. This technique therefore treats the 703 * frame buffer as a scratch buffer for the layers. 704 * 705 * To compose the layers back onto the frame buffer, each layer texture 706 * (containing the original frame buffer data) is drawn as a simple quad over 707 * the frame buffer. The trick is that the quad is set as the composition 708 * destination in the blending equation, and the frame buffer becomes the source 709 * of the composition. 710 * 711 * Drawing layers with an alpha value requires an extra step before composition. 712 * An empty quad is drawn over the layer's region in the frame buffer. This quad 713 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 714 * quad is used to multiply the colors in the frame buffer. This is achieved by 715 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 716 * GL_ZERO, GL_SRC_ALPHA. 717 * 718 * Because glCopyTexImage2D() can be slow, an alternative implementation might 719 * be use to draw a single clipped layer. The implementation described above 720 * is correct in every case. 721 * 722 * (1) The frame buffer is actually not cleared right away. To allow the GPU 723 * to potentially optimize series of calls to glCopyTexImage2D, the frame 724 * buffer is left untouched until the first drawing operation. Only when 725 * something actually gets drawn are the layers regions cleared. 726 */ 727bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 728 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 729 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 730 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 731 732 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 733 734 // Window coordinates of the layer 735 Rect clip; 736 Rect bounds(left, top, right, bottom); 737 Rect untransformedBounds(bounds); 738 mSnapshot->transform->mapRect(bounds); 739 740 // Layers only make sense if they are in the framebuffer's bounds 741 if (bounds.intersect(*mSnapshot->clipRect)) { 742 // We cannot work with sub-pixels in this case 743 bounds.snapToPixelBoundaries(); 744 745 // When the layer is not an FBO, we may use glCopyTexImage so we 746 // need to make sure the layer does not extend outside the bounds 747 // of the framebuffer 748 if (!bounds.intersect(mSnapshot->previous->viewport)) { 749 bounds.setEmpty(); 750 } else if (fboLayer) { 751 clip.set(bounds); 752 mat4 inverse; 753 inverse.loadInverse(*mSnapshot->transform); 754 inverse.mapRect(clip); 755 clip.snapToPixelBoundaries(); 756 if (clip.intersect(untransformedBounds)) { 757 clip.translate(-left, -top); 758 bounds.set(untransformedBounds); 759 } else { 760 clip.setEmpty(); 761 } 762 } 763 } else { 764 bounds.setEmpty(); 765 } 766 767 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 768 bounds.getHeight() > mCaches.maxTextureSize || 769 (fboLayer && clip.isEmpty())) { 770 mSnapshot->empty = fboLayer; 771 } else { 772 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 773 } 774 775 // Bail out if we won't draw in this snapshot 776 if (mSnapshot->invisible || mSnapshot->empty) { 777 return false; 778 } 779 780 mCaches.activeTexture(0); 781 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 782 if (!layer) { 783 return false; 784 } 785 786 layer->setAlpha(alpha, mode); 787 layer->layer.set(bounds); 788 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 789 bounds.getWidth() / float(layer->getWidth()), 0.0f); 790 layer->setColorFilter(mDrawModifiers.mColorFilter); 791 layer->setBlend(true); 792 layer->setDirty(false); 793 794 // Save the layer in the snapshot 795 mSnapshot->flags |= Snapshot::kFlagIsLayer; 796 mSnapshot->layer = layer; 797 798 if (fboLayer) { 799 return createFboLayer(layer, bounds, clip, previousFbo); 800 } else { 801 // Copy the framebuffer into the layer 802 layer->bindTexture(); 803 if (!bounds.isEmpty()) { 804 if (layer->isEmpty()) { 805 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 806 bounds.left, mSnapshot->height - bounds.bottom, 807 layer->getWidth(), layer->getHeight(), 0); 808 layer->setEmpty(false); 809 } else { 810 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 811 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 812 } 813 814 // Enqueue the buffer coordinates to clear the corresponding region later 815 mLayers.push(new Rect(bounds)); 816 } 817 } 818 819 return true; 820} 821 822bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 823 layer->clipRect.set(clip); 824 layer->setFbo(mCaches.fboCache.get()); 825 826 mSnapshot->region = &mSnapshot->layer->region; 827 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 828 Snapshot::kFlagDirtyOrtho; 829 mSnapshot->fbo = layer->getFbo(); 830 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 831 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 832 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 833 mSnapshot->height = bounds.getHeight(); 834 mSnapshot->orthoMatrix.load(mOrthoMatrix); 835 836 endTiling(); 837 debugOverdraw(false, false); 838 // Bind texture to FBO 839 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 840 layer->bindTexture(); 841 842 // Initialize the texture if needed 843 if (layer->isEmpty()) { 844 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 845 layer->setEmpty(false); 846 } 847 848 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 849 layer->getTexture(), 0); 850 851 startTiling(mSnapshot, true); 852 853 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 854 mCaches.enableScissor(); 855 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 856 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 857 glClear(GL_COLOR_BUFFER_BIT); 858 859 dirtyClip(); 860 861 // Change the ortho projection 862 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 863 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 864 865 return true; 866} 867 868/** 869 * Read the documentation of createLayer() before doing anything in this method. 870 */ 871void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 872 if (!current->layer) { 873 ALOGE("Attempting to compose a layer that does not exist"); 874 return; 875 } 876 877 Layer* layer = current->layer; 878 const Rect& rect = layer->layer; 879 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 880 881 if (fboLayer) { 882 endTiling(); 883 884 // Detach the texture from the FBO 885 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 886 887 layer->removeFbo(false); 888 889 // Unbind current FBO and restore previous one 890 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 891 debugOverdraw(true, false); 892 893 startTiling(previous); 894 } 895 896 if (!fboLayer && layer->getAlpha() < 255) { 897 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 898 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 899 // Required below, composeLayerRect() will divide by 255 900 layer->setAlpha(255); 901 } 902 903 mCaches.unbindMeshBuffer(); 904 905 mCaches.activeTexture(0); 906 907 // When the layer is stored in an FBO, we can save a bit of fillrate by 908 // drawing only the dirty region 909 if (fboLayer) { 910 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 911 if (layer->getColorFilter()) { 912 setupColorFilter(layer->getColorFilter()); 913 } 914 composeLayerRegion(layer, rect); 915 if (layer->getColorFilter()) { 916 resetColorFilter(); 917 } 918 } else if (!rect.isEmpty()) { 919 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 920 composeLayerRect(layer, rect, true); 921 } 922 923 dirtyClip(); 924 925 // Failing to add the layer to the cache should happen only if the layer is too large 926 if (!mCaches.layerCache.put(layer)) { 927 LAYER_LOGD("Deleting layer"); 928 Caches::getInstance().resourceCache.decrementRefcount(layer); 929 } 930} 931 932void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 933 float alpha = layer->getAlpha() / 255.0f; 934 935 setupDraw(); 936 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 937 setupDrawWithTexture(); 938 } else { 939 setupDrawWithExternalTexture(); 940 } 941 setupDrawTextureTransform(); 942 setupDrawColor(alpha, alpha, alpha, alpha); 943 setupDrawColorFilter(); 944 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 945 setupDrawProgram(); 946 setupDrawPureColorUniforms(); 947 setupDrawColorFilterUniforms(); 948 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 949 setupDrawTexture(layer->getTexture()); 950 } else { 951 setupDrawExternalTexture(layer->getTexture()); 952 } 953 if (mSnapshot->transform->isPureTranslate() && 954 layer->getWidth() == (uint32_t) rect.getWidth() && 955 layer->getHeight() == (uint32_t) rect.getHeight()) { 956 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 957 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 958 959 layer->setFilter(GL_NEAREST); 960 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 961 } else { 962 layer->setFilter(GL_LINEAR); 963 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 964 } 965 setupDrawTextureTransformUniforms(layer->getTexTransform()); 966 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 967 968 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 969 970 finishDrawTexture(); 971} 972 973void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 974 if (!layer->isTextureLayer()) { 975 const Rect& texCoords = layer->texCoords; 976 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 977 texCoords.right, texCoords.bottom); 978 979 float x = rect.left; 980 float y = rect.top; 981 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 982 layer->getWidth() == (uint32_t) rect.getWidth() && 983 layer->getHeight() == (uint32_t) rect.getHeight(); 984 985 if (simpleTransform) { 986 // When we're swapping, the layer is already in screen coordinates 987 if (!swap) { 988 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 989 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 990 } 991 992 layer->setFilter(GL_NEAREST, true); 993 } else { 994 layer->setFilter(GL_LINEAR, true); 995 } 996 997 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 998 layer->getTexture(), layer->getAlpha() / 255.0f, 999 layer->getMode(), layer->isBlend(), 1000 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1001 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1002 1003 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1004 } else { 1005 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1006 drawTextureLayer(layer, rect); 1007 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1008 } 1009} 1010 1011void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1012 if (layer->region.isRect()) { 1013 layer->setRegionAsRect(); 