OpenGLRenderer.cpp revision adc0d9da8648abfea1035fb1108eceea9fd9b5b1
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 "Vector.h" 46#include "VertexBuffer.h" 47 48#if DEBUG_DETAILED_EVENTS 49 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 50#else 51 #define EVENT_LOGD(...) 52#endif 53 54namespace android { 55namespace uirenderer { 56 57static GLenum getFilter(const SkPaint* paint) { 58 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 59 return GL_LINEAR; 60 } 61 return GL_NEAREST; 62} 63 64/////////////////////////////////////////////////////////////////////////////// 65// Globals 66/////////////////////////////////////////////////////////////////////////////// 67 68/** 69 * Structure mapping Skia xfermodes to OpenGL blending factors. 70 */ 71struct Blender { 72 SkXfermode::Mode mode; 73 GLenum src; 74 GLenum dst; 75}; // struct Blender 76 77// In this array, the index of each Blender equals the value of the first 78// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 79static const Blender gBlends[] = { 80 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 82 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 83 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 84 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 85 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 86 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 87 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 88 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 91 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 93 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 94 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 95}; 96 97// This array contains the swapped version of each SkXfermode. For instance 98// this array's SrcOver blending mode is actually DstOver. You can refer to 99// createLayer() for more information on the purpose of this array. 100static const Blender gBlendsSwap[] = { 101 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 102 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 103 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 104 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 105 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 106 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 107 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 108 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 109 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 110 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 111 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 112 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 114 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 115 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 116}; 117 118/////////////////////////////////////////////////////////////////////////////// 119// Functions 120/////////////////////////////////////////////////////////////////////////////// 121 122template<typename T> 123static inline T min(T a, T b) { 124 return a < b ? a : b; 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Constructors/destructor 129/////////////////////////////////////////////////////////////////////////////// 130 131OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 132 : mFrameStarted(false) 133 , mCaches(Caches::getInstance()) 134 , mExtensions(Extensions::getInstance()) 135 , mRenderState(renderState) 136 , mScissorOptimizationDisabled(false) 137 , mSuppressTiling(false) 138 , mFirstFrameAfterResize(true) 139 , mCountOverdraw(false) 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 || mCountOverdraw) { 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 if (mCountOverdraw) { 336 countOverdraw(); 337 } 338 339 mFrameStarted = false; 340} 341 342void OpenGLRenderer::resumeAfterLayer() { 343 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 344 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 345 debugOverdraw(true, false); 346 347 mCaches.resetScissor(); 348 dirtyClip(); 349} 350 351status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 352 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 353 354 Rect clip(*currentClipRect()); 355 clip.snapToPixelBoundaries(); 356 357 // Since we don't know what the functor will draw, let's dirty 358 // the entire clip region 359 if (hasLayer()) { 360 dirtyLayerUnchecked(clip, getRegion()); 361 } 362 363 DrawGlInfo info; 364 info.clipLeft = clip.left; 365 info.clipTop = clip.top; 366 info.clipRight = clip.right; 367 info.clipBottom = clip.bottom; 368 info.isLayer = hasLayer(); 369 info.width = getViewportWidth(); 370 info.height = getViewportHeight(); 371 currentTransform()->copyTo(&info.transform[0]); 372 373 bool prevDirtyClip = mDirtyClip; 374 // setup GL state for functor 375 if (mDirtyClip) { 376 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 377 } 378 if (mCaches.enableScissor() || prevDirtyClip) { 379 setScissorFromClip(); 380 } 381 382 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 383 // Scissor may have been modified, reset dirty clip 384 dirtyClip(); 385 386 return DrawGlInfo::kStatusDrew; 387} 388 389/////////////////////////////////////////////////////////////////////////////// 390// Debug 391/////////////////////////////////////////////////////////////////////////////// 392 393void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 394#if DEBUG_DETAILED_EVENTS 395 const int BUFFER_SIZE = 256; 396 va_list ap; 397 char buf[BUFFER_SIZE]; 398 399 va_start(ap, fmt); 400 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 401 va_end(ap); 402 403 eventMark(buf); 404#endif 405} 406 407 408void OpenGLRenderer::eventMark(const char* name) const { 409 mCaches.eventMark(0, name); 410} 411 412void OpenGLRenderer::startMark(const char* name) const { 413 mCaches.startMark(0, name); 414} 415 416void OpenGLRenderer::endMark() const { 417 mCaches.endMark(); 418} 419 420void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 421 mRenderState.debugOverdraw(enable, clear); 422} 423 424void OpenGLRenderer::renderOverdraw() { 425 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 426 const Rect* clip = &mTilingClip; 427 428 mCaches.enableScissor(); 429 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 430 clip->right - clip->left, clip->bottom - clip->top); 431 432 // 1x overdraw 433 mCaches.stencil.enableDebugTest(2); 434 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 435 436 // 2x overdraw 437 mCaches.stencil.enableDebugTest(3); 438 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 439 440 // 3x overdraw 441 mCaches.stencil.enableDebugTest(4); 442 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 443 444 // 4x overdraw and higher 445 mCaches.stencil.enableDebugTest(4, true); 446 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 447 448 mCaches.stencil.disable(); 449 } 450} 451 452void OpenGLRenderer::countOverdraw() { 453 size_t count = getWidth() * getHeight(); 454 uint32_t* buffer = new uint32_t[count]; 455 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 456 457 size_t total = 0; 458 for (size_t i = 0; i < count; i++) { 459 total += buffer[i] & 0xff; 460 } 461 462 mOverdraw = total / float(count); 463 464 delete[] buffer; 465} 466 467/////////////////////////////////////////////////////////////////////////////// 468// Layers 469/////////////////////////////////////////////////////////////////////////////// 470 471bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 472 if (layer->deferredUpdateScheduled && layer->renderer 473 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 474 ATRACE_CALL(); 475 476 if (inFrame) { 477 endTiling(); 478 debugOverdraw(false, false); 479 } 480 481 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 482 layer->render(*this); 483 } else { 484 layer->defer(*this); 485 } 486 487 if (inFrame) { 488 resumeAfterLayer(); 489 startTilingCurrentClip(); 490 } 491 492 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 493 layer->hasDrawnSinceUpdate = false; 494 495 return true; 496 } 497 498 return false; 499} 500 501void OpenGLRenderer::updateLayers() { 502 // If draw deferring is enabled this method will simply defer 503 // the display list of each individual layer. The layers remain 504 // in the layer updates list which will be cleared by flushLayers(). 