OpenGLRenderer.cpp revision a92bb4dc9605c86b8773c929412af2dc242b1fa8
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 "DisplayListRenderer.h" 36#include "PathRenderer.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 113 mShader = NULL; 114 mColorFilter = NULL; 115 mHasShadow = false; 116 mHasDrawFilter = false; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 122 mScissorOptimizationDisabled = false; 123} 124 125OpenGLRenderer::~OpenGLRenderer() { 126 // The context has already been destroyed at this point, do not call 127 // GL APIs. All GL state should be kept in Caches.h 128} 129 130void OpenGLRenderer::initProperties() { 131 char property[PROPERTY_VALUE_MAX]; 132 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 133 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 134 INIT_LOGD(" Scissor optimization %s", 135 mScissorOptimizationDisabled ? "disabled" : "enabled"); 136 } else { 137 INIT_LOGD(" Scissor optimization enabled"); 138 } 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145bool OpenGLRenderer::isDeferred() { 146 return false; 147} 148 149void OpenGLRenderer::setViewport(int width, int height) { 150 initViewport(width, height); 151 152 glDisable(GL_DITHER); 153 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 154 155 glEnableVertexAttribArray(Program::kBindingPosition); 156} 157 158void OpenGLRenderer::initViewport(int width, int height) { 159 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 160 161 mWidth = width; 162 mHeight = height; 163 164 mFirstSnapshot->height = height; 165 mFirstSnapshot->viewport.set(0, 0, width, height); 166} 167 168int OpenGLRenderer::prepare(bool opaque) { 169 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 170} 171 172int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 173 mCaches.clearGarbage(); 174 175 mSnapshot = new Snapshot(mFirstSnapshot, 176 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 177 mSnapshot->fbo = getTargetFbo(); 178 mSaveCount = 1; 179 180 mSnapshot->setClip(left, top, right, bottom); 181 mDirtyClip = opaque; 182 183 updateLayers(); 184 185 // If we know that we are going to redraw the entire framebuffer, 186 // perform a discard to let the driver know we don't need to preserve 187 // the back buffer for this frame. 188 if (mCaches.extensions.hasDiscardFramebuffer() && 189 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 190 const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 }; 191 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 192 } 193 194 syncState(); 195 196 // Functors break the tiling extension in pretty spectacular ways 197 // This ensures we don't use tiling when a functor is going to be 198 // invoked during the frame 199 mSuppressTiling = mCaches.hasRegisteredFunctors(); 200 201 mTilingSnapshot = mSnapshot; 202 startTiling(mTilingSnapshot, true); 203 204 debugOverdraw(true, true); 205 206 if (!opaque) { 207 mCaches.enableScissor(); 208 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 209 glClear(GL_COLOR_BUFFER_BIT); 210 return DrawGlInfo::kStatusDrew; 211 } else { 212 mCaches.resetScissor(); 213 } 214 215 return DrawGlInfo::kStatusDone; 216} 217 218void OpenGLRenderer::syncState() { 219 glViewport(0, 0, mWidth, mHeight); 220 221 if (mCaches.blend) { 222 glEnable(GL_BLEND); 223 } else { 224 glDisable(GL_BLEND); 225 } 226} 227 228void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 229 if (!mSuppressTiling) { 230 Rect* clip = mTilingSnapshot->clipRect; 231 if (s->flags & Snapshot::kFlagIsFboLayer) { 232 clip = s->clipRect; 233 } 234 235 mCaches.startTiling(clip->left, s->height - clip->bottom, 236 clip->right - clip->left, clip->bottom - clip->top, opaque); 237 } 238} 239 240void OpenGLRenderer::endTiling() { 241 if (!mSuppressTiling) mCaches.endTiling(); 242} 243 244void OpenGLRenderer::finish() { 245 renderOverdraw(); 246 endTiling(); 247 248 if (!suppressErrorChecks()) { 249#if DEBUG_OPENGL 250 GLenum status = GL_NO_ERROR; 251 while ((status = glGetError()) != GL_NO_ERROR) { 252 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 253 switch (status) { 254 case GL_INVALID_ENUM: 255 ALOGE(" GL_INVALID_ENUM"); 256 break; 257 case GL_INVALID_VALUE: 258 ALOGE(" GL_INVALID_VALUE"); 259 break; 260 case GL_INVALID_OPERATION: 261 ALOGE(" GL_INVALID_OPERATION"); 262 break; 263 case GL_OUT_OF_MEMORY: 264 ALOGE(" Out of memory!"); 265 break; 266 } 267 } 268#endif 269 270#if DEBUG_MEMORY_USAGE 271 mCaches.dumpMemoryUsage(); 272#else 273 if (mCaches.getDebugLevel() & kDebugMemory) { 274 mCaches.dumpMemoryUsage(); 275 } 276#endif 277 } 278} 279 280void OpenGLRenderer::interrupt() { 281 if (mCaches.currentProgram) { 282 if (mCaches.currentProgram->isInUse()) { 283 mCaches.currentProgram->remove(); 284 mCaches.currentProgram = NULL; 285 } 286 } 287 mCaches.unbindMeshBuffer(); 288 mCaches.unbindIndicesBuffer(); 289 mCaches.resetVertexPointers(); 290 mCaches.disbaleTexCoordsVertexArray(); 291 debugOverdraw(false, false); 292} 293 294void OpenGLRenderer::resume() { 295 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 296 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 297 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 298 debugOverdraw(true, false); 299 300 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 301 302 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 303 mCaches.enableScissor(); 304 mCaches.resetScissor(); 305 dirtyClip(); 306 307 mCaches.activeTexture(0); 308 309 mCaches.blend = true; 310 glEnable(GL_BLEND); 311 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 312 glBlendEquation(GL_FUNC_ADD); 313} 314 315void OpenGLRenderer::resumeAfterLayer() { 316 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 317 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 318 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 319 debugOverdraw(true, false); 320 321 mCaches.resetScissor(); 322 dirtyClip(); 323} 324 325void OpenGLRenderer::detachFunctor(Functor* functor) { 326 mFunctors.remove(functor); 327} 328 329void OpenGLRenderer::attachFunctor(Functor* functor) { 330 mFunctors.add(functor); 331} 332 333status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 334 status_t result = DrawGlInfo::kStatusDone; 335 size_t count = mFunctors.size(); 336 337 if (count > 0) { 338 SortedVector<Functor*> functors(mFunctors); 339 mFunctors.clear(); 340 341 DrawGlInfo info; 342 info.clipLeft = 0; 343 info.clipTop = 0; 344 info.clipRight = 0; 345 info.clipBottom = 0; 346 info.isLayer = false; 347 info.width = 0; 348 info.height = 0; 349 memset(info.transform, 0, sizeof(float) * 16); 350 351 for (size_t i = 0; i < count; i++) { 352 Functor* f = functors.itemAt(i); 353 result |= (*f)(DrawGlInfo::kModeProcess, &info); 354 355 if (result & DrawGlInfo::kStatusDraw) { 356 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 357 dirty.unionWith(localDirty); 358 } 359 360 if (result & DrawGlInfo::kStatusInvoke) { 361 mFunctors.add(f); 362 } 363 } 364 // protect against functors binding to other buffers 365 mCaches.unbindMeshBuffer(); 366 mCaches.unbindIndicesBuffer(); 367 mCaches.activeTexture(0); 368 } 369 370 return result; 371} 372 373status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 374 interrupt(); 375 detachFunctor(functor); 376 377 mCaches.enableScissor(); 378 if (mDirtyClip) { 379 setScissorFromClip(); 380 } 381 382 Rect clip(*mSnapshot->clipRect); 383 clip.snapToPixelBoundaries(); 384 385 // Since we don't know what the functor will draw, let's dirty 386 // tne entire clip region 387 if (hasLayer()) { 388 dirtyLayerUnchecked(clip, getRegion()); 389 } 390 391 DrawGlInfo info; 392 info.clipLeft = clip.left; 393 info.clipTop = clip.top; 394 info.clipRight = clip.right; 395 info.clipBottom = clip.bottom; 396 info.isLayer = hasLayer(); 397 info.width = getSnapshot()->viewport.getWidth(); 398 info.height = getSnapshot()->height; 399 getSnapshot()->transform->copyTo(&info.transform[0]); 400 401 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 402 403 if (result != DrawGlInfo::kStatusDone) { 404 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 405 dirty.unionWith(localDirty); 406 407 if (result & DrawGlInfo::kStatusInvoke) { 408 mFunctors.add(functor); 409 } 410 } 411 412 resume(); 413 return result; 414} 415 416/////////////////////////////////////////////////////////////////////////////// 417// Debug 418/////////////////////////////////////////////////////////////////////////////// 419 420void OpenGLRenderer::startMark(const char* name) const { 421 mCaches.startMark(0, name); 422} 423 424void OpenGLRenderer::endMark() const { 425 mCaches.endMark(); 426} 427 428void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 429 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 430 if (clear) { 431 mCaches.disableScissor(); 432 mCaches.stencil.clear(); 433 } 434 if (enable) { 435 mCaches.stencil.enableDebugWrite(); 436 } else { 437 mCaches.stencil.disable(); 438 } 439 } 440} 441 442void OpenGLRenderer::renderOverdraw() { 443 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 444 const Rect* clip = mTilingSnapshot->clipRect; 445 446 mCaches.enableScissor(); 447 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 448 clip->right - clip->left, clip->bottom - clip->top); 449 450 mCaches.stencil.enableDebugTest(2); 451 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 452 mCaches.stencil.enableDebugTest(3); 453 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 454 mCaches.stencil.enableDebugTest(4); 455 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 456 mCaches.stencil.enableDebugTest(4, true); 457 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 458 mCaches.stencil.disable(); 459 } 460} 461 462/////////////////////////////////////////////////////////////////////////////// 463// Layers 464/////////////////////////////////////////////////////////////////////////////// 465 466bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 467 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 468 OpenGLRenderer* renderer = layer->renderer; 469 Rect& dirty = layer->dirtyRect; 470 471 if (inFrame) { 472 endTiling(); 473 debugOverdraw(false, false); 474 } 475 476 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 477 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 478 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 479 renderer->finish(); 480 481 if (inFrame) { 482 resumeAfterLayer(); 483 startTiling(mSnapshot); 484 } 485 486 dirty.setEmpty(); 487 layer->deferredUpdateScheduled = false; 488 layer->renderer = NULL; 489 layer->displayList = NULL; 490 491 return true; 492 } 493 494 return false; 495} 496 497void OpenGLRenderer::updateLayers() { 498 int count = mLayerUpdates.size(); 499 if (count > 0) { 500 startMark("Layer Updates"); 501 502 // Note: it is very important to update the layers in reverse order 503 for (int i = count - 1; i >= 0; i--) { 504 Layer* layer = mLayerUpdates.itemAt(i); 505 updateLayer(layer, false); 506 mCaches.resourceCache.decrementRefcount(layer); 507 } 508 mLayerUpdates.clear(); 509 510 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 511 endMark(); 512 } 513} 514 515void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 516 if (layer) { 517 mLayerUpdates.push_back(layer); 518 mCaches.resourceCache.incrementRefcount(layer); 519 } 520} 521 522void OpenGLRenderer::clearLayerUpdates() { 523 size_t count = mLayerUpdates.size(); 524 if (count > 0) { 525 mCaches.resourceCache.lock(); 526 for (size_t i = 0; i < count; i++) { 527 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 528 } 529 mCaches.resourceCache.unlock(); 530 mLayerUpdates.clear(); 531 } 532} 533 534/////////////////////////////////////////////////////////////////////////////// 535// State management 536/////////////////////////////////////////////////////////////////////////////// 537 538int OpenGLRenderer::getSaveCount() const { 539 return mSaveCount; 540} 541 542int OpenGLRenderer::save(int flags) { 543 return saveSnapshot(flags); 544} 545 546void OpenGLRenderer::restore() { 547 if (mSaveCount > 1) { 548 restoreSnapshot(); 549 } 550} 551 552void OpenGLRenderer::restoreToCount(int saveCount) { 553 if (saveCount < 1) saveCount = 1; 554 555 while (mSaveCount > saveCount) { 556 restoreSnapshot(); 557 } 