1014 1015 composeLayerRect(layer, layer->regionRect); 1016 1017 layer->region.clear(); 1018 return; 1019 } 1020 1021 // TODO: See LayerRenderer.cpp::generateMesh() for important 1022 // information about this implementation 1023 if (CC_LIKELY(!layer->region.isEmpty())) { 1024 size_t count; 1025 const android::Rect* rects = layer->region.getArray(&count); 1026 1027 const float alpha = layer->getAlpha() / 255.0f; 1028 const float texX = 1.0f / float(layer->getWidth()); 1029 const float texY = 1.0f / float(layer->getHeight()); 1030 const float height = rect.getHeight(); 1031 1032 setupDraw(); 1033 1034 // We must get (and therefore bind) the region mesh buffer 1035 // after we setup drawing in case we need to mess with the 1036 // stencil buffer in setupDraw() 1037 TextureVertex* mesh = mCaches.getRegionMesh(); 1038 GLsizei numQuads = 0; 1039 1040 setupDrawWithTexture(); 1041 setupDrawColor(alpha, alpha, alpha, alpha); 1042 setupDrawColorFilter(); 1043 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1044 setupDrawProgram(); 1045 setupDrawDirtyRegionsDisabled(); 1046 setupDrawPureColorUniforms(); 1047 setupDrawColorFilterUniforms(); 1048 setupDrawTexture(layer->getTexture()); 1049 if (mSnapshot->transform->isPureTranslate()) { 1050 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1051 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1052 1053 layer->setFilter(GL_NEAREST); 1054 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1055 } else { 1056 layer->setFilter(GL_LINEAR); 1057 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1058 } 1059 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1060 1061 for (size_t i = 0; i < count; i++) { 1062 const android::Rect* r = &rects[i]; 1063 1064 const float u1 = r->left * texX; 1065 const float v1 = (height - r->top) * texY; 1066 const float u2 = r->right * texX; 1067 const float v2 = (height - r->bottom) * texY; 1068 1069 // TODO: Reject quads outside of the clip 1070 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1071 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1072 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1073 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1074 1075 numQuads++; 1076 1077 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1078 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1079 numQuads = 0; 1080 mesh = mCaches.getRegionMesh(); 1081 } 1082 } 1083 1084 if (numQuads > 0) { 1085 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1086 } 1087 1088 finishDrawTexture(); 1089 1090#if DEBUG_LAYERS_AS_REGIONS 1091 drawRegionRects(layer->region); 1092#endif 1093 1094 layer->region.clear(); 1095 } 1096} 1097 1098void OpenGLRenderer::drawRegionRects(const Region& region) { 1099#if DEBUG_LAYERS_AS_REGIONS 1100 size_t count; 1101 const android::Rect* rects = region.getArray(&count); 1102 1103 uint32_t colors[] = { 1104 0x7fff0000, 0x7f00ff00, 1105 0x7f0000ff, 0x7fff00ff, 1106 }; 1107 1108 int offset = 0; 1109 int32_t top = rects[0].top; 1110 1111 for (size_t i = 0; i < count; i++) { 1112 if (top != rects[i].top) { 1113 offset ^= 0x2; 1114 top = rects[i].top; 1115 } 1116 1117 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1118 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1119 SkXfermode::kSrcOver_Mode); 1120 } 1121#endif 1122} 1123 1124void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1125 SkXfermode::Mode mode, bool dirty) { 1126 int count = 0; 1127 Vector<float> rects; 1128 1129 SkRegion::Iterator it(region); 1130 while (!it.done()) { 1131 const SkIRect& r = it.rect(); 1132 rects.push(r.fLeft); 1133 rects.push(r.fTop); 1134 rects.push(r.fRight); 1135 rects.push(r.fBottom); 1136 count += 4; 1137 it.next(); 1138 } 1139 1140 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1141} 1142 1143void OpenGLRenderer::dirtyLayer(const float left, const float top, 1144 const float right, const float bottom, const mat4 transform) { 1145 if (hasLayer()) { 1146 Rect bounds(left, top, right, bottom); 1147 transform.mapRect(bounds); 1148 dirtyLayerUnchecked(bounds, getRegion()); 1149 } 1150} 1151 1152void OpenGLRenderer::dirtyLayer(const float left, const float top, 1153 const float right, const float bottom) { 1154 if (hasLayer()) { 1155 Rect bounds(left, top, right, bottom); 1156 dirtyLayerUnchecked(bounds, getRegion()); 1157 } 1158} 1159 1160void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1161 if (bounds.intersect(*mSnapshot->clipRect)) { 1162 bounds.snapToPixelBoundaries(); 1163 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1164 if (!dirty.isEmpty()) { 1165 region->orSelf(dirty); 1166 } 1167 } 1168} 1169 1170void OpenGLRenderer::clearLayerRegions() { 1171 const size_t count = mLayers.size(); 1172 if (count == 0) return; 1173 1174 if (!mSnapshot->isIgnored()) { 1175 // Doing several glScissor/glClear here can negatively impact 1176 // GPUs with a tiler architecture, instead we draw quads with 1177 // the Clear blending mode 1178 1179 // The list contains bounds that have already been clipped 1180 // against their initial clip rect, and the current clip 1181 // is likely different so we need to disable clipping here 1182 bool scissorChanged = mCaches.disableScissor(); 1183 1184 Vertex mesh[count * 6]; 1185 Vertex* vertex = mesh; 1186 1187 for (uint32_t i = 0; i < count; i++) { 1188 Rect* bounds = mLayers.itemAt(i); 1189 1190 Vertex::set(vertex++, bounds->left, bounds->bottom); 1191 Vertex::set(vertex++, bounds->left, bounds->top); 1192 Vertex::set(vertex++, bounds->right, bounds->top); 1193 Vertex::set(vertex++, bounds->left, bounds->bottom); 1194 Vertex::set(vertex++, bounds->right, bounds->top); 1195 Vertex::set(vertex++, bounds->right, bounds->bottom); 1196 1197 delete bounds; 1198 } 1199 // We must clear the list of dirty rects before we 1200 // call setupDraw() to prevent stencil setup to do 1201 // the same thing again 1202 mLayers.clear(); 1203 1204 setupDraw(false); 1205 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1206 setupDrawBlending(true, SkXfermode::kClear_Mode); 1207 setupDrawProgram(); 1208 setupDrawPureColorUniforms(); 1209 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1210 setupDrawVertices(&mesh[0].position[0]); 1211 1212 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1213 1214 if (scissorChanged) mCaches.enableScissor(); 1215 } else { 1216 for (uint32_t i = 0; i < count; i++) { 1217 delete mLayers.itemAt(i); 1218 } 1219 mLayers.clear(); 1220 } 1221} 1222 1223/////////////////////////////////////////////////////////////////////////////// 1224// State Deferral 1225/////////////////////////////////////////////////////////////////////////////// 1226 1227bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state) { 1228 const Rect& currentClip = *(mSnapshot->clipRect); 1229 const mat4& currentMatrix = *(mSnapshot->transform); 1230 1231 // state only has bounds initialized in local coordinates 1232 if (!state.mBounds.isEmpty()) { 1233 currentMatrix.mapRect(state.mBounds); 1234 if (!state.mBounds.intersect(currentClip)) { 1235 // quick rejected 1236 return true; 1237 } 1238 } else { 1239 state.mBounds.set(currentClip); 1240 } 1241 1242 state.mClip.set(currentClip); 1243 state.mMatrix.load(currentMatrix); 1244 state.mDrawModifiers = mDrawModifiers; 1245 return false; 1246} 1247 1248void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) { 1249 mSnapshot->transform->load(state.mMatrix); 1250 1251 // NOTE: a clip RECT will be saved and restored, but DeferredDisplayState doesn't support 1252 // complex clips. In the future, we should add support for deferral of operations clipped by 1253 // these. for now, we don't defer with complex clips (see OpenGLRenderer::disallowDeferral()) 1254 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1255 dirtyClip(); 1256 mDrawModifiers = state.mDrawModifiers; 1257} 1258 1259/////////////////////////////////////////////////////////////////////////////// 1260// Transforms 1261/////////////////////////////////////////////////////////////////////////////// 1262 1263void OpenGLRenderer::translate(float dx, float dy) { 1264 mSnapshot->transform->translate(dx, dy, 0.0f); 1265} 1266 1267void OpenGLRenderer::rotate(float degrees) { 1268 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1269} 1270 1271void OpenGLRenderer::scale(float sx, float sy) { 1272 mSnapshot->transform->scale(sx, sy, 1.0f); 1273} 1274 1275void OpenGLRenderer::skew(float sx, float sy) { 1276 mSnapshot->transform->skew(sx, sy); 1277} 1278 1279void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1280 if (matrix) { 1281 mSnapshot->transform->load(*matrix); 1282 } else { 1283 mSnapshot->transform->loadIdentity(); 1284 } 1285} 1286 1287bool OpenGLRenderer::hasRectToRectTransform() { 1288 return CC_LIKELY(mSnapshot->transform->rectToRect()); 1289} 1290 1291void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1292 mSnapshot->transform->copyTo(*matrix); 1293} 1294 1295void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1296 SkMatrix transform; 1297 mSnapshot->transform->copyTo(transform); 1298 transform.preConcat(*matrix); 1299 mSnapshot->transform->load(transform); 1300} 1301 1302/////////////////////////////////////////////////////////////////////////////// 1303// Clipping 1304/////////////////////////////////////////////////////////////////////////////// 1305 1306void OpenGLRenderer::setScissorFromClip() { 1307 Rect clip(*mSnapshot->clipRect); 1308 clip.snapToPixelBoundaries(); 1309 1310 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1311 clip.getWidth(), clip.getHeight())) { 1312 mDirtyClip = false; 1313 } 1314} 1315 1316void OpenGLRenderer::ensureStencilBuffer() { 1317 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1318 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1319 // just hope we have one when hasLayer() returns false. 