505 int count = mLayerUpdates.size(); 506 if (count > 0) { 507 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 508 startMark("Layer Updates"); 509 } else { 510 startMark("Defer Layer Updates"); 511 } 512 513 // Note: it is very important to update the layers in order 514 for (int i = 0; i < count; i++) { 515 Layer* layer = mLayerUpdates.itemAt(i); 516 updateLayer(layer, false); 517 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 518 mCaches.resourceCache.decrementRefcount(layer); 519 } 520 } 521 522 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 523 mLayerUpdates.clear(); 524 mRenderState.bindFramebuffer(getTargetFbo()); 525 } 526 endMark(); 527 } 528} 529 530void OpenGLRenderer::flushLayers() { 531 int count = mLayerUpdates.size(); 532 if (count > 0) { 533 startMark("Apply Layer Updates"); 534 char layerName[12]; 535 536 // Note: it is very important to update the layers in order 537 for (int i = 0; i < count; i++) { 538 sprintf(layerName, "Layer #%d", i); 539 startMark(layerName); 540 541 ATRACE_BEGIN("flushLayer"); 542 Layer* layer = mLayerUpdates.itemAt(i); 543 layer->flush(); 544 ATRACE_END(); 545 546 mCaches.resourceCache.decrementRefcount(layer); 547 548 endMark(); 549 } 550 551 mLayerUpdates.clear(); 552 mRenderState.bindFramebuffer(getTargetFbo()); 553 554 endMark(); 555 } 556} 557 558void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 559 if (layer) { 560 // Make sure we don't introduce duplicates. 561 // SortedVector would do this automatically but we need to respect 562 // the insertion order. The linear search is not an issue since 563 // this list is usually very short (typically one item, at most a few) 564 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 565 if (mLayerUpdates.itemAt(i) == layer) { 566 return; 567 } 568 } 569 mLayerUpdates.push_back(layer); 570 mCaches.resourceCache.incrementRefcount(layer); 571 } 572} 573 574void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 575 if (layer) { 576 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 577 if (mLayerUpdates.itemAt(i) == layer) { 578 mLayerUpdates.removeAt(i); 579 mCaches.resourceCache.decrementRefcount(layer); 580 break; 581 } 582 } 583 } 584} 585 586void OpenGLRenderer::clearLayerUpdates() { 587 size_t count = mLayerUpdates.size(); 588 if (count > 0) { 589 mCaches.resourceCache.lock(); 590 for (size_t i = 0; i < count; i++) { 591 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 592 } 593 mCaches.resourceCache.unlock(); 594 mLayerUpdates.clear(); 595 } 596} 597 598void OpenGLRenderer::flushLayerUpdates() { 599 ATRACE_CALL(); 600 syncState(); 601 updateLayers(); 602 flushLayers(); 603 // Wait for all the layer updates to be executed 604 AutoFence fence; 605} 606 607void OpenGLRenderer::markLayersAsBuildLayers() { 608 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 609 mLayerUpdates[i]->wasBuildLayered = true; 610 } 611} 612 613/////////////////////////////////////////////////////////////////////////////// 614// State management 615/////////////////////////////////////////////////////////////////////////////// 616 617void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 618 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 619 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 620 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 621 622 if (restoreViewport) { 623 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 624 } 625 626 if (restoreClip) { 627 dirtyClip(); 628 } 629 630 if (restoreLayer) { 631 endMark(); // Savelayer 632 startMark("ComposeLayer"); 633 composeLayer(removed, restored); 634 endMark(); 635 } 636} 637 638/////////////////////////////////////////////////////////////////////////////// 639// Layers 640/////////////////////////////////////////////////////////////////////////////// 641 642int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 643 const SkPaint* paint, int flags, const SkPath* convexMask) { 644 // force matrix/clip isolation for layer 645 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 646 647 const int count = saveSnapshot(flags); 648 649 if (!currentSnapshot()->isIgnored()) { 650 createLayer(left, top, right, bottom, paint, flags, convexMask); 651 } 652 653 return count; 654} 655 656void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 657 const Rect untransformedBounds(bounds); 658 659 currentTransform()->mapRect(bounds); 660 661 // Layers only make sense if they are in the framebuffer's bounds 662 if (bounds.intersect(*currentClipRect())) { 663 // We cannot work with sub-pixels in this case 664 bounds.snapToPixelBoundaries(); 665 666 // When the layer is not an FBO, we may use glCopyTexImage so we 667 // need to make sure the layer does not extend outside the bounds 668 // of the framebuffer 669 const Snapshot& previous = *(currentSnapshot()->previous); 670 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 671 if (!bounds.intersect(previousViewport)) { 672 bounds.setEmpty(); 673 } else if (fboLayer) { 674 clip.set(bounds); 675 mat4 inverse; 676 inverse.loadInverse(*currentTransform()); 677 inverse.mapRect(clip); 678 clip.snapToPixelBoundaries(); 679 if (clip.intersect(untransformedBounds)) { 680 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 681 bounds.set(untransformedBounds); 682 } else { 683 clip.setEmpty(); 684 } 685 } 686 } else { 687 bounds.setEmpty(); 688 } 689} 690 691void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 692 bool fboLayer, int alpha) { 693 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 694 bounds.getHeight() > mCaches.maxTextureSize || 695 (fboLayer && clip.isEmpty())) { 696 mSnapshot->empty = fboLayer; 697 } else { 698 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 699 } 700} 701 702int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 703 const SkPaint* paint, int flags) { 704 const int count = saveSnapshot(flags); 705 706 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 707 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 708 // operations will be able to store and restore the current clip and transform info, and 709 // quick rejection will be correct (for display lists) 710 711 Rect bounds(left, top, right, bottom); 712 Rect clip; 713 calculateLayerBoundsAndClip(bounds, clip, true); 714 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 715 716 if (!currentSnapshot()->isIgnored()) { 717 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 718 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 719 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 720 mSnapshot->roundRectClipState = NULL; 721 } 722 } 723 724 return count; 725} 726 727/** 728 * Layers are viewed by Skia are slightly different than layers in image editing 729 * programs (for instance.) When a layer is created, previously created layers 730 * and the frame buffer still receive every drawing command. For instance, if a 731 * layer is created and a shape intersecting the bounds of the layers and the 732 * framebuffer is draw, the shape will be drawn on both (unless the layer was 733 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 734 * 735 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 736 * texture. Unfortunately, this is inefficient as it requires every primitive to 737 * be drawn n + 1 times, where n is the number of active layers. In practice this 738 * means, for every primitive: 739 * - Switch active frame buffer 740 * - Change viewport, clip and projection matrix 741 * - Issue the drawing 742 * 743 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 744 * To avoid this, layers are implemented in a different way here, at least in the 745 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 746 * is set. When this flag is set we can redirect all drawing operations into a 747 * single FBO. 748 * 749 * This implementation relies on the frame buffer being at least RGBA 8888. When 750 * a layer is created, only a texture is created, not an FBO. The content of the 751 * frame buffer contained within the layer's bounds is copied into this texture 752 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 753 * buffer and drawing continues as normal. This technique therefore treats the 754 * frame buffer as a scratch buffer for the layers. 755 * 756 * To compose the layers back onto the frame buffer, each layer texture 757 * (containing the original frame buffer data) is drawn as a simple quad over 758 * the frame buffer. The trick is that the quad is set as the composition 759 * destination in the blending equation, and the frame buffer becomes the source 760 * of the composition. 761 * 762 * Drawing layers with an alpha value requires an extra step before composition. 763 * An empty quad is drawn over the layer's region in the frame buffer. This quad 764 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 765 * quad is used to multiply the colors in the frame buffer. This is achieved by 766 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 767 * GL_ZERO, GL_SRC_ALPHA. 768 * 769 * Because glCopyTexImage2D() can be slow, an alternative implementation might 770 * be use to draw a single clipped layer. The implementation described above 771 * is correct in every case. 772 * 773 * (1) The frame buffer is actually not cleared right away. To allow the GPU 774 * to potentially optimize series of calls to glCopyTexImage2D, the frame 775 * buffer is left untouched until the first drawing operation. Only when 776 * something actually gets drawn are the layers regions cleared. 