558} 559 560int OpenGLRenderer::saveSnapshot(int flags) { 561 mSnapshot = new Snapshot(mSnapshot, flags); 562 return mSaveCount++; 563} 564 565bool OpenGLRenderer::restoreSnapshot() { 566 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 567 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 568 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 569 570 sp<Snapshot> current = mSnapshot; 571 sp<Snapshot> previous = mSnapshot->previous; 572 573 if (restoreOrtho) { 574 Rect& r = previous->viewport; 575 glViewport(r.left, r.top, r.right, r.bottom); 576 mOrthoMatrix.load(current->orthoMatrix); 577 } 578 579 mSaveCount--; 580 mSnapshot = previous; 581 582 if (restoreClip) { 583 dirtyClip(); 584 } 585 586 if (restoreLayer) { 587 composeLayer(current, previous); 588 } 589 590 return restoreClip; 591} 592 593/////////////////////////////////////////////////////////////////////////////// 594// Layers 595/////////////////////////////////////////////////////////////////////////////// 596 597int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 598 SkPaint* p, int flags) { 599 const GLuint previousFbo = mSnapshot->fbo; 600 const int count = saveSnapshot(flags); 601 602 if (!mSnapshot->isIgnored()) { 603 int alpha = 255; 604 SkXfermode::Mode mode; 605 606 if (p) { 607 alpha = p->getAlpha(); 608 mode = getXfermode(p->getXfermode()); 609 } else { 610 mode = SkXfermode::kSrcOver_Mode; 611 } 612 613 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 614 } 615 616 return count; 617} 618 619int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 620 int alpha, int flags) { 621 if (alpha >= 255) { 622 return saveLayer(left, top, right, bottom, NULL, flags); 623 } else { 624 SkPaint paint; 625 paint.setAlpha(alpha); 626 return saveLayer(left, top, right, bottom, &paint, flags); 627 } 628} 629 630/** 631 * Layers are viewed by Skia are slightly different than layers in image editing 632 * programs (for instance.) When a layer is created, previously created layers 633 * and the frame buffer still receive every drawing command. For instance, if a 634 * layer is created and a shape intersecting the bounds of the layers and the 635 * framebuffer is draw, the shape will be drawn on both (unless the layer was 636 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 637 * 638 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 639 * texture. Unfortunately, this is inefficient as it requires every primitive to 640 * be drawn n + 1 times, where n is the number of active layers. In practice this 641 * means, for every primitive: 642 * - Switch active frame buffer 643 * - Change viewport, clip and projection matrix 644 * - Issue the drawing 645 * 646 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 647 * To avoid this, layers are implemented in a different way here, at least in the 648 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 649 * is set. When this flag is set we can redirect all drawing operations into a 650 * single FBO. 651 * 652 * This implementation relies on the frame buffer being at least RGBA 8888. When 653 * a layer is created, only a texture is created, not an FBO. The content of the 654 * frame buffer contained within the layer's bounds is copied into this texture 655 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 656 * buffer and drawing continues as normal. This technique therefore treats the 657 * frame buffer as a scratch buffer for the layers. 658 * 659 * To compose the layers back onto the frame buffer, each layer texture 660 * (containing the original frame buffer data) is drawn as a simple quad over 661 * the frame buffer. The trick is that the quad is set as the composition 662 * destination in the blending equation, and the frame buffer becomes the source 663 * of the composition. 664 * 665 * Drawing layers with an alpha value requires an extra step before composition. 666 * An empty quad is drawn over the layer's region in the frame buffer. This quad 667 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 668 * quad is used to multiply the colors in the frame buffer. This is achieved by 669 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 670 * GL_ZERO, GL_SRC_ALPHA. 671 * 672 * Because glCopyTexImage2D() can be slow, an alternative implementation might 673 * be use to draw a single clipped layer. The implementation described above 674 * is correct in every case. 675 * 676 * (1) The frame buffer is actually not cleared right away. To allow the GPU 677 * to potentially optimize series of calls to glCopyTexImage2D, the frame 678 * buffer is left untouched until the first drawing operation. Only when 679 * something actually gets drawn are the layers regions cleared. 680 */ 681bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 682 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 683 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 684 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 685 686 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 687 688 // Window coordinates of the layer 689 Rect clip; 690 Rect bounds(left, top, right, bottom); 691 Rect untransformedBounds(bounds); 692 mSnapshot->transform->mapRect(bounds); 693 694 // Layers only make sense if they are in the framebuffer's bounds 695 if (bounds.intersect(*mSnapshot->clipRect)) { 696 // We cannot work with sub-pixels in this case 697 bounds.snapToPixelBoundaries(); 698 699 // When the layer is not an FBO, we may use glCopyTexImage so we 700 // need to make sure the layer does not extend outside the bounds 701 // of the framebuffer 702 if (!bounds.intersect(mSnapshot->previous->viewport)) { 703 bounds.setEmpty(); 704 } else if (fboLayer) { 705 clip.set(bounds); 706 mat4 inverse; 707 inverse.loadInverse(*mSnapshot->transform); 708 inverse.mapRect(clip); 709 clip.snapToPixelBoundaries(); 710 if (clip.intersect(untransformedBounds)) { 711 clip.translate(-left, -top); 712 bounds.set(untransformedBounds); 713 } else { 714 clip.setEmpty(); 715 } 716 } 717 } else { 718 bounds.setEmpty(); 719 } 720 721 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 722 bounds.getHeight() > mCaches.maxTextureSize || 723 (fboLayer && clip.isEmpty())) { 724 mSnapshot->empty = fboLayer; 725 } else { 726 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 727 } 728 729 // Bail out if we won't draw in this snapshot 730 if (mSnapshot->invisible || mSnapshot->empty) { 731 return false; 732 } 733 734 mCaches.activeTexture(0); 735 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 736 if (!layer) { 737 return false; 738 } 739 740 layer->setAlpha(alpha, mode); 741 layer->layer.set(bounds); 742 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 743 bounds.getWidth() / float(layer->getWidth()), 0.0f); 744 layer->setColorFilter(mColorFilter); 745 layer->setBlend(true); 746 747 // Save the layer in the snapshot 748 mSnapshot->flags |= Snapshot::kFlagIsLayer; 749 mSnapshot->layer = layer; 750 751 if (fboLayer) { 752 return createFboLayer(layer, bounds, clip, previousFbo); 753 } else { 754 // Copy the framebuffer into the layer 755 layer->bindTexture(); 756 if (!bounds.isEmpty()) { 757 if (layer->isEmpty()) { 758 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 759 bounds.left, mSnapshot->height - bounds.bottom, 760 layer->getWidth(), layer->getHeight(), 0); 761 layer->setEmpty(false); 762 } else { 763 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 764 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 765 } 766 767 // Enqueue the buffer coordinates to clear the corresponding region later 768 mLayers.push(new Rect(bounds)); 769 } 770 } 771 772 return true; 773} 774 775bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 776 layer->setFbo(mCaches.fboCache.get()); 777 778 mSnapshot->region = &mSnapshot->layer->region; 779 mSnapshot->flags |= Snapshot::kFlagFboTarget; 780 781 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 782 mSnapshot->fbo = layer->getFbo(); 783 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 784 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 785 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 786 mSnapshot->height = bounds.getHeight(); 787 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 788 mSnapshot->orthoMatrix.load(mOrthoMatrix); 789 790 endTiling(); 791 debugOverdraw(false, false); 792 // Bind texture to FBO 793 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 794 layer->bindTexture(); 795 796 // Initialize the texture if needed 797 if (layer->isEmpty()) { 798 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 799 layer->setEmpty(false); 800 } 801 802 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 803 layer->getTexture(), 0); 804 805 startTiling(mSnapshot); 806 807 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 808 mCaches.enableScissor(); 809 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 810 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 811 glClear(GL_COLOR_BUFFER_BIT); 812 813 dirtyClip(); 814 815 // Change the ortho projection 816 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 817 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 818 819 return true; 820} 821 822/** 823 * Read the documentation of createLayer() before doing anything in this method. 824 */ 825void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 826 if (!current->layer) { 827 ALOGE("Attempting to compose a layer that does not exist"); 828 return; 829 } 830 831 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 832 833 if (fboLayer) { 834 endTiling(); 835 836 // Detach the texture from the FBO 837 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 838 // Unbind current FBO and restore previous one 839 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 840 debugOverdraw(true, false); 841 842 startTiling(previous); 843 } 844 845 Layer* layer = current->layer; 846 const Rect& rect = layer->layer; 847 848 if (!fboLayer && layer->getAlpha() < 255) { 849 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 850 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 851 // Required below, composeLayerRect() will divide by 255 852 layer->setAlpha(255); 853 } 854 855 mCaches.unbindMeshBuffer(); 856 857 mCaches.activeTexture(0); 858 859 // When the layer is stored in an FBO, we can save a bit of fillrate by 860 // drawing only the dirty region 861 if (fboLayer) { 862 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 863 if (layer->getColorFilter()) { 864 setupColorFilter(layer->getColorFilter()); 865 } 866 composeLayerRegion(layer, rect); 867 if (layer->getColorFilter()) { 868 resetColorFilter(); 869 } 870 } else if (!rect.isEmpty()) { 871 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 872 composeLayerRect(layer, rect, true); 873 } 874 875 if (fboLayer) { 876 // Note: No need to use glDiscardFramebufferEXT() since we never 877 // create/compose layers that are not on screen with this 878 // code path 879 // See LayerRenderer::destroyLayer(Layer*) 880 881 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 882 mCaches.fboCache.put(current->fbo); 883 layer->setFbo(0); 884 } 885 886 dirtyClip(); 887 888 // Failing to add the layer to the cache should happen only if the layer is too large 889 if (!mCaches.layerCache.put(layer)) { 890 LAYER_LOGD("Deleting layer"); 891 Caches::getInstance().resourceCache.decrementRefcount(layer); 892 } 893} 894 895void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 896 float alpha = layer->getAlpha() / 255.0f; 897 898 mat4& transform = layer->getTransform(); 899 if (!transform.isIdentity()) { 900 save(0); 901 mSnapshot->transform->multiply(transform); 902 } 903 904 setupDraw(); 905 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 906 setupDrawWithTexture(); 907 } else { 908 setupDrawWithExternalTexture(); 909 } 910 setupDrawTextureTransform(); 911 setupDrawColor(alpha, alpha, alpha, alpha); 912 setupDrawColorFilter(); 913 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 914 setupDrawProgram(); 915 setupDrawPureColorUniforms(); 916 setupDrawColorFilterUniforms(); 917 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 918 setupDrawTexture(layer->getTexture()); 919 } else { 920 setupDrawExternalTexture(layer->getTexture()); 921 } 922 if (mSnapshot->transform->isPureTranslate() && 