1320 if (hasLayer()) { 1321 attachStencilBufferToLayer(mSnapshot->layer); 1322 } 1323} 1324 1325void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1326 // The layer's FBO is already bound when we reach this stage 1327 if (!layer->getStencilRenderBuffer()) { 1328 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1329 // is attached after we initiated tiling. We must turn it off, 1330 // attach the new render buffer then turn tiling back on 1331 endTiling(); 1332 1333 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1334 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1335 layer->setStencilRenderBuffer(buffer); 1336 1337 startTiling(layer->clipRect, layer->layer.getHeight()); 1338 } 1339} 1340 1341void OpenGLRenderer::setStencilFromClip() { 1342 if (!mCaches.debugOverdraw) { 1343 if (!mSnapshot->clipRegion->isEmpty()) { 1344 // NOTE: The order here is important, we must set dirtyClip to false 1345 // before any draw call to avoid calling back into this method 1346 mDirtyClip = false; 1347 1348 ensureStencilBuffer(); 1349 1350 mCaches.stencil.enableWrite(); 1351 1352 // Clear the stencil but first make sure we restrict drawing 1353 // to the region's bounds 1354 bool resetScissor = mCaches.enableScissor(); 1355 if (resetScissor) { 1356 // The scissor was not set so we now need to update it 1357 setScissorFromClip(); 1358 } 1359 mCaches.stencil.clear(); 1360 if (resetScissor) mCaches.disableScissor(); 1361 1362 // NOTE: We could use the region contour path to generate a smaller mesh 1363 // Since we are using the stencil we could use the red book path 1364 // drawing technique. It might increase bandwidth usage though. 1365 1366 // The last parameter is important: we are not drawing in the color buffer 1367 // so we don't want to dirty the current layer, if any 1368 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1369 1370 mCaches.stencil.enableTest(); 1371 1372 // Draw the region used to generate the stencil if the appropriate debug 1373 // mode is enabled 1374 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1375 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1376 } 1377 } else { 1378 mCaches.stencil.disable(); 1379 } 1380 } 1381} 1382 1383const Rect& OpenGLRenderer::getClipBounds() { 1384 return mSnapshot->getLocalClip(); 1385} 1386 1387bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1388 if (mSnapshot->isIgnored()) { 1389 return true; 1390 } 1391 1392 Rect r(left, top, right, bottom); 1393 mSnapshot->transform->mapRect(r); 1394 r.snapToPixelBoundaries(); 1395 1396 Rect clipRect(*mSnapshot->clipRect); 1397 clipRect.snapToPixelBoundaries(); 1398 1399 return !clipRect.intersects(r); 1400} 1401 1402bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1403 Rect& transformed, Rect& clip) { 1404 if (mSnapshot->isIgnored()) { 1405 return true; 1406 } 1407 1408 transformed.set(left, top, right, bottom); 1409 mSnapshot->transform->mapRect(transformed); 1410 transformed.snapToPixelBoundaries(); 1411 1412 clip.set(*mSnapshot->clipRect); 1413 clip.snapToPixelBoundaries(); 1414 1415 return !clip.intersects(transformed); 1416} 1417 1418bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1419 SkPaint* paint) { 1420 if (paint->getStyle() != SkPaint::kFill_Style) { 1421 float outset = paint->getStrokeWidth() * 0.5f; 1422 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1423 } else { 1424 return quickReject(left, top, right, bottom); 1425 } 1426} 1427 1428bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1429 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1430 return true; 1431 } 1432 1433 Rect r(left, top, right, bottom); 1434 mSnapshot->transform->mapRect(r); 1435 r.snapToPixelBoundaries(); 1436 1437 Rect clipRect(*mSnapshot->clipRect); 1438 clipRect.snapToPixelBoundaries(); 1439 1440 bool rejected = !clipRect.intersects(r); 1441 if (!isDeferred() && !rejected) { 1442 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1443 } 1444 1445 return rejected; 1446} 1447 1448void OpenGLRenderer::debugClip() { 1449#if DEBUG_CLIP_REGIONS 1450 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1451 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1452 } 1453#endif 1454} 1455 1456bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1457 if (CC_LIKELY(mSnapshot->transform->rectToRect())) { 1458 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1459 if (clipped) { 1460 dirtyClip(); 1461 } 1462 return !mSnapshot->clipRect->isEmpty(); 1463 } 1464 1465 SkPath path; 1466 path.addRect(left, top, right, bottom); 1467 1468 return clipPath(&path, op); 1469} 1470 1471bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1472 SkMatrix transform; 1473 mSnapshot->transform->copyTo(transform); 1474 1475 SkPath transformed; 1476 path->transform(transform, &transformed); 1477 1478 SkRegion clip; 1479 if (!mSnapshot->clipRegion->isEmpty()) { 1480 clip.setRegion(*mSnapshot->clipRegion); 1481 } else { 1482 Rect* bounds = mSnapshot->clipRect; 1483 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1484 } 1485 1486 SkRegion region; 1487 region.setPath(transformed, clip); 1488 1489 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1490 if (clipped) { 1491 dirtyClip(); 1492 } 1493 return !mSnapshot->clipRect->isEmpty(); 1494} 1495 1496bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1497 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1498 if (clipped) { 1499 dirtyClip(); 1500 } 1501 return !mSnapshot->clipRect->isEmpty(); 1502} 1503 1504Rect* OpenGLRenderer::getClipRect() { 1505 return mSnapshot->clipRect; 1506} 1507 1508/////////////////////////////////////////////////////////////////////////////// 1509// Drawing commands 1510/////////////////////////////////////////////////////////////////////////////// 1511 1512void OpenGLRenderer::setupDraw(bool clear) { 1513 // TODO: It would be best if we could do this before quickReject() 1514 // changes the scissor test state 1515 if (clear) clearLayerRegions(); 1516 // Make sure setScissor & setStencil happen at the beginning of 1517 // this method 1518 if (mDirtyClip) { 1519 if (mCaches.scissorEnabled) { 1520 setScissorFromClip(); 1521 } 1522 setStencilFromClip(); 1523 } 1524 1525 mDescription.reset(); 1526 1527 mSetShaderColor = false; 1528 mColorSet = false; 1529 mColorA = mColorR = mColorG = mColorB = 0.0f; 1530 mTextureUnit = 0; 1531 mTrackDirtyRegions = true; 1532 1533 // Enable debug highlight when what we're about to draw is tested against 1534 // the stencil buffer and if stencil highlight debugging is on 1535 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1536 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1537 mCaches.stencil.isTestEnabled(); 1538} 1539 1540void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1541 mDescription.hasTexture = true; 1542 mDescription.hasAlpha8Texture = isAlpha8; 1543} 1544 1545void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1546 mDescription.hasTexture = true; 1547 mDescription.hasColors = true; 1548 mDescription.hasAlpha8Texture = isAlpha8; 1549} 1550 1551void OpenGLRenderer::setupDrawWithExternalTexture() { 1552 mDescription.hasExternalTexture = true; 1553} 1554 1555void OpenGLRenderer::setupDrawNoTexture() { 1556 mCaches.disableTexCoordsVertexArray(); 1557} 1558 1559void OpenGLRenderer::setupDrawAA() { 1560 mDescription.isAA = true; 1561} 1562 1563void OpenGLRenderer::setupDrawPoint(float pointSize) { 1564 mDescription.isPoint = true; 1565 mDescription.pointSize = pointSize; 1566} 1567 1568void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1569 mColorA = alpha / 255.0f; 1570 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1571 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1572 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1573 mColorSet = true; 1574 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1575} 1576 1577void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1578 mColorA = alpha / 255.0f; 1579 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1580 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1581 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1582 mColorSet = true; 1583 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1584} 1585 1586void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1587 mCaches.fontRenderer->describe(mDescription, paint); 1588} 1589 1590void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1591 mColorA = a; 1592 mColorR = r; 1593 mColorG = g; 1594 mColorB = b; 1595 mColorSet = true; 1596 mSetShaderColor = mDescription.setColor(r, g, b, a); 1597} 1598 1599void OpenGLRenderer::setupDrawShader() { 1600 if (mDrawModifiers.mShader) { 1601 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1602 } 1603} 1604 1605void OpenGLRenderer::setupDrawColorFilter() { 1606 if (mDrawModifiers.mColorFilter) { 1607 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1608 } 1609} 1610 1611void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1612 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1613 mColorA = 1.0f; 1614 mColorR = mColorG = mColorB = 0.0f; 1615 mSetShaderColor = mDescription.modulate = true; 1616 } 1617} 1618 1619void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1620 // When the blending mode is kClear_Mode, we need to use a modulate color 1621 // argb=1,0,0,0 1622 accountForClear(mode); 1623 bool blend = (mColorSet && mColorA < 1.0f) || 1624 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1625 chooseBlending(blend, mode, mDescription, swapSrcDst); 1626} 1627 1628void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1629 // When the blending mode is kClear_Mode, we need to use a modulate color 1630 // argb=1,0,0,0 1631 accountForClear(mode); 1632 blend |= (mColorSet && mColorA < 1.0f) || 1633 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1634 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1635 chooseBlending(blend, mode, mDescription, swapSrcDst); 1636} 1637 1638void OpenGLRenderer::setupDrawProgram() { 1639 useProgram(mCaches.programCache.get(mDescription)); 1640} 1641 1642void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1643 mTrackDirtyRegions = false; 1644} 1645 1646void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1647 bool ignoreTransform) { 1648 mModelView.loadTranslate(left, top, 0.0f); 1649 if (!ignoreTransform) { 1650 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1651 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1652 } else { 1653 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1654 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1655 } 1656} 1657 1658void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1659 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1660} 1661 1662void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1663 bool ignoreTransform, bool ignoreModelView) { 1664 if (!ignoreModelView) { 1665 mModelView.loadTranslate(left, top, 0.0f); 1666 mModelView.scale(right - left, bottom - top, 1.0f); 1667 } else { 1668 mModelView.loadIdentity(); 1669 } 1670 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1671 if (!ignoreTransform) { 1672 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1673 if (mTrackDirtyRegions && dirty) { 1674 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1675 } 1676 } else { 1677 