777 */ 778bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 779 const SkPaint* paint, int flags, const SkPath* convexMask) { 780 if (kDebugLayers) { 781 ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 782 ALOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 783 } 784 785 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 786 787 // Window coordinates of the layer 788 Rect clip; 789 Rect bounds(left, top, right, bottom); 790 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 791 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 792 793 // Bail out if we won't draw in this snapshot 794 if (currentSnapshot()->isIgnored()) { 795 return false; 796 } 797 798 mCaches.activeTexture(0); 799 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 800 if (!layer) { 801 return false; 802 } 803 804 layer->setPaint(paint); 805 layer->layer.set(bounds); 806 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 807 bounds.getWidth() / float(layer->getWidth()), 0.0f); 808 809 layer->setBlend(true); 810 layer->setDirty(false); 811 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 812 813 // Save the layer in the snapshot 814 mSnapshot->flags |= Snapshot::kFlagIsLayer; 815 mSnapshot->layer = layer; 816 817 startMark("SaveLayer"); 818 if (fboLayer) { 819 return createFboLayer(layer, bounds, clip); 820 } else { 821 // Copy the framebuffer into the layer 822 layer->bindTexture(); 823 if (!bounds.isEmpty()) { 824 if (layer->isEmpty()) { 825 // Workaround for some GL drivers. When reading pixels lying outside 826 // of the window we should get undefined values for those pixels. 827 // Unfortunately some drivers will turn the entire target texture black 828 // when reading outside of the window. 829 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 830 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 831 layer->setEmpty(false); 832 } 833 834 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 835 bounds.left, getViewportHeight() - bounds.bottom, 836 bounds.getWidth(), bounds.getHeight()); 837 838 // Enqueue the buffer coordinates to clear the corresponding region later 839 mLayers.push(new Rect(bounds)); 840 } 841 } 842 843 return true; 844} 845 846bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 847 layer->clipRect.set(clip); 848 layer->setFbo(mCaches.fboCache.get()); 849 850 mSnapshot->region = &mSnapshot->layer->region; 851 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 852 mSnapshot->fbo = layer->getFbo(); 853 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 854 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 855 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 856 mSnapshot->roundRectClipState = NULL; 857 858 endTiling(); 859 debugOverdraw(false, false); 860 // Bind texture to FBO 861 mRenderState.bindFramebuffer(layer->getFbo()); 862 layer->bindTexture(); 863 864 // Initialize the texture if needed 865 if (layer->isEmpty()) { 866 layer->allocateTexture(); 867 layer->setEmpty(false); 868 } 869 870 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 871 layer->getTexture(), 0); 872 873 // Expand the startTiling region by 1 874 startTilingCurrentClip(true, true); 875 876 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 877 mCaches.enableScissor(); 878 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 879 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 880 glClear(GL_COLOR_BUFFER_BIT); 881 882 dirtyClip(); 883 884 // Change the ortho projection 885 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 886 return true; 887} 888 889/** 890 * Read the documentation of createLayer() before doing anything in this method. 891 */ 892void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 893 if (!removed.layer) { 894 ALOGE("Attempting to compose a layer that does not exist"); 895 return; 896 } 897 898 Layer* layer = removed.layer; 899 const Rect& rect = layer->layer; 900 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 901 902 bool clipRequired = false; 903 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 904 &clipRequired, NULL, false); // safely ignore return, should never be rejected 905 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 906 907 if (fboLayer) { 908 endTiling(); 909 910 // Detach the texture from the FBO 911 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 912 913 layer->removeFbo(false); 914 915 // Unbind current FBO and restore previous one 916 mRenderState.bindFramebuffer(restored.fbo); 917 debugOverdraw(true, false); 918 919 startTilingCurrentClip(); 920 } 921 922 if (!fboLayer && layer->getAlpha() < 255) { 923 SkPaint layerPaint; 924 layerPaint.setAlpha(layer->getAlpha()); 925 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 926 layerPaint.setColorFilter(layer->getColorFilter()); 927 928 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 929 // Required below, composeLayerRect() will divide by 255 930 layer->setAlpha(255); 931 } 932 933 mCaches.unbindMeshBuffer(); 934 935 mCaches.activeTexture(0); 936 937 // When the layer is stored in an FBO, we can save a bit of fillrate by 938 // drawing only the dirty region 939 if (fboLayer) { 940 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 941 composeLayerRegion(layer, rect); 942 } else if (!rect.isEmpty()) { 943 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 944 945 save(0); 946 // the layer contains screen buffer content that shouldn't be alpha modulated 947 // (and any necessary alpha modulation was handled drawing into the layer) 948 mSnapshot->alpha = 1.0f; 949 composeLayerRect(layer, rect, true); 950 restore(); 951 } 952 953 dirtyClip(); 954 955 // Failing to add the layer to the cache should happen only if the layer is too large 956 layer->setConvexMask(NULL); 957 if (!mCaches.layerCache.put(layer)) { 958 if (kDebugLayers) { 959 ALOGD("Deleting layer"); 960 } 961 Caches::getInstance().resourceCache.decrementRefcount(layer); 962 } 963} 964 965void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 966 float alpha = getLayerAlpha(layer); 967 968 setupDraw(); 969 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 970 setupDrawWithTexture(); 971 } else { 972 setupDrawWithExternalTexture(); 973 } 974 setupDrawTextureTransform(); 975 setupDrawColor(alpha, alpha, alpha, alpha); 976 setupDrawColorFilter(layer->getColorFilter()); 977 setupDrawBlending(layer); 978 setupDrawProgram(); 979 setupDrawPureColorUniforms(); 980 setupDrawColorFilterUniforms(layer->getColorFilter()); 981 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 982 setupDrawTexture(layer->getTexture()); 983 } else { 984 setupDrawExternalTexture(layer->getTexture()); 985 } 986 if (currentTransform()->isPureTranslate() && 987 !layer->getForceFilter() && 988 layer->getWidth() == (uint32_t) rect.getWidth() && 989 layer->getHeight() == (uint32_t) rect.getHeight()) { 990 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 991 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 992 993 layer->setFilter(GL_NEAREST); 994 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 995 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 996 } else { 997 layer->setFilter(GL_LINEAR); 998 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 999 rect.left, rect.top, rect.right, rect.bottom); 1000 } 1001 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1002 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1003 1004 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1005} 1006 1007void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1008 if (layer->isTextureLayer()) { 1009 EVENT_LOGD("composeTextureLayerRect"); 1010 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1011 drawTextureLayer(layer, rect); 1012 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1013 } else { 1014 EVENT_LOGD("composeHardwareLayerRect"); 1015 const Rect& texCoords = layer->texCoords; 1016 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1017 texCoords.right, texCoords.bottom); 1018 1019 float x = rect.left; 1020 float y = rect.top; 1021 bool simpleTransform = currentTransform()->isPureTranslate() && 1022 layer->getWidth() == (uint32_t) rect.getWidth() && 1023 layer->getHeight() == (uint32_t) rect.getHeight(); 1024 1025 if (simpleTransform) { 1026 // When we're swapping, the layer is already in screen coordinates 1027 if (!swap) { 1028 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1029 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1030 } 1031 1032 layer->setFilter(GL_NEAREST, true); 1033 } else { 1034 layer->setFilter(GL_LINEAR, true); 1035 } 1036 1037 SkPaint layerPaint; 1038 