923 layer->getWidth() == (uint32_t) rect.getWidth() && 924 layer->getHeight() == (uint32_t) rect.getHeight()) { 925 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 926 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 927 928 layer->setFilter(GL_NEAREST); 929 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 930 } else { 931 layer->setFilter(GL_LINEAR); 932 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 933 } 934 setupDrawTextureTransformUniforms(layer->getTexTransform()); 935 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 936 937 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 938 939 finishDrawTexture(); 940 941 if (!transform.isIdentity()) { 942 restore(); 943 } 944} 945 946void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 947 if (!layer->isTextureLayer()) { 948 const Rect& texCoords = layer->texCoords; 949 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 950 texCoords.right, texCoords.bottom); 951 952 float x = rect.left; 953 float y = rect.top; 954 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 955 layer->getWidth() == (uint32_t) rect.getWidth() && 956 layer->getHeight() == (uint32_t) rect.getHeight(); 957 958 if (simpleTransform) { 959 // When we're swapping, the layer is already in screen coordinates 960 if (!swap) { 961 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 962 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 963 } 964 965 layer->setFilter(GL_NEAREST, true); 966 } else { 967 layer->setFilter(GL_LINEAR, true); 968 } 969 970 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 971 layer->getTexture(), layer->getAlpha() / 255.0f, 972 layer->getMode(), layer->isBlend(), 973 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 974 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 975 976 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 977 } else { 978 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 979 drawTextureLayer(layer, rect); 980 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 981 } 982} 983 984void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 985 if (layer->region.isRect()) { 986 layer->setRegionAsRect(); 987 988 composeLayerRect(layer, layer->regionRect); 989 990 layer->region.clear(); 991 return; 992 } 993 994 // TODO: See LayerRenderer.cpp::generateMesh() for important 995 // information about this implementation 996 if (CC_LIKELY(!layer->region.isEmpty())) { 997 size_t count; 998 const android::Rect* rects = layer->region.getArray(&count); 999 1000 const float alpha = layer->getAlpha() / 255.0f; 1001 const float texX = 1.0f / float(layer->getWidth()); 1002 const float texY = 1.0f / float(layer->getHeight()); 1003 const float height = rect.getHeight(); 1004 1005 TextureVertex* mesh = mCaches.getRegionMesh(); 1006 GLsizei numQuads = 0; 1007 1008 setupDraw(); 1009 setupDrawWithTexture(); 1010 setupDrawColor(alpha, alpha, alpha, alpha); 1011 setupDrawColorFilter(); 1012 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1013 setupDrawProgram(); 1014 setupDrawDirtyRegionsDisabled(); 1015 setupDrawPureColorUniforms(); 1016 setupDrawColorFilterUniforms(); 1017 setupDrawTexture(layer->getTexture()); 1018 if (mSnapshot->transform->isPureTranslate()) { 1019 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1020 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1021 1022 layer->setFilter(GL_NEAREST); 1023 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1024 } else { 1025 layer->setFilter(GL_LINEAR); 1026 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1027 } 1028 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1029 1030 for (size_t i = 0; i < count; i++) { 1031 const android::Rect* r = &rects[i]; 1032 1033 const float u1 = r->left * texX; 1034 const float v1 = (height - r->top) * texY; 1035 const float u2 = r->right * texX; 1036 const float v2 = (height - r->bottom) * texY; 1037 1038 // TODO: Reject quads outside of the clip 1039 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1040 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1041 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1042 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1043 1044 numQuads++; 1045 1046 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1047 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1048 numQuads = 0; 1049 mesh = mCaches.getRegionMesh(); 1050 } 1051 } 1052 1053 if (numQuads > 0) { 1054 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1055 } 1056 1057 finishDrawTexture(); 1058 1059#if DEBUG_LAYERS_AS_REGIONS 1060 drawRegionRects(layer->region); 1061#endif 1062 1063 layer->region.clear(); 1064 } 1065} 1066 1067void OpenGLRenderer::drawRegionRects(const Region& region) { 1068#if DEBUG_LAYERS_AS_REGIONS 1069 size_t count; 1070 const android::Rect* rects = region.getArray(&count); 1071 1072 uint32_t colors[] = { 1073 0x7fff0000, 0x7f00ff00, 1074 0x7f0000ff, 0x7fff00ff, 1075 }; 1076 1077 int offset = 0; 1078 int32_t top = rects[0].top; 1079 1080 for (size_t i = 0; i < count; i++) { 1081 if (top != rects[i].top) { 1082 offset ^= 0x2; 1083 top = rects[i].top; 1084 } 1085 1086 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1087 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1088 SkXfermode::kSrcOver_Mode); 1089 } 1090#endif 1091} 1092 1093void OpenGLRenderer::dirtyLayer(const float left, const float top, 1094 const float right, const float bottom, const mat4 transform) { 1095 if (hasLayer()) { 1096 Rect bounds(left, top, right, bottom); 1097 transform.mapRect(bounds); 1098 dirtyLayerUnchecked(bounds, getRegion()); 1099 } 1100} 1101 1102void OpenGLRenderer::dirtyLayer(const float left, const float top, 1103 const float right, const float bottom) { 1104 if (hasLayer()) { 1105 Rect bounds(left, top, right, bottom); 1106 dirtyLayerUnchecked(bounds, getRegion()); 1107 } 1108} 1109 1110void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1111 if (bounds.intersect(*mSnapshot->clipRect)) { 1112 bounds.snapToPixelBoundaries(); 1113 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1114 if (!dirty.isEmpty()) { 1115 region->orSelf(dirty); 1116 } 1117 } 1118} 1119 1120void OpenGLRenderer::clearLayerRegions() { 1121 const size_t count = mLayers.size(); 1122 if (count == 0) return; 1123 1124 if (!mSnapshot->isIgnored()) { 1125 // Doing several glScissor/glClear here can negatively impact 1126 // GPUs with a tiler architecture, instead we draw quads with 1127 // the Clear blending mode 1128 1129 // The list contains bounds that have already been clipped 1130 // against their initial clip rect, and the current clip 1131 // is likely different so we need to disable clipping here 1132 bool scissorChanged = mCaches.disableScissor(); 1133 1134 Vertex mesh[count * 6]; 1135 Vertex* vertex = mesh; 1136 1137 for (uint32_t i = 0; i < count; i++) { 1138 Rect* bounds = mLayers.itemAt(i); 1139 1140 Vertex::set(vertex++, bounds->left, bounds->bottom); 1141 Vertex::set(vertex++, bounds->left, bounds->top); 1142 Vertex::set(vertex++, bounds->right, bounds->top); 1143 Vertex::set(vertex++, bounds->left, bounds->bottom); 1144 Vertex::set(vertex++, bounds->right, bounds->top); 1145 Vertex::set(vertex++, bounds->right, bounds->bottom); 1146 1147 delete bounds; 1148 } 1149 1150 setupDraw(false); 1151 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1152 setupDrawBlending(true, SkXfermode::kClear_Mode); 1153 setupDrawProgram(); 1154 setupDrawPureColorUniforms(); 1155 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1156 setupDrawVertices(&mesh[0].position[0]); 1157 1158 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1159 1160 if (scissorChanged) mCaches.enableScissor(); 1161 } else { 1162 for (uint32_t i = 0; i < count; i++) { 1163 delete mLayers.itemAt(i); 1164 } 1165 } 1166 1167 mLayers.clear(); 1168} 1169 1170/////////////////////////////////////////////////////////////////////////////// 1171// Transforms 1172/////////////////////////////////////////////////////////////////////////////// 1173 1174void OpenGLRenderer::translate(float dx, float dy) { 1175 mSnapshot->transform->translate(dx, dy, 0.0f); 1176} 1177 1178void OpenGLRenderer::rotate(float degrees) { 1179 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1180} 1181 1182void OpenGLRenderer::scale(float sx, float sy) { 1183 mSnapshot->transform->scale(sx, sy, 1.0f); 1184} 1185 1186void OpenGLRenderer::skew(float sx, float sy) { 1187 mSnapshot->transform->skew(sx, sy); 1188} 1189 1190void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1191 if (matrix) { 1192 mSnapshot->transform->load(*matrix); 1193 } else { 1194 mSnapshot->transform->loadIdentity(); 1195 } 1196} 1197 1198void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1199 mSnapshot->transform->copyTo(*matrix); 1200} 1201 1202void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1203 SkMatrix transform; 1204 mSnapshot->transform->copyTo(transform); 1205 transform.preConcat(*matrix); 1206 mSnapshot->transform->load(transform); 1207} 1208 1209/////////////////////////////////////////////////////////////////////////////// 1210// Clipping 1211/////////////////////////////////////////////////////////////////////////////// 1212 1213void OpenGLRenderer::setScissorFromClip() { 1214 Rect clip(*mSnapshot->clipRect); 1215 clip.snapToPixelBoundaries(); 1216 1217 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1218 clip.getWidth(), clip.getHeight())) { 1219 mDirtyClip = false; 1220 } 1221} 1222 1223const Rect& OpenGLRenderer::getClipBounds() { 1224 return mSnapshot->getLocalClip(); 1225} 1226 1227bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1228 if (mSnapshot->isIgnored()) { 1229 return true; 1230 } 1231 1232 Rect r(left, top, right, bottom); 1233 mSnapshot->transform->mapRect(r); 1234 r.snapToPixelBoundaries(); 1235 1236 Rect clipRect(*mSnapshot->clipRect); 1237 clipRect.snapToPixelBoundaries(); 1238 1239 return !clipRect.intersects(r); 1240} 1241 1242bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1243 Rect& transformed, Rect& clip) { 1244 if (mSnapshot->isIgnored()) { 1245 return true; 1246 } 1247 1248 transformed.set(left, top, right, bottom); 1249 mSnapshot->transform->mapRect(transformed); 1250 transformed.snapToPixelBoundaries(); 1251 1252 clip.set(*mSnapshot->clipRect); 1253 clip.snapToPixelBoundaries(); 1254 1255 return !clip.intersects(transformed); 1256} 1257 1258bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint) { 1259 if (paint->getStyle() != SkPaint::kFill_Style) { 1260 float outset = paint->getStrokeWidth() * 0.5f; 1261 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1262 } else { 1263 return quickReject(left, top, right, bottom); 1264 } 1265} 1266 1267bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1268 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1269 return true; 1270 } 1271 1272 Rect r(left, top, right, bottom); 1273 mSnapshot->transform->mapRect(r); 1274 r.snapToPixelBoundaries(); 1275 1276 Rect clipRect(*mSnapshot->clipRect); 1277 clipRect.snapToPixelBoundaries(); 1278 1279 bool rejected = !clipRect.intersects(r); 1280 if (!isDeferred() && !rejected) { 1281 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1282 } 1283 1284 return rejected; 1285} 1286 1287bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1288 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1289 if (clipped) { 1290 dirtyClip(); 1291 } 1292 return !mSnapshot->clipRect->isEmpty(); 1293} 1294 1295Rect* OpenGLRenderer::getClipRect() { 1296 return mSnapshot->clipRect; 1297} 1298 1299/////////////////////////////////////////////////////////////////////////////// 1300// Drawing commands 1301/////////////////////////////////////////////////////////////////////////////// 1302 1303void OpenGLRenderer::setupDraw(bool clear) { 1304 // TODO: It would be best if we could do this before quickReject() 1305 // changes the scissor test state 1306 if (clear) clearLayerRegions(); 1307 if (mDirtyClip) { 1308 setScissorFromClip(); 1309 } 1310 mDescription.reset(); 1311 mSetShaderColor = false; 1312 mColorSet = false; 1313 mColorA = mColorR = mColorG = mColorB = 0.0f; 1314 mTextureUnit = 0; 1315 mTrackDirtyRegions = true; 1316} 1317 1318void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1319 mDescription.hasTexture = true; 1320 mDescription.hasAlpha8Texture = isAlpha8; 1321} 1322 1323void OpenGLRenderer::setupDrawWithExternalTexture() { 1324 mDescription.hasExternalTexture = true; 1325} 1326 1327void OpenGLRenderer::setupDrawNoTexture() { 1328 mCaches.disbaleTexCoordsVertexArray(); 1329} 1330 1331void OpenGLRenderer::setupDrawAA() { 1332 mDescription.isAA = true; 1333} 1334 1335void OpenGLRenderer::setupDrawVertexShape() { 1336 mDescription.isVertexShape = true; 1337} 1338 1339void OpenGLRenderer::setupDrawPoint(float pointSize) { 1340 mDescription.isPoint = true; 1341 mDescription.pointSize = pointSize; 1342} 1343 1344void OpenGLRenderer::setupDrawColor(int color) { 1345 setupDrawColor(color, (color >> 24) & 0xFF); 1346} 1347 1348void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1349 mColorA = alpha / 255.0f; 1350 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1351 // the rgb values by a instead of also dividing by 255 1352 const float a = mColorA / 255.0f; 1353 mColorR = a * ((color >> 16) & 0xFF); 1354 mColorG = a * ((color >> 8) & 0xFF); 1355 mColorB = a * ((color ) & 0xFF); 1356 mColorSet = true; 1357 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1358} 1359 1360void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1361 mColorA = alpha / 255.0f; 1362 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1363 // the rgb values by a instead of also dividing by 255 1364 const float a = mColorA / 255.0f; 1365 mColorR = a * ((color >> 16) & 0xFF); 1366 mColorG = a * ((color >> 8) & 0xFF); 1367 mColorB = a * ((color ) & 0xFF); 1368 mColorSet = true; 1369 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1370} 1371 1372void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1373 mCaches.fontRenderer->describe(mDescription, paint); 1374} 1375 1376void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1377 mColorA = a; 1378 mColorR = r; 1379 mColorG = g; 1380 mColorB = b; 1381 mColorSet = true; 1382 mSetShaderColor = mDescription.setColor(r, g, b, a); 1383} 1384 1385void OpenGLRenderer::setupDrawShader() { 1386 if (mShader) { 1387 mShader->describe(mDescription, mCaches.extensions); 1388 } 1389} 1390 1391void OpenGLRenderer::setupDrawColorFilter() { 1392 if (mColorFilter) { 1393 mColorFilter->describe(mDescription, mCaches.extensions); 1394 } 1395} 1396 1397void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1398 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1399 mColorA = 1.0f; 1400 mColorR = mColorG = mColorB = 0.0f; 1401 mSetShaderColor = mDescription.modulate = true; 1402 } 1403} 1404 1405void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1406 // When the blending mode is kClear_Mode, we need to use a modulate color 1407 // argb=1,0,0,0 1408 accountForClear(mode); 1409 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1410 mDescription, swapSrcDst); 1411} 1412 1413void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1414 // When the blending mode is kClear_Mode, we need to use a modulate color 1415 // argb=1,0,0,0 1416 accountForClear(mode); 1417 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) || 1418 (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst); 1419} 1420 1421void OpenGLRenderer::setupDrawProgram() { 1422 useProgram(mCaches.programCache.get(mDescription)); 1423} 1424 1425void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1426 mTrackDirtyRegions = false; 1427} 1428 1429void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1430 bool ignoreTransform) { 1431 mModelView.loadTranslate(left, top, 0.0f); 1432 if (!ignoreTransform) { 1433 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1434 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1435 } else { 1436 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1437 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1438 } 1439} 1440 1441void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1442 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1443} 1444 1445void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1446 bool ignoreTransform, bool ignoreModelView) { 1447 if (!ignoreModelView) { 1448 mModelView.loadTranslate(left, top, 0.0f); 1449 mModelView.scale(right - left, bottom - top, 1.0f); 1450 } else { 1451 mModelView.loadIdentity(); 1452 } 1453 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1454 if (!ignoreTransform) { 1455 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1456 if (mTrackDirtyRegions && dirty) { 1457 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1458 } 1459 } else { 1460 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1461 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1462 } 1463} 1464 1465void OpenGLRenderer::setupDrawPointUniforms() { 1466 int slot = mCaches.currentProgram->getUniform("pointSize"); 1467 glUniform1f(slot, mDescription.pointSize); 1468} 1469 1470void OpenGLRenderer::setupDrawColorUniforms() { 1471 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1472 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1473 } 1474} 1475 1476void OpenGLRenderer::setupDrawPureColorUniforms() { 1477 if (mSetShaderColor) { 1478 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1479 } 1480} 1481 1482void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1483 if (mShader) { 1484 if (ignoreTransform) { 1485 mModelView.loadInverse(*mSnapshot->transform); 1486 } 1487 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1488 } 1489} 1490 1491void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1492 if (mShader) { 1493 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1494 } 1495} 1496 1497void OpenGLRenderer::setupDrawColorFilterUniforms() { 1498 if (mColorFilter) { 1499 mColorFilter->setupProgram(mCaches.currentProgram); 1500 } 1501} 1502 1503void OpenGLRenderer::setupDrawTextGammaUniforms() { 1504 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1505} 1506 1507void OpenGLRenderer::setupDrawSimpleMesh() { 1508 bool force = mCaches.bindMeshBuffer(); 1509 mCaches.bindPositionVertexPointer(force, 0); 1510 mCaches.unbindIndicesBuffer(); 1511} 1512 1513void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1514 bindTexture(texture); 1515 mTextureUnit++; 1516 mCaches.enableTexCoordsVertexArray(); 1517} 1518 1519void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1520 bindExternalTexture(texture); 1521 mTextureUnit++; 1522 mCaches.enableTexCoordsVertexArray(); 1523} 1524 1525void OpenGLRenderer::setupDrawTextureTransform() { 1526 mDescription.hasTextureTransform = true; 1527} 1528 1529void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1530 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1531 GL_FALSE, &transform.data[0]); 1532} 1533 1534void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1535 bool force = false; 1536 if (!vertices) { 1537 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1538 } else { 1539 force = mCaches.unbindMeshBuffer(); 1540 } 1541 1542 mCaches.bindPositionVertexPointer(force, vertices); 1543 if (mCaches.currentProgram->texCoords >= 0) { 1544 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1545 } 1546 1547 mCaches.unbindIndicesBuffer(); 1548} 1549 1550void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1551 bool force = mCaches.unbindMeshBuffer(); 1552 mCaches.bindPositionVertexPointer(force, vertices); 1553 if (mCaches.currentProgram->texCoords >= 0) { 1554 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1555 } 1556} 1557 1558void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1559 bool force = mCaches.unbindMeshBuffer(); 1560 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1561 mCaches.unbindIndicesBuffer(); 1562} 1563 1564/** 1565 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1566 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1567 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1568 * attributes (one per vertex) are values from zero to one that tells the fragment 1569 * shader where the fragment is in relation to the line width/length overall; these values are 1570 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1571 * region of the line. 1572 * Note that we only pass down the width values in this setup function. The length coordinates 1573 * are set up for each individual segment. 1574 */ 1575void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1576 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1577 bool force = mCaches.unbindMeshBuffer(); 1578 mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride); 1579 mCaches.resetTexCoordsVertexPointer(); 1580 mCaches.unbindIndicesBuffer(); 1581 1582 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1583 glEnableVertexAttribArray(widthSlot); 1584 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1585 1586 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1587 glEnableVertexAttribArray(lengthSlot); 1588 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1589 1590 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1591 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1592} 1593 1594void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1595 glDisableVertexAttribArray(widthSlot); 1596 glDisableVertexAttribArray(lengthSlot); 1597} 1598 1599void OpenGLRenderer::finishDrawTexture() { 1600} 1601 1602/////////////////////////////////////////////////////////////////////////////// 1603// Drawing 1604/////////////////////////////////////////////////////////////////////////////// 1605 1606status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1607 Rect& dirty, int32_t flags, uint32_t level) { 1608 1609 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1610 // will be performed by the display list itself 1611 if (displayList && displayList->isRenderable()) { 1612 return displayList->replay(*this, dirty, flags, level); 1613 } 1614 1615 return DrawGlInfo::kStatusDone; 1616} 1617 1618void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1619 if (displayList) { 1620 displayList->output(*this, level); 1621 } 1622} 1623 1624void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1625 int alpha; 1626 SkXfermode::Mode mode; 1627 getAlphaAndMode(paint, &alpha, &mode); 1628 1629 float x = left; 1630 float y = top; 1631 1632 GLenum filter = GL_LINEAR; 1633 bool ignoreTransform = false; 1634 if (mSnapshot->transform->isPureTranslate()) { 1635 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1636 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1637 ignoreTransform = true; 1638 filter = GL_NEAREST; 1639 } else { 1640 filter = FILTER(paint); 1641 } 1642 1643 setupDraw(); 1644 setupDrawWithTexture(true); 1645 if (paint) { 1646 setupDrawAlpha8Color(paint->getColor(), alpha); 1647 } 1648 setupDrawColorFilter(); 1649 setupDrawShader(); 1650 setupDrawBlending(true, mode); 1651 setupDrawProgram(); 1652 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1653 1654 setupDrawTexture(texture->id); 1655 texture->setWrap(GL_CLAMP_TO_EDGE); 1656 texture->setFilter(filter); 1657 1658 setupDrawPureColorUniforms(); 1659 setupDrawColorFilterUniforms(); 1660 setupDrawShaderUniforms(); 1661 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1662 1663 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1664 1665 finishDrawTexture(); 1666} 1667 1668status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1669 const float right = left + bitmap->width(); 1670 const float bottom = top + bitmap->height(); 1671 1672 if (quickReject(left, top, right, bottom)) { 1673 return DrawGlInfo::kStatusDone; 1674 } 1675 1676 mCaches.activeTexture(0); 1677 Texture* texture = mCaches.textureCache.get(bitmap); 1678 if (!texture) return DrawGlInfo::kStatusDone; 1679 const AutoTexture autoCleanup(texture); 1680 1681 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1682 drawAlphaBitmap(texture, left, top, paint); 1683 } else { 1684 drawTextureRect(left, top, right, bottom, texture, paint); 1685 } 1686 1687 return DrawGlInfo::kStatusDrew; 1688} 1689 1690status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1691 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1692 const mat4 transform(*matrix); 1693 transform.mapRect(r); 1694 1695 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1696 return DrawGlInfo::kStatusDone; 1697 } 1698 1699 mCaches.activeTexture(0); 1700 Texture* texture = mCaches.textureCache.get(bitmap); 1701 if (!texture) return DrawGlInfo::kStatusDone; 1702 const AutoTexture autoCleanup(texture); 1703 1704 // This could be done in a cheaper way, all we need is pass the matrix 1705 // to the vertex shader. The save/restore is a bit overkill. 