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1678 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1679 } 1680} 1681 1682void OpenGLRenderer::setupDrawPointUniforms() { 1683 int slot = mCaches.currentProgram->getUniform("pointSize"); 1684 glUniform1f(slot, mDescription.pointSize); 1685} 1686 1687void OpenGLRenderer::setupDrawColorUniforms() { 1688 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1689 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1690 } 1691} 1692 1693void OpenGLRenderer::setupDrawPureColorUniforms() { 1694 if (mSetShaderColor) { 1695 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1696 } 1697} 1698 1699void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1700 if (mDrawModifiers.mShader) { 1701 if (ignoreTransform) { 1702 mModelView.loadInverse(*mSnapshot->transform); 1703 } 1704 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1705 mModelView, *mSnapshot, &mTextureUnit); 1706 } 1707} 1708 1709void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1710 if (mDrawModifiers.mShader) { 1711 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1712 mIdentity, *mSnapshot, &mTextureUnit); 1713 } 1714} 1715 1716void OpenGLRenderer::setupDrawColorFilterUniforms() { 1717 if (mDrawModifiers.mColorFilter) { 1718 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1719 } 1720} 1721 1722void OpenGLRenderer::setupDrawTextGammaUniforms() { 1723 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1724} 1725 1726void OpenGLRenderer::setupDrawSimpleMesh() { 1727 bool force = mCaches.bindMeshBuffer(); 1728 mCaches.bindPositionVertexPointer(force, 0); 1729 mCaches.unbindIndicesBuffer(); 1730} 1731 1732void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1733 bindTexture(texture); 1734 mTextureUnit++; 1735 mCaches.enableTexCoordsVertexArray(); 1736} 1737 1738void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1739 bindExternalTexture(texture); 1740 mTextureUnit++; 1741 mCaches.enableTexCoordsVertexArray(); 1742} 1743 1744void OpenGLRenderer::setupDrawTextureTransform() { 1745 mDescription.hasTextureTransform = true; 1746} 1747 1748void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1749 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1750 GL_FALSE, &transform.data[0]); 1751} 1752 1753void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1754 bool force = false; 1755 if (!vertices) { 1756 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1757 } else { 1758 force = mCaches.unbindMeshBuffer(); 1759 } 1760 1761 mCaches.bindPositionVertexPointer(force, vertices); 1762 if (mCaches.currentProgram->texCoords >= 0) { 1763 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1764 } 1765 1766 mCaches.unbindIndicesBuffer(); 1767} 1768 1769void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1770 bool force = mCaches.unbindMeshBuffer(); 1771 GLsizei stride = sizeof(ColorTextureVertex); 1772 1773 mCaches.bindPositionVertexPointer(force, vertices, stride); 1774 if (mCaches.currentProgram->texCoords >= 0) { 1775 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1776 } 1777 int slot = mCaches.currentProgram->getAttrib("colors"); 1778 if (slot >= 0) { 1779 glEnableVertexAttribArray(slot); 1780 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1781 } 1782 1783 mCaches.unbindIndicesBuffer(); 1784} 1785 1786void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1787 bool force = mCaches.unbindMeshBuffer(); 1788 mCaches.bindPositionVertexPointer(force, vertices); 1789 if (mCaches.currentProgram->texCoords >= 0) { 1790 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1791 } 1792} 1793 1794void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1795 bool force = mCaches.unbindMeshBuffer(); 1796 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1797 mCaches.unbindIndicesBuffer(); 1798} 1799 1800void OpenGLRenderer::finishDrawTexture() { 1801} 1802 1803/////////////////////////////////////////////////////////////////////////////// 1804// Drawing 1805/////////////////////////////////////////////////////////////////////////////// 1806 1807status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags) { 1808 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1809 // will be performed by the display list itself 1810 if (displayList && displayList->isRenderable()) { 1811 if (CC_UNLIKELY(mDrawDeferDisabled)) { 1812 return displayList->replay(*this, dirty, flags, 0); 1813 } 1814 1815 DeferredDisplayList deferredList; 1816 return displayList->replay(*this, dirty, flags, 0, &deferredList); 1817 } 1818 1819 return DrawGlInfo::kStatusDone; 1820} 1821 1822void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1823 if (displayList) { 1824 displayList->output(1); 1825 } 1826} 1827 1828void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1829 int alpha; 1830 SkXfermode::Mode mode; 1831 getAlphaAndMode(paint, &alpha, &mode); 1832 1833 int color = paint != NULL ? paint->getColor() : 0; 1834 1835 float x = left; 1836 float y = top; 1837 1838 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1839 1840 bool ignoreTransform = false; 1841 if (mSnapshot->transform->isPureTranslate()) { 1842 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1843 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1844 ignoreTransform = true; 1845 1846 texture->setFilter(GL_NEAREST, true); 1847 } else { 1848 texture->setFilter(FILTER(paint), true); 1849 } 1850 1851 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1852 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1853 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1854} 1855 1856status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1857 const float right = left + bitmap->width(); 1858 const float bottom = top + bitmap->height(); 1859 1860 if (quickReject(left, top, right, bottom)) { 1861 return DrawGlInfo::kStatusDone; 1862 } 1863 1864 mCaches.activeTexture(0); 1865 Texture* texture = mCaches.textureCache.get(bitmap); 1866 if (!texture) return DrawGlInfo::kStatusDone; 1867 const AutoTexture autoCleanup(texture); 1868 1869 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1870 drawAlphaBitmap(texture, left, top, paint); 1871 } else { 1872 drawTextureRect(left, top, right, bottom, texture, paint); 1873 } 1874 1875 return DrawGlInfo::kStatusDrew; 1876} 1877 1878status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1879 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1880 const mat4 transform(*matrix); 1881 transform.mapRect(r); 1882 1883 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1884 return DrawGlInfo::kStatusDone; 1885 } 1886 1887 mCaches.activeTexture(0); 1888 Texture* texture = mCaches.textureCache.get(bitmap); 1889 if (!texture) return DrawGlInfo::kStatusDone; 1890 const AutoTexture autoCleanup(texture); 1891 1892 // This could be done in a cheaper way, all we need is pass the matrix 1893 // to the vertex shader. The save/restore is a bit overkill. 1894 save(SkCanvas::kMatrix_SaveFlag); 1895 concatMatrix(matrix); 1896 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1897 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 1898 } else { 1899 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1900 } 1901 restore(); 1902 1903 return DrawGlInfo::kStatusDrew; 1904} 1905 1906status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1907 const float right = left + bitmap->width(); 1908 const float bottom = top + bitmap->height(); 1909 1910 if (quickReject(left, top, right, bottom)) { 1911 return DrawGlInfo::kStatusDone; 1912 } 1913 1914 mCaches.activeTexture(0); 1915 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1916 const AutoTexture autoCleanup(texture); 1917 1918 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1919 drawAlphaBitmap(texture, left, top, paint); 1920 } else { 1921 drawTextureRect(left, top, right, bottom, texture, paint); 1922 } 1923 1924 return DrawGlInfo::kStatusDrew; 1925} 1926 1927status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1928 float* vertices, int* colors, SkPaint* paint) { 1929 if (!vertices || mSnapshot->isIgnored()) { 1930 return DrawGlInfo::kStatusDone; 1931 } 1932 1933 float left = FLT_MAX; 1934 float top = FLT_MAX; 1935 float right = FLT_MIN; 1936 float bottom = FLT_MIN; 1937 1938 const uint32_t count = meshWidth * meshHeight * 6; 1939 1940 ColorTextureVertex mesh[count]; 1941 ColorTextureVertex* vertex = mesh; 1942 1943 bool cleanupColors = false; 1944 if (!colors) { 1945 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1946 colors = new int[colorsCount]; 1947 memset(colors, 0xff, colorsCount * sizeof(int)); 1948 cleanupColors = true; 1949 } 1950 1951 for (int32_t y = 0; y < meshHeight; y++) { 1952 for (int32_t x = 0; x < meshWidth; x++) { 1953 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1954 1955 float u1 = float(x) / meshWidth; 1956 float u2 = float(x + 1) / meshWidth; 1957 float v1 = float(y) / meshHeight; 1958 float v2 = float(y + 1) / meshHeight; 1959 1960 int ax = i + (meshWidth + 1) * 2; 1961 int ay = ax + 1; 1962 int bx = i; 1963 int by = bx + 1; 1964 int cx = i + 2; 1965 int cy = cx + 1; 1966 int dx = i + (meshWidth + 1) * 2 + 2; 1967 int dy = dx + 1; 1968 1969 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1970 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1971 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1972 1973 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1974 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1975 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1976 1977 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1978 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1979 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1980 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1981 } 1982 } 1983 1984 if (quickReject(left, top, right, bottom)) { 1985 if (cleanupColors) delete[] colors; 1986 return DrawGlInfo::kStatusDone; 1987 } 1988 1989 mCaches.activeTexture(0); 1990 Texture* texture = mCaches.textureCache.get(bitmap); 1991 if (!texture) { 1992 if (cleanupColors) delete[] colors; 1993 return DrawGlInfo::kStatusDone; 1994 } 1995 const AutoTexture autoCleanup(texture); 1996 1997 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1998 texture->setFilter(FILTER(paint), true); 1999 2000 int alpha; 2001 SkXfermode::Mode mode; 2002 getAlphaAndMode(paint, &alpha, &mode); 2003 2004 float a = alpha / 255.0f; 2005 2006 if (hasLayer()) { 2007 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2008 } 2009 2010 setupDraw(); 2011 setupDrawWithTextureAndColor(); 2012 setupDrawColor(a, a, a, a); 