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1039 layerPaint.setXfermodeMode(layer->getMode()); 1040 layerPaint.setColorFilter(layer->getColorFilter()); 1041 1042 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1043 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1044 layer->getTexture(), &layerPaint, blend, 1045 &mMeshVertices[0].x, &mMeshVertices[0].u, 1046 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1047 1048 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1049 } 1050} 1051 1052/** 1053 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1054 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1055 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1056 * by saveLayer's restore 1057 */ 1058#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1059 DRAW_COMMAND; \ 1060 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1061 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1062 DRAW_COMMAND; \ 1063 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1064 } \ 1065 } 1066 1067#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1068 1069// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1070// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1071class LayerShader : public SkShader { 1072public: 1073 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1074 : INHERITED(localMatrix) 1075 , mLayer(layer) { 1076 } 1077 1078 virtual bool asACustomShader(void** data) const { 1079 if (data) { 1080 *data = static_cast<void*>(mLayer); 1081 } 1082 return true; 1083 } 1084 1085 virtual bool isOpaque() const { 1086 return !mLayer->isBlend(); 1087 } 1088 1089protected: 1090 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1091 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1092 } 1093 1094 virtual void flatten(SkWriteBuffer&) const { 1095 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1096 } 1097 1098 virtual Factory getFactory() const { 1099 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1100 return NULL; 1101 } 1102private: 1103 // Unowned. 1104 Layer* mLayer; 1105 typedef SkShader INHERITED; 1106}; 1107 1108void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1109 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1110 1111 if (layer->getConvexMask()) { 1112 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1113 1114 // clip to the area of the layer the mask can be larger 1115 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1116 1117 SkPaint paint; 1118 paint.setAntiAlias(true); 1119 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1120 1121 // create LayerShader to map SaveLayer content into subsequent draw 1122 SkMatrix shaderMatrix; 1123 shaderMatrix.setTranslate(rect.left, rect.bottom); 1124 shaderMatrix.preScale(1, -1); 1125 LayerShader layerShader(layer, &shaderMatrix); 1126 paint.setShader(&layerShader); 1127 1128 // Since the drawing primitive is defined in local drawing space, 1129 // we don't need to modify the draw matrix 1130 const SkPath* maskPath = layer->getConvexMask(); 1131 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1132 1133 paint.setShader(NULL); 1134 restore(); 1135 1136 return; 1137 } 1138 1139 if (layer->region.isRect()) { 1140 layer->setRegionAsRect(); 1141 1142 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1143 1144 layer->region.clear(); 1145 return; 1146 } 1147 1148 EVENT_LOGD("composeLayerRegion"); 1149 // standard Region based draw 1150 size_t count; 1151 const android::Rect* rects; 1152 Region safeRegion; 1153 if (CC_LIKELY(hasRectToRectTransform())) { 1154 rects = layer->region.getArray(&count); 1155 } else { 1156 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1157 rects = safeRegion.getArray(&count); 1158 } 1159 1160 const float alpha = getLayerAlpha(layer); 1161 const float texX = 1.0f / float(layer->getWidth()); 1162 const float texY = 1.0f / float(layer->getHeight()); 1163 const float height = rect.getHeight(); 1164 1165 setupDraw(); 1166 1167 // We must get (and therefore bind) the region mesh buffer 1168 // after we setup drawing in case we need to mess with the 1169 // stencil buffer in setupDraw() 1170 TextureVertex* mesh = mCaches.getRegionMesh(); 1171 uint32_t numQuads = 0; 1172 1173 setupDrawWithTexture(); 1174 setupDrawColor(alpha, alpha, alpha, alpha); 1175 setupDrawColorFilter(layer->getColorFilter()); 1176 setupDrawBlending(layer); 1177 setupDrawProgram(); 1178 setupDrawDirtyRegionsDisabled(); 1179 setupDrawPureColorUniforms(); 1180 setupDrawColorFilterUniforms(layer->getColorFilter()); 1181 setupDrawTexture(layer->getTexture()); 1182 if (currentTransform()->isPureTranslate()) { 1183 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1184 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1185 1186 layer->setFilter(GL_NEAREST); 1187 setupDrawModelView(kModelViewMode_Translate, false, 1188 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1189 } else { 1190 layer->setFilter(GL_LINEAR); 1191 setupDrawModelView(kModelViewMode_Translate, false, 1192 rect.left, rect.top, rect.right, rect.bottom); 1193 } 1194 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1195 1196 for (size_t i = 0; i < count; i++) { 1197 const android::Rect* r = &rects[i]; 1198 1199 const float u1 = r->left * texX; 1200 const float v1 = (height - r->top) * texY; 1201 const float u2 = r->right * texX; 1202 const float v2 = (height - r->bottom) * texY; 1203 1204 // TODO: Reject quads outside of the clip 1205 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1206 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1207 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1208 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1209 1210 numQuads++; 1211 1212 if (numQuads >= gMaxNumberOfQuads) { 1213 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1214 GL_UNSIGNED_SHORT, NULL)); 1215 numQuads = 0; 1216 mesh = mCaches.getRegionMesh(); 1217 } 1218 } 1219 1220 if (numQuads > 0) { 1221 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1222 GL_UNSIGNED_SHORT, NULL)); 1223 } 1224 1225#if DEBUG_LAYERS_AS_REGIONS 1226 drawRegionRectsDebug(layer->region); 1227#endif 1228 1229 layer->region.clear(); 1230} 1231 1232#if DEBUG_LAYERS_AS_REGIONS 1233void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1234 size_t count; 1235 const android::Rect* rects = region.getArray(&count); 1236 1237 uint32_t colors[] = { 1238 0x7fff0000, 0x7f00ff00, 1239 0x7f0000ff, 0x7fff00ff, 1240 }; 1241 1242 int offset = 0; 1243 int32_t top = rects[0].top; 1244 1245 for (size_t i = 0; i < count; i++) { 1246 if (top != rects[i].top) { 1247 offset ^= 0x2; 1248 top = rects[i].top; 1249 } 1250 1251 SkPaint paint; 1252 paint.setColor(colors[offset + (i & 0x1)]); 1253 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1254 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1255 } 1256} 1257#endif 1258 1259void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1260 Vector<float> rects; 1261 1262 SkRegion::Iterator it(region); 1263 while (!it.done()) { 1264 const SkIRect& r = it.rect(); 1265 rects.push(r.fLeft); 1266 rects.push(r.fTop); 1267 rects.push(r.fRight); 1268 rects.push(r.fBottom); 1269 it.next(); 1270 } 1271 1272 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1273} 1274 1275void OpenGLRenderer::dirtyLayer(const float left, const float top, 1276 const float right, const float bottom, const mat4 transform) { 1277 if (hasLayer()) { 1278 Rect bounds(left, top, right, bottom); 1279 transform.mapRect(bounds); 1280 dirtyLayerUnchecked(bounds, getRegion()); 1281 } 1282} 1283 1284void OpenGLRenderer::dirtyLayer(const float left, const float top, 1285 const float right, const float bottom) { 1286 if (hasLayer()) { 1287 Rect bounds(left, top, right, bottom); 1288 dirtyLayerUnchecked(bounds, getRegion()); 1289 } 1290} 1291 1292void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1293 if (bounds.intersect(*currentClipRect())) { 1294 bounds.snapToPixelBoundaries(); 1295 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1296 if (!dirty.isEmpty()) { 1297 region->orSelf(dirty); 1298 } 1299 } 1300} 1301 1302void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1303 GLsizei elementsCount = quadsCount * 6; 1304 while (elementsCount > 0) { 1305 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1306 1307 setupDrawIndexedVertices(&mesh[0].x); 1308 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1309 1310 elementsCount -= drawCount; 1311 // Though there are 4 vertices in a quad, we use 6 indices per 1312 // quad to draw with GL_TRIANGLES 1313 mesh += (drawCount / 6) * 4; 1314 } 1315} 1316 1317void OpenGLRenderer::clearLayerRegions() { 1318 const size_t count = mLayers.size(); 1319 if (count == 0) return; 1320 1321 if (!currentSnapshot()->isIgnored()) { 1322 EVENT_LOGD("clearLayerRegions"); 1323 // Doing several glScissor/glClear