OpenGLRenderer.cpp revision ab1a53c509edbc8bacd944233335587dffd95999
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 <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "utils/TraceUtils.h" 46#include "Vector.h" 47#include "VertexBuffer.h" 48 49#if DEBUG_DETAILED_EVENTS 50 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 51#else 52 #define EVENT_LOGD(...) 53#endif 54 55namespace android { 56namespace uirenderer { 57 58static GLenum getFilter(const SkPaint* paint) { 59 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 60 return GL_LINEAR; 61 } 62 return GL_NEAREST; 63} 64 65/////////////////////////////////////////////////////////////////////////////// 66// Globals 67/////////////////////////////////////////////////////////////////////////////// 68 69/** 70 * Structure mapping Skia xfermodes to OpenGL blending factors. 71 */ 72struct Blender { 73 SkXfermode::Mode mode; 74 GLenum src; 75 GLenum dst; 76}; // struct Blender 77 78// In this array, the index of each Blender equals the value of the first 79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 80static const Blender gBlends[] = { 81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 83 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 94 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 95 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 96}; 97 98// This array contains the swapped version of each SkXfermode. For instance 99// this array's SrcOver blending mode is actually DstOver. You can refer to 100// createLayer() for more information on the purpose of this array. 101static const Blender gBlendsSwap[] = { 102 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 104 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 105 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 106 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 107 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 108 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 109 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 110 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 111 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 112 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 114 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 115 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 116 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 117}; 118 119/////////////////////////////////////////////////////////////////////////////// 120// Functions 121/////////////////////////////////////////////////////////////////////////////// 122 123template<typename T> 124static inline T min(T a, T b) { 125 return a < b ? a : b; 126} 127 128/////////////////////////////////////////////////////////////////////////////// 129// Constructors/destructor 130/////////////////////////////////////////////////////////////////////////////// 131 132OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 133 : mFrameStarted(false) 134 , mCaches(Caches::getInstance()) 135 , mExtensions(Extensions::getInstance()) 136 , mRenderState(renderState) 137 , mScissorOptimizationDisabled(false) 138 , mSuppressTiling(false) 139 , mFirstFrameAfterResize(true) 140 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 141 , mLightRadius(FLT_MIN) 142 , mAmbientShadowAlpha(0) 143 , mSpotShadowAlpha(0) { 144 // *set* draw modifiers to be 0 145 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 146 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 147 148 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 149} 150 151OpenGLRenderer::~OpenGLRenderer() { 152 // The context has already been destroyed at this point, do not call 153 // GL APIs. All GL state should be kept in Caches.h 154} 155 156void OpenGLRenderer::initProperties() { 157 char property[PROPERTY_VALUE_MAX]; 158 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 159 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 160 INIT_LOGD(" Scissor optimization %s", 161 mScissorOptimizationDisabled ? "disabled" : "enabled"); 162 } else { 163 INIT_LOGD(" Scissor optimization enabled"); 164 } 165} 166 167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 168 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 169 mLightCenter = lightCenter; 170 mLightRadius = lightRadius; 171 mAmbientShadowAlpha = ambientShadowAlpha; 172 mSpotShadowAlpha = spotShadowAlpha; 173} 174 175/////////////////////////////////////////////////////////////////////////////// 176// Setup 177/////////////////////////////////////////////////////////////////////////////// 178 179void OpenGLRenderer::onViewportInitialized() { 180 glDisable(GL_DITHER); 181 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 182 183 glEnableVertexAttribArray(Program::kBindingPosition); 184 mFirstFrameAfterResize = true; 185} 186 187void OpenGLRenderer::setupFrameState(float left, float top, 188 float right, float bottom, bool opaque) { 189 mCaches.clearGarbage(); 190 initializeSaveStack(left, top, right, bottom, mLightCenter); 191 mOpaque = opaque; 192 mTilingClip.set(left, top, right, bottom); 193} 194 195status_t OpenGLRenderer::startFrame() { 196 if (mFrameStarted) return DrawGlInfo::kStatusDone; 197 mFrameStarted = true; 198 199 mDirtyClip = true; 200 201 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 202 203 mRenderState.setViewport(getWidth(), getHeight()); 204 205 // Functors break the tiling extension in pretty spectacular ways 206 // This ensures we don't use tiling when a functor is going to be 207 // invoked during the frame 208 mSuppressTiling = mCaches.hasRegisteredFunctors() 209 || mFirstFrameAfterResize; 210 mFirstFrameAfterResize = false; 211 212 startTilingCurrentClip(true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepareDirty(float left, float top, 221 float right, float bottom, bool opaque) { 222 223 setupFrameState(left, top, right, bottom, opaque); 224 225 // Layer renderers will start the frame immediately 226 // The framebuffer renderer will first defer the display list 227 // for each layer and wait until the first drawing command 228 // to start the frame 229 if (currentSnapshot()->fbo == 0) { 230 syncState(); 231 updateLayers(); 232 } else { 233 return startFrame(); 234 } 235 236 return DrawGlInfo::kStatusDone; 237} 238 239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 240 // If we know that we are going to redraw the entire framebuffer, 241 // perform a discard to let the driver know we don't need to preserve 242 // the back buffer for this frame. 243 if (mExtensions.hasDiscardFramebuffer() && 244 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 245 const bool isFbo = getTargetFbo() == 0; 246 const GLenum attachments[] = { 247 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 248 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 249 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 250 } 251} 252 253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 254 if (!opaque) { 255 mCaches.enableScissor(); 256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 257 glClear(GL_COLOR_BUFFER_BIT); 258 return DrawGlInfo::kStatusDrew; 259 } 260 261 mCaches.resetScissor(); 262 return DrawGlInfo::kStatusDone; 263} 264 265void OpenGLRenderer::syncState() { 266 if (mCaches.blend) { 267 glEnable(GL_BLEND); 268 } else { 269 glDisable(GL_BLEND); 270 } 271} 272 273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 274 if (!mSuppressTiling) { 275 const Snapshot* snapshot = currentSnapshot(); 276 277 const Rect* clip = &mTilingClip; 278 if (snapshot->flags & Snapshot::kFlagFboTarget) { 279 clip = &(snapshot->layer->clipRect); 280 } 281 282 startTiling(*clip, getViewportHeight(), opaque, expand); 283 } 284} 285 286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 287 if (!mSuppressTiling) { 288 if(expand) { 289 // Expand the startTiling region by 1 290 int leftNotZero = (clip.left > 0) ? 1 : 0; 291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 292 293 mCaches.startTiling( 294 clip.left - leftNotZero, 295 windowHeight - clip.bottom - topNotZero, 296 clip.right - clip.left + leftNotZero + 1, 297 clip.bottom - clip.top + topNotZero + 1, 298 opaque); 299 } else { 300 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 301 clip.right - clip.left, clip.bottom - clip.top, opaque); 302 } 303 } 304} 305 306void OpenGLRenderer::endTiling() { 307 if (!mSuppressTiling) mCaches.endTiling(); 308} 309 310void OpenGLRenderer::finish() { 311 renderOverdraw(); 312 endTiling(); 313 314 // When finish() is invoked on FBO 0 we've reached the end 315 // of the current frame 316 if (getTargetFbo() == 0) { 317 mCaches.pathCache.trim(); 318 mCaches.tessellationCache.trim(); 319 } 320 321 if (!suppressErrorChecks()) { 322#if DEBUG_OPENGL 323 GLUtils::dumpGLErrors(); 324#endif 325 326#if DEBUG_MEMORY_USAGE 327 mCaches.dumpMemoryUsage(); 328#else 329 if (mCaches.getDebugLevel() & kDebugMemory) { 330 mCaches.dumpMemoryUsage(); 331 } 332#endif 333 } 334 335 mFrameStarted = false; 336} 337 338void OpenGLRenderer::resumeAfterLayer() { 339 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 340 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 341 debugOverdraw(true, false); 342 343 mCaches.resetScissor(); 344 dirtyClip(); 345} 346 347status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& /* dirty */) { 348 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 349 350 Rect clip(*currentClipRect()); 351 clip.snapToPixelBoundaries(); 352 353 // Since we don't know what the functor will draw, let's dirty 354 // the entire clip region 355 if (hasLayer()) { 356 dirtyLayerUnchecked(clip, getRegion()); 357 } 358 359 DrawGlInfo info; 360 info.clipLeft = clip.left; 361 info.clipTop = clip.top; 362 info.clipRight = clip.right; 363 info.clipBottom = clip.bottom; 364 info.isLayer = hasLayer(); 365 info.width = getViewportWidth(); 366 info.height = getViewportHeight(); 367 currentTransform()->copyTo(&info.transform[0]); 368 369 bool prevDirtyClip = mDirtyClip; 370 // setup GL state for functor 371 if (mDirtyClip) { 372 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 373 } 374 if (mCaches.enableScissor() || prevDirtyClip) { 375 setScissorFromClip(); 376 } 377 378 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 379 // Scissor may have been modified, reset dirty clip 380 dirtyClip(); 381 382 return DrawGlInfo::kStatusDrew; 383} 384 385/////////////////////////////////////////////////////////////////////////////// 386// Debug 387/////////////////////////////////////////////////////////////////////////////// 388 389void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 390#if DEBUG_DETAILED_EVENTS 391 const int BUFFER_SIZE = 256; 392 va_list ap; 393 char buf[BUFFER_SIZE]; 394 395 va_start(ap, fmt); 396 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 397 va_end(ap); 398 399 eventMark(buf); 400#else 401 (void)fmt; 402#endif 403} 404 405 406void OpenGLRenderer::eventMark(const char* name) const { 407 mCaches.eventMark(0, name); 408} 409 410void OpenGLRenderer::startMark(const char* name) const { 411 mCaches.startMark(0, name); 412} 413 414void OpenGLRenderer::endMark() const { 415 mCaches.endMark(); 416} 417 418void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 419 mRenderState.debugOverdraw(enable, clear); 420} 421 422void OpenGLRenderer::renderOverdraw() { 423 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 424 const Rect* clip = &mTilingClip; 425 426 mCaches.enableScissor(); 427 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 428 clip->right - clip->left, clip->bottom - clip->top); 429 430 // 1x overdraw 431 mCaches.stencil.enableDebugTest(2); 432 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 433 434 // 2x overdraw 435 mCaches.stencil.enableDebugTest(3); 436 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 437 438 // 3x overdraw 439 mCaches.stencil.enableDebugTest(4); 440 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 441 442 // 4x overdraw and higher 443 mCaches.stencil.enableDebugTest(4, true); 444 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 445 446 mCaches.stencil.disable(); 447 } 448} 449 450/////////////////////////////////////////////////////////////////////////////// 451// Layers 452/////////////////////////////////////////////////////////////////////////////// 453 454bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 455 if (layer->deferredUpdateScheduled && layer->renderer 456 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 457 458 if (inFrame) { 459 endTiling(); 460 debugOverdraw(false, false); 461 } 462 463 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 464 layer->render(*this); 465 } else { 466 layer->defer(*this); 467 } 468 469 if (inFrame) { 470 resumeAfterLayer(); 471 startTilingCurrentClip(); 472 } 473 474 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 475 layer->hasDrawnSinceUpdate = false; 476 477 return true; 478 } 479 480 return false; 481} 482 483void OpenGLRenderer::updateLayers() { 484 // If draw deferring is enabled this method will simply defer 485 // the display list of each individual layer. The layers remain 486 // in the layer updates list which will be cleared by flushLayers(). 487 int count = mLayerUpdates.size(); 488 if (count > 0) { 489 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 490 startMark("Layer Updates"); 491 } else { 492 startMark("Defer Layer Updates"); 493 } 494 495 // Note: it is very important to update the layers in order 496 for (int i = 0; i < count; i++) { 497 Layer* layer = mLayerUpdates.itemAt(i).get(); 498 updateLayer(layer, false); 499 } 500 501 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 502 mLayerUpdates.clear(); 503 mRenderState.bindFramebuffer(getTargetFbo()); 504 } 505 endMark(); 506 } 507} 508 509void OpenGLRenderer::flushLayers() { 510 int count = mLayerUpdates.size(); 511 if (count > 0) { 512 startMark("Apply Layer Updates"); 513 514 // Note: it is very important to update the layers in order 515 for (int i = 0; i < count; i++) { 516 mLayerUpdates.itemAt(i)->flush(); 517 } 518 519 mLayerUpdates.clear(); 520 mRenderState.bindFramebuffer(getTargetFbo()); 521 522 endMark(); 523 } 524} 525 526void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 527 if (layer) { 528 // Make sure we don't introduce duplicates. 