2013 setupDrawColorFilter(); 2014 setupDrawBlending(true, mode, false); 2015 setupDrawProgram(); 2016 setupDrawDirtyRegionsDisabled(); 2017 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2018 setupDrawTexture(texture->id); 2019 setupDrawPureColorUniforms(); 2020 setupDrawColorFilterUniforms(); 2021 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2022 2023 glDrawArrays(GL_TRIANGLES, 0, count); 2024 2025 finishDrawTexture(); 2026 2027 int slot = mCaches.currentProgram->getAttrib("colors"); 2028 if (slot >= 0) { 2029 glDisableVertexAttribArray(slot); 2030 } 2031 2032 if (cleanupColors) delete[] colors; 2033 2034 return DrawGlInfo::kStatusDrew; 2035} 2036 2037status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2038 float srcLeft, float srcTop, float srcRight, float srcBottom, 2039 float dstLeft, float dstTop, float dstRight, float dstBottom, 2040 SkPaint* paint) { 2041 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2042 return DrawGlInfo::kStatusDone; 2043 } 2044 2045 mCaches.activeTexture(0); 2046 Texture* texture = mCaches.textureCache.get(bitmap); 2047 if (!texture) return DrawGlInfo::kStatusDone; 2048 const AutoTexture autoCleanup(texture); 2049 2050 const float width = texture->width; 2051 const float height = texture->height; 2052 2053 const float u1 = fmax(0.0f, srcLeft / width); 2054 const float v1 = fmax(0.0f, srcTop / height); 2055 const float u2 = fmin(1.0f, srcRight / width); 2056 const float v2 = fmin(1.0f, srcBottom / height); 2057 2058 mCaches.unbindMeshBuffer(); 2059 resetDrawTextureTexCoords(u1, v1, u2, v2); 2060 2061 int alpha; 2062 SkXfermode::Mode mode; 2063 getAlphaAndMode(paint, &alpha, &mode); 2064 2065 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2066 2067 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2068 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2069 2070 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2071 // Apply a scale transform on the canvas only when a shader is in use 2072 // Skia handles the ratio between the dst and src rects as a scale factor 2073 // when a shader is set 2074 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2075 bool ignoreTransform = false; 2076 2077 if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) { 2078 float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 2079 float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 2080 2081 dstRight = x + (dstRight - dstLeft); 2082 dstBottom = y + (dstBottom - dstTop); 2083 2084 dstLeft = x; 2085 dstTop = y; 2086 2087 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2088 ignoreTransform = true; 2089 } else { 2090 texture->setFilter(FILTER(paint), true); 2091 } 2092 2093 if (CC_UNLIKELY(useScaleTransform)) { 2094 save(SkCanvas::kMatrix_SaveFlag); 2095 translate(dstLeft, dstTop); 2096 scale(scaleX, scaleY); 2097 2098 dstLeft = 0.0f; 2099 dstTop = 0.0f; 2100 2101 dstRight = srcRight - srcLeft; 2102 dstBottom = srcBottom - srcTop; 2103 } 2104 2105 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2106 int color = paint ? paint->getColor() : 0; 2107 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2108 texture->id, paint != NULL, color, alpha, mode, 2109 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2110 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2111 } else { 2112 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2113 texture->id, alpha / 255.0f, mode, texture->blend, 2114 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2115 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2116 } 2117 2118 if (CC_UNLIKELY(useScaleTransform)) { 2119 restore(); 2120 } 2121 2122 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2123 2124 return DrawGlInfo::kStatusDrew; 2125} 2126 2127status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2128 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2129 float left, float top, float right, float bottom, SkPaint* paint) { 2130 int alpha; 2131 SkXfermode::Mode mode; 2132 getAlphaAndModeDirect(paint, &alpha, &mode); 2133 2134 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 2135 left, top, right, bottom, alpha, mode); 2136} 2137 2138status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2139 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2140 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 2141 if (quickReject(left, top, right, bottom)) { 2142 return DrawGlInfo::kStatusDone; 2143 } 2144 2145 alpha *= mSnapshot->alpha; 2146 2147 mCaches.activeTexture(0); 2148 Texture* texture = mCaches.textureCache.get(bitmap); 2149 if (!texture) return DrawGlInfo::kStatusDone; 2150 const AutoTexture autoCleanup(texture); 2151 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2152 texture->setFilter(GL_LINEAR, true); 2153 2154 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 2155 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 2156 2157 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2158 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2159 // Mark the current layer dirty where we are going to draw the patch 2160 if (hasLayer() && mesh->hasEmptyQuads) { 2161 const float offsetX = left + mSnapshot->transform->getTranslateX(); 2162 const float offsetY = top + mSnapshot->transform->getTranslateY(); 2163 const size_t count = mesh->quads.size(); 2164 for (size_t i = 0; i < count; i++) { 2165 const Rect& bounds = mesh->quads.itemAt(i); 2166 if (CC_LIKELY(pureTranslate)) { 2167 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2168 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2169 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2170 } else { 2171 dirtyLayer(left + bounds.left, top + bounds.top, 2172 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 2173 } 2174 } 2175 } 2176 2177 if (CC_LIKELY(pureTranslate)) { 2178 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2179 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2180 2181 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 2182 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2183 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 2184 true, !mesh->hasEmptyQuads); 2185 } else { 2186 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2187 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2188 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 2189 true, !mesh->hasEmptyQuads); 2190 } 2191 } 2192 2193 return DrawGlInfo::kStatusDrew; 2194} 2195 2196status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2197 bool useOffset) { 2198 if (!vertexBuffer.getSize()) { 2199 // no vertices to draw 2200 return DrawGlInfo::kStatusDone; 2201 } 2202 2203 int color = paint->getColor(); 2204 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2205 bool isAA = paint->isAntiAlias(); 2206 2207 setupDraw(); 2208 setupDrawNoTexture(); 2209 if (isAA) setupDrawAA(); 2210 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2211 setupDrawColorFilter(); 2212 setupDrawShader(); 2213 setupDrawBlending(isAA, mode); 2214 setupDrawProgram(); 2215 setupDrawModelViewIdentity(useOffset); 2216 setupDrawColorUniforms(); 2217 setupDrawColorFilterUniforms(); 2218 setupDrawShaderIdentityUniforms(); 2219 2220 void* vertices = vertexBuffer.getBuffer(); 2221 bool force = mCaches.unbindMeshBuffer(); 2222 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2223 mCaches.resetTexCoordsVertexPointer(); 2224 mCaches.unbindIndicesBuffer(); 2225 2226 int alphaSlot = -1; 2227 if (isAA) { 2228 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2229 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2230 2231 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2232 glEnableVertexAttribArray(alphaSlot); 2233 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2234 } 2235 2236 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2237 2238 if (isAA) { 2239 glDisableVertexAttribArray(alphaSlot); 2240 } 2241 2242 return DrawGlInfo::kStatusDrew; 2243} 2244 2245/** 2246 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2247 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2248 * screen space in all directions. However, instead of using a fragment shader to compute the 2249 * translucency of the color from its position, we simply use a varying parameter to define how far 2250 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2251 * 2252 * Doesn't yet support joins, caps, or path effects. 2253 */ 2254status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2255 VertexBuffer vertexBuffer; 2256 // TODO: try clipping large paths to viewport 2257 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2258 2259 SkRect bounds = path.getBounds(); 2260 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2261 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2262 2263 return drawVertexBuffer(vertexBuffer, paint); 2264} 2265 2266/** 2267 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2268 * and additional geometry for defining an alpha slope perimeter. 2269 * 2270 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2271 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2272 * in-shader alpha region, but found it to be taxing on some GPUs. 2273 * 2274 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2275 * memory transfer by removing need for degenerate vertices. 