here can negatively impact 1324 // GPUs with a tiler architecture, instead we draw quads with 1325 // the Clear blending mode 1326 1327 // The list contains bounds that have already been clipped 1328 // against their initial clip rect, and the current clip 1329 // is likely different so we need to disable clipping here 1330 bool scissorChanged = mCaches.disableScissor(); 1331 1332 Vertex mesh[count * 4]; 1333 Vertex* vertex = mesh; 1334 1335 for (uint32_t i = 0; i < count; i++) { 1336 Rect* bounds = mLayers.itemAt(i); 1337 1338 Vertex::set(vertex++, bounds->left, bounds->top); 1339 Vertex::set(vertex++, bounds->right, bounds->top); 1340 Vertex::set(vertex++, bounds->left, bounds->bottom); 1341 Vertex::set(vertex++, bounds->right, bounds->bottom); 1342 1343 delete bounds; 1344 } 1345 // We must clear the list of dirty rects before we 1346 // call setupDraw() to prevent stencil setup to do 1347 // the same thing again 1348 mLayers.clear(); 1349 1350 SkPaint clearPaint; 1351 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1352 1353 setupDraw(false); 1354 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1355 setupDrawBlending(&clearPaint, true); 1356 setupDrawProgram(); 1357 setupDrawPureColorUniforms(); 1358 setupDrawModelView(kModelViewMode_Translate, false, 1359 0.0f, 0.0f, 0.0f, 0.0f, true); 1360 1361 issueIndexedQuadDraw(&mesh[0], count); 1362 1363 if (scissorChanged) mCaches.enableScissor(); 1364 } else { 1365 for (uint32_t i = 0; i < count; i++) { 1366 delete mLayers.itemAt(i); 1367 } 1368 mLayers.clear(); 1369 } 1370} 1371 1372/////////////////////////////////////////////////////////////////////////////// 1373// State Deferral 1374/////////////////////////////////////////////////////////////////////////////// 1375 1376bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1377 const Rect* currentClip = currentClipRect(); 1378 const mat4* currentMatrix = currentTransform(); 1379 1380 if (stateDeferFlags & kStateDeferFlag_Draw) { 1381 // state has bounds initialized in local coordinates 1382 if (!state.mBounds.isEmpty()) { 1383 currentMatrix->mapRect(state.mBounds); 1384 Rect clippedBounds(state.mBounds); 1385 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1386 // is used, it should more closely duplicate the quickReject logic (in how it uses 1387 // snapToPixelBoundaries) 1388 1389 if(!clippedBounds.intersect(*currentClip)) { 1390 // quick rejected 1391 return true; 1392 } 1393 1394 state.mClipSideFlags = kClipSide_None; 1395 if (!currentClip->contains(state.mBounds)) { 1396 int& flags = state.mClipSideFlags; 1397 // op partially clipped, so record which sides are clipped for clip-aware merging 1398 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1399 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1400 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1401 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1402 } 1403 state.mBounds.set(clippedBounds); 1404 } else { 1405 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1406 // overdraw avoidance (since we don't know what it overlaps) 1407 state.mClipSideFlags = kClipSide_ConservativeFull; 1408 state.mBounds.set(*currentClip); 1409 } 1410 } 1411 1412 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1413 if (state.mClipValid) { 1414 state.mClip.set(*currentClip); 1415 } 1416 1417 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1418 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1419 state.mMatrix.load(*currentMatrix); 1420 state.mDrawModifiers = mDrawModifiers; 1421 state.mAlpha = currentSnapshot()->alpha; 1422 1423 // always store/restore, since it's just a pointer 1424 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1425 return false; 1426} 1427 1428void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1429 setMatrix(state.mMatrix); 1430 mSnapshot->alpha = state.mAlpha; 1431 mDrawModifiers = state.mDrawModifiers; 1432 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1433 1434 if (state.mClipValid && !skipClipRestore) { 1435 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1436 state.mClip.right, state.mClip.bottom); 1437 dirtyClip(); 1438 } 1439} 1440 1441/** 1442 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1443 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1444 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1445 * 1446 * This method should be called when restoreDisplayState() won't be restoring the clip 1447 */ 1448void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1449 if (clipRect != NULL) { 1450 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1451 } else { 1452 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1453 } 1454 dirtyClip(); 1455 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1456} 1457 1458/////////////////////////////////////////////////////////////////////////////// 1459// Clipping 1460/////////////////////////////////////////////////////////////////////////////// 1461 1462void OpenGLRenderer::setScissorFromClip() { 1463 Rect clip(*currentClipRect()); 1464 clip.snapToPixelBoundaries(); 1465 1466 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1467 clip.getWidth(), clip.getHeight())) { 1468 mDirtyClip = false; 1469 } 1470} 1471 1472void OpenGLRenderer::ensureStencilBuffer() { 1473 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1474 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1475 // just hope we have one when hasLayer() returns false. 1476 if (hasLayer()) { 1477 attachStencilBufferToLayer(currentSnapshot()->layer); 1478 } 1479} 1480 1481void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1482 // The layer's FBO is already bound when we reach this stage 1483 if (!layer->getStencilRenderBuffer()) { 1484 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1485 // is attached after we initiated tiling. We must turn it off, 1486 // attach the new render buffer then turn tiling back on 1487 endTiling(); 1488 1489 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1490 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1491 layer->setStencilRenderBuffer(buffer); 1492 1493 startTiling(layer->clipRect, layer->layer.getHeight()); 1494 } 1495} 1496 1497void OpenGLRenderer::setStencilFromClip() { 1498 if (!mCaches.debugOverdraw) { 1499 if (!currentSnapshot()->clipRegion->isEmpty()) { 1500 EVENT_LOGD("setStencilFromClip - enabling"); 1501 1502 // NOTE: The order here is important, we must set dirtyClip to false 1503 // before any draw call to avoid calling back into this method 1504 mDirtyClip = false; 1505 1506 ensureStencilBuffer(); 1507 1508 mCaches.stencil.enableWrite(); 1509 1510 // Clear and update the stencil, but first make sure we restrict drawing 1511 // to the region's bounds 1512 bool resetScissor = mCaches.enableScissor(); 1513 if (resetScissor) { 1514 // The scissor was not set so we now need to update it 1515 setScissorFromClip(); 1516 } 1517 mCaches.stencil.clear(); 1518 1519 // stash and disable the outline clip state, since stencil doesn't account for outline 1520 bool storedSkipOutlineClip = mSkipOutlineClip; 1521 mSkipOutlineClip = true; 1522 1523 SkPaint paint; 1524 paint.setColor(SK_ColorBLACK); 1525 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1526 1527 // NOTE: We could use the region contour path to generate a smaller mesh 1528 // Since we are using the stencil we could use the red book path 1529 // drawing technique. It might increase bandwidth usage though. 1530 1531 // The last parameter is important: we are not drawing in the color buffer 1532 // so we don't want to dirty the current layer, if any 1533 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1534 if (resetScissor) mCaches.disableScissor(); 1535 mSkipOutlineClip = storedSkipOutlineClip; 1536 1537 mCaches.stencil.enableTest(); 1538 1539 // Draw the region used to generate the stencil if the appropriate debug 1540 // mode is enabled 1541 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1542 paint.setColor(0x7f0000ff); 1543 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1544 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1545 } 1546 } else { 1547 EVENT_LOGD("setStencilFromClip - disabling"); 1548 mCaches.stencil.disable(); 1549 } 1550 } 1551} 1552 1553/** 1554 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1555 * 1556 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1557 * style, and tessellated AA ramp 1558 */ 1559bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1560 const SkPaint* paint) { 1561 bool snapOut = paint && paint->isAntiAlias(); 1562 1563 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1564 float outset = paint->getStrokeWidth() * 0.5f; 1565 left -= outset; 1566 top -= outset; 1567 right += outset; 1568 bottom += outset; 1569 } 1570 1571 bool clipRequired = false; 1572 bool