529 // SortedVector would do this automatically but we need to respect 530 // the insertion order. The linear search is not an issue since 531 // this list is usually very short (typically one item, at most a few) 532 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 533 if (mLayerUpdates.itemAt(i) == layer) { 534 return; 535 } 536 } 537 mLayerUpdates.push_back(layer); 538 } 539} 540 541void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 542 if (layer) { 543 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 544 if (mLayerUpdates.itemAt(i) == layer) { 545 mLayerUpdates.removeAt(i); 546 break; 547 } 548 } 549 } 550} 551 552void OpenGLRenderer::flushLayerUpdates() { 553 ATRACE_NAME("Update HW Layers"); 554 syncState(); 555 updateLayers(); 556 flushLayers(); 557 // Wait for all the layer updates to be executed 558 AutoFence fence; 559} 560 561void OpenGLRenderer::markLayersAsBuildLayers() { 562 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 563 mLayerUpdates[i]->wasBuildLayered = true; 564 } 565} 566 567/////////////////////////////////////////////////////////////////////////////// 568// State management 569/////////////////////////////////////////////////////////////////////////////// 570 571void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 572 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 573 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 574 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 575 576 if (restoreViewport) { 577 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 578 } 579 580 if (restoreClip) { 581 dirtyClip(); 582 } 583 584 if (restoreLayer) { 585 endMark(); // Savelayer 586 ATRACE_END(); // SaveLayer 587 startMark("ComposeLayer"); 588 composeLayer(removed, restored); 589 endMark(); 590 } 591} 592 593/////////////////////////////////////////////////////////////////////////////// 594// Layers 595/////////////////////////////////////////////////////////////////////////////// 596 597int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 598 const SkPaint* paint, int flags, const SkPath* convexMask) { 599 // force matrix/clip isolation for layer 600 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 601 602 const int count = saveSnapshot(flags); 603 604 if (!currentSnapshot()->isIgnored()) { 605 createLayer(left, top, right, bottom, paint, flags, convexMask); 606 } 607 608 return count; 609} 610 611void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 612 const Rect untransformedBounds(bounds); 613 614 currentTransform()->mapRect(bounds); 615 616 // Layers only make sense if they are in the framebuffer's bounds 617 if (bounds.intersect(*currentClipRect())) { 618 // We cannot work with sub-pixels in this case 619 bounds.snapToPixelBoundaries(); 620 621 // When the layer is not an FBO, we may use glCopyTexImage so we 622 // need to make sure the layer does not extend outside the bounds 623 // of the framebuffer 624 const Snapshot& previous = *(currentSnapshot()->previous); 625 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 626 if (!bounds.intersect(previousViewport)) { 627 bounds.setEmpty(); 628 } else if (fboLayer) { 629 clip.set(bounds); 630 mat4 inverse; 631 inverse.loadInverse(*currentTransform()); 632 inverse.mapRect(clip); 633 clip.snapToPixelBoundaries(); 634 if (clip.intersect(untransformedBounds)) { 635 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 636 bounds.set(untransformedBounds); 637 } else { 638 clip.setEmpty(); 639 } 640 } 641 } else { 642 bounds.setEmpty(); 643 } 644} 645 646void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 647 bool fboLayer, int alpha) { 648 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 649 bounds.getHeight() > mCaches.maxTextureSize || 650 (fboLayer && clip.isEmpty())) { 651 mSnapshot->empty = fboLayer; 652 } else { 653 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 654 } 655} 656 657int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 658 const SkPaint* paint, int flags) { 659 const int count = saveSnapshot(flags); 660 661 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 662 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 663 // operations will be able to store and restore the current clip and transform info, and 664 // quick rejection will be correct (for display lists) 665 666 Rect bounds(left, top, right, bottom); 667 Rect clip; 668 calculateLayerBoundsAndClip(bounds, clip, true); 669 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 670 671 if (!currentSnapshot()->isIgnored()) { 672 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 673 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 674 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 675 mSnapshot->roundRectClipState = NULL; 676 } 677 } 678 679 return count; 680} 681 682/** 683 * Layers are viewed by Skia are slightly different than layers in image editing 684 * programs (for instance.) When a layer is created, previously created layers 685 * and the frame buffer still receive every drawing command. For instance, if a 686 * layer is created and a shape intersecting the bounds of the layers and the 687 * framebuffer is draw, the shape will be drawn on both (unless the layer was 688 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 689 * 690 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 691 * texture. Unfortunately, this is inefficient as it requires every primitive to 692 * be drawn n + 1 times, where n is the number of active layers. In practice this 693 * means, for every primitive: 694 * - Switch active frame buffer 695 * - Change viewport, clip and projection matrix 696 * - Issue the drawing 697 * 698 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 699 * To avoid this, layers are implemented in a different way here, at least in the 700 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 701 * is set. When this flag is set we can redirect all drawing operations into a 702 * single FBO. 703 * 704 * This implementation relies on the frame buffer being at least RGBA 8888. When 705 * a layer is created, only a texture is created, not an FBO. The content of the 706 * frame buffer contained within the layer's bounds is copied into this texture 707 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 708 * buffer and drawing continues as normal. This technique therefore treats the 709 * frame buffer as a scratch buffer for the layers. 710 * 711 * To compose the layers back onto the frame buffer, each layer texture 712 * (containing the original frame buffer data) is drawn as a simple quad over 713 * the frame buffer. The trick is that the quad is set as the composition 714 * destination in the blending equation, and the frame buffer becomes the source 715 * of the composition. 716 * 717 * Drawing layers with an alpha value requires an extra step before composition. 718 * An empty quad is drawn over the layer's region in the frame buffer. This quad 719 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 720 * quad is used to multiply the colors in the frame buffer. This is achieved by 721 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 722 * GL_ZERO, GL_SRC_ALPHA. 723 * 724 * Because glCopyTexImage2D() can be slow, an alternative implementation might 725 * be use to draw a single clipped layer. The implementation described above 726 * is correct in every case. 727 * 728 * (1) The frame buffer is actually not cleared right away. To allow the GPU 729 * to potentially optimize series of calls to glCopyTexImage2D, the frame 730 * buffer is left untouched until the first drawing operation. Only when 731 * something actually gets drawn are the layers regions cleared. 732 */ 733bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 734 const SkPaint* paint, int flags, const SkPath* convexMask) { 735 if (kDebugLayers) { 736 ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 737 ALOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 738 } 739 740 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 741 742 // Window coordinates of the layer 743 Rect clip; 744 Rect bounds(left, top, right, bottom); 745 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 746 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 747 748 // Bail out if we won't draw in this snapshot 749 if (currentSnapshot()->isIgnored()) { 750 return false; 751 } 752 753 mCaches.activeTexture(0); 754 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 755 if (!layer) { 756 return false; 757 } 758 759 layer->setPaint(paint); 760 layer->layer.set(bounds); 761 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 762 bounds.getWidth() / float(layer->getWidth()), 0.0f); 763 764 layer->setBlend(true); 765 layer->setDirty(false); 766 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 767 768 // Save the layer in the snapshot 769 mSnapshot->flags |= Snapshot::kFlagIsLayer; 770 mSnapshot->layer = layer; 771 772 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 773 fboLayer ? "" : "unclipped ", 774 layer->getWidth(), layer->getHeight()); 775 startMark("SaveLayer"); 776 if (fboLayer) { 777 return createFboLayer(layer, bounds, clip); 778 } else { 779 // Copy the framebuffer into the layer 780 layer->bindTexture(); 781 if (!bounds.isEmpty()) { 782 if (layer->isEmpty()) { 783 // Workaround for some GL drivers. When reading pixels lying outside 784 // of the window we should get undefined values for those pixels. 785 // Unfortunately some drivers will turn the entire target texture black 786 // when reading outside of the window. 787 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 788 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 789 layer->setEmpty(false); 790 } 791 792 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 793 bounds.left, getViewportHeight() - bounds.bottom, 794 bounds.getWidth(), bounds.getHeight()); 795 796 // Enqueue the buffer coordinates to clear the corresponding region later 797 mLayers.push(new Rect(bounds)); 798 } 799 } 800 801 return true; 802} 803 804bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 805 layer->clipRect.set(clip); 806 layer->setFbo(mCaches.fboCache.get()); 807 808 mSnapshot->region = &mSnapshot->layer->region; 809 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 810 mSnapshot->fbo = layer->getFbo(); 811 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 812 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 813 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 814 mSnapshot->roundRectClipState = NULL; 815 816 endTiling(); 817 debugOverdraw(false, false); 818 // Bind texture to FBO 819 mRenderState.bindFramebuffer(layer->getFbo()); 820 layer->bindTexture(); 821 822 // Initialize the texture if needed 823 if (layer->isEmpty()) { 824 layer->allocateTexture(); 825 layer->setEmpty(false); 826 } 827 828 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 829 layer->getTexture(), 0); 830 831 // Expand the startTiling region by 1 832 startTilingCurrentClip(true, true); 833 834 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 835 mCaches.enableScissor(); 836 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 837 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 838 glClear(GL_COLOR_BUFFER_BIT); 839 840 dirtyClip(); 841 842 // Change the ortho projection 843 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 844 return true; 845} 846 847/** 848 * Read the documentation of createLayer() before doing anything in this method. 849 */ 850void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 851 if (!removed.layer) { 852 ALOGE("Attempting to compose a layer that does not exist"); 853 return; 854 } 855 856 Layer* layer = removed.layer; 857 const Rect& rect = layer->layer; 858 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 859 860 bool clipRequired = false; 861 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 862 &clipRequired, NULL, false); // safely ignore return, should never be rejected 863 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 864 865 if (fboLayer) { 866 endTiling(); 867 868 // Detach the texture from the FBO 869 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 870 871 layer->removeFbo(false); 872 873 // Unbind current FBO and restore previous one 874 mRenderState.bindFramebuffer(restored.fbo); 875 debugOverdraw(true, false); 876 877 startTilingCurrentClip(); 878 } 879 880 if (!fboLayer && layer->getAlpha() < 255) { 881 SkPaint layerPaint; 882 layerPaint.setAlpha(layer->getAlpha()); 883 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 884 layerPaint.setColorFilter(layer->getColorFilter()); 885 886 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 887 // Required below, composeLayerRect() will divide by 255 888 layer->setAlpha(255); 889 } 890 891 mCaches.unbindMeshBuffer(); 892 893 mCaches.activeTexture(0); 894 895 // When the layer is stored in an FBO, we can save a bit of fillrate by 896 // drawing only the dirty region 897 if (fboLayer) { 898 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 899 composeLayerRegion(layer, rect); 900 } else if (!rect.isEmpty()) { 901 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 902 903 save(0); 904 // the layer contains screen buffer content that shouldn't be alpha modulated 905 // (and any necessary alpha modulation was handled drawing into the layer) 906 mSnapshot->alpha = 1.0f; 907 composeLayerRect(layer, rect, true); 908 restore(); 909 } 910 911 dirtyClip(); 912 913 // Failing to add the layer to the cache should happen only if the layer is too large 914 layer->setConvexMask(NULL); 915 if (!mCaches.layerCache.put(layer)) { 916 if (kDebugLayers) { 917 ALOGD("Deleting layer"); 918 } 919 layer->decStrong(0); 920 } 921} 922 923void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 924 float alpha = getLayerAlpha(layer); 925 926 setupDraw(); 927 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 928 setupDrawWithTexture(); 929 } else { 930 setupDrawWithExternalTexture(); 931 } 932 setupDrawTextureTransform(); 933 setupDrawColor(alpha, alpha, alpha, alpha); 934 setupDrawColorFilter(layer->getColorFilter()); 935 setupDrawBlending(layer); 936 setupDrawProgram(); 937 setupDrawPureColorUniforms(); 938 