2276 */ 2277status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2278 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2279 2280 count &= ~0x3; // round down to nearest four 2281 2282 VertexBuffer buffer; 2283 SkRect bounds; 2284 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2285 2286 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2287 return DrawGlInfo::kStatusDone; 2288 } 2289 2290 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2291 2292 bool useOffset = !paint->isAntiAlias(); 2293 return drawVertexBuffer(buffer, paint, useOffset); 2294} 2295 2296status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2297 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2298 2299 // TODO: The paint's cap style defines whether the points are square or circular 2300 // TODO: Handle AA for round points 2301 2302 // A stroke width of 0 has a special meaning in Skia: 2303 // it draws an unscaled 1px point 2304 float strokeWidth = paint->getStrokeWidth(); 2305 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2306 if (isHairLine) { 2307 // Now that we know it's hairline, we can set the effective width, to be used later 2308 strokeWidth = 1.0f; 2309 } 2310 const float halfWidth = strokeWidth / 2; 2311 2312 int alpha; 2313 SkXfermode::Mode mode; 2314 getAlphaAndMode(paint, &alpha, &mode); 2315 2316 int verticesCount = count >> 1; 2317 int generatedVerticesCount = 0; 2318 2319 TextureVertex pointsData[verticesCount]; 2320 TextureVertex* vertex = &pointsData[0]; 2321 2322 // TODO: We should optimize this method to not generate vertices for points 2323 // that lie outside of the clip. 2324 mCaches.enableScissor(); 2325 2326 setupDraw(); 2327 setupDrawNoTexture(); 2328 setupDrawPoint(strokeWidth); 2329 setupDrawColor(paint->getColor(), alpha); 2330 setupDrawColorFilter(); 2331 setupDrawShader(); 2332 setupDrawBlending(mode); 2333 setupDrawProgram(); 2334 setupDrawModelViewIdentity(true); 2335 setupDrawColorUniforms(); 2336 setupDrawColorFilterUniforms(); 2337 setupDrawPointUniforms(); 2338 setupDrawShaderIdentityUniforms(); 2339 setupDrawMesh(vertex); 2340 2341 for (int i = 0; i < count; i += 2) { 2342 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2343 generatedVerticesCount++; 2344 2345 float left = points[i] - halfWidth; 2346 float right = points[i] + halfWidth; 2347 float top = points[i + 1] - halfWidth; 2348 float bottom = points [i + 1] + halfWidth; 2349 2350 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2351 } 2352 2353 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2354 2355 return DrawGlInfo::kStatusDrew; 2356} 2357 2358status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2359 // No need to check against the clip, we fill the clip region 2360 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2361 2362 Rect& clip(*mSnapshot->clipRect); 2363 clip.snapToPixelBoundaries(); 2364 2365 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2366 2367 return DrawGlInfo::kStatusDrew; 2368} 2369 2370status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2371 SkPaint* paint) { 2372 if (!texture) return DrawGlInfo::kStatusDone; 2373 const AutoTexture autoCleanup(texture); 2374 2375 const float x = left + texture->left - texture->offset; 2376 const float y = top + texture->top - texture->offset; 2377 2378 drawPathTexture(texture, x, y, paint); 2379 2380 return DrawGlInfo::kStatusDrew; 2381} 2382 2383status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2384 float rx, float ry, SkPaint* p) { 2385 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2386 return DrawGlInfo::kStatusDone; 2387 } 2388 2389 if (p->getPathEffect() != 0) { 2390 mCaches.activeTexture(0); 2391 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2392 right - left, bottom - top, rx, ry, p); 2393 return drawShape(left, top, texture, p); 2394 } 2395 2396 SkPath path; 2397 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2398 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2399 float outset = p->getStrokeWidth() / 2; 2400 rect.outset(outset, outset); 2401 rx += outset; 2402 ry += outset; 2403 } 2404 path.addRoundRect(rect, rx, ry); 2405 return drawConvexPath(path, p); 2406} 2407 2408status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2409 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2410 x + radius, y + radius, p)) { 2411 return DrawGlInfo::kStatusDone; 2412 } 2413 if (p->getPathEffect() != 0) { 2414 mCaches.activeTexture(0); 2415 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2416 return drawShape(x - radius, y - radius, texture, p); 2417 } 2418 2419 SkPath path; 2420 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2421 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2422 } else { 2423 path.addCircle(x, y, radius); 2424 } 2425 return drawConvexPath(path, p); 2426} 2427 2428status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2429 SkPaint* p) { 2430 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2431 return DrawGlInfo::kStatusDone; 2432 } 2433 2434 if (p->getPathEffect() != 0) { 2435 mCaches.activeTexture(0); 2436 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2437 return drawShape(left, top, texture, p); 2438 } 2439 2440 SkPath path; 2441 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2442 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2443 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2444 } 2445 path.addOval(rect); 2446 return drawConvexPath(path, p); 2447} 2448 2449status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2450 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2451 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2452 return DrawGlInfo::kStatusDone; 2453 } 2454 2455 if (fabs(sweepAngle) >= 360.0f) { 2456 return drawOval(left, top, right, bottom, p); 2457 } 2458 2459 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2460 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2461 mCaches.activeTexture(0); 2462 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2463 startAngle, sweepAngle, useCenter, p); 2464 return drawShape(left, top, texture, p); 2465 } 2466 2467 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2468 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2469 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2470 } 2471 2472 SkPath path; 2473 if (useCenter) { 2474 path.moveTo(rect.centerX(), rect.centerY()); 2475 } 2476 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2477 if (useCenter) { 2478 path.close(); 2479 } 2480 return drawConvexPath(path, p); 2481} 2482 2483// See SkPaintDefaults.h 2484#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2485 2486status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2487 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2488 return DrawGlInfo::kStatusDone; 2489 } 2490 2491 if (p->getStyle() != SkPaint::kFill_Style) { 2492 // only fill style is supported by drawConvexPath, since others have to handle joins 2493 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2494 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2495 mCaches.activeTexture(0); 2496 const PathTexture* texture = 2497 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2498 return drawShape(left, top, texture, p); 2499 } 2500 2501 SkPath path; 2502 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2503 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2504 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2505 } 2506 path.addRect(rect); 2507 return drawConvexPath(path, p); 2508 } 2509 2510 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2511 SkPath path; 2512 path.addRect(left, top, right, bottom); 2513 return drawConvexPath(path, p); 2514 } else { 2515 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2516 return DrawGlInfo::kStatusDrew; 2517 } 2518} 2519 2520void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2521 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2522 float x, float y) { 2523 mCaches.activeTexture(0); 2524 2525 // NOTE: The drop shadow will not perform gamma correction 2526 // if shader-based correction is enabled 2527 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2528 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2529 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2530 const AutoTexture autoCleanup(shadow); 2531 2532 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2533 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2534 2535 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2536 int shadowColor = mDrawModifiers.mShadowColor; 2537 if (mDrawModifiers.mShader) { 2538 shadowColor = 0xffffffff; 2539 } 2540 2541 setupDraw(); 2542 setupDrawWithTexture(true); 2543 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2544 setupDrawColorFilter(); 2545 setupDrawShader(); 2546 setupDrawBlending(true, mode); 2547 setupDrawProgram(); 2548 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2549 setupDrawTexture(shadow->id); 2550 setupDrawPureColorUniforms(); 2551 setupDrawColorFilterUniforms(); 2552 setupDrawShaderUniforms(); 2553 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2554 2555 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2556} 2557 2558bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2559 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2560 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2561} 2562 2563status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2564 const float* positions, SkPaint* paint) { 2565 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2566 return DrawGlInfo::kStatusDone; 2567 } 2568 2569 // NOTE: Skia does not support perspective transform on drawPosText yet 2570 if (!mSnapshot->transform->isSimple()) { 2571 return DrawGlInfo::kStatusDone; 2572 } 2573 2574 float x = 0.0f; 2575 float y = 0.0f; 2576 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2577 if (pureTranslate) { 2578 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2579 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2580 } 2581 2582 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2583 fontRenderer.setFont(paint, *mSnapshot->transform); 2584 2585 int alpha; 2586 SkXfermode::Mode mode; 2587 getAlphaAndMode(paint, &alpha, &mode); 2588 2589 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2590 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2591 alpha, mode, 0.0f, 0.0f); 2592 } 2593 2594 // Pick the appropriate texture filtering 2595 bool linearFilter = mSnapshot->transform->changesBounds(); 2596 if (pureTranslate && !linearFilter) { 2597 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2598 } 2599 2600 mCaches.activeTexture(0); 2601 setupDraw(); 2602 setupDrawTextGamma(paint); 2603 setupDrawDirtyRegionsDisabled(); 2604 setupDrawWithTexture(true); 2605 setupDrawAlpha8Color(paint->getColor(), alpha); 2606 setupDrawColorFilter(); 2607 setupDrawShader(); 2608 setupDrawBlending(true, mode); 2609 setupDrawProgram(); 2610 setupDrawModelView(x, y, x, y, pureTranslate, true); 2611 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2612 setupDrawPureColorUniforms(); 2613 setupDrawColorFilterUniforms(); 2614 setupDrawShaderUniforms(pureTranslate); 2615 setupDrawTextGammaUniforms(); 2616 2617 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2618 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2619 2620 const bool hasActiveLayer = hasLayer(); 2621 2622 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2623 positions, hasActiveLayer ? &bounds : NULL)) { 2624 if (hasActiveLayer) { 2625 if (!pureTranslate) { 2626 mSnapshot->transform->mapRect(bounds); 2627 } 2628 dirtyLayerUnchecked(bounds, getRegion()); 2629 } 2630 } 2631 2632 return DrawGlInfo::kStatusDrew; 2633} 2634 2635status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2636 float x, float y, const float* positions, SkPaint* paint, float length) { 2637 