1706 save(SkCanvas::kMatrix_SaveFlag); 1707 concatMatrix(matrix); 1708 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1709 restore(); 1710 1711 return DrawGlInfo::kStatusDrew; 1712} 1713 1714status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1715 const float right = left + bitmap->width(); 1716 const float bottom = top + bitmap->height(); 1717 1718 if (quickReject(left, top, right, bottom)) { 1719 return DrawGlInfo::kStatusDone; 1720 } 1721 1722 mCaches.activeTexture(0); 1723 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1724 const AutoTexture autoCleanup(texture); 1725 1726 drawTextureRect(left, top, right, bottom, texture, paint); 1727 1728 return DrawGlInfo::kStatusDrew; 1729} 1730 1731status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1732 float* vertices, int* colors, SkPaint* paint) { 1733 if (!vertices || mSnapshot->isIgnored()) { 1734 return DrawGlInfo::kStatusDone; 1735 } 1736 1737 // TODO: We should compute the bounding box when recording the display list 1738 float left = FLT_MAX; 1739 float top = FLT_MAX; 1740 float right = FLT_MIN; 1741 float bottom = FLT_MIN; 1742 1743 const uint32_t count = meshWidth * meshHeight * 6; 1744 1745 // TODO: Support the colors array 1746 TextureVertex mesh[count]; 1747 TextureVertex* vertex = mesh; 1748 1749 for (int32_t y = 0; y < meshHeight; y++) { 1750 for (int32_t x = 0; x < meshWidth; x++) { 1751 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1752 1753 float u1 = float(x) / meshWidth; 1754 float u2 = float(x + 1) / meshWidth; 1755 float v1 = float(y) / meshHeight; 1756 float v2 = float(y + 1) / meshHeight; 1757 1758 int ax = i + (meshWidth + 1) * 2; 1759 int ay = ax + 1; 1760 int bx = i; 1761 int by = bx + 1; 1762 int cx = i + 2; 1763 int cy = cx + 1; 1764 int dx = i + (meshWidth + 1) * 2 + 2; 1765 int dy = dx + 1; 1766 1767 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1768 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1769 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1770 1771 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1772 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1773 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1774 1775 // TODO: This could be optimized to avoid unnecessary ops 1776 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1777 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1778 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1779 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1780 } 1781 } 1782 1783 if (quickReject(left, top, right, bottom)) { 1784 return DrawGlInfo::kStatusDone; 1785 } 1786 1787 mCaches.activeTexture(0); 1788 Texture* texture = mCaches.textureCache.get(bitmap); 1789 if (!texture) return DrawGlInfo::kStatusDone; 1790 const AutoTexture autoCleanup(texture); 1791 1792 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1793 texture->setFilter(FILTER(paint), true); 1794 1795 int alpha; 1796 SkXfermode::Mode mode; 1797 getAlphaAndMode(paint, &alpha, &mode); 1798 1799 if (hasLayer()) { 1800 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1801 } 1802 1803 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1804 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1805 GL_TRIANGLES, count, false, false, 0, false, false); 1806 1807 return DrawGlInfo::kStatusDrew; 1808} 1809 1810status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1811 float srcLeft, float srcTop, float srcRight, float srcBottom, 1812 float dstLeft, float dstTop, float dstRight, float dstBottom, 1813 SkPaint* paint) { 1814 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1815 return DrawGlInfo::kStatusDone; 1816 } 1817 1818 mCaches.activeTexture(0); 1819 Texture* texture = mCaches.textureCache.get(bitmap); 1820 if (!texture) return DrawGlInfo::kStatusDone; 1821 const AutoTexture autoCleanup(texture); 1822 1823 const float width = texture->width; 1824 const float height = texture->height; 1825 1826 const float u1 = fmax(0.0f, srcLeft / width); 1827 const float v1 = fmax(0.0f, srcTop / height); 1828 const float u2 = fmin(1.0f, srcRight / width); 1829 const float v2 = fmin(1.0f, srcBottom / height); 1830 1831 mCaches.unbindMeshBuffer(); 1832 resetDrawTextureTexCoords(u1, v1, u2, v2); 1833 1834 int alpha; 1835 SkXfermode::Mode mode; 1836 getAlphaAndMode(paint, &alpha, &mode); 1837 1838 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1839 1840 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1841 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1842 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1843 1844 GLenum filter = GL_NEAREST; 1845 // Enable linear filtering if the source rectangle is scaled 1846 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1847 filter = FILTER(paint); 1848 } 1849 1850 texture->setFilter(filter, true); 1851 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1852 texture->id, alpha / 255.0f, mode, texture->blend, 1853 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1854 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1855 } else { 1856 texture->setFilter(FILTER(paint), true); 1857 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1858 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1859 GL_TRIANGLE_STRIP, gMeshCount); 1860 } 1861 1862 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1863 1864 return DrawGlInfo::kStatusDrew; 1865} 1866 1867status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1868 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1869 float left, float top, float right, float bottom, SkPaint* paint) { 1870 int alpha; 1871 SkXfermode::Mode mode; 1872 getAlphaAndModeDirect(paint, &alpha, &mode); 1873 1874 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1875 left, top, right, bottom, alpha, mode); 1876} 1877 1878status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1879 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1880 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1881 if (quickReject(left, top, right, bottom)) { 1882 return DrawGlInfo::kStatusDone; 1883 } 1884 1885 alpha *= mSnapshot->alpha; 1886 1887 mCaches.activeTexture(0); 1888 Texture* texture = mCaches.textureCache.get(bitmap); 1889 if (!texture) return DrawGlInfo::kStatusDone; 1890 const AutoTexture autoCleanup(texture); 1891 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1892 texture->setFilter(GL_LINEAR, true); 1893 1894 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1895 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1896 1897 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1898 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1899 // Mark the current layer dirty where we are going to draw the patch 1900 if (hasLayer() && mesh->hasEmptyQuads) { 1901 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1902 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1903 const size_t count = mesh->quads.size(); 1904 for (size_t i = 0; i < count; i++) { 1905 const Rect& bounds = mesh->quads.itemAt(i); 1906 if (CC_LIKELY(pureTranslate)) { 1907 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1908 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1909 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1910 } else { 1911 dirtyLayer(left + bounds.left, top + bounds.top, 1912 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1913 } 1914 } 1915 } 1916 1917 if (CC_LIKELY(pureTranslate)) { 1918 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1919 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1920 1921 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1922 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1923 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1924 true, !mesh->hasEmptyQuads); 1925 } else { 1926 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1927 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1928 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1929 true, !mesh->hasEmptyQuads); 1930 } 1931 } 1932 1933 return DrawGlInfo::kStatusDrew; 1934} 1935 1936/** 1937 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1938 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1939 * screen space in all directions. However, instead of using a fragment shader to compute the 1940 * translucency of the color from its position, we simply use a varying parameter to define how far 1941 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1942 * 1943 * Doesn't yet support joins, caps, or path effects. 1944 */ 1945void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 1946 int color = paint->getColor(); 1947 SkPaint::Style style = paint->getStyle(); 1948 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 1949 bool isAA = paint->isAntiAlias(); 1950 1951 VertexBuffer vertexBuffer; 1952 // TODO: try clipping large paths to viewport 1953 PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer); 1954 1955 if (!vertexBuffer.getSize()) { 1956 // no vertices to draw 1957 return; 1958 } 1959 1960 setupDraw(); 1961 setupDrawNoTexture(); 1962 if (isAA) setupDrawAA(); 1963 setupDrawVertexShape(); 1964 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1965 setupDrawColorFilter(); 1966 setupDrawShader(); 1967 setupDrawBlending(isAA, mode); 1968 setupDrawProgram(); 1969 setupDrawModelViewIdentity(); 1970 setupDrawColorUniforms(); 1971 setupDrawColorFilterUniforms(); 1972 setupDrawShaderIdentityUniforms(); 1973 1974 void* vertices = vertexBuffer.getBuffer(); 1975 bool force = mCaches.unbindMeshBuffer(); 1976 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 1977 mCaches.resetTexCoordsVertexPointer(); 1978 mCaches.unbindIndicesBuffer(); 1979 1980 int alphaSlot = -1; 1981 if (isAA) { 1982 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 1983 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1984 1985 // TODO: avoid enable/disable in back to back uses of the alpha attribute 1986 glEnableVertexAttribArray(alphaSlot); 1987 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1988 } 1989 1990 SkRect bounds = PathRenderer::computePathBounds(path, paint); 1991 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 1992 1993 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 1994 1995 if (isAA) { 1996 glDisableVertexAttribArray(alphaSlot); 1997 } 1998} 1999 2000/** 2001 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 2002 * rules for those lines produces some unexpected results, and may vary between hardware devices. 2003 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 2004 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 2005 * of the line. Hairlines are more involved because we need to account for transform scaling 2006 * to end up with a one-pixel-wide line in screen space.. 2007 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 2008 * in combination with values that we calculate and pass down in this method. The basic approach 2009 * is that the quad we create contains both the core line area plus a bounding area in which 2010 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 2011 * proportion of the width and the length of a given segment is represented by the boundary 2012 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 2013 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 2014 * on the inside). This ends up giving the result we want, with pixels that are completely 2015 * 'inside' the line area being filled opaquely and the other pixels being filled according to 2016 * how far into the boundary region they are, which is determined by shader interpolation. 