setupDrawColorFilterUniforms(layer->getColorFilter()); 939 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 940 setupDrawTexture(layer->getTexture()); 941 } else { 942 setupDrawExternalTexture(layer->getTexture()); 943 } 944 if (currentTransform()->isPureTranslate() && 945 !layer->getForceFilter() && 946 layer->getWidth() == (uint32_t) rect.getWidth() && 947 layer->getHeight() == (uint32_t) rect.getHeight()) { 948 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 949 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 950 951 layer->setFilter(GL_NEAREST); 952 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 953 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 954 } else { 955 layer->setFilter(GL_LINEAR); 956 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 957 rect.left, rect.top, rect.right, rect.bottom); 958 } 959 setupDrawTextureTransformUniforms(layer->getTexTransform()); 960 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 961 962 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 963} 964 965void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 966 if (layer->isTextureLayer()) { 967 EVENT_LOGD("composeTextureLayerRect"); 968 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 969 drawTextureLayer(layer, rect); 970 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 971 } else { 972 EVENT_LOGD("composeHardwareLayerRect"); 973 const Rect& texCoords = layer->texCoords; 974 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 975 texCoords.right, texCoords.bottom); 976 977 float x = rect.left; 978 float y = rect.top; 979 bool simpleTransform = currentTransform()->isPureTranslate() && 980 layer->getWidth() == (uint32_t) rect.getWidth() && 981 layer->getHeight() == (uint32_t) rect.getHeight(); 982 983 if (simpleTransform) { 984 // When we're swapping, the layer is already in screen coordinates 985 if (!swap) { 986 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 987 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 988 } 989 990 layer->setFilter(GL_NEAREST, true); 991 } else { 992 layer->setFilter(GL_LINEAR, true); 993 } 994 995 SkPaint layerPaint; 996 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 997 layerPaint.setXfermodeMode(layer->getMode()); 998 layerPaint.setColorFilter(layer->getColorFilter()); 999 1000 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1001 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1002 layer->getTexture(), &layerPaint, blend, 1003 &mMeshVertices[0].x, &mMeshVertices[0].u, 1004 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1005 1006 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1007 } 1008} 1009 1010/** 1011 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1012 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1013 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1014 * by saveLayer's restore 1015 */ 1016#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1017 DRAW_COMMAND; \ 1018 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1019 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1020 DRAW_COMMAND; \ 1021 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1022 } \ 1023 } 1024 1025#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1026 1027// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1028// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1029class LayerShader : public SkShader { 1030public: 1031 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1032 : INHERITED(localMatrix) 1033 , mLayer(layer) { 1034 } 1035 1036 virtual bool asACustomShader(void** data) const { 1037 if (data) { 1038 *data = static_cast<void*>(mLayer); 1039 } 1040 return true; 1041 } 1042 1043 virtual bool isOpaque() const { 1044 return !mLayer->isBlend(); 1045 } 1046 1047protected: 1048 virtual void shadeSpan(int /* x */, int /* y */, SkPMColor[], int /* count */) { 1049 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1050 } 1051 1052 virtual void flatten(SkWriteBuffer&) const { 1053 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1054 } 1055 1056 virtual Factory getFactory() const { 1057 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1058 return NULL; 1059 } 1060private: 1061 // Unowned. 1062 Layer* mLayer; 1063 typedef SkShader INHERITED; 1064}; 1065 1066void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1067 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1068 1069 if (layer->getConvexMask()) { 1070 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1071 1072 // clip to the area of the layer the mask can be larger 1073 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1074 1075 SkPaint paint; 1076 paint.setAntiAlias(true); 1077 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1078 1079 // create LayerShader to map SaveLayer content into subsequent draw 1080 SkMatrix shaderMatrix; 1081 shaderMatrix.setTranslate(rect.left, rect.bottom); 1082 shaderMatrix.preScale(1, -1); 1083 LayerShader layerShader(layer, &shaderMatrix); 1084 paint.setShader(&layerShader); 1085 1086 // Since the drawing primitive is defined in local drawing space, 1087 // we don't need to modify the draw matrix 1088 const SkPath* maskPath = layer->getConvexMask(); 1089 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1090 1091 paint.setShader(NULL); 1092 restore(); 1093 1094 return; 1095 } 1096 1097 if (layer->region.isRect()) { 1098 layer->setRegionAsRect(); 1099 1100 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1101 1102 layer->region.clear(); 1103 return; 1104 } 1105 1106 EVENT_LOGD("composeLayerRegion"); 1107 // standard Region based draw 1108 size_t count; 1109 const android::Rect* rects; 1110 Region safeRegion; 1111 if (CC_LIKELY(hasRectToRectTransform())) { 1112 rects = layer->region.getArray(&count); 1113 } else { 1114 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1115 rects = safeRegion.getArray(&count); 1116 } 1117 1118 const float alpha = getLayerAlpha(layer); 1119 const float texX = 1.0f / float(layer->getWidth()); 1120 const float texY = 1.0f / float(layer->getHeight()); 1121 const float height = rect.getHeight(); 1122 1123 setupDraw(); 1124 1125 // We must get (and therefore bind) the region mesh buffer 1126 // after we setup drawing in case we need to mess with the 1127 // stencil buffer in setupDraw() 1128 TextureVertex* mesh = mCaches.getRegionMesh(); 1129 uint32_t numQuads = 0; 1130 1131 setupDrawWithTexture(); 1132 setupDrawColor(alpha, alpha, alpha, alpha); 1133 setupDrawColorFilter(layer->getColorFilter()); 1134 setupDrawBlending(layer); 1135 setupDrawProgram(); 1136 setupDrawDirtyRegionsDisabled(); 1137 setupDrawPureColorUniforms(); 1138 setupDrawColorFilterUniforms(layer->getColorFilter()); 1139 setupDrawTexture(layer->getTexture()); 1140 if (currentTransform()->isPureTranslate()) { 1141 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1142 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1143 1144 layer->setFilter(GL_NEAREST); 1145 setupDrawModelView(kModelViewMode_Translate, false, 1146 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1147 } else { 1148 layer->setFilter(GL_LINEAR); 1149 setupDrawModelView(kModelViewMode_Translate, false, 1150 rect.left, rect.top, rect.right, rect.bottom); 1151 } 1152 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1153 1154 for (size_t i = 0; i < count; i++) { 1155 const android::Rect* r = &rects[i]; 1156 1157 const float u1 = r->left * texX; 1158 const float v1 = (height - r->top) * texY; 1159 const float u2 = r->right * texX; 1160 const float v2 = (height - r->bottom) * texY; 1161 1162 // TODO: Reject quads outside of the clip 1163 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1164 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1165 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1166 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1167 1168 numQuads++; 1169 1170 if (numQuads >= gMaxNumberOfQuads) { 1171 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1172 GL_UNSIGNED_SHORT, NULL)); 1173 numQuads = 0; 1174 mesh = mCaches.getRegionMesh(); 1175 } 1176 } 1177 1178 if (numQuads > 0) { 1179 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1180 GL_UNSIGNED_SHORT, NULL)); 1181 } 1182 1183#if DEBUG_LAYERS_AS_REGIONS 1184 drawRegionRectsDebug(layer->region); 1185#endif 1186 1187 layer->region.clear(); 1188} 1189 1190#if DEBUG_LAYERS_AS_REGIONS 1191void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1192 size_t count; 1193 const android::Rect* rects = region.getArray(&count); 1194 1195 uint32_t colors[] = { 1196 0x7fff0000, 0x7f00ff00, 1197 0x7f0000ff, 0x7fff00ff, 1198 }; 1199 1200 int offset = 0; 1201 int32_t top = rects[0].top; 1202 1203 for (size_t i = 0; i < count; i++) { 1204 if (top != rects[i].top) { 1205 offset ^= 0x2; 1206 top = rects[i].top; 1207 } 1208 1209 SkPaint paint; 1210 paint.setColor(colors[offset + (i & 0x1)]); 1211 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1212 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1213 } 1214} 1215#endif 1216 1217void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1218 Vector<float> rects; 1219 1220 SkRegion::Iterator it(region); 1221 while (!it.done()) { 1222 const SkIRect& r = it.rect(); 1223 rects.push(r.fLeft); 1224 rects.push(r.fTop); 1225 rects.push(r.fRight); 1226 rects.push(r.fBottom); 1227 it.next(); 1228 } 1229 1230 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1231} 1232 1233void OpenGLRenderer::dirtyLayer(const float left, const float top, 1234 const float right, const float bottom, const mat4 transform) { 1235 if (hasLayer()) { 1236 Rect bounds(left, top, right, bottom); 1237 transform.mapRect(bounds); 1238 dirtyLayerUnchecked(bounds, getRegion()); 1239 } 1240} 1241 1242void OpenGLRenderer::dirtyLayer(const float left, const float top, 1243 const float right, const float bottom) { 1244 if (hasLayer()) { 1245 Rect bounds(left, top, right, bottom); 1246 dirtyLayerUnchecked(bounds, getRegion()); 1247 } 1248} 1249 1250void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1251 if (bounds.intersect(*currentClipRect())) { 1252 bounds.snapToPixelBoundaries(); 1253 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1254 if (!dirty.isEmpty()) { 1255 region->orSelf(dirty); 1256 } 1257 } 1258} 1259 1260void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1261 GLsizei elementsCount = quadsCount * 6; 1262 while (elementsCount > 0) { 1263 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1264 1265 setupDrawIndexedVertices(&mesh[0].x); 1266 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1267 1268 elementsCount -= drawCount; 1269 // Though there are 4 vertices in a quad, we use 6 indices per 1270 // quad to draw with GL_TRIANGLES 1271 mesh += (drawCount / 6) * 4; 1272 } 1273} 1274 1275void OpenGLRenderer::clearLayerRegions() { 1276 const size_t count = mLayers.size(); 1277 if (count == 0) return; 1278 1279 if (!currentSnapshot()->isIgnored()) { 1280 EVENT_LOGD("clearLayerRegions"); 1281 // Doing several glScissor/glClear here can negatively impact 1282 // GPUs with a tiler architecture, instead we draw quads with 1283 // the Clear blending mode 1284 1285 // The list contains bounds that have already been clipped 1286 // against their initial clip rect, and the current clip 1287 // is likely different so we need to disable clipping here 1288 bool scissorChanged = mCaches.disableScissor(); 1289 1290 Vertex mesh[count * 4]; 1291 Vertex* vertex = mesh; 1292 1293 for (uint32_t i = 0; i < count; i++) { 1294 Rect* bounds = mLayers.itemAt(i); 1295 1296 Vertex::set(vertex++, bounds->left, bounds->top); 1297 Vertex::set(vertex++, bounds->right, bounds->top); 1298 Vertex::set(vertex++, bounds->left, bounds->bottom); 1299 Vertex::set(vertex++, bounds->right, bounds->bottom); 1300 1301 delete bounds; 1302 } 1303 // We must clear the list of dirty rects before we 1304 // call setupDraw() to prevent stencil setup to do 1305 // the same thing again 1306 mLayers.clear(); 1307 1308 SkPaint clearPaint; 1309 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1310 1311 setupDraw(false); 1312 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1313 setupDrawBlending(&clearPaint, true); 1314 setupDrawProgram(); 1315 setupDrawPureColorUniforms(); 1316 setupDrawModelView(kModelViewMode_Translate, false, 1317 0.0f, 0.0f, 0.0f, 0.0f, true); 1318 1319 issueIndexedQuadDraw(&mesh[0], count); 1320 1321 if (scissorChanged) mCaches.enableScissor(); 1322 } else { 1323 for (uint32_t i = 0; i < count; i++) { 1324 delete mLayers.itemAt(i); 1325 } 1326 mLayers.clear(); 1327 } 1328} 1329 1330/////////////////////////////////////////////////////////////////////////////// 1331// State Deferral 1332/////////////////////////////////////////////////////////////////////////////// 1333 1334bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1335 const Rect* currentClip = currentClipRect(); 1336 const mat4* currentMatrix = currentTransform(); 1337 1338 if (stateDeferFlags & kStateDeferFlag_Draw) { 1339 // state has bounds initialized in local coordinates 1340 if (!state.mBounds.isEmpty()) { 1341 currentMatrix->mapRect(state.mBounds); 1342 Rect clippedBounds(state.mBounds); 1343 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1344 // is used, it should more closely duplicate the quickReject logic (in how it uses 1345 // snapToPixelBoundaries) 1346 1347 if(!clippedBounds.intersect(*currentClip)) { 1348 // quick rejected 1349 return true; 1350 } 1351 1352 state.mClipSideFlags = kClipSide_None; 1353 if (!currentClip->contains(state.mBounds)) { 1354 int& flags = state.mClipSideFlags; 1355 // op partially clipped, so record which sides are clipped for clip-aware merging 1356 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1357 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1358 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1359 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1360 } 1361 state.mBounds.set(clippedBounds); 1362 } else { 1363 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1364 // overdraw avoidance (since we don't know what it overlaps) 1365 state.mClipSideFlags = kClipSide_ConservativeFull; 1366 state.mBounds.set(*currentClip); 1367 } 1368 } 1369 1370 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1371 