roundRectClipRequired = false; 1573 if (calculateQuickRejectForScissor(left, top, right, bottom, 1574 &clipRequired, &roundRectClipRequired, snapOut)) { 1575 return true; 1576 } 1577 1578 // not quick rejected, so enable the scissor if clipRequired 1579 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1580 mSkipOutlineClip = !roundRectClipRequired; 1581 return false; 1582} 1583 1584void OpenGLRenderer::debugClip() { 1585#if DEBUG_CLIP_REGIONS 1586 if (!currentSnapshot()->clipRegion->isEmpty()) { 1587 SkPaint paint; 1588 paint.setColor(0x7f00ff00); 1589 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1590 1591 } 1592#endif 1593} 1594 1595/////////////////////////////////////////////////////////////////////////////// 1596// Drawing commands 1597/////////////////////////////////////////////////////////////////////////////// 1598 1599void OpenGLRenderer::setupDraw(bool clearLayer) { 1600 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1601 // changes the scissor test state 1602 if (clearLayer) clearLayerRegions(); 1603 // Make sure setScissor & setStencil happen at the beginning of 1604 // this method 1605 if (mDirtyClip) { 1606 if (mCaches.scissorEnabled) { 1607 setScissorFromClip(); 1608 } 1609 1610 setStencilFromClip(); 1611 } 1612 1613 mDescription.reset(); 1614 1615 mSetShaderColor = false; 1616 mColorSet = false; 1617 mColorA = mColorR = mColorG = mColorB = 0.0f; 1618 mTextureUnit = 0; 1619 mTrackDirtyRegions = true; 1620 1621 // Enable debug highlight when what we're about to draw is tested against 1622 // the stencil buffer and if stencil highlight debugging is on 1623 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1624 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1625 mCaches.stencil.isTestEnabled(); 1626 1627 mDescription.emulateStencil = mCountOverdraw; 1628} 1629 1630void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1631 mDescription.hasTexture = true; 1632 mDescription.hasAlpha8Texture = isAlpha8; 1633} 1634 1635void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1636 mDescription.hasTexture = true; 1637 mDescription.hasColors = true; 1638 mDescription.hasAlpha8Texture = isAlpha8; 1639} 1640 1641void OpenGLRenderer::setupDrawWithExternalTexture() { 1642 mDescription.hasExternalTexture = true; 1643} 1644 1645void OpenGLRenderer::setupDrawNoTexture() { 1646 mCaches.disableTexCoordsVertexArray(); 1647} 1648 1649void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1650 mDescription.hasVertexAlpha = true; 1651 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1652} 1653 1654void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1655 mColorA = alpha / 255.0f; 1656 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1657 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1658 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1659 mColorSet = true; 1660 mSetShaderColor = mDescription.setColorModulate(mColorA); 1661} 1662 1663void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1664 mColorA = alpha / 255.0f; 1665 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1666 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1667 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1668 mColorSet = true; 1669 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1670} 1671 1672void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1673 mCaches.fontRenderer->describe(mDescription, paint); 1674} 1675 1676void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1677 mColorA = a; 1678 mColorR = r; 1679 mColorG = g; 1680 mColorB = b; 1681 mColorSet = true; 1682 mSetShaderColor = mDescription.setColorModulate(a); 1683} 1684 1685void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1686 if (shader != NULL) { 1687 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1688 } 1689} 1690 1691void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1692 if (filter == NULL) { 1693 return; 1694 } 1695 1696 SkXfermode::Mode mode; 1697 if (filter->asColorMode(NULL, &mode)) { 1698 mDescription.colorOp = ProgramDescription::kColorBlend; 1699 mDescription.colorMode = mode; 1700 } else if (filter->asColorMatrix(NULL)) { 1701 mDescription.colorOp = ProgramDescription::kColorMatrix; 1702 } 1703} 1704 1705void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1706 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1707 mColorA = 1.0f; 1708 mColorR = mColorG = mColorB = 0.0f; 1709 mSetShaderColor = mDescription.modulate = true; 1710 } 1711} 1712 1713static bool isBlendedColorFilter(const SkColorFilter* filter) { 1714 if (filter == NULL) { 1715 return false; 1716 } 1717 return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0; 1718} 1719 1720void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1721 SkXfermode::Mode mode = layer->getMode(); 1722 // When the blending mode is kClear_Mode, we need to use a modulate color 1723 // argb=1,0,0,0 1724 accountForClear(mode); 1725 // TODO: check shader blending, once we have shader drawing support for layers. 1726 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1727 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1728 chooseBlending(blend, mode, mDescription, swapSrcDst); 1729} 1730 1731void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1732 SkXfermode::Mode mode = getXfermodeDirect(paint); 1733 // When the blending mode is kClear_Mode, we need to use a modulate color 1734 // argb=1,0,0,0 1735 accountForClear(mode); 1736 blend |= (mColorSet && mColorA < 1.0f) || 1737 (getShader(paint) && !getShader(paint)->isOpaque()) || 1738 isBlendedColorFilter(getColorFilter(paint)); 1739 chooseBlending(blend, mode, mDescription, swapSrcDst); 1740} 1741 1742void OpenGLRenderer::setupDrawProgram() { 1743 useProgram(mCaches.programCache.get(mDescription)); 1744 if (mDescription.hasRoundRectClip) { 1745 // TODO: avoid doing this repeatedly, stashing state pointer in program 1746 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1747 const Rect& innerRect = state->innerRect; 1748 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1749 innerRect.left, innerRect.top, 1750 innerRect.right, innerRect.bottom); 1751 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1752 1, GL_FALSE, &state->matrix.data[0]); 1753 1754 // add half pixel to round out integer rect space to cover pixel centers 1755 float roundedOutRadius = state->radius + 0.5f; 1756 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1757 roundedOutRadius); 1758 } 1759} 1760 1761void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1762 mTrackDirtyRegions = false; 1763} 1764 1765void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1766 float left, float top, float right, float bottom, bool ignoreTransform) { 1767 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1768 if (mode == kModelViewMode_TranslateAndScale) { 1769 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1770 } 1771 1772 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1773 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1774 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1775 if (dirty && mTrackDirtyRegions) { 1776 if (!ignoreTransform) { 1777 dirtyLayer(left, top, right, bottom, *currentTransform()); 1778 } else { 1779 dirtyLayer(left, top, right, bottom); 1780 } 1781 } 1782} 1783 1784void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1785 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1786 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1787 } 1788} 1789 1790void OpenGLRenderer::setupDrawPureColorUniforms() { 1791 if (mSetShaderColor) { 1792 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1793 } 1794} 1795 1796void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1797 if (shader == NULL) { 1798 return; 1799 } 1800 1801 if (ignoreTransform) { 1802 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1803 // because it was built into modelView / the geometry, and the description needs to 1804 // compensate. 