2017 */ 2018status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2019 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2020 2021 const bool isAA = paint->isAntiAlias(); 2022 // We use half the stroke width here because we're going to position the quad 2023 // corner vertices half of the width away from the line endpoints 2024 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 2025 // A stroke width of 0 has a special meaning in Skia: 2026 // it draws a line 1 px wide regardless of current transform 2027 bool isHairLine = paint->getStrokeWidth() == 0.0f; 2028 2029 float inverseScaleX = 1.0f; 2030 float inverseScaleY = 1.0f; 2031 bool scaled = false; 2032 2033 int alpha; 2034 SkXfermode::Mode mode; 2035 2036 int generatedVerticesCount = 0; 2037 int verticesCount = count; 2038 if (count > 4) { 2039 // Polyline: account for extra vertices needed for continuous tri-strip 2040 verticesCount += (count - 4); 2041 } 2042 2043 if (isHairLine || isAA) { 2044 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 2045 // the line on the screen should always be one pixel wide regardless of scale. For 2046 // AA lines, we only want one pixel of translucent boundary around the quad. 2047 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 2048 Matrix4 *mat = mSnapshot->transform; 2049 float m00 = mat->data[Matrix4::kScaleX]; 2050 float m01 = mat->data[Matrix4::kSkewY]; 2051 float m10 = mat->data[Matrix4::kSkewX]; 2052 float m11 = mat->data[Matrix4::kScaleY]; 2053 2054 float scaleX = sqrtf(m00 * m00 + m01 * m01); 2055 float scaleY = sqrtf(m10 * m10 + m11 * m11); 2056 2057 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 2058 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 2059 2060 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 2061 scaled = true; 2062 } 2063 } 2064 } 2065 2066 getAlphaAndMode(paint, &alpha, &mode); 2067 2068 mCaches.enableScissor(); 2069 2070 setupDraw(); 2071 setupDrawNoTexture(); 2072 if (isAA) { 2073 setupDrawAA(); 2074 } 2075 setupDrawColor(paint->getColor(), alpha); 2076 setupDrawColorFilter(); 2077 setupDrawShader(); 2078 setupDrawBlending(isAA, mode); 2079 setupDrawProgram(); 2080 setupDrawModelViewIdentity(true); 2081 setupDrawColorUniforms(); 2082 setupDrawColorFilterUniforms(); 2083 setupDrawShaderIdentityUniforms(); 2084 2085 if (isHairLine) { 2086 // Set a real stroke width to be used in quad construction 2087 halfStrokeWidth = isAA? 1 : .5; 2088 } else if (isAA && !scaled) { 2089 // Expand boundary to enable AA calculations on the quad border 2090 halfStrokeWidth += .5f; 2091 } 2092 2093 int widthSlot; 2094 int lengthSlot; 2095 2096 Vertex lines[verticesCount]; 2097 Vertex* vertices = &lines[0]; 2098 2099 AAVertex wLines[verticesCount]; 2100 AAVertex* aaVertices = &wLines[0]; 2101 2102 if (CC_UNLIKELY(!isAA)) { 2103 setupDrawVertices(vertices); 2104 } else { 2105 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 2106 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 2107 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 2108 // AA stroke width (the base stroke width expanded by a half pixel on either side). 2109 // This value is used in the fragment shader to determine how to fill fragments. 2110 // We will need to calculate the actual width proportion on each segment for 2111 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 2112 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 2113 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 2114 boundaryWidthProportion, widthSlot, lengthSlot); 2115 } 2116 2117 AAVertex* prevAAVertex = NULL; 2118 Vertex* prevVertex = NULL; 2119 2120 int boundaryLengthSlot = -1; 2121 int boundaryWidthSlot = -1; 2122 2123 for (int i = 0; i < count; i += 4) { 2124 // a = start point, b = end point 2125 vec2 a(points[i], points[i + 1]); 2126 vec2 b(points[i + 2], points[i + 3]); 2127 2128 float length = 0; 2129 float boundaryLengthProportion = 0; 2130 float boundaryWidthProportion = 0; 2131 2132 // Find the normal to the line 2133 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2134 float x = n.x; 2135 n.x = -n.y; 2136 n.y = x; 2137 2138 if (isHairLine) { 2139 if (isAA) { 2140 float wideningFactor; 2141 if (fabs(n.x) >= fabs(n.y)) { 2142 wideningFactor = fabs(1.0f / n.x); 2143 } else { 2144 wideningFactor = fabs(1.0f / n.y); 2145 } 2146 n *= wideningFactor; 2147 } 2148 2149 if (scaled) { 2150 n.x *= inverseScaleX; 2151 n.y *= inverseScaleY; 2152 } 2153 } else if (scaled) { 2154 // Extend n by .5 pixel on each side, post-transform 2155 vec2 extendedN = n.copyNormalized(); 2156 extendedN /= 2; 2157 extendedN.x *= inverseScaleX; 2158 extendedN.y *= inverseScaleY; 2159 2160 float extendedNLength = extendedN.length(); 2161 // We need to set this value on the shader prior to drawing 2162 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2163 n += extendedN; 2164 } 2165 2166 // aa lines expand the endpoint vertices to encompass the AA boundary 2167 if (isAA) { 2168 vec2 abVector = (b - a); 2169 length = abVector.length(); 2170 abVector.normalize(); 2171 2172 if (scaled) { 2173 abVector.x *= inverseScaleX; 2174 abVector.y *= inverseScaleY; 2175 float abLength = abVector.length(); 2176 boundaryLengthProportion = .5 - abLength / (length + abLength); 2177 } else { 2178 boundaryLengthProportion = .5 - .5 / (length + 1); 2179 } 2180 2181 abVector /= 2; 2182 a -= abVector; 2183 b += abVector; 2184 } 2185 2186 // Four corners of the rectangle defining a thick line 2187 vec2 p1 = a - n; 2188 vec2 p2 = a + n; 2189 vec2 p3 = b + n; 2190 vec2 p4 = b - n; 2191 2192 2193 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2194 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2195 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2196 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2197 2198 if (!quickRejectNoScissor(left, top, right, bottom)) { 2199 if (!isAA) { 2200 if (prevVertex != NULL) { 2201 // Issue two repeat vertices to create degenerate triangles to bridge 2202 // between the previous line and the new one. This is necessary because 2203 // we are creating a single triangle_strip which will contain 2204 // potentially discontinuous line segments. 2205 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2206 Vertex::set(vertices++, p1.x, p1.y); 2207 generatedVerticesCount += 2; 2208 } 2209 2210 Vertex::set(vertices++, p1.x, p1.y); 2211 Vertex::set(vertices++, p2.x, p2.y); 2212 Vertex::set(vertices++, p4.x, p4.y); 2213 Vertex::set(vertices++, p3.x, p3.y); 2214 2215 prevVertex = vertices - 1; 2216 generatedVerticesCount += 4; 2217 } else { 2218 if (!isHairLine && scaled) { 2219 // Must set width proportions per-segment for scaled non-hairlines to use the 2220 // correct AA boundary dimensions 2221 if (boundaryWidthSlot < 0) { 2222 boundaryWidthSlot = 2223 mCaches.currentProgram->getUniform("boundaryWidth"); 2224 } 2225 2226 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2227 } 2228 2229 if (boundaryLengthSlot < 0) { 2230 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2231 } 2232 2233 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2234 2235 if (prevAAVertex != NULL) { 2236 // Issue two repeat vertices to create degenerate triangles to bridge 2237 // between the previous line and the new one. This is necessary because 2238 // we are creating a single triangle_strip which will contain 2239 // potentially discontinuous line segments. 2240 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2241 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2242 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2243 generatedVerticesCount += 2; 2244 } 2245 2246 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2247 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2248 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2249 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2250 2251 prevAAVertex = aaVertices - 1; 2252 generatedVerticesCount += 4; 2253 } 2254 2255 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2256 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2257 *mSnapshot->transform); 2258 } 2259 } 2260 2261 if (generatedVerticesCount > 0) { 2262 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2263 } 2264 2265 if (isAA) { 2266 finishDrawAALine(widthSlot, lengthSlot); 2267 } 2268 2269 return DrawGlInfo::kStatusDrew; 2270} 2271 2272status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2273 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2274 2275 // TODO: The paint's cap style defines whether the points are square or circular 2276 // TODO: Handle AA for round points 2277 2278 // A stroke width of 0 has a special meaning in Skia: 2279 // it draws an unscaled 1px point 2280 float strokeWidth = paint->getStrokeWidth(); 2281 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2282 if (isHairLine) { 2283 // Now that we know it's hairline, we can set the effective width, to be used later 2284 strokeWidth = 1.0f; 2285 } 2286 const float halfWidth = strokeWidth / 2; 2287 int alpha; 2288 SkXfermode::Mode mode; 2289 getAlphaAndMode(paint, &alpha, &mode); 2290 2291 int verticesCount = count >> 1; 2292 int generatedVerticesCount = 0; 2293 2294 TextureVertex pointsData[verticesCount]; 2295 TextureVertex* vertex = &pointsData[0]; 2296 2297 // TODO: We should optimize this method to not generate vertices for points 2298 // that lie outside of the clip. 2299 mCaches.enableScissor(); 2300 2301 setupDraw(); 2302 setupDrawNoTexture(); 2303 setupDrawPoint(strokeWidth); 2304 setupDrawColor(paint->getColor(), alpha); 2305 setupDrawColorFilter(); 2306 setupDrawShader(); 2307 setupDrawBlending(mode); 2308 setupDrawProgram(); 2309 setupDrawModelViewIdentity(true); 2310 setupDrawColorUniforms(); 2311 setupDrawColorFilterUniforms(); 2312 setupDrawPointUniforms(); 2313 setupDrawShaderIdentityUniforms(); 2314 setupDrawMesh(vertex); 2315 2316 for (int i = 0; i < count; i += 2) { 2317 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2318 generatedVerticesCount++; 2319 2320 float left = points[i] - halfWidth; 2321 float right = points[i] + halfWidth; 2322 float top = points[i + 1] - halfWidth; 2323 float bottom = points [i + 1] + halfWidth; 2324 2325 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2326 } 2327 2328 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2329 2330 return DrawGlInfo::kStatusDrew; 2331} 2332 2333status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2334 // No need to check against the clip, we fill the clip region 2335 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2336 2337 Rect& clip(*mSnapshot->clipRect); 2338 clip.snapToPixelBoundaries(); 2339 2340 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2341 2342 return DrawGlInfo::kStatusDrew; 2343} 2344 2345status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2346 SkPaint* paint) { 2347 if (!texture) return DrawGlInfo::kStatusDone; 2348 const AutoTexture autoCleanup(texture); 2349 2350 const float x = left + texture->left - texture->offset; 2351 const float y = top + texture->top - texture->offset; 2352 2353 drawPathTexture(texture, x, y, paint); 2354 2355 return DrawGlInfo::kStatusDrew; 2356} 2357 2358status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2359 float rx, float ry, SkPaint* p) { 2360 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2361 return DrawGlInfo::kStatusDone; 2362 } 2363 2364 if (p->getPathEffect() != 0) { 2365 mCaches.activeTexture(0); 2366 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2367 right - left, bottom - top, rx, ry, p); 2368 return drawShape(left, top, texture, p); 2369 } 2370 2371 SkPath path; 2372 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2373 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2374 float outset = p->getStrokeWidth() / 2; 2375 rect.outset(outset, outset); 2376 rx += outset; 2377 ry += outset; 2378 } 2379 path.addRoundRect(rect, rx, ry); 2380 drawConvexPath(path, p); 2381 2382 return DrawGlInfo::kStatusDrew; 2383} 2384 2385status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2386 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2387 x + radius, y + radius, p)) { 2388 return DrawGlInfo::kStatusDone; 2389 } 2390 if (p->getPathEffect() != 0) { 2391 mCaches.activeTexture(0); 2392 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2393 return drawShape(x - radius, y - radius, texture, p); 2394 } 2395 2396 SkPath path; 2397 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2398 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2399 } else { 2400 path.addCircle(x, y, radius); 2401 } 2402 drawConvexPath(path, p); 2403 2404 return DrawGlInfo::kStatusDrew; 2405} 2406 2407status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2408 