if (state.mClipValid) { 1372 state.mClip.set(*currentClip); 1373 } 1374 1375 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1376 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1377 state.mMatrix.load(*currentMatrix); 1378 state.mDrawModifiers = mDrawModifiers; 1379 state.mAlpha = currentSnapshot()->alpha; 1380 1381 // always store/restore, since it's just a pointer 1382 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1383 return false; 1384} 1385 1386void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1387 setMatrix(state.mMatrix); 1388 mSnapshot->alpha = state.mAlpha; 1389 mDrawModifiers = state.mDrawModifiers; 1390 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1391 1392 if (state.mClipValid && !skipClipRestore) { 1393 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1394 state.mClip.right, state.mClip.bottom); 1395 dirtyClip(); 1396 } 1397} 1398 1399/** 1400 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1401 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1402 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1403 * 1404 * This method should be called when restoreDisplayState() won't be restoring the clip 1405 */ 1406void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1407 if (clipRect != NULL) { 1408 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1409 } else { 1410 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1411 } 1412 dirtyClip(); 1413 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1414} 1415 1416/////////////////////////////////////////////////////////////////////////////// 1417// Clipping 1418/////////////////////////////////////////////////////////////////////////////// 1419 1420void OpenGLRenderer::setScissorFromClip() { 1421 Rect clip(*currentClipRect()); 1422 clip.snapToPixelBoundaries(); 1423 1424 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1425 clip.getWidth(), clip.getHeight())) { 1426 mDirtyClip = false; 1427 } 1428} 1429 1430void OpenGLRenderer::ensureStencilBuffer() { 1431 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1432 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1433 // just hope we have one when hasLayer() returns false. 1434 if (hasLayer()) { 1435 attachStencilBufferToLayer(currentSnapshot()->layer); 1436 } 1437} 1438 1439void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1440 // The layer's FBO is already bound when we reach this stage 1441 if (!layer->getStencilRenderBuffer()) { 1442 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1443 // is attached after we initiated tiling. We must turn it off, 1444 // attach the new render buffer then turn tiling back on 1445 endTiling(); 1446 1447 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1448 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1449 layer->setStencilRenderBuffer(buffer); 1450 1451 startTiling(layer->clipRect, layer->layer.getHeight()); 1452 } 1453} 1454 1455void OpenGLRenderer::setStencilFromClip() { 1456 if (!mCaches.debugOverdraw) { 1457 if (!currentSnapshot()->clipRegion->isEmpty()) { 1458 EVENT_LOGD("setStencilFromClip - enabling"); 1459 1460 // NOTE: The order here is important, we must set dirtyClip to false 1461 // before any draw call to avoid calling back into this method 1462 mDirtyClip = false; 1463 1464 ensureStencilBuffer(); 1465 1466 mCaches.stencil.enableWrite(); 1467 1468 // Clear and update the stencil, but first make sure we restrict drawing 1469 // to the region's bounds 1470 bool resetScissor = mCaches.enableScissor(); 1471 if (resetScissor) { 1472 // The scissor was not set so we now need to update it 1473 setScissorFromClip(); 1474 } 1475 mCaches.stencil.clear(); 1476 1477 // stash and disable the outline clip state, since stencil doesn't account for outline 1478 bool storedSkipOutlineClip = mSkipOutlineClip; 1479 mSkipOutlineClip = true; 1480 1481 SkPaint paint; 1482 paint.setColor(SK_ColorBLACK); 1483 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1484 1485 // NOTE: We could use the region contour path to generate a smaller mesh 1486 // Since we are using the stencil we could use the red book path 1487 // drawing technique. It might increase bandwidth usage though. 1488 1489 // The last parameter is important: we are not drawing in the color buffer 1490 // so we don't want to dirty the current layer, if any 1491 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1492 if (resetScissor) mCaches.disableScissor(); 1493 mSkipOutlineClip = storedSkipOutlineClip; 1494 1495 mCaches.stencil.enableTest(); 1496 1497 // Draw the region used to generate the stencil if the appropriate debug 1498 // mode is enabled 1499 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1500 paint.setColor(0x7f0000ff); 1501 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1502 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1503 } 1504 } else { 1505 EVENT_LOGD("setStencilFromClip - disabling"); 1506 mCaches.stencil.disable(); 1507 } 1508 } 1509} 1510 1511/** 1512 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1513 * 1514 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1515 * style, and tessellated AA ramp 1516 */ 1517bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1518 const SkPaint* paint) { 1519 bool snapOut = paint && paint->isAntiAlias(); 1520 1521 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1522 float outset = paint->getStrokeWidth() * 0.5f; 1523 left -= outset; 1524 top -= outset; 1525 right += outset; 1526 bottom += outset; 1527 } 1528 1529 bool clipRequired = false; 1530 bool roundRectClipRequired = false; 1531 if (calculateQuickRejectForScissor(left, top, right, bottom, 1532 &clipRequired, &roundRectClipRequired, snapOut)) { 1533 return true; 1534 } 1535 1536 // not quick rejected, so enable the scissor if clipRequired 1537 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1538 mSkipOutlineClip = !roundRectClipRequired; 1539 return false; 1540} 1541 1542void OpenGLRenderer::debugClip() { 1543#if DEBUG_CLIP_REGIONS 1544 if (!currentSnapshot()->clipRegion->isEmpty()) { 1545 SkPaint paint; 1546 paint.setColor(0x7f00ff00); 1547 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1548 1549 } 1550#endif 1551} 1552 1553/////////////////////////////////////////////////////////////////////////////// 1554// Drawing commands 1555/////////////////////////////////////////////////////////////////////////////// 1556 1557void OpenGLRenderer::setupDraw(bool clearLayer) { 1558 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1559 // changes the scissor test state 1560 if (clearLayer) clearLayerRegions(); 1561 // Make sure setScissor & setStencil happen at the beginning of 1562 // this method 1563 if (mDirtyClip) { 1564 if (mCaches.scissorEnabled) { 1565 setScissorFromClip(); 1566 } 1567 1568 setStencilFromClip(); 1569 } 1570 1571 mDescription.reset(); 1572 1573 mSetShaderColor = false; 1574 mColorSet = false; 1575 mColorA = mColorR = mColorG = mColorB = 0.0f; 1576 mTextureUnit = 0; 1577 mTrackDirtyRegions = true; 1578 1579 // Enable debug highlight when what we're about to draw is tested against 1580 // the stencil buffer and if stencil highlight debugging is on 1581 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1582 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1583 mCaches.stencil.isTestEnabled(); 1584} 1585 1586void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1587 mDescription.hasTexture = true; 1588 mDescription.hasAlpha8Texture = isAlpha8; 1589} 1590 1591void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1592 mDescription.hasTexture = true; 1593 mDescription.hasColors = true; 1594 mDescription.hasAlpha8Texture = isAlpha8; 1595} 1596 1597void OpenGLRenderer::setupDrawWithExternalTexture() { 1598 mDescription.hasExternalTexture = true; 1599} 1600 1601void OpenGLRenderer::setupDrawNoTexture() { 1602 mCaches.disableTexCoordsVertexArray(); 1603} 1604 1605void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1606 mDescription.hasVertexAlpha = true; 1607 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1608} 1609 1610void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1611 mColorA = alpha / 255.0f; 1612 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1613 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1614 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1615 mColorSet = true; 1616 mSetShaderColor = mDescription.setColorModulate(mColorA); 1617} 1618 1619void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1620 mColorA = alpha / 255.0f; 1621 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1622 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1623 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1624 mColorSet = true; 1625 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1626} 1627 1628void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1629 mCaches.fontRenderer->describe(mDescription, paint); 1630} 1631 1632void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1633 mColorA = a; 1634 mColorR = r; 1635 mColorG = g; 1636 mColorB = b; 1637 mColorSet = true; 1638 mSetShaderColor = mDescription.setColorModulate(a); 1639} 1640 1641void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1642 if (shader != NULL) { 1643 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1644 } 1645} 1646 1647void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1648 if (filter == NULL) { 1649 return; 1650 } 1651 1652 SkXfermode::Mode mode; 1653 if (filter->asColorMode(NULL, &mode)) { 1654 mDescription.colorOp = ProgramDescription::kColorBlend; 1655 mDescription.colorMode = mode; 1656 } else if (filter->asColorMatrix(NULL)) { 1657 mDescription.colorOp = ProgramDescription::kColorMatrix; 1658 } 1659} 1660 1661void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1662 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1663 mColorA = 1.0f; 1664 mColorR = mColorG = mColorB = 0.0f; 1665 mSetShaderColor = mDescription.modulate = true; 1666 } 1667} 1668 1669void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1670 SkXfermode::Mode mode = layer->getMode(); 1671 // When the blending mode is kClear_Mode, we need to use a modulate color 1672 // argb=1,0,0,0 1673 accountForClear(mode); 1674 // TODO: check shader blending, once we have shader drawing support for layers. 1675 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1676 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1677 chooseBlending(blend, mode, mDescription, swapSrcDst); 1678} 1679 1680void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1681 SkXfermode::Mode mode = getXfermodeDirect(paint); 1682 // When the blending mode is kClear_Mode, we need to use a modulate color 1683 // argb=1,0,0,0 1684 accountForClear(mode); 1685 blend |= (mColorSet && mColorA < 1.0f) || 1686 (getShader(paint) && !getShader(paint)->isOpaque()) || 1687 isBlendedColorFilter(getColorFilter(paint)); 1688 chooseBlending(blend, mode, mDescription, swapSrcDst); 1689} 1690 1691void OpenGLRenderer::setupDrawProgram() { 1692 useProgram(mCaches.programCache.get(mDescription)); 1693 if (mDescription.hasRoundRectClip) { 1694 // TODO: avoid doing this repeatedly, stashing state pointer in program 1695 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1696 const Rect& innerRect = state->innerRect; 1697 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1698 innerRect.left, innerRect.top, 1699 innerRect.right, innerRect.bottom); 1700 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1701 1, GL_FALSE, &state->matrix.data[0]); 1702 1703 // add half pixel to round out integer rect space to cover pixel centers 1704 float roundedOutRadius = state->radius + 0.5f; 1705 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1706 roundedOutRadius); 1707 } 1708} 1709 1710void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1711 mTrackDirtyRegions = false; 1712} 1713 1714void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1715 float left, float top, float right, float bottom, bool ignoreTransform) { 1716 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1717 if (mode == kModelViewMode_TranslateAndScale) { 1718 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1719 } 1720 1721 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1722 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1723 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1724 if (dirty && mTrackDirtyRegions) { 1725 if (!ignoreTransform) { 1726 dirtyLayer(left, top, right, bottom, *currentTransform()); 1727 } else { 1728 dirtyLayer(left, top, right, bottom); 1729 } 1730 } 1731} 1732 1733void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1734 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1735 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1736 } 1737} 1738 1739void OpenGLRenderer::setupDrawPureColorUniforms() { 1740 if (mSetShaderColor) { 1741 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1742 } 1743} 1744 1745void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1746 if (shader == NULL) { 1747 return; 1748 } 1749 1750 if (ignoreTransform) { 1751 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1752 // because it was built into modelView / the geometry, and the description needs to 1753 // compensate. 