1805 mat4 modelViewWithoutTransform; 1806 modelViewWithoutTransform.loadInverse(*currentTransform()); 1807 modelViewWithoutTransform.multiply(mModelViewMatrix); 1808 mModelViewMatrix.load(modelViewWithoutTransform); 1809 } 1810 1811 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1812} 1813 1814void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1815 if (NULL == filter) { 1816 return; 1817 } 1818 1819 SkColor color; 1820 SkXfermode::Mode mode; 1821 if (filter->asColorMode(&color, &mode)) { 1822 const int alpha = SkColorGetA(color); 1823 const GLfloat a = alpha / 255.0f; 1824 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1825 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1826 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1827 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1828 return; 1829 } 1830 1831 SkScalar srcColorMatrix[20]; 1832 if (filter->asColorMatrix(srcColorMatrix)) { 1833 1834 float colorMatrix[16]; 1835 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1836 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1837 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1838 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1839 1840 // Skia uses the range [0..255] for the addition vector, but we need 1841 // the [0..1] range to apply the vector in GLSL 1842 float colorVector[4]; 1843 colorVector[0] = srcColorMatrix[4] / 255.0f; 1844 colorVector[1] = srcColorMatrix[9] / 255.0f; 1845 colorVector[2] = srcColorMatrix[14] / 255.0f; 1846 colorVector[3] = srcColorMatrix[19] / 255.0f; 1847 1848 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1849 GL_FALSE, colorMatrix); 1850 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1851 return; 1852 } 1853 1854 // it is an error if we ever get here 1855} 1856 1857void OpenGLRenderer::setupDrawTextGammaUniforms() { 1858 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1859} 1860 1861void OpenGLRenderer::setupDrawSimpleMesh() { 1862 bool force = mCaches.bindMeshBuffer(); 1863 mCaches.bindPositionVertexPointer(force, 0); 1864 mCaches.unbindIndicesBuffer(); 1865} 1866 1867void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1868 if (texture) bindTexture(texture); 1869 mTextureUnit++; 1870 mCaches.enableTexCoordsVertexArray(); 1871} 1872 1873void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1874 bindExternalTexture(texture); 1875 mTextureUnit++; 1876 mCaches.enableTexCoordsVertexArray(); 1877} 1878 1879void OpenGLRenderer::setupDrawTextureTransform() { 1880 mDescription.hasTextureTransform = true; 1881} 1882 1883void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1884 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1885 GL_FALSE, &transform.data[0]); 1886} 1887 1888void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1889 const GLvoid* texCoords, GLuint vbo) { 1890 bool force = false; 1891 if (!vertices || vbo) { 1892 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1893 } else { 1894 force = mCaches.unbindMeshBuffer(); 1895 } 1896 1897 mCaches.bindPositionVertexPointer(force, vertices); 1898 if (mCaches.currentProgram->texCoords >= 0) { 1899 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1900 } 1901 1902 mCaches.unbindIndicesBuffer(); 1903} 1904 1905void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1906 const GLvoid* texCoords, const GLvoid* colors) { 1907 bool force = mCaches.unbindMeshBuffer(); 1908 GLsizei stride = sizeof(ColorTextureVertex); 1909 1910 mCaches.bindPositionVertexPointer(force, vertices, stride); 1911 if (mCaches.currentProgram->texCoords >= 0) { 1912 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1913 } 1914 int slot = mCaches.currentProgram->getAttrib("colors"); 1915 if (slot >= 0) { 1916 glEnableVertexAttribArray(slot); 1917 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1918 } 1919 1920 mCaches.unbindIndicesBuffer(); 1921} 1922 1923void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1924 const GLvoid* texCoords, GLuint vbo) { 1925 bool force = false; 1926 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1927 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1928 // use the default VBO found in Caches 1929 if (!vertices || vbo) { 1930 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1931 } else { 1932 force = mCaches.unbindMeshBuffer(); 1933 } 1934 mCaches.bindQuadIndicesBuffer(); 1935 1936 mCaches.bindPositionVertexPointer(force, vertices); 1937 if (mCaches.currentProgram->texCoords >= 0) { 1938 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1939 } 1940} 1941 1942void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1943 bool force = mCaches.unbindMeshBuffer(); 1944 mCaches.bindQuadIndicesBuffer(); 1945 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1946} 1947 1948/////////////////////////////////////////////////////////////////////////////// 1949// Drawing 1950/////////////////////////////////////////////////////////////////////////////// 1951 1952status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1953 status_t status; 1954 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1955 // will be performed by the display list itself 1956 if (renderNode && renderNode->isRenderable()) { 1957 // compute 3d ordering 1958 renderNode->computeOrdering(); 1959 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1960 status = startFrame(); 1961 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1962 renderNode->replay(replayStruct, 0); 1963 return status | replayStruct.mDrawGlStatus; 1964 } 1965 1966 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1967 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1968 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1969 renderNode->defer(deferStruct, 0); 1970 1971 flushLayers(); 1972 status = startFrame(); 1973 1974 return deferredList.flush(*this, dirty) | status; 1975 } 1976 1977 // Even if there is no drawing command(Ex: invisible), 1978 // it still needs startFrame to clear buffer and start tiling. 1979 return startFrame(); 1980} 1981 1982void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1983 float x = left; 1984 float y = top; 1985 1986 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1987 1988 bool ignoreTransform = false; 1989 if (currentTransform()->isPureTranslate()) { 1990 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1991 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1992 ignoreTransform = true; 1993 1994 texture->setFilter(GL_NEAREST, true); 1995 } else { 1996 texture->setFilter(getFilter(paint), true); 1997 } 1998 1999 // No need to check for a UV mapper on the texture object, only ARGB_8888 2000 // bitmaps get packed in the atlas 2001 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2002 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2003 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2004} 2005 2006/** 2007 * Important note: this method is intended to draw batches of bitmaps and 2008 * will not set the scissor enable or dirty the current layer, if any. 2009 * The caller is responsible for properly dirtying the current layer. 2010 */ 2011status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2012 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2013 const Rect& bounds, const SkPaint* paint) { 2014 mCaches.activeTexture(0); 2015 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2016 if (!texture) return DrawGlInfo::kStatusDone; 2017 2018 const AutoTexture autoCleanup(texture); 2019 2020 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2021 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 2022 2023 const float x = (int) floorf(bounds.left + 0.5f); 2024 const float y = (int) floorf(bounds.top + 0.5f); 2025 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2026 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2027 texture->id, paint, &vertices[0].x, &vertices[0].u, 2028 GL_TRIANGLES, bitmapCount * 6, true, 2029 kModelViewMode_Translate, false); 2030 } else { 2031 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2032 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2033 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2034 kModelViewMode_Translate, false); 2035 } 2036 2037 return DrawGlInfo::kStatusDrew; 2038} 2039 2040status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2041 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2042 return DrawGlInfo::kStatusDone; 2043 } 2044 2045 mCaches.activeTexture(0); 2046 Texture* texture = getTexture(bitmap); 2047 if (!texture) return DrawGlInfo::kStatusDone; 2048 const AutoTexture autoCleanup(texture); 2049 2050 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2051 drawAlphaBitmap(texture, 0, 0, paint); 2052 } else { 2053 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2054 } 2055 2056 return DrawGlInfo::kStatusDrew; 2057} 2058 2059status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2060 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2061 return DrawGlInfo::kStatusDone; 2062 } 2063 2064 mCaches.activeTexture(0); 2065 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2066 const AutoTexture autoCleanup(texture); 2067 2068 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2069 drawAlphaBitmap(texture, 0, 0, paint); 2070 } else { 2071 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2072 } 2073 2074 return DrawGlInfo::kStatusDrew; 2075} 2076 2077status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2078 const float* vertices, const int* colors, const SkPaint* paint) { 2079 if (!vertices || currentSnapshot()->isIgnored()) { 2080 return DrawGlInfo::kStatusDone; 2081 } 2082 2083 // TODO: use quickReject on bounds from vertices 2084 mCaches.enableScissor(); 2085 