SkPaint* p) { 2409 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2410 return DrawGlInfo::kStatusDone; 2411 } 2412 2413 if (p->getPathEffect() != 0) { 2414 mCaches.activeTexture(0); 2415 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2416 return drawShape(left, top, texture, p); 2417 } 2418 2419 SkPath path; 2420 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2421 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2422 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2423 } 2424 path.addOval(rect); 2425 drawConvexPath(path, p); 2426 2427 return DrawGlInfo::kStatusDrew; 2428} 2429 2430status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2431 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2432 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2433 return DrawGlInfo::kStatusDone; 2434 } 2435 2436 if (fabs(sweepAngle) >= 360.0f) { 2437 return drawOval(left, top, right, bottom, p); 2438 } 2439 2440 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2441 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || p->getStrokeCap() != SkPaint::kButt_Cap) { 2442 mCaches.activeTexture(0); 2443 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2444 startAngle, sweepAngle, useCenter, p); 2445 return drawShape(left, top, texture, p); 2446 } 2447 2448 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2449 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2450 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2451 } 2452 2453 SkPath path; 2454 if (useCenter) { 2455 path.moveTo(rect.centerX(), rect.centerY()); 2456 } 2457 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2458 if (useCenter) { 2459 path.close(); 2460 } 2461 drawConvexPath(path, p); 2462 2463 return DrawGlInfo::kStatusDrew; 2464} 2465 2466// See SkPaintDefaults.h 2467#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2468 2469status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2470 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2471 return DrawGlInfo::kStatusDone; 2472 } 2473 2474 if (p->getStyle() != SkPaint::kFill_Style) { 2475 // only fill style is supported by drawConvexPath, since others have to handle joins 2476 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2477 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2478 mCaches.activeTexture(0); 2479 const PathTexture* texture = 2480 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2481 return drawShape(left, top, texture, p); 2482 } 2483 2484 SkPath path; 2485 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2486 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2487 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2488 } 2489 path.addRect(rect); 2490 drawConvexPath(path, p); 2491 2492 return DrawGlInfo::kStatusDrew; 2493 } 2494 2495 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2496 SkPath path; 2497 path.addRect(left, top, right, bottom); 2498 drawConvexPath(path, p); 2499 } else { 2500 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2501 } 2502 2503 return DrawGlInfo::kStatusDrew; 2504} 2505 2506void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2507 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2508 float x, float y) { 2509 mCaches.activeTexture(0); 2510 2511 // NOTE: The drop shadow will not perform gamma correction 2512 // if shader-based correction is enabled 2513 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2514 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2515 paint, text, bytesCount, count, mShadowRadius, positions); 2516 const AutoTexture autoCleanup(shadow); 2517 2518 const float sx = x - shadow->left + mShadowDx; 2519 const float sy = y - shadow->top + mShadowDy; 2520 2521 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2522 int shadowColor = mShadowColor; 2523 if (mShader) { 2524 shadowColor = 0xffffffff; 2525 } 2526 2527 setupDraw(); 2528 setupDrawWithTexture(true); 2529 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2530 setupDrawColorFilter(); 2531 setupDrawShader(); 2532 setupDrawBlending(true, mode); 2533 setupDrawProgram(); 2534 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2535 setupDrawTexture(shadow->id); 2536 setupDrawPureColorUniforms(); 2537 setupDrawColorFilterUniforms(); 2538 setupDrawShaderUniforms(); 2539 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2540 2541 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2542} 2543 2544status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2545 const float* positions, SkPaint* paint) { 2546 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2547 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2548 return DrawGlInfo::kStatusDone; 2549 } 2550 2551 // NOTE: Skia does not support perspective transform on drawPosText yet 2552 if (!mSnapshot->transform->isSimple()) { 2553 return DrawGlInfo::kStatusDone; 2554 } 2555 2556 float x = 0.0f; 2557 float y = 0.0f; 2558 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2559 if (pureTranslate) { 2560 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2561 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2562 } 2563 2564 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2565 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2566 paint->getTextSize()); 2567 2568 int alpha; 2569 SkXfermode::Mode mode; 2570 getAlphaAndMode(paint, &alpha, &mode); 2571 2572 if (CC_UNLIKELY(mHasShadow)) { 2573 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2574 0.0f, 0.0f); 2575 } 2576 2577 // Pick the appropriate texture filtering 2578 bool linearFilter = mSnapshot->transform->changesBounds(); 2579 if (pureTranslate && !linearFilter) { 2580 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2581 } 2582 2583 mCaches.activeTexture(0); 2584 setupDraw(); 2585 setupDrawTextGamma(paint); 2586 setupDrawDirtyRegionsDisabled(); 2587 setupDrawWithTexture(true); 2588 setupDrawAlpha8Color(paint->getColor(), alpha); 2589 setupDrawColorFilter(); 2590 setupDrawShader(); 2591 setupDrawBlending(true, mode); 2592 setupDrawProgram(); 2593 setupDrawModelView(x, y, x, y, pureTranslate, true); 2594 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2595 setupDrawPureColorUniforms(); 2596 setupDrawColorFilterUniforms(); 2597 setupDrawShaderUniforms(pureTranslate); 2598 setupDrawTextGammaUniforms(); 2599 2600 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2601 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2602 2603 const bool hasActiveLayer = hasLayer(); 2604 2605 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2606 positions, hasActiveLayer ? &bounds : NULL)) { 2607 if (hasActiveLayer) { 2608 if (!pureTranslate) { 2609 mSnapshot->transform->mapRect(bounds); 2610 } 2611 dirtyLayerUnchecked(bounds, getRegion()); 2612 } 2613 } 2614 2615 return DrawGlInfo::kStatusDrew; 2616} 2617 2618status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2619 float x, float y, const float* positions, SkPaint* paint, float length) { 2620 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2621 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2622 return DrawGlInfo::kStatusDone; 2623 } 2624 2625 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2626 switch (paint->getTextAlign()) { 2627 case SkPaint::kCenter_Align: 2628 x -= length / 2.0f; 2629 break; 2630 case SkPaint::kRight_Align: 2631 x -= length; 2632 break; 2633 default: 2634 break; 2635 } 2636 2637 SkPaint::FontMetrics metrics; 2638 paint->getFontMetrics(&metrics, 0.0f); 2639 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2640 return DrawGlInfo::kStatusDone; 2641 } 2642 2643 const float oldX = x; 2644 const float oldY = y; 2645 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2646 if (CC_LIKELY(pureTranslate)) { 2647 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2648 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2649 } 2650 2651#if DEBUG_GLYPHS 2652 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2653 SkTypeface::UniqueID(paint->getTypeface())); 2654#endif 2655 2656 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2657 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2658 paint->getTextSize()); 2659 2660 int alpha; 2661 SkXfermode::Mode mode; 2662 getAlphaAndMode(paint, &alpha, &mode); 2663 2664 if (CC_UNLIKELY(mHasShadow)) { 2665 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2666 oldX, oldY); 2667 } 2668 2669 // Pick the appropriate texture filtering 2670 bool linearFilter = mSnapshot->transform->changesBounds(); 2671 if (pureTranslate && !linearFilter) { 2672 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2673 } 2674 2675 // The font renderer will always use texture unit 0 2676 mCaches.activeTexture(0); 2677 setupDraw(); 2678 setupDrawTextGamma(paint); 2679 setupDrawDirtyRegionsDisabled(); 2680 setupDrawWithTexture(true); 2681 setupDrawAlpha8Color(paint->getColor(), alpha); 2682 setupDrawColorFilter(); 2683 setupDrawShader(); 2684 setupDrawBlending(true, mode); 2685 setupDrawProgram(); 2686 setupDrawModelView(x, y, x, y, pureTranslate, true); 2687 // See comment above; the font renderer must use texture unit 0 2688 // assert(mTextureUnit == 0) 2689 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2690 setupDrawPureColorUniforms(); 2691 setupDrawColorFilterUniforms(); 2692 setupDrawShaderUniforms(pureTranslate); 2693 setupDrawTextGammaUniforms(); 2694 2695 const Rect* clip = pureTranslate ? mSnapshot->clipRect : 2696 (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip()); 2697 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2698 2699 const bool hasActiveLayer = hasLayer(); 2700 2701 bool status; 2702 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2703 SkPaint paintCopy(*paint); 2704 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2705 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2706 positions, hasActiveLayer ? &bounds : NULL); 2707 } else { 2708 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2709 positions, hasActiveLayer ? &bounds : NULL); 2710 } 2711 2712 if (status && hasActiveLayer) { 2713 if (!pureTranslate) { 2714 mSnapshot->transform->mapRect(bounds); 2715 } 2716 dirtyLayerUnchecked(bounds, getRegion()); 2717 } 2718 2719 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2720 2721 return DrawGlInfo::kStatusDrew; 2722} 2723 2724status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2725 float hOffset, float vOffset, SkPaint* paint) { 2726 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2727 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2728 return DrawGlInfo::kStatusDone; 2729 } 2730 2731 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2732 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2733 paint->getTextSize()); 2734 2735 int alpha; 2736 SkXfermode::Mode mode; 2737 getAlphaAndMode(paint, &alpha, &mode); 2738 2739 mCaches.activeTexture(0); 2740 setupDraw(); 2741 setupDrawTextGamma(paint); 2742 setupDrawDirtyRegionsDisabled(); 2743 setupDrawWithTexture(true); 2744 setupDrawAlpha8Color(paint->getColor(), alpha); 2745 setupDrawColorFilter(); 2746 setupDrawShader(); 2747 setupDrawBlending(true, mode); 2748 setupDrawProgram(); 2749 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2750 setupDrawTexture(fontRenderer.getTexture(true)); 2751 setupDrawPureColorUniforms(); 2752 setupDrawColorFilterUniforms(); 2753 setupDrawShaderUniforms(false); 2754 setupDrawTextGammaUniforms(); 2755 2756 const Rect* clip = &mSnapshot->getLocalClip(); 2757 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2758 2759 const bool hasActiveLayer = hasLayer(); 2760 2761 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2762 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2763 if (hasActiveLayer) { 2764 mSnapshot->transform->mapRect(bounds); 2765 dirtyLayerUnchecked(bounds, getRegion()); 2766 } 2767 } 2768 2769 return DrawGlInfo::kStatusDrew; 2770} 2771 2772status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2773 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2774 2775 mCaches.activeTexture(0); 2776 2777 // TODO: Perform early clip test before we rasterize the path 2778 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2779 if (!texture) return DrawGlInfo::kStatusDone; 2780 const AutoTexture autoCleanup(texture); 2781 2782 const float x = texture->left - texture->offset; 2783 const float y = texture->top - texture->offset; 2784 2785 drawPathTexture(texture, x, y, paint); 2786 2787 return DrawGlInfo::kStatusDrew; 2788} 2789 2790status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2791 if (!layer) { 2792 return DrawGlInfo::kStatusDone; 2793 } 2794 2795 Rect transformed; 2796 Rect clip; 2797 const bool rejected = quickRejectNoScissor(x, y, 2798 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2799 2800 if (rejected) { 2801 return DrawGlInfo::kStatusDone; 2802 } 2803 2804 bool debugLayerUpdate = false; 2805 if (updateLayer(layer, true)) { 2806 debugLayerUpdate = mCaches.debugLayersUpdates; 2807 } 2808 2809 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2810 mCaches.activeTexture(0); 2811 2812 if (CC_LIKELY(!layer->region.isEmpty())) { 2813 SkiaColorFilter* oldFilter = mColorFilter; 2814 mColorFilter = layer->getColorFilter(); 2815 2816 if (layer->region.isRect()) { 2817 composeLayerRect(layer, layer->regionRect); 2818 } else if (layer->mesh) { 2819 const float a = layer->getAlpha() / 255.0f; 2820 setupDraw(); 2821 setupDrawWithTexture(); 2822 setupDrawColor(a, a, a, a); 2823 setupDrawColorFilter(); 2824 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2825 setupDrawProgram(); 2826 setupDrawPureColorUniforms(); 2827 setupDrawColorFilterUniforms(); 2828 setupDrawTexture(layer->getTexture()); 2829 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2830 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2831 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2832 2833 layer->setFilter(GL_NEAREST); 2834 setupDrawModelViewTranslate(tx, ty, 2835 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2836 } else { 2837 layer->setFilter(GL_LINEAR); 2838 setupDrawModelViewTranslate(x, y, 2839 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2840 } 2841 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2842 2843 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2844 GL_UNSIGNED_SHORT, layer->meshIndices); 2845 2846 finishDrawTexture(); 2847 2848#if DEBUG_LAYERS_AS_REGIONS 2849 drawRegionRects(layer->region); 2850#endif 2851 } 2852 2853 mColorFilter = oldFilter; 2854 2855 if (debugLayerUpdate) { 2856 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2857 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2858 } 2859 } 2860 2861 return DrawGlInfo::kStatusDrew; 2862} 2863 2864/////////////////////////////////////////////////////////////////////////////// 2865// Shaders 2866/////////////////////////////////////////////////////////////////////////////// 2867 2868void OpenGLRenderer::resetShader() { 2869 mShader = NULL; 2870} 2871 2872void OpenGLRenderer::setupShader(SkiaShader* shader) { 2873 mShader = shader; 2874 if (mShader) { 2875 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2876 } 2877} 2878 2879/////////////////////////////////////////////////////////////////////////////// 2880// Color filters 2881/////////////////////////////////////////////////////////////////////////////// 2882 2883void OpenGLRenderer::resetColorFilter() { 2884 mColorFilter = NULL; 2885} 2886 2887void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2888 mColorFilter = filter; 2889} 2890 2891/////////////////////////////////////////////////////////////////////////////// 2892// Drop shadow 2893/////////////////////////////////////////////////////////////////////////////// 2894 2895void OpenGLRenderer::resetShadow() { 2896 mHasShadow = false; 2897} 2898 2899void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2900 mHasShadow = true; 2901 mShadowRadius = radius; 2902 mShadowDx = dx; 2903 mShadowDy = dy; 2904 mShadowColor = color; 2905} 2906 2907/////////////////////////////////////////////////////////////////////////////// 2908// Draw filters 2909/////////////////////////////////////////////////////////////////////////////// 2910 2911void OpenGLRenderer::resetPaintFilter() { 2912 mHasDrawFilter = false; 2913} 2914 2915void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2916 mHasDrawFilter = true; 2917 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2918 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2919} 2920 2921SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2922 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2923 2924 uint32_t flags = paint->getFlags(); 2925 2926 mFilteredPaint = *paint; 2927 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2928 2929 return &mFilteredPaint; 2930} 2931 2932/////////////////////////////////////////////////////////////////////////////// 2933// Drawing implementation 2934/////////////////////////////////////////////////////////////////////////////// 2935 2936void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2937 float x, float y, SkPaint* paint) { 2938 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2939 return; 2940 } 2941 2942 int alpha; 2943 SkXfermode::Mode mode; 2944 getAlphaAndMode(paint, &alpha, &mode); 2945 2946 setupDraw(); 2947 setupDrawWithTexture(true); 2948 setupDrawAlpha8Color(paint->getColor(), alpha); 2949 setupDrawColorFilter(); 2950 setupDrawShader(); 2951 setupDrawBlending(true, mode); 2952 setupDrawProgram(); 2953 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2954 setupDrawTexture(texture->id); 2955 setupDrawPureColorUniforms(); 2956 setupDrawColorFilterUniforms(); 2957 setupDrawShaderUniforms(); 2958 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2959 2960 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2961 2962 finishDrawTexture(); 2963} 2964 2965// Same values used by Skia 2966#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2967#define kStdUnderline_Offset (1.0f / 9.0f) 2968#define kStdUnderline_Thickness (1.0f / 18.0f) 2969 2970void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2971 float x, float y, SkPaint* paint) { 2972 // Handle underline and strike-through 2973 uint32_t flags = paint->getFlags(); 2974 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2975 SkPaint paintCopy(*paint); 2976 float underlineWidth = length; 2977 // If length is > 0.0f, we already measured the text for the text alignment 2978 if (length <= 0.0f) { 2979 underlineWidth = paintCopy.measureText(text, bytesCount); 2980 } 2981 2982 if (CC_LIKELY(underlineWidth > 0.0f)) { 2983 const float textSize = paintCopy.getTextSize(); 2984 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2985 2986 const float left = x; 2987 float top = 0.0f; 2988 2989 int linesCount = 0; 2990 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2991 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2992 2993 const int pointsCount = 4 * linesCount; 2994 float points[pointsCount]; 2995 int currentPoint = 0; 2996 2997 if (flags & SkPaint::kUnderlineText_Flag) { 2998 top = y + textSize * kStdUnderline_Offset; 2999 points[currentPoint++] = left; 3000 points[currentPoint++] = top; 3001 points[currentPoint++] = left + underlineWidth; 3002 points[currentPoint++] = top; 3003 } 3004 3005 if (flags & SkPaint::kStrikeThruText_Flag) { 3006 top = y + textSize * kStdStrikeThru_Offset; 3007 points[currentPoint++] = left; 3008 points[currentPoint++] = top; 3009 points[currentPoint++] = left + underlineWidth; 3010 points[currentPoint++] = top; 3011 } 3012 3013 paintCopy.setStrokeWidth(strokeWidth); 3014 3015 drawLines(&points[0], pointsCount, &paintCopy); 3016 } 3017 } 3018} 3019 3020void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3021 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3022 // If a shader is set, preserve only the alpha 3023 if (mShader) { 3024 color |= 0x00ffffff; 3025 } 3026 3027 setupDraw(); 3028 setupDrawNoTexture(); 3029 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3030 setupDrawShader(); 3031 setupDrawColorFilter(); 3032 setupDrawBlending(mode); 3033 setupDrawProgram(); 3034 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3035 setupDrawColorUniforms(); 3036 setupDrawShaderUniforms(ignoreTransform); 3037 setupDrawColorFilterUniforms(); 3038 setupDrawSimpleMesh(); 3039 3040 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3041} 3042 3043void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3044 Texture* texture, SkPaint* paint) { 3045 int alpha; 3046 SkXfermode::Mode mode; 3047 getAlphaAndMode(paint, &alpha, &mode); 3048 3049 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3050 3051 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3052 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3053 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3054 3055 texture->setFilter(GL_NEAREST, true); 3056 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3057 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3058 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3059 } else { 3060 texture->setFilter(FILTER(paint), true); 3061 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3062 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3063 GL_TRIANGLE_STRIP, gMeshCount); 3064 } 3065} 3066 3067void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3068 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3069 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3070 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3071} 3072 3073void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3074 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3075 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3076 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3077 3078 setupDraw(); 3079 setupDrawWithTexture(); 3080 setupDrawColor(alpha, alpha, alpha, alpha); 3081 setupDrawColorFilter(); 3082 setupDrawBlending(blend, mode, swapSrcDst); 3083 setupDrawProgram(); 3084 if (!dirty) { 3085 setupDrawDirtyRegionsDisabled(); 3086 } 3087 if (!ignoreScale) { 3088 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3089 } else { 3090 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3091 } 3092 setupDrawPureColorUniforms(); 3093 setupDrawColorFilterUniforms(); 3094 setupDrawTexture(texture); 3095 setupDrawMesh(vertices, texCoords, vbo); 3096 3097 glDrawArrays(drawMode, 0, elementsCount); 3098 3099 finishDrawTexture(); 3100} 3101 3102void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3103 ProgramDescription& description, bool swapSrcDst) { 3104 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3105 3106 if (blend) { 3107 // These blend modes are not supported by OpenGL directly and have 3108 // to be implemented using shaders. Since the shader will perform 3109 // the blending, turn blending off here 3110 // If the blend mode cannot be implemented using shaders, fall 3111 // back to the default SrcOver blend mode instead 3112 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3113 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3114 description.framebufferMode = mode; 3115 description.swapSrcDst = swapSrcDst; 3116 3117 if (mCaches.blend) { 3118 glDisable(GL_BLEND); 3119 mCaches.blend = false; 3120 } 3121 3122 return; 3123 } else { 3124 mode = SkXfermode::kSrcOver_Mode; 3125 } 3126 } 3127 3128 if (!mCaches.blend) { 3129 glEnable(GL_BLEND); 3130 } 3131 3132 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3133 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3134 3135 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3136 glBlendFunc(sourceMode, destMode); 3137 mCaches.lastSrcMode = sourceMode; 3138 mCaches.lastDstMode = destMode; 3139 } 3140 } else if (mCaches.blend) { 3141 glDisable(GL_BLEND); 3142 } 3143 mCaches.blend = blend; 3144} 3145 3146bool OpenGLRenderer::useProgram(Program* program) { 3147 if (!program->isInUse()) { 3148 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3149 program->use(); 3150 mCaches.currentProgram = program; 3151 return false; 3152 } 3153 return true; 3154} 3155 3156void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3157 TextureVertex* v = &mMeshVertices[0]; 3158 TextureVertex::setUV(v++, u1, v1); 3159 TextureVertex::setUV(v++, u2, v1); 3160 TextureVertex::setUV(v++, u1, v2); 3161 TextureVertex::setUV(v++, u2, v2); 3162} 3163 3164void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3165 getAlphaAndModeDirect(paint, alpha, mode); 3166 *alpha *= mSnapshot->alpha; 3167} 3168 3169}; // namespace uirenderer 3170}; // namespace android 3171