1754 mat4 modelViewWithoutTransform; 1755 modelViewWithoutTransform.loadInverse(*currentTransform()); 1756 modelViewWithoutTransform.multiply(mModelViewMatrix); 1757 mModelViewMatrix.load(modelViewWithoutTransform); 1758 } 1759 1760 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1761} 1762 1763void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1764 if (NULL == filter) { 1765 return; 1766 } 1767 1768 SkColor color; 1769 SkXfermode::Mode mode; 1770 if (filter->asColorMode(&color, &mode)) { 1771 const int alpha = SkColorGetA(color); 1772 const GLfloat a = alpha / 255.0f; 1773 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1774 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1775 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1776 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1777 return; 1778 } 1779 1780 SkScalar srcColorMatrix[20]; 1781 if (filter->asColorMatrix(srcColorMatrix)) { 1782 1783 float colorMatrix[16]; 1784 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1785 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1786 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1787 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1788 1789 // Skia uses the range [0..255] for the addition vector, but we need 1790 // the [0..1] range to apply the vector in GLSL 1791 float colorVector[4]; 1792 colorVector[0] = srcColorMatrix[4] / 255.0f; 1793 colorVector[1] = srcColorMatrix[9] / 255.0f; 1794 colorVector[2] = srcColorMatrix[14] / 255.0f; 1795 colorVector[3] = srcColorMatrix[19] / 255.0f; 1796 1797 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1798 GL_FALSE, colorMatrix); 1799 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1800 return; 1801 } 1802 1803 // it is an error if we ever get here 1804} 1805 1806void OpenGLRenderer::setupDrawTextGammaUniforms() { 1807 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1808} 1809 1810void OpenGLRenderer::setupDrawSimpleMesh() { 1811 bool force = mCaches.bindMeshBuffer(); 1812 mCaches.bindPositionVertexPointer(force, 0); 1813 mCaches.unbindIndicesBuffer(); 1814} 1815 1816void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1817 if (texture) bindTexture(texture); 1818 mTextureUnit++; 1819 mCaches.enableTexCoordsVertexArray(); 1820} 1821 1822void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1823 bindExternalTexture(texture); 1824 mTextureUnit++; 1825 mCaches.enableTexCoordsVertexArray(); 1826} 1827 1828void OpenGLRenderer::setupDrawTextureTransform() { 1829 mDescription.hasTextureTransform = true; 1830} 1831 1832void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1833 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1834 GL_FALSE, &transform.data[0]); 1835} 1836 1837void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1838 const GLvoid* texCoords, GLuint vbo) { 1839 bool force = false; 1840 if (!vertices || vbo) { 1841 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1842 } else { 1843 force = mCaches.unbindMeshBuffer(); 1844 } 1845 1846 mCaches.bindPositionVertexPointer(force, vertices); 1847 if (mCaches.currentProgram->texCoords >= 0) { 1848 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1849 } 1850 1851 mCaches.unbindIndicesBuffer(); 1852} 1853 1854void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1855 const GLvoid* texCoords, const GLvoid* colors) { 1856 bool force = mCaches.unbindMeshBuffer(); 1857 GLsizei stride = sizeof(ColorTextureVertex); 1858 1859 mCaches.bindPositionVertexPointer(force, vertices, stride); 1860 if (mCaches.currentProgram->texCoords >= 0) { 1861 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1862 } 1863 int slot = mCaches.currentProgram->getAttrib("colors"); 1864 if (slot >= 0) { 1865 glEnableVertexAttribArray(slot); 1866 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1867 } 1868 1869 mCaches.unbindIndicesBuffer(); 1870} 1871 1872void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1873 const GLvoid* texCoords, GLuint vbo) { 1874 bool force = false; 1875 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1876 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1877 // use the default VBO found in Caches 1878 if (!vertices || vbo) { 1879 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1880 } else { 1881 force = mCaches.unbindMeshBuffer(); 1882 } 1883 mCaches.bindQuadIndicesBuffer(); 1884 1885 mCaches.bindPositionVertexPointer(force, vertices); 1886 if (mCaches.currentProgram->texCoords >= 0) { 1887 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1888 } 1889} 1890 1891void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1892 bool force = mCaches.unbindMeshBuffer(); 1893 mCaches.bindQuadIndicesBuffer(); 1894 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1895} 1896 1897/////////////////////////////////////////////////////////////////////////////// 1898// Drawing 1899/////////////////////////////////////////////////////////////////////////////// 1900 1901status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1902 status_t status; 1903 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1904 // will be performed by the display list itself 1905 if (renderNode && renderNode->isRenderable()) { 1906 // compute 3d ordering 1907 renderNode->computeOrdering(); 1908 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1909 status = startFrame(); 1910 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1911 renderNode->replay(replayStruct, 0); 1912 return status | replayStruct.mDrawGlStatus; 1913 } 1914 1915 DeferredDisplayList deferredList(*currentClipRect()); 1916 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1917 renderNode->defer(deferStruct, 0); 1918 1919 flushLayers(); 1920 status = startFrame(); 1921 1922 return deferredList.flush(*this, dirty) | status; 1923 } 1924 1925 // Even if there is no drawing command(Ex: invisible), 1926 // it still needs startFrame to clear buffer and start tiling. 1927 return startFrame(); 1928} 1929 1930void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1931 float x = left; 1932 float y = top; 1933 1934 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1935 1936 bool ignoreTransform = false; 1937 if (currentTransform()->isPureTranslate()) { 1938 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1939 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1940 ignoreTransform = true; 1941 1942 texture->setFilter(GL_NEAREST, true); 1943 } else { 1944 texture->setFilter(getFilter(paint), true); 1945 } 1946 1947 // No need to check for a UV mapper on the texture object, only ARGB_8888 1948 // bitmaps get packed in the atlas 1949 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1950 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1951 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1952} 1953 1954/** 1955 * Important note: this method is intended to draw batches of bitmaps and 1956 * will not set the scissor enable or dirty the current layer, if any. 1957 * The caller is responsible for properly dirtying the current layer. 1958 */ 1959status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1960 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1961 const Rect& bounds, const SkPaint* paint) { 1962 mCaches.activeTexture(0); 1963 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1964 if (!texture) return DrawGlInfo::kStatusDone; 1965 1966 const AutoTexture autoCleanup(texture); 1967 1968 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1969 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1970 1971 const float x = (int) floorf(bounds.left + 0.5f); 1972 const float y = (int) floorf(bounds.top + 0.5f); 1973 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1974 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1975 texture->id, paint, &vertices[0].x, &vertices[0].u, 1976 GL_TRIANGLES, bitmapCount * 6, true, 1977 kModelViewMode_Translate, false); 1978 } else { 1979 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1980 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1981 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1982 kModelViewMode_Translate, false); 1983 } 1984 1985 return DrawGlInfo::kStatusDrew; 1986} 1987 1988status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1989 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1990 return DrawGlInfo::kStatusDone; 1991 } 1992 1993 mCaches.activeTexture(0); 1994 Texture* texture = getTexture(bitmap); 1995 if (!texture) return DrawGlInfo::kStatusDone; 1996 const AutoTexture autoCleanup(texture); 1997 1998 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1999 drawAlphaBitmap(texture, 0, 0, paint); 2000 } else { 2001 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2002 } 2003 2004 return DrawGlInfo::kStatusDrew; 2005} 2006 2007status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2008 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2009 return DrawGlInfo::kStatusDone; 2010 } 2011 2012 mCaches.activeTexture(0); 2013 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2014 const AutoTexture autoCleanup(texture); 2015 2016 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2017 drawAlphaBitmap(texture, 0, 0, paint); 2018 } else { 2019 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2020 } 2021 2022 return DrawGlInfo::kStatusDrew; 2023} 2024 2025status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2026 const float* vertices, const int* colors, const SkPaint* paint) { 2027 if (!vertices || currentSnapshot()->isIgnored()) { 2028 return DrawGlInfo::kStatusDone; 2029 } 2030 2031 // TODO: use quickReject on bounds from vertices 2032 mCaches.enableScissor(); 2033 2034 float left = FLT_MAX; 2035 float top = FLT_MAX; 2036 float right = FLT_MIN; 2037 float bottom = FLT_MIN; 2038 2039 const uint32_t count = meshWidth * meshHeight * 6; 2040 2041 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2042 mesh.setCapacity(count); 2043 ColorTextureVertex* vertex = mesh.editArray(); 2044 2045 bool cleanupColors = false; 2046 if (!colors) { 2047 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2048 int* newColors = new int[colorsCount]; 2049 memset(newColors, 0xff, colorsCount * sizeof(int)); 2050 colors = newColors; 2051 cleanupColors = true; 2052 } 2053 2054 mCaches.activeTexture(0); 2055 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2056 const UvMapper& mapper(getMapper(texture)); 2057 2058 for (int32_t y = 0; y < meshHeight; y++) { 2059 for (int32_t x = 0; x < meshWidth; x++) { 2060 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2061 2062 float u1 = float(x) / meshWidth; 2063 float u2 = float(x + 1) / meshWidth; 2064 float v1 = float(y) / meshHeight; 2065 float v2 = float(y + 1) / meshHeight; 2066 2067 mapper.map(u1, v1, u2, v2); 2068 2069 int ax = i + (meshWidth + 1) * 2; 2070 int ay = ax + 1; 2071 int bx = i; 2072 int by = bx + 1; 2073 int cx = i + 2; 2074 int cy = cx + 1; 2075 int dx = i + (meshWidth + 1) * 2 + 2; 2076 int dy = dx + 1; 2077 2078 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2079 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2080 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2081 2082 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2083 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2084 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2085 2086 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2087 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2088 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2089 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2090 } 2091 } 2092 2093 if (quickRejectSetupScissor(left, top, right, bottom)) { 2094 if (cleanupColors) delete[] colors; 2095 return DrawGlInfo::kStatusDone; 2096 } 2097 2098 if (!texture) { 2099 texture = mCaches.textureCache.get(bitmap); 2100 if (!texture) { 2101 if (cleanupColors) delete[] colors; 2102 return DrawGlInfo::kStatusDone; 2103 } 2104 } 2105 const AutoTexture autoCleanup(texture); 2106 2107 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2108 texture->setFilter(getFilter(paint), true); 2109 2110 int alpha; 2111 SkXfermode::Mode mode; 2112 getAlphaAndMode(paint, &alpha, &mode); 2113 2114 float a = alpha / 255.0f; 2115 2116 if (hasLayer()) { 2117 dirtyLayer(left, top, right, bottom, *currentTransform()); 2118 } 2119 2120 setupDraw(); 2121 setupDrawWithTextureAndColor(); 2122 setupDrawColor(a, a, a, a); 2123 setupDrawColorFilter(getColorFilter(paint)); 2124 setupDrawBlending(paint, true); 2125 setupDrawProgram(); 2126 setupDrawDirtyRegionsDisabled(); 2127 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2128 setupDrawTexture(texture->id); 2129 setupDrawPureColorUniforms(); 2130 setupDrawColorFilterUniforms(getColorFilter(paint)); 2131 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2132 2133 glDrawArrays(GL_TRIANGLES, 0, count); 2134 2135 int slot = mCaches.currentProgram->getAttrib("colors"); 2136 if (slot >= 0) { 2137 glDisableVertexAttribArray(slot); 2138 } 2139 2140 if (cleanupColors) delete[] colors; 2141 2142 return DrawGlInfo::kStatusDrew; 2143} 2144 2145status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2146 float srcLeft, float srcTop, float srcRight, float srcBottom, 2147 float dstLeft, float dstTop, float dstRight, float dstBottom, 2148 const SkPaint* paint) { 2149 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2150 return DrawGlInfo::kStatusDone; 2151 } 2152 2153 mCaches.activeTexture(0); 2154 Texture* texture = getTexture(bitmap); 2155 if (!texture) return DrawGlInfo::kStatusDone; 2156 const AutoTexture autoCleanup(texture); 2157 2158 const float width = texture->width; 2159 const float height = texture->height; 2160 2161 float u1 = fmax(0.0f, srcLeft / width); 2162 float v1 = fmax(0.0f, srcTop / height); 2163 float u2 = fmin(1.0f, srcRight / width); 2164 float v2 = fmin(1.0f, srcBottom / height); 2165 2166 getMapper(texture).map(u1, v1, u2, v2); 2167 2168 mCaches.unbindMeshBuffer(); 2169 resetDrawTextureTexCoords(u1, v1, u2, v2); 2170 2171 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2172 2173 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2174 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2175 2176 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2177 // Apply a scale transform on the canvas only when a shader is in use 2178 // Skia handles the ratio between the dst and src rects as a scale factor 2179 // when a shader is set 2180 bool useScaleTransform = getShader(paint) && scaled; 2181 bool ignoreTransform = false; 2182 2183 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2184 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2185 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2186 2187 dstRight = x + (dstRight - dstLeft); 2188 dstBottom = y + (dstBottom - dstTop); 2189 2190 dstLeft = x; 2191 dstTop = y; 2192 2193 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2194 ignoreTransform = true; 2195 } else { 2196 texture->setFilter(getFilter(paint), true); 2197 } 2198 2199 if (CC_UNLIKELY(useScaleTransform)) { 2200 save(SkCanvas::kMatrix_SaveFlag); 2201 translate(dstLeft, dstTop); 2202 scale(scaleX, scaleY); 2203 2204 dstLeft = 0.0f; 2205 dstTop = 0.0f; 2206 2207 dstRight = srcRight - srcLeft; 2208 dstBottom = srcBottom - srcTop; 2209 } 2210 