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2638 return DrawGlInfo::kStatusDone; 2639 } 2640 2641 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2642 switch (paint->getTextAlign()) { 2643 case SkPaint::kCenter_Align: 2644 x -= length / 2.0f; 2645 break; 2646 case SkPaint::kRight_Align: 2647 x -= length; 2648 break; 2649 default: 2650 break; 2651 } 2652 2653 SkPaint::FontMetrics metrics; 2654 paint->getFontMetrics(&metrics, 0.0f); 2655 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2656 return DrawGlInfo::kStatusDone; 2657 } 2658 2659#if DEBUG_GLYPHS 2660 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2661 SkTypeface::UniqueID(paint->getTypeface())); 2662#endif 2663 2664 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2665 fontRenderer.setFont(paint, *mSnapshot->transform); 2666 2667 const float oldX = x; 2668 const float oldY = y; 2669 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2670 if (CC_LIKELY(pureTranslate)) { 2671 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2672 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2673 } 2674 2675 int alpha; 2676 SkXfermode::Mode mode; 2677 getAlphaAndMode(paint, &alpha, &mode); 2678 2679 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2680 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2681 oldX, oldY); 2682 } 2683 2684 // Pick the appropriate texture filtering 2685 bool linearFilter = mSnapshot->transform->changesBounds(); 2686 if (pureTranslate && !linearFilter) { 2687 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2688 } 2689 2690 // The font renderer will always use texture unit 0 2691 mCaches.activeTexture(0); 2692 setupDraw(); 2693 setupDrawTextGamma(paint); 2694 setupDrawDirtyRegionsDisabled(); 2695 setupDrawWithTexture(true); 2696 setupDrawAlpha8Color(paint->getColor(), alpha); 2697 setupDrawColorFilter(); 2698 setupDrawShader(); 2699 setupDrawBlending(true, mode); 2700 setupDrawProgram(); 2701 setupDrawModelView(x, y, x, y, pureTranslate, true); 2702 // See comment above; the font renderer must use texture unit 0 2703 // assert(mTextureUnit == 0) 2704 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2705 setupDrawPureColorUniforms(); 2706 setupDrawColorFilterUniforms(); 2707 setupDrawShaderUniforms(pureTranslate); 2708 setupDrawTextGammaUniforms(); 2709 2710 const Rect* clip = pureTranslate ? mSnapshot->clipRect : 2711 (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip()); 2712 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2713 2714 const bool hasActiveLayer = hasLayer(); 2715 2716 bool status; 2717 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2718 SkPaint paintCopy(*paint); 2719 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2720 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2721 positions, hasActiveLayer ? &bounds : NULL); 2722 } else { 2723 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2724 positions, hasActiveLayer ? &bounds : NULL); 2725 } 2726 2727 if (status && hasActiveLayer) { 2728 if (!pureTranslate) { 2729 mSnapshot->transform->mapRect(bounds); 2730 } 2731 dirtyLayerUnchecked(bounds, getRegion()); 2732 } 2733 2734 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2735 2736 return DrawGlInfo::kStatusDrew; 2737} 2738 2739status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2740 float hOffset, float vOffset, SkPaint* paint) { 2741 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2742 return DrawGlInfo::kStatusDone; 2743 } 2744 2745 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2746 fontRenderer.setFont(paint, *mSnapshot->transform); 2747 2748 int alpha; 2749 SkXfermode::Mode mode; 2750 getAlphaAndMode(paint, &alpha, &mode); 2751 2752 mCaches.activeTexture(0); 2753 setupDraw(); 2754 setupDrawTextGamma(paint); 2755 setupDrawDirtyRegionsDisabled(); 2756 setupDrawWithTexture(true); 2757 setupDrawAlpha8Color(paint->getColor(), alpha); 2758 setupDrawColorFilter(); 2759 setupDrawShader(); 2760 setupDrawBlending(true, mode); 2761 setupDrawProgram(); 2762 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2763 setupDrawTexture(fontRenderer.getTexture(true)); 2764 setupDrawPureColorUniforms(); 2765 setupDrawColorFilterUniforms(); 2766 setupDrawShaderUniforms(false); 2767 setupDrawTextGammaUniforms(); 2768 2769 const Rect* clip = &mSnapshot->getLocalClip(); 2770 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2771 2772 const bool hasActiveLayer = hasLayer(); 2773 2774 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2775 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2776 if (hasActiveLayer) { 2777 mSnapshot->transform->mapRect(bounds); 2778 dirtyLayerUnchecked(bounds, getRegion()); 2779 } 2780 } 2781 2782 return DrawGlInfo::kStatusDrew; 2783} 2784 2785status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2786 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2787 2788 mCaches.activeTexture(0); 2789 2790 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2791 if (!texture) return DrawGlInfo::kStatusDone; 2792 const AutoTexture autoCleanup(texture); 2793 2794 const float x = texture->left - texture->offset; 2795 const float y = texture->top - texture->offset; 2796 2797 drawPathTexture(texture, x, y, paint); 2798 2799 return DrawGlInfo::kStatusDrew; 2800} 2801 2802status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2803 if (!layer) { 2804 return DrawGlInfo::kStatusDone; 2805 } 2806 2807 mat4* transform = NULL; 2808 if (layer->isTextureLayer()) { 2809 transform = &layer->getTransform(); 2810 if (!transform->isIdentity()) { 2811 save(0); 2812 mSnapshot->transform->multiply(*transform); 2813 } 2814 } 2815 2816 Rect transformed; 2817 Rect clip; 2818 const bool rejected = quickRejectNoScissor(x, y, 2819 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2820 2821 if (rejected) { 2822 if (transform && !transform->isIdentity()) { 2823 restore(); 2824 } 2825 return DrawGlInfo::kStatusDone; 2826 } 2827 2828 updateLayer(layer, true); 2829 2830 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2831 mCaches.activeTexture(0); 2832 2833 if (CC_LIKELY(!layer->region.isEmpty())) { 2834 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 2835 mDrawModifiers.mColorFilter = layer->getColorFilter(); 2836 2837 if (layer->region.isRect()) { 2838 composeLayerRect(layer, layer->regionRect); 2839 } else if (layer->mesh) { 2840 const float a = layer->getAlpha() / 255.0f; 2841 setupDraw(); 2842 setupDrawWithTexture(); 2843 setupDrawColor(a, a, a, a); 2844 setupDrawColorFilter(); 2845 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2846 setupDrawProgram(); 2847 setupDrawPureColorUniforms(); 2848 setupDrawColorFilterUniforms(); 2849 setupDrawTexture(layer->getTexture()); 2850 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2851 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2852 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2853 2854 layer->setFilter(GL_NEAREST); 2855 setupDrawModelViewTranslate(tx, ty, 2856 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2857 } else { 2858 layer->setFilter(GL_LINEAR); 2859 setupDrawModelViewTranslate(x, y, 2860 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2861 } 2862 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2863 2864 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2865 GL_UNSIGNED_SHORT, layer->meshIndices); 2866 2867 finishDrawTexture(); 2868 2869#if DEBUG_LAYERS_AS_REGIONS 2870 drawRegionRects(layer->region); 2871#endif 2872 } 2873 2874 mDrawModifiers.mColorFilter = oldFilter; 2875 2876 if (layer->debugDrawUpdate) { 2877 layer->debugDrawUpdate = false; 2878 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2879 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2880 } 2881 } 2882 2883 if (transform && !transform->isIdentity()) { 2884 restore(); 2885 } 2886 2887 return DrawGlInfo::kStatusDrew; 2888} 2889 2890/////////////////////////////////////////////////////////////////////////////// 2891// Shaders 2892/////////////////////////////////////////////////////////////////////////////// 2893 2894void OpenGLRenderer::resetShader() { 2895 mDrawModifiers.mShader = NULL; 2896} 2897 2898void OpenGLRenderer::setupShader(SkiaShader* shader) { 2899 mDrawModifiers.mShader = shader; 2900 if (mDrawModifiers.mShader) { 2901 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2902 } 2903} 2904 2905/////////////////////////////////////////////////////////////////////////////// 2906// Color filters 2907/////////////////////////////////////////////////////////////////////////////// 2908 2909void OpenGLRenderer::resetColorFilter() { 2910 mDrawModifiers.mColorFilter = NULL; 2911} 2912 2913void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2914 mDrawModifiers.mColorFilter = filter; 2915} 2916 2917/////////////////////////////////////////////////////////////////////////////// 2918// Drop shadow 2919/////////////////////////////////////////////////////////////////////////////// 2920 2921void OpenGLRenderer::resetShadow() { 2922 mDrawModifiers.mHasShadow = false; 2923} 2924 2925void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2926 mDrawModifiers.mHasShadow = true; 2927 mDrawModifiers.mShadowRadius = radius; 2928 mDrawModifiers.mShadowDx = dx; 2929 mDrawModifiers.mShadowDy = dy; 2930 mDrawModifiers.mShadowColor = color; 2931} 2932 2933/////////////////////////////////////////////////////////////////////////////// 2934// Draw filters 2935/////////////////////////////////////////////////////////////////////////////// 2936 2937void OpenGLRenderer::resetPaintFilter() { 2938 mDrawModifiers.mHasDrawFilter = false; 2939} 2940 2941void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2942 mDrawModifiers.mHasDrawFilter = true; 2943 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2944 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2945} 2946 2947SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint, bool alwaysCopy) { 2948 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 2949 if (CC_UNLIKELY(alwaysCopy)) { 2950 mFilteredPaint = *paint; 2951 return &mFilteredPaint; 2952 } 2953 return paint; 2954 } 2955 2956 uint32_t flags = paint->getFlags(); 2957 2958 mFilteredPaint = *paint; 2959 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 2960 mDrawModifiers.mPaintFilterSetBits); 2961 2962 return &mFilteredPaint; 2963} 2964 2965/////////////////////////////////////////////////////////////////////////////// 2966// Drawing implementation 2967/////////////////////////////////////////////////////////////////////////////// 2968 2969void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2970 