2211 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2212 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2213 texture->id, paint, 2214 &mMeshVertices[0].x, &mMeshVertices[0].u, 2215 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2216 } else { 2217 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2218 texture->id, paint, texture->blend, 2219 &mMeshVertices[0].x, &mMeshVertices[0].u, 2220 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2221 } 2222 2223 if (CC_UNLIKELY(useScaleTransform)) { 2224 restore(); 2225 } 2226 2227 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2228 2229 return DrawGlInfo::kStatusDrew; 2230} 2231 2232status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2233 float left, float top, float right, float bottom, const SkPaint* paint) { 2234 if (quickRejectSetupScissor(left, top, right, bottom)) { 2235 return DrawGlInfo::kStatusDone; 2236 } 2237 2238 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2239 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2240 right - left, bottom - top, patch); 2241 2242 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2243} 2244 2245status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2246 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2247 const SkPaint* paint) { 2248 if (quickRejectSetupScissor(left, top, right, bottom)) { 2249 return DrawGlInfo::kStatusDone; 2250 } 2251 2252 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2253 mCaches.activeTexture(0); 2254 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2255 if (!texture) return DrawGlInfo::kStatusDone; 2256 const AutoTexture autoCleanup(texture); 2257 2258 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2259 texture->setFilter(GL_LINEAR, true); 2260 2261 const bool pureTranslate = currentTransform()->isPureTranslate(); 2262 // Mark the current layer dirty where we are going to draw the patch 2263 if (hasLayer() && mesh->hasEmptyQuads) { 2264 const float offsetX = left + currentTransform()->getTranslateX(); 2265 const float offsetY = top + currentTransform()->getTranslateY(); 2266 const size_t count = mesh->quads.size(); 2267 for (size_t i = 0; i < count; i++) { 2268 const Rect& bounds = mesh->quads.itemAt(i); 2269 if (CC_LIKELY(pureTranslate)) { 2270 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2271 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2272 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2273 } else { 2274 dirtyLayer(left + bounds.left, top + bounds.top, 2275 left + bounds.right, top + bounds.bottom, *currentTransform()); 2276 } 2277 } 2278 } 2279 2280 bool ignoreTransform = false; 2281 if (CC_LIKELY(pureTranslate)) { 2282 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2283 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2284 2285 right = x + right - left; 2286 bottom = y + bottom - top; 2287 left = x; 2288 top = y; 2289 ignoreTransform = true; 2290 } 2291 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2292 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2293 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2294 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2295 } 2296 2297 return DrawGlInfo::kStatusDrew; 2298} 2299 2300/** 2301 * Important note: this method is intended to draw batches of 9-patch objects and 2302 * will not set the scissor enable or dirty the current layer, if any. 2303 * The caller is responsible for properly dirtying the current layer. 2304 */ 2305status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2306 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2307 mCaches.activeTexture(0); 2308 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2309 if (!texture) return DrawGlInfo::kStatusDone; 2310 const AutoTexture autoCleanup(texture); 2311 2312 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2313 texture->setFilter(GL_LINEAR, true); 2314 2315 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2316 texture->blend, &vertices[0].x, &vertices[0].u, 2317 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2318 2319 return DrawGlInfo::kStatusDrew; 2320} 2321 2322status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2323 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2324 // not missing call to quickReject/dirtyLayer, always done at a higher level 2325 if (!vertexBuffer.getVertexCount()) { 2326 // no vertices to draw 2327 return DrawGlInfo::kStatusDone; 2328 } 2329 2330 Rect bounds(vertexBuffer.getBounds()); 2331 bounds.translate(translateX, translateY); 2332 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2333 2334 int color = paint->getColor(); 2335 bool isAA = paint->isAntiAlias(); 2336 2337 setupDraw(); 2338 setupDrawNoTexture(); 2339 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2340 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2341 setupDrawColorFilter(getColorFilter(paint)); 2342 setupDrawShader(getShader(paint)); 2343 setupDrawBlending(paint, isAA); 2344 setupDrawProgram(); 2345 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2346 translateX, translateY, 0, 0); 2347 setupDrawColorUniforms(getShader(paint)); 2348 setupDrawColorFilterUniforms(getColorFilter(paint)); 2349 setupDrawShaderUniforms(getShader(paint)); 2350 2351 const void* vertices = vertexBuffer.getBuffer(); 2352 mCaches.unbindMeshBuffer(); 2353 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2354 mCaches.resetTexCoordsVertexPointer(); 2355 2356 int alphaSlot = -1; 2357 if (isAA) { 2358 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2359 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2360 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2361 glEnableVertexAttribArray(alphaSlot); 2362 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2363 } 2364 2365 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2366 if (mode == VertexBuffer::kStandard) { 2367 mCaches.unbindIndicesBuffer(); 2368 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2369 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2370 mCaches.bindShadowIndicesBuffer(); 2371 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2372 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2373 mCaches.bindShadowIndicesBuffer(); 2374 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2375 } else if (mode == VertexBuffer::kIndices) { 2376 mCaches.unbindIndicesBuffer(); 2377 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT, 2378 vertexBuffer.getIndices()); 2379 } 2380 2381 if (isAA) { 2382 glDisableVertexAttribArray(alphaSlot); 2383 } 2384 2385 return DrawGlInfo::kStatusDrew; 2386} 2387 2388/** 2389 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2390 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2391 * screen space in all directions. However, instead of using a fragment shader to compute the 2392 * translucency of the color from its position, we simply use a varying parameter to define how far 2393 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2394 * 2395 * Doesn't yet support joins, caps, or path effects. 2396 */ 2397status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2398 VertexBuffer vertexBuffer; 2399 // TODO: try clipping large paths to viewport 2400 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2401 return drawVertexBuffer(vertexBuffer, paint); 2402} 2403 2404/** 2405 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2406 * and additional geometry for defining an alpha slope perimeter. 2407 * 2408 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2409 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2410 * in-shader alpha region, but found it to be taxing on some GPUs. 2411 * 2412 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2413 * memory transfer by removing need for degenerate vertices. 2414 */ 2415status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2416 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2417 2418 count &= ~0x3; // round down to nearest four 2419 2420 VertexBuffer buffer; 2421 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2422 const Rect& bounds = buffer.getBounds(); 2423 2424 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2425 return DrawGlInfo::kStatusDone; 2426 } 2427 2428 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2429 return drawVertexBuffer(buffer, paint, displayFlags); 2430} 2431 2432status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2433 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2434 2435 count &= ~0x1; // round down to nearest two 2436 2437 VertexBuffer buffer; 2438 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2439 2440 const Rect& bounds = buffer.getBounds(); 2441 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2442 return DrawGlInfo::kStatusDone; 2443 } 2444 2445 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2446 return drawVertexBuffer(buffer, paint, displayFlags); 2447} 2448 2449status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2450 // No need to check against the clip, we fill the clip region 2451 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2452 2453 Rect clip(*currentClipRect()); 2454 clip.snapToPixelBoundaries(); 2455 2456 SkPaint paint; 2457 paint.setColor(color); 2458 paint.setXfermodeMode(mode); 2459 2460 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2461 2462 return DrawGlInfo::kStatusDrew; 2463} 2464 2465status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2466 const SkPaint* paint) { 2467 if (!texture) return DrawGlInfo::kStatusDone; 2468 const AutoTexture autoCleanup(texture); 2469 2470 const float x = left + texture->left - texture->offset; 2471 const float y = top + texture->top - texture->offset; 2472 2473 drawPathTexture(texture, x, y, paint); 2474 2475 return DrawGlInfo::kStatusDrew; 2476} 2477 2478status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2479 float rx, float ry, const SkPaint* p) { 2480 if (currentSnapshot()->isIgnored() 2481 || quickRejectSetupScissor(left, top, right, bottom, p) 2482 || paintWillNotDraw(*p)) { 2483 return DrawGlInfo::kStatusDone; 2484 } 2485 2486 if (p->getPathEffect() != 0) { 2487 mCaches.activeTexture(0); 2488 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2489 right - left, bottom - top, rx, ry, p); 2490 return drawShape(left, top, texture, p); 2491 } 2492 2493 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2494 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2495 return drawVertexBuffer(left, top, *vertexBuffer, p); 2496} 2497 2498status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2499 if (currentSnapshot()->isIgnored() 2500 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2501 || paintWillNotDraw(*p)) { 2502 return DrawGlInfo::kStatusDone; 2503 } 2504 if (p->getPathEffect() != 0) { 2505 mCaches.activeTexture(0); 2506 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2507 return drawShape(x - radius, y - radius, texture, p); 2508 } 2509 2510 SkPath path; 2511 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2512 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2513 } else { 2514 path.addCircle(x, y, radius); 2515 } 2516 return drawConvexPath(path, p); 2517} 2518 2519status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2520 const SkPaint* p) { 2521 if (currentSnapshot()->isIgnored() 2522 || quickRejectSetupScissor(left, top, right, bottom, p) 2523 || paintWillNotDraw(*p)) { 2524 return DrawGlInfo::kStatusDone; 2525 } 2526 2527 if (p->getPathEffect() != 0) { 2528 mCaches.activeTexture(0); 2529 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2530 return drawShape(left, top, texture, p); 2531 } 2532 2533 SkPath path; 2534 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2535 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2536 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2537 } 2538 path.addOval(rect); 2539 return drawConvexPath(path, p); 2540} 2541 2542status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2543 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2544 if (currentSnapshot()->isIgnored() 2545 || quickRejectSetupScissor(left, top, right, bottom, p) 2546 || paintWillNotDraw(*p)) { 2547 return DrawGlInfo::kStatusDone; 2548 } 2549 2550 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2551 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2552 mCaches.activeTexture(0); 2553 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2554 startAngle, sweepAngle, useCenter, p); 2555 return drawShape(left, top, texture, p); 2556 } 2557 2558 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2559 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2560 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2561 } 2562 2563 SkPath path; 2564 if (useCenter) { 2565 path.moveTo(rect.centerX(), rect.centerY()); 2566 } 2567 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2568 if (useCenter) { 2569 path.close(); 2570 } 2571 return drawConvexPath(path, p); 2572} 2573 2574// See SkPaintDefaults.h 2575#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2576 2577status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2578 const SkPaint* p) { 2579 if (currentSnapshot()->isIgnored() 2580 || quickRejectSetupScissor(left, top, right, bottom, p) 2581 || paintWillNotDraw(*p)) { 2582 return DrawGlInfo::kStatusDone; 2583 } 2584 2585 if (p->getStyle() != SkPaint::kFill_Style) { 2586 // only fill style is supported by drawConvexPath, since others have to handle joins 2587 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2588 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2589 mCaches.activeTexture(0); 2590 const PathTexture* texture = 2591 mCaches.pathCache.getRect(right - left, bottom - top, p); 2592 return drawShape(left, top, texture, p); 2593 } 2594 2595 SkPath path; 2596 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2597 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2598 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2599 } 2600 path.addRect(rect); 2601 return drawConvexPath(path, p); 2602 } 2603 2604 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2605 SkPath path; 2606 path.addRect(left, top, right, bottom); 2607 return drawConvexPath(path, p); 2608 } else { 2609 drawColorRect(left, top, right, bottom, p); 2610 return DrawGlInfo::kStatusDrew; 2611 } 2612} 2613 2614void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2615 int bytesCount, int count, const float* positions, 2616 FontRenderer& fontRenderer, int alpha, float x, float y) { 2617 mCaches.activeTexture(0); 2618 2619 TextShadow textShadow; 2620 if (!getTextShadow(paint, &textShadow)) { 2621 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2622 } 2623 2624 // NOTE: The drop shadow will not perform gamma correction 2625 // if shader-based correction is enabled 2626 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2627 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2628 paint, text, bytesCount, count, textShadow.radius, positions); 2629 // If the drop shadow exceeds the max texture size or couldn't be 2630 // allocated, skip drawing 2631 if (!shadow) return; 2632 const AutoTexture autoCleanup(shadow); 2633 2634 const float sx = x - shadow->left + textShadow.dx; 2635 const float sy = y - shadow->top + textShadow.dy; 2636 2637 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2638 if (getShader(paint)) { 2639 textShadow.color = SK_ColorWHITE; 2640 } 2641 2642 setupDraw(); 2643 setupDrawWithTexture(true); 2644 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2645 setupDrawColorFilter(getColorFilter(paint)); 2646 setupDrawShader(getShader(paint)); 2647 setupDrawBlending(paint, true); 2648 setupDrawProgram(); 2649 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2650 sx, sy, sx + shadow->width, sy + shadow->height); 2651 setupDrawTexture(shadow->id); 2652 setupDrawPureColorUniforms(); 2653 setupDrawColorFilterUniforms(getColorFilter(paint)); 2654 setupDrawShaderUniforms(getShader(paint)); 2655 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2656 2657 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2658} 2659 2660bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2661 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2662 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2663} 2664 2665status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2666 const float* positions, const SkPaint* paint) { 2667 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2668 return DrawGlInfo::kStatusDone; 2669 } 2670 2671 // NOTE: Skia does not support perspective transform on drawPosText yet 2672 if (!currentTransform()->isSimple()) { 2673 return DrawGlInfo::kStatusDone; 2674 } 2675 2676 mCaches.enableScissor(); 2677 2678 float x = 0.0f; 2679 float y = 0.0f; 2680 const bool pureTranslate = currentTransform()->isPureTranslate(); 2681 if (pureTranslate) { 2682 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2683 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2684 } 2685 2686 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2687 fontRenderer.setFont(paint, SkMatrix::I()); 2688 2689 int alpha; 2690 SkXfermode::Mode mode; 2691 getAlphaAndMode(paint, &alpha, &mode); 2692 2693 if (CC_UNLIKELY(hasTextShadow(paint))) { 2694 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2695 alpha, 0.0f, 0.0f); 2696 } 2697 2698 // Pick the appropriate texture filtering 2699 bool linearFilter = currentTransform()->changesBounds(); 2700 if (pureTranslate && !linearFilter) { 2701 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2702 } 2703 fontRenderer.setTextureFiltering(linearFilter); 2704 2705 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2706 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2707 2708 const bool hasActiveLayer = hasLayer(); 2709 2710 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2711 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2712 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2713 if (hasActiveLayer) { 2714 if (!pureTranslate) { 2715 currentTransform()->mapRect(bounds); 2716 } 2717 dirtyLayerUnchecked(bounds, getRegion()); 2718 } 2719 } 2720 2721 return DrawGlInfo::kStatusDrew; 2722} 2723 2724bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2725 if (CC_LIKELY(transform.isPureTranslate())) { 2726 outMatrix->setIdentity(); 2727 return false; 2728 } else if (CC_UNLIKELY(transform.isPerspective())) { 2729 outMatrix->setIdentity(); 2730 return true; 2731 } 2732 2733 /** 2734 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2735 * with values rounded to the nearest int. 2736 */ 2737 float sx, sy; 2738 transform.decomposeScale(sx, sy); 2739 outMatrix->setScale( 2740 roundf(fmaxf(1.0f, sx)), 2741 roundf(fmaxf(1.0f, sy))); 2742 return true; 2743} 2744 2745status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2746 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2747 DrawOpMode drawOpMode) { 2748 2749 if (drawOpMode == kDrawOpMode_Immediate) { 2750 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2751 // drawing as ops from DeferredDisplayList are already filtered for these 2752 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2753 quickRejectSetupScissor(bounds)) { 2754 return DrawGlInfo::kStatusDone; 2755 } 2756 } 2757 2758 const float oldX = x; 2759 const float oldY = y; 2760 2761 const mat4& transform = *currentTransform(); 2762 const bool pureTranslate = transform.isPureTranslate(); 2763 2764 if (CC_LIKELY(pureTranslate)) { 2765 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2766 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2767 } 2768 2769 int alpha; 2770 SkXfermode::Mode mode; 2771 getAlphaAndMode(paint, &alpha, &mode); 2772 2773 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2774 2775 if (CC_UNLIKELY(hasTextShadow(paint))) { 2776 fontRenderer.setFont(paint, SkMatrix::I()); 2777 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2778 alpha, oldX, oldY); 2779 } 2780 2781 const bool hasActiveLayer = hasLayer(); 2782 2783 // We only pass a partial transform to the font renderer. That partial 2784 // matrix defines how glyphs are rasterized. Typically we want glyphs 2785 // to be rasterized at their final size on screen, which means the partial 2786 // matrix needs to take the scale factor into account. 2787 // When a partial matrix is used to transform glyphs during rasterization, 2788 // the mesh is generated with the inverse transform (in the case of scale, 2789 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2790 // apply the full transform matrix at draw time in the vertex shader. 2791 // Applying the full matrix in the shader is the easiest way to handle 2792 // rotation and perspective and allows us to always generated quads in the 2793 // font renderer which greatly simplifies the code, clipping in particular. 2794 SkMatrix fontTransform; 2795 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2796 || fabs(y - (int) y) > 0.0f 2797 || fabs(x - (int) x) > 0.0f; 2798 fontRenderer.setFont(paint, fontTransform); 2799 fontRenderer.setTextureFiltering(linearFilter); 2800 2801 // TODO: Implement better clipping for scaled/rotated text 2802 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2803 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2804 2805 bool status; 2806 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2807 2808 // don't call issuedrawcommand, do it at end of batch 2809 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2810 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2811 SkPaint paintCopy(*paint); 2812 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2813 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2814 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2815 } else { 2816 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2817 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2818 } 2819 2820 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2821 if (!pureTranslate) { 2822 transform.mapRect(layerBounds); 2823 } 2824 dirtyLayerUnchecked(layerBounds, getRegion()); 2825 } 2826 2827 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2828 2829 return DrawGlInfo::kStatusDrew; 2830} 2831 2832status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2833 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2834 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2835 return DrawGlInfo::kStatusDone; 2836 } 2837 2838 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2839 mCaches.enableScissor(); 2840 2841 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2842 fontRenderer.setFont(paint, SkMatrix::I()); 2843 fontRenderer.setTextureFiltering(true); 2844 2845 int alpha; 2846 SkXfermode::Mode mode; 2847 getAlphaAndMode(paint, &alpha, &mode); 2848 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2849 2850 const Rect* clip = &mSnapshot->getLocalClip(); 2851 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2852 2853 const bool hasActiveLayer = hasLayer(); 2854 2855 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2856 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2857 if (hasActiveLayer) { 2858 currentTransform()->mapRect(bounds); 2859 dirtyLayerUnchecked(bounds, getRegion()); 2860 } 2861 } 2862 2863 return DrawGlInfo::kStatusDrew; 2864} 2865 2866status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2867 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2868 2869 mCaches.activeTexture(0); 2870 2871 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2872 if (!texture) return DrawGlInfo::kStatusDone; 2873 const AutoTexture autoCleanup(texture); 2874 2875 const float x = texture->left - texture->offset; 2876 const float y = texture->top - texture->offset; 2877 2878 drawPathTexture(texture, x, y, paint); 2879 2880 return DrawGlInfo::kStatusDrew; 2881} 2882 2883status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2884 if (!layer) { 2885 return DrawGlInfo::kStatusDone; 2886 } 2887 2888 mat4* transform = NULL; 2889 if (layer->isTextureLayer()) { 2890 transform = &layer->getTransform(); 2891 if (!transform->isIdentity()) { 2892 save(SkCanvas::kMatrix_SaveFlag); 2893 concatMatrix(*transform); 2894 } 2895 } 2896 2897 bool clipRequired = false; 2898 const bool rejected = calculateQuickRejectForScissor(x, y, 2899 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2900 2901 if (rejected) { 2902 if (transform && !transform->isIdentity()) { 2903 restore(); 2904 } 2905 return DrawGlInfo::kStatusDone; 2906 } 2907 2908 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2909 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2910 2911 updateLayer(layer, true); 2912 2913 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2914 mCaches.activeTexture(0); 2915 2916 if (CC_LIKELY(!layer->region.isEmpty())) { 2917 if (layer->region.isRect()) { 2918 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2919 composeLayerRect(layer, layer->regionRect)); 2920 } else if (layer->mesh) { 2921 2922 const float a = getLayerAlpha(layer); 2923 setupDraw(); 2924 setupDrawWithTexture(); 2925 setupDrawColor(a, a, a, a); 2926 setupDrawColorFilter(layer->getColorFilter()); 2927 setupDrawBlending(layer); 2928 setupDrawProgram(); 2929 setupDrawPureColorUniforms(); 2930 setupDrawColorFilterUniforms(layer->getColorFilter()); 2931 setupDrawTexture(layer->getTexture()); 2932 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2933 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2934 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2935 2936 layer->setFilter(GL_NEAREST); 2937 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2938 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2939 } else { 2940 layer->setFilter(GL_LINEAR); 2941 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2942 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2943 } 2944 2945 TextureVertex* mesh = &layer->mesh[0]; 2946 GLsizei elementsCount = layer->meshElementCount; 2947 2948 while (elementsCount > 0) { 2949 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2950 2951 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2952 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2953 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2954 2955 elementsCount -= drawCount; 2956 // Though there are 4 vertices in a quad, we use 6 indices per 2957 // quad to draw with GL_TRIANGLES 2958 mesh += (drawCount / 6) * 4; 2959 } 2960 2961#if DEBUG_LAYERS_AS_REGIONS 2962 drawRegionRectsDebug(layer->region); 2963#endif 2964 } 2965 2966 if (layer->debugDrawUpdate) { 2967 layer->debugDrawUpdate = false; 2968 2969 SkPaint paint; 2970 paint.setColor(0x7f00ff00); 2971 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2972 } 2973 } 2974 layer->hasDrawnSinceUpdate = true; 2975 2976 if (transform && !transform->isIdentity()) { 2977 restore(); 2978 } 2979 2980 return DrawGlInfo::kStatusDrew; 2981} 2982 2983/////////////////////////////////////////////////////////////////////////////// 2984// Draw filters 2985/////////////////////////////////////////////////////////////////////////////// 2986 2987void OpenGLRenderer::resetPaintFilter() { 2988 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 2989 // comparison, see MergingDrawBatch::canMergeWith 2990 mDrawModifiers.mHasDrawFilter = false; 2991 mDrawModifiers.mPaintFilterClearBits = 0; 2992 mDrawModifiers.mPaintFilterSetBits = 0; 2993} 2994 2995void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2996 // TODO: don't bother with boolean, it's redundant with clear/set bits 2997 mDrawModifiers.mHasDrawFilter = true; 2998 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2999 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3000} 3001 3002const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3003 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp 3004 // to avoid clobbering 0x02 paint flag 3005 3006 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG. 3007 static const uint32_t sFilterBitmapFlag = 0x02; 3008 3009 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3010 return paint; 3011 } 3012 3013 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits; 3014 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits; 3015 3016 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits; 3017 mFilteredPaint = *paint; 3018 mFilteredPaint.setFlags(flags); 3019 3020 // check if paint filter trying to override bitmap filter 3021 if ((clearBits | setBits) & sFilterBitmapFlag) { 3022 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag 3023 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel); 