float x, float y, SkPaint* paint) { 2971 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2972 return; 2973 } 2974 2975 int alpha; 2976 SkXfermode::Mode mode; 2977 getAlphaAndMode(paint, &alpha, &mode); 2978 2979 setupDraw(); 2980 setupDrawWithTexture(true); 2981 setupDrawAlpha8Color(paint->getColor(), alpha); 2982 setupDrawColorFilter(); 2983 setupDrawShader(); 2984 setupDrawBlending(true, mode); 2985 setupDrawProgram(); 2986 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2987 setupDrawTexture(texture->id); 2988 setupDrawPureColorUniforms(); 2989 setupDrawColorFilterUniforms(); 2990 setupDrawShaderUniforms(); 2991 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2992 2993 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2994 2995 finishDrawTexture(); 2996} 2997 2998// Same values used by Skia 2999#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3000#define kStdUnderline_Offset (1.0f / 9.0f) 3001#define kStdUnderline_Thickness (1.0f / 18.0f) 3002 3003void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 3004 float x, float y, SkPaint* paint) { 3005 // Handle underline and strike-through 3006 uint32_t flags = paint->getFlags(); 3007 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3008 SkPaint paintCopy(*paint); 3009 float underlineWidth = length; 3010 // If length is > 0.0f, we already measured the text for the text alignment 3011 if (length <= 0.0f) { 3012 underlineWidth = paintCopy.measureText(text, bytesCount); 3013 } 3014 3015 if (CC_LIKELY(underlineWidth > 0.0f)) { 3016 const float textSize = paintCopy.getTextSize(); 3017 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3018 3019 const float left = x; 3020 float top = 0.0f; 3021 3022 int linesCount = 0; 3023 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3024 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3025 3026 const int pointsCount = 4 * linesCount; 3027 float points[pointsCount]; 3028 int currentPoint = 0; 3029 3030 if (flags & SkPaint::kUnderlineText_Flag) { 3031 top = y + textSize * kStdUnderline_Offset; 3032 points[currentPoint++] = left; 3033 points[currentPoint++] = top; 3034 points[currentPoint++] = left + underlineWidth; 3035 points[currentPoint++] = top; 3036 } 3037 3038 if (flags & SkPaint::kStrikeThruText_Flag) { 3039 top = y + textSize * kStdStrikeThru_Offset; 3040 points[currentPoint++] = left; 3041 points[currentPoint++] = top; 3042 points[currentPoint++] = left + underlineWidth; 3043 points[currentPoint++] = top; 3044 } 3045 3046 paintCopy.setStrokeWidth(strokeWidth); 3047 3048 drawLines(&points[0], pointsCount, &paintCopy); 3049 } 3050 } 3051} 3052 3053status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3054 if (mSnapshot->isIgnored()) { 3055 return DrawGlInfo::kStatusDone; 3056 } 3057 3058 int color = paint->getColor(); 3059 // If a shader is set, preserve only the alpha 3060 if (mDrawModifiers.mShader) { 3061 color |= 0x00ffffff; 3062 } 3063 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3064 3065 return drawColorRects(rects, count, color, mode); 3066} 3067 3068status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3069 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3070 3071 float left = FLT_MAX; 3072 float top = FLT_MAX; 3073 float right = FLT_MIN; 3074 float bottom = FLT_MIN; 3075 3076 int vertexCount = 0; 3077 Vertex mesh[count * 6]; 3078 Vertex* vertex = mesh; 3079 3080 for (int index = 0; index < count; index += 4) { 3081 float l = rects[index + 0]; 3082 float t = rects[index + 1]; 3083 float r = rects[index + 2]; 3084 float b = rects[index + 3]; 3085 3086 if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) { 3087 Vertex::set(vertex++, l, b); 3088 Vertex::set(vertex++, l, t); 3089 Vertex::set(vertex++, r, t); 3090 Vertex::set(vertex++, l, b); 3091 Vertex::set(vertex++, r, t); 3092 Vertex::set(vertex++, r, b); 3093 3094 vertexCount += 6; 3095 3096 left = fminf(left, l); 3097 top = fminf(top, t); 3098 right = fmaxf(right, r); 3099 bottom = fmaxf(bottom, b); 3100 } 3101 } 3102 3103 if (count == 0 || (clip && quickReject(left, top, right, bottom))) { 3104 return DrawGlInfo::kStatusDone; 3105 } 3106 3107 setupDraw(); 3108 setupDrawNoTexture(); 3109 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3110 setupDrawShader(); 3111 setupDrawColorFilter(); 3112 setupDrawBlending(mode); 3113 setupDrawProgram(); 3114 setupDrawDirtyRegionsDisabled(); 3115 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3116 setupDrawColorUniforms(); 3117 setupDrawShaderUniforms(); 3118 setupDrawColorFilterUniforms(); 3119 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3120 3121 if (dirty && hasLayer()) { 3122 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 3123 } 3124 3125 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3126 3127 return DrawGlInfo::kStatusDrew; 3128} 3129 3130void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3131 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3132 // If a shader is set, preserve only the alpha 3133 if (mDrawModifiers.mShader) { 3134 color |= 0x00ffffff; 3135 } 3136 3137 setupDraw(); 3138 setupDrawNoTexture(); 3139 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3140 setupDrawShader(); 3141 setupDrawColorFilter(); 3142 setupDrawBlending(mode); 3143 setupDrawProgram(); 3144 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3145 setupDrawColorUniforms(); 3146 setupDrawShaderUniforms(ignoreTransform); 3147 setupDrawColorFilterUniforms(); 3148 setupDrawSimpleMesh(); 3149 3150 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3151} 3152 3153void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3154 Texture* texture, SkPaint* paint) { 3155 int alpha; 3156 SkXfermode::Mode mode; 3157 getAlphaAndMode(paint, &alpha, &mode); 3158 3159 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3160 3161 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3162 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3163 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3164 3165 texture->setFilter(GL_NEAREST, true); 3166 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3167 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3168 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3169 } else { 3170 texture->setFilter(FILTER(paint), true); 3171 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3172 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3173 GL_TRIANGLE_STRIP, gMeshCount); 3174 } 3175} 3176 3177void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3178 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3179 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3180 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3181} 3182 3183void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3184 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3185 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3186 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3187 3188 setupDraw(); 3189 setupDrawWithTexture(); 3190 setupDrawColor(alpha, alpha, alpha, alpha); 3191 setupDrawColorFilter(); 3192 setupDrawBlending(blend, mode, swapSrcDst); 3193 setupDrawProgram(); 3194 if (!dirty) setupDrawDirtyRegionsDisabled(); 3195 if (!ignoreScale) { 3196 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3197 } else { 3198 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3199 } 3200 setupDrawTexture(texture); 3201 setupDrawPureColorUniforms(); 3202 setupDrawColorFilterUniforms(); 3203 setupDrawMesh(vertices, texCoords, vbo); 3204 3205 glDrawArrays(drawMode, 0, elementsCount); 3206 3207 finishDrawTexture(); 3208} 3209 3210void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3211 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3212 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3213 bool ignoreTransform, bool dirty) { 3214 3215 setupDraw(); 3216 setupDrawWithTexture(true); 3217 if (hasColor) { 3218 setupDrawAlpha8Color(color, alpha); 3219 } 3220 setupDrawColorFilter(); 3221 setupDrawShader(); 3222 setupDrawBlending(true, mode); 3223 setupDrawProgram(); 3224 if (!dirty) setupDrawDirtyRegionsDisabled(); 3225 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3226 setupDrawTexture(texture); 3227 setupDrawPureColorUniforms(); 3228 setupDrawColorFilterUniforms(); 3229 setupDrawShaderUniforms(); 3230 setupDrawMesh(vertices, texCoords); 3231 3232 glDrawArrays(drawMode, 0, elementsCount); 3233 3234 finishDrawTexture(); 3235} 3236 3237void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3238 ProgramDescription& description, bool swapSrcDst) { 3239 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3240 3241 if (blend) { 3242 // These blend modes are not supported by OpenGL directly and have 3243 // to be implemented using shaders. Since the shader will perform 3244 // the blending, turn blending off here 3245 // If the blend mode cannot be implemented using shaders, fall 3246 // back to the default SrcOver blend mode instead 3247 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3248 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3249 description.framebufferMode = mode; 3250 description.swapSrcDst = swapSrcDst; 3251 3252 if (mCaches.blend) { 3253 glDisable(GL_BLEND); 3254 mCaches.blend = false; 3255 } 3256 3257 return; 3258 } else { 3259 mode = SkXfermode::kSrcOver_Mode; 3260 } 3261 } 3262 3263 if (!mCaches.blend) { 3264 glEnable(GL_BLEND); 3265 } 3266 3267 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3268 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3269 3270 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3271 glBlendFunc(sourceMode, destMode); 3272 mCaches.lastSrcMode = sourceMode; 3273 mCaches.lastDstMode = destMode; 3274 } 3275 } else if (mCaches.blend) { 3276 glDisable(GL_BLEND); 3277 } 3278 mCaches.blend = blend; 3279} 3280 3281bool OpenGLRenderer::useProgram(Program* program) { 3282 if (!program->isInUse()) { 3283 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3284 program->use(); 3285 mCaches.currentProgram = program; 3286 return false; 3287 } 3288 return true; 3289} 3290 3291void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3292 TextureVertex* v = &mMeshVertices[0]; 3293 TextureVertex::setUV(v++, u1, v1); 3294 TextureVertex::setUV(v++, u2, v1); 3295 TextureVertex::setUV(v++, u1, v2); 3296 TextureVertex::setUV(v++, u2, v2); 3297} 3298 3299void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3300 getAlphaAndModeDirect(paint, alpha, mode); 3301 *alpha *= mSnapshot->alpha; 3302} 3303 3304}; // namespace uirenderer 3305}; // namespace android 3306