3024 } 3025 3026 return &mFilteredPaint; 3027} 3028 3029/////////////////////////////////////////////////////////////////////////////// 3030// Drawing implementation 3031/////////////////////////////////////////////////////////////////////////////// 3032 3033Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3034 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3035 if (!texture) { 3036 return mCaches.textureCache.get(bitmap); 3037 } 3038 return texture; 3039} 3040 3041void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3042 float x, float y, const SkPaint* paint) { 3043 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3044 return; 3045 } 3046 3047 int alpha; 3048 SkXfermode::Mode mode; 3049 getAlphaAndMode(paint, &alpha, &mode); 3050 3051 setupDraw(); 3052 setupDrawWithTexture(true); 3053 setupDrawAlpha8Color(paint->getColor(), alpha); 3054 setupDrawColorFilter(getColorFilter(paint)); 3055 setupDrawShader(getShader(paint)); 3056 setupDrawBlending(paint, true); 3057 setupDrawProgram(); 3058 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3059 x, y, x + texture->width, y + texture->height); 3060 setupDrawTexture(texture->id); 3061 setupDrawPureColorUniforms(); 3062 setupDrawColorFilterUniforms(getColorFilter(paint)); 3063 setupDrawShaderUniforms(getShader(paint)); 3064 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3065 3066 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3067} 3068 3069// Same values used by Skia 3070#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3071#define kStdUnderline_Offset (1.0f / 9.0f) 3072#define kStdUnderline_Thickness (1.0f / 18.0f) 3073 3074void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3075 const SkPaint* paint) { 3076 // Handle underline and strike-through 3077 uint32_t flags = paint->getFlags(); 3078 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3079 SkPaint paintCopy(*paint); 3080 3081 if (CC_LIKELY(underlineWidth > 0.0f)) { 3082 const float textSize = paintCopy.getTextSize(); 3083 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3084 3085 const float left = x; 3086 float top = 0.0f; 3087 3088 int linesCount = 0; 3089 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3090 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3091 3092 const int pointsCount = 4 * linesCount; 3093 float points[pointsCount]; 3094 int currentPoint = 0; 3095 3096 if (flags & SkPaint::kUnderlineText_Flag) { 3097 top = y + textSize * kStdUnderline_Offset; 3098 points[currentPoint++] = left; 3099 points[currentPoint++] = top; 3100 points[currentPoint++] = left + underlineWidth; 3101 points[currentPoint++] = top; 3102 } 3103 3104 if (flags & SkPaint::kStrikeThruText_Flag) { 3105 top = y + textSize * kStdStrikeThru_Offset; 3106 points[currentPoint++] = left; 3107 points[currentPoint++] = top; 3108 points[currentPoint++] = left + underlineWidth; 3109 points[currentPoint++] = top; 3110 } 3111 3112 paintCopy.setStrokeWidth(strokeWidth); 3113 3114 drawLines(&points[0], pointsCount, &paintCopy); 3115 } 3116 } 3117} 3118 3119status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3120 if (currentSnapshot()->isIgnored()) { 3121 return DrawGlInfo::kStatusDone; 3122 } 3123 3124 return drawColorRects(rects, count, paint, false, true, true); 3125} 3126 3127status_t OpenGLRenderer::drawShadow(float casterAlpha, 3128 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3129 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3130 3131 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3132 mCaches.enableScissor(); 3133 3134 SkPaint paint; 3135 paint.setAntiAlias(true); // want to use AlphaVertex 3136 3137 // The caller has made sure casterAlpha > 0. 3138 float ambientShadowAlpha = mAmbientShadowAlpha; 3139 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3140 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3141 } 3142 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3143 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3144 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3145 } 3146 3147 float spotShadowAlpha = mSpotShadowAlpha; 3148 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3149 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3150 } 3151 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3152 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3153 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3154 } 3155 3156 return DrawGlInfo::kStatusDrew; 3157} 3158 3159status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3160 bool ignoreTransform, bool dirty, bool clip) { 3161 if (count == 0) { 3162 return DrawGlInfo::kStatusDone; 3163 } 3164 3165 int color = paint->getColor(); 3166 // If a shader is set, preserve only the alpha 3167 if (getShader(paint)) { 3168 color |= 0x00ffffff; 3169 } 3170 3171 float left = FLT_MAX; 3172 float top = FLT_MAX; 3173 float right = FLT_MIN; 3174 float bottom = FLT_MIN; 3175 3176 Vertex mesh[count]; 3177 Vertex* vertex = mesh; 3178 3179 for (int index = 0; index < count; index += 4) { 3180 float l = rects[index + 0]; 3181 float t = rects[index + 1]; 3182 float r = rects[index + 2]; 3183 float b = rects[index + 3]; 3184 3185 Vertex::set(vertex++, l, t); 3186 Vertex::set(vertex++, r, t); 3187 Vertex::set(vertex++, l, b); 3188 Vertex::set(vertex++, r, b); 3189 3190 left = fminf(left, l); 3191 top = fminf(top, t); 3192 right = fmaxf(right, r); 3193 bottom = fmaxf(bottom, b); 3194 } 3195 3196 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3197 return DrawGlInfo::kStatusDone; 3198 } 3199 3200 setupDraw(); 3201 setupDrawNoTexture(); 3202 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3203 setupDrawShader(getShader(paint)); 3204 setupDrawColorFilter(getColorFilter(paint)); 3205 setupDrawBlending(paint); 3206 setupDrawProgram(); 3207 setupDrawDirtyRegionsDisabled(); 3208 setupDrawModelView(kModelViewMode_Translate, false, 3209 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3210 setupDrawColorUniforms(getShader(paint)); 3211 setupDrawShaderUniforms(getShader(paint)); 3212 setupDrawColorFilterUniforms(getColorFilter(paint)); 3213 3214 if (dirty && hasLayer()) { 3215 dirtyLayer(left, top, right, bottom, *currentTransform()); 3216 } 3217 3218 issueIndexedQuadDraw(&mesh[0], count / 4); 3219 3220 return DrawGlInfo::kStatusDrew; 3221} 3222 3223void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3224 const SkPaint* paint, bool ignoreTransform) { 3225 int color = paint->getColor(); 3226 // If a shader is set, preserve only the alpha 3227 if (getShader(paint)) { 3228 color |= 0x00ffffff; 3229 } 3230 3231 setupDraw(); 3232 setupDrawNoTexture(); 3233 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3234 setupDrawShader(getShader(paint)); 3235 setupDrawColorFilter(getColorFilter(paint)); 3236 setupDrawBlending(paint); 3237 setupDrawProgram(); 3238 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3239 left, top, right, bottom, ignoreTransform); 3240 setupDrawColorUniforms(getShader(paint)); 3241 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3242 setupDrawColorFilterUniforms(getColorFilter(paint)); 3243 setupDrawSimpleMesh(); 3244 3245 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3246} 3247 3248void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3249 Texture* texture, const SkPaint* paint) { 3250 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3251 3252 GLvoid* vertices = (GLvoid*) NULL; 3253 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3254 3255 if (texture->uvMapper) { 3256 vertices = &mMeshVertices[0].x; 3257 texCoords = &mMeshVertices[0].u; 3258 3259 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3260 texture->uvMapper->map(uvs); 3261 3262 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3263 } 3264 3265 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3266 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3267 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3268 3269 texture->setFilter(GL_NEAREST, true); 3270 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3271 paint, texture->blend, vertices, texCoords, 3272 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3273 } else { 3274 texture->setFilter(getFilter(paint), true); 3275 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3276 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3277 } 3278 3279 if (texture->uvMapper) { 3280 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3281 } 3282} 3283 3284void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3285 GLuint texture, const SkPaint* paint, bool blend, 3286 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3287 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3288 ModelViewMode modelViewMode, bool dirty) { 3289 3290 int a; 3291 SkXfermode::Mode mode; 3292 getAlphaAndMode(paint, &a, &mode); 3293 const float alpha = a / 255.0f; 3294 3295 setupDraw(); 3296 setupDrawWithTexture(); 3297 setupDrawColor(alpha, alpha, alpha, alpha); 3298 setupDrawColorFilter(getColorFilter(paint)); 3299 setupDrawBlending(paint, blend, swapSrcDst); 3300 setupDrawProgram(); 3301 if (!dirty) setupDrawDirtyRegionsDisabled(); 3302 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3303 setupDrawTexture(texture); 3304 setupDrawPureColorUniforms(); 3305 setupDrawColorFilterUniforms(getColorFilter(paint)); 3306 setupDrawMesh(vertices, texCoords, vbo); 3307 3308 glDrawArrays(drawMode, 0, elementsCount); 3309} 3310 3311void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3312 GLuint texture, const SkPaint* paint, bool blend, 3313 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3314 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3315 ModelViewMode modelViewMode, bool dirty) { 3316 3317 int a; 3318 SkXfermode::Mode mode; 3319 getAlphaAndMode(paint, &a, &mode); 3320 const float alpha = a / 255.0f; 3321 3322 setupDraw(); 3323 setupDrawWithTexture(); 3324 setupDrawColor(alpha, alpha, alpha, alpha); 3325 setupDrawColorFilter(getColorFilter(paint)); 3326 setupDrawBlending(paint, blend, swapSrcDst); 3327 setupDrawProgram(); 3328 if (!dirty) setupDrawDirtyRegionsDisabled(); 3329 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3330 setupDrawTexture(texture); 3331 setupDrawPureColorUniforms(); 3332 setupDrawColorFilterUniforms(getColorFilter(paint)); 3333 setupDrawMeshIndices(vertices, texCoords, vbo); 3334 3335 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3336} 3337 3338void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3339 GLuint texture, const SkPaint* paint, 3340 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3341 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3342 3343 int color = paint != NULL ? paint->getColor() : 0; 3344 int alpha; 3345 SkXfermode::Mode mode; 3346 getAlphaAndMode(paint, &alpha, &mode); 3347 3348 setupDraw(); 3349 setupDrawWithTexture(true); 3350 if (paint != NULL) { 3351 setupDrawAlpha8Color(color, alpha); 3352 } 3353 setupDrawColorFilter(getColorFilter(paint)); 3354 setupDrawShader(getShader(paint)); 3355 setupDrawBlending(paint, true); 3356 setupDrawProgram(); 3357 if (!dirty) setupDrawDirtyRegionsDisabled(); 3358 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3359 setupDrawTexture(texture); 3360 setupDrawPureColorUniforms(); 3361 setupDrawColorFilterUniforms(getColorFilter(paint)); 3362 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3363 setupDrawMesh(vertices, texCoords); 3364 3365 glDrawArrays(drawMode, 0, elementsCount); 3366} 3367 3368void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3369 ProgramDescription& description, bool swapSrcDst) { 3370 3371 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3372 blend = true; 3373 mDescription.hasRoundRectClip = true; 3374 } 3375 mSkipOutlineClip = true; 3376 3377 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3378 3379 if (blend) { 3380 // These blend modes are not supported by OpenGL directly and have 3381 // to be implemented using shaders. Since the shader will perform 3382 // the blending, turn blending off here 3383 // If the blend mode cannot be implemented using shaders, fall 3384 // back to the default SrcOver blend mode instead 3385 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3386 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3387 description.framebufferMode = mode; 3388 description.swapSrcDst = swapSrcDst; 3389 3390 if (mCaches.blend) { 3391 glDisable(GL_BLEND); 3392 mCaches.blend = false; 3393 } 3394 3395 return; 3396 } else { 3397 mode = SkXfermode::kSrcOver_Mode; 3398 } 3399 } 3400 3401 if (!mCaches.blend) { 3402 glEnable(GL_BLEND); 3403 } 3404 3405 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3406 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3407 3408 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3409 glBlendFunc(sourceMode, destMode); 3410 mCaches.lastSrcMode = sourceMode; 3411 mCaches.lastDstMode = destMode; 3412 } 3413 } else if (mCaches.blend) { 3414 glDisable(GL_BLEND); 3415 } 3416 mCaches.blend = blend; 3417} 3418 3419bool OpenGLRenderer::useProgram(Program* program) { 3420 if (!program->isInUse()) { 3421 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3422 program->use(); 3423 mCaches.currentProgram = program; 3424 return false; 3425 } 3426 return true; 3427} 3428 3429void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3430 TextureVertex* v = &mMeshVertices[0]; 3431 TextureVertex::setUV(v++, u1, v1); 3432 TextureVertex::setUV(v++, u2, v1); 3433 TextureVertex::setUV(v++, u1, v2); 3434 TextureVertex::setUV(v++, u2, v2); 3435} 3436 3437void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3438 getAlphaAndModeDirect(paint, alpha, mode); 3439 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3440 // if drawing a layer, ignore the paint's alpha 3441 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3442 } 3443 *alpha *= currentSnapshot()->alpha; 3444} 3445 3446float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3447 float alpha; 3448 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3449 alpha = mDrawModifiers.mOverrideLayerAlpha; 3450 } else { 3451 alpha = layer->getAlpha() / 255.0f; 3452 } 3453 return alpha * currentSnapshot()->alpha; 3454} 3455 3456}; // namespace uirenderer 3457}; // namespace android 3458