2086 float left = FLT_MAX; 2087 float top = FLT_MAX; 2088 float right = FLT_MIN; 2089 float bottom = FLT_MIN; 2090 2091 const uint32_t count = meshWidth * meshHeight * 6; 2092 2093 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2094 mesh.setCapacity(count); 2095 ColorTextureVertex* vertex = mesh.editArray(); 2096 2097 bool cleanupColors = false; 2098 if (!colors) { 2099 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2100 int* newColors = new int[colorsCount]; 2101 memset(newColors, 0xff, colorsCount * sizeof(int)); 2102 colors = newColors; 2103 cleanupColors = true; 2104 } 2105 2106 mCaches.activeTexture(0); 2107 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2108 const UvMapper& mapper(getMapper(texture)); 2109 2110 for (int32_t y = 0; y < meshHeight; y++) { 2111 for (int32_t x = 0; x < meshWidth; x++) { 2112 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2113 2114 float u1 = float(x) / meshWidth; 2115 float u2 = float(x + 1) / meshWidth; 2116 float v1 = float(y) / meshHeight; 2117 float v2 = float(y + 1) / meshHeight; 2118 2119 mapper.map(u1, v1, u2, v2); 2120 2121 int ax = i + (meshWidth + 1) * 2; 2122 int ay = ax + 1; 2123 int bx = i; 2124 int by = bx + 1; 2125 int cx = i + 2; 2126 int cy = cx + 1; 2127 int dx = i + (meshWidth + 1) * 2 + 2; 2128 int dy = dx + 1; 2129 2130 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2131 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2132 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2133 2134 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2135 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2136 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2137 2138 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2139 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2140 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2141 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2142 } 2143 } 2144 2145 if (quickRejectSetupScissor(left, top, right, bottom)) { 2146 if (cleanupColors) delete[] colors; 2147 return DrawGlInfo::kStatusDone; 2148 } 2149 2150 if (!texture) { 2151 texture = mCaches.textureCache.get(bitmap); 2152 if (!texture) { 2153 if (cleanupColors) delete[] colors; 2154 return DrawGlInfo::kStatusDone; 2155 } 2156 } 2157 const AutoTexture autoCleanup(texture); 2158 2159 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2160 texture->setFilter(getFilter(paint), true); 2161 2162 int alpha; 2163 SkXfermode::Mode mode; 2164 getAlphaAndMode(paint, &alpha, &mode); 2165 2166 float a = alpha / 255.0f; 2167 2168 if (hasLayer()) { 2169 dirtyLayer(left, top, right, bottom, *currentTransform()); 2170 } 2171 2172 setupDraw(); 2173 setupDrawWithTextureAndColor(); 2174 setupDrawColor(a, a, a, a); 2175 setupDrawColorFilter(getColorFilter(paint)); 2176 setupDrawBlending(paint, true); 2177 setupDrawProgram(); 2178 setupDrawDirtyRegionsDisabled(); 2179 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2180 setupDrawTexture(texture->id); 2181 setupDrawPureColorUniforms(); 2182 setupDrawColorFilterUniforms(getColorFilter(paint)); 2183 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2184 2185 glDrawArrays(GL_TRIANGLES, 0, count); 2186 2187 int slot = mCaches.currentProgram->getAttrib("colors"); 2188 if (slot >= 0) { 2189 glDisableVertexAttribArray(slot); 2190 } 2191 2192 if (cleanupColors) delete[] colors; 2193 2194 return DrawGlInfo::kStatusDrew; 2195} 2196 2197status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2198 float srcLeft, float srcTop, float srcRight, float srcBottom, 2199 float dstLeft, float dstTop, float dstRight, float dstBottom, 2200 const SkPaint* paint) { 2201 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2202 return DrawGlInfo::kStatusDone; 2203 } 2204 2205 mCaches.activeTexture(0); 2206 Texture* texture = getTexture(bitmap); 2207 if (!texture) return DrawGlInfo::kStatusDone; 2208 const AutoTexture autoCleanup(texture); 2209 2210 const float width = texture->width; 2211 const float height = texture->height; 2212 2213 float u1 = fmax(0.0f, srcLeft / width); 2214 float v1 = fmax(0.0f, srcTop / height); 2215 float u2 = fmin(1.0f, srcRight / width); 2216 float v2 = fmin(1.0f, srcBottom / height); 2217 2218 getMapper(texture).map(u1, v1, u2, v2); 2219 2220 mCaches.unbindMeshBuffer(); 2221 resetDrawTextureTexCoords(u1, v1, u2, v2); 2222 2223 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2224 2225 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2226 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2227 2228 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2229 // Apply a scale transform on the canvas only when a shader is in use 2230 // Skia handles the ratio between the dst and src rects as a scale factor 2231 // when a shader is set 2232 bool useScaleTransform = getShader(paint) && scaled; 2233 bool ignoreTransform = false; 2234 2235 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2236 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2237 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2238 2239 dstRight = x + (dstRight - dstLeft); 2240 dstBottom = y + (dstBottom - dstTop); 2241 2242 dstLeft = x; 2243 dstTop = y; 2244 2245 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2246 ignoreTransform = true; 2247 } else { 2248 texture->setFilter(getFilter(paint), true); 2249 } 2250 2251 if (CC_UNLIKELY(useScaleTransform)) { 2252 save(SkCanvas::kMatrix_SaveFlag); 2253 translate(dstLeft, dstTop); 2254 scale(scaleX, scaleY); 2255 2256 dstLeft = 0.0f; 2257 dstTop = 0.0f; 2258 2259 dstRight = srcRight - srcLeft; 2260 dstBottom = srcBottom - srcTop; 2261 } 2262 2263 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2264 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2265 texture->id, paint, 2266 &mMeshVertices[0].x, &mMeshVertices[0].u, 2267 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2268 } else { 2269 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2270 texture->id, paint, texture->blend, 2271 &mMeshVertices[0].x, &mMeshVertices[0].u, 2272 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2273 } 2274 2275 if (CC_UNLIKELY(useScaleTransform)) { 2276 restore(); 2277 } 2278 2279 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2280 2281 return DrawGlInfo::kStatusDrew; 2282} 2283 2284status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2285 float left, float top, float right, float bottom, const SkPaint* paint) { 2286 if (quickRejectSetupScissor(left, top, right, bottom)) { 2287 return DrawGlInfo::kStatusDone; 2288 } 2289 2290 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2291 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2292 right - left, bottom - top, patch); 2293 2294 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2295} 2296 2297status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2298 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2299 const SkPaint* paint) { 2300 if (quickRejectSetupScissor(left, top, right, bottom)) { 2301 return DrawGlInfo::kStatusDone; 2302 } 2303 2304 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2305 mCaches.activeTexture(0); 2306 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2307 if (!texture) return DrawGlInfo::kStatusDone; 2308 const AutoTexture autoCleanup(texture); 2309 2310 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2311 texture->setFilter(GL_LINEAR, true); 2312 2313 const bool pureTranslate = currentTransform()->isPureTranslate(); 2314 // Mark the current layer dirty where we are going to draw the patch 2315 if (hasLayer() && mesh->hasEmptyQuads) { 2316 const float offsetX = left + currentTransform()->getTranslateX(); 2317 const float offsetY = top + currentTransform()->getTranslateY(); 2318 const size_t count = mesh->quads.size(); 2319 for (size_t i = 0; i < count; i++) { 2320 const Rect& bounds = mesh->quads.itemAt(i); 2321 if (CC_LIKELY(pureTranslate)) { 2322 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2323 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2324 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2325 } else { 2326 dirtyLayer(left + bounds.left, top + bounds.top, 2327 left + bounds.right, top + bounds.bottom, *currentTransform()); 2328 } 2329 } 2330 } 2331 2332 bool ignoreTransform = false; 2333 if (CC_LIKELY(pureTranslate)) { 2334 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2335 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2336 2337 right = x + right - left; 2338 bottom = y + bottom - top; 2339 left = x; 2340 top = y; 2341 ignoreTransform = true; 2342 } 2343 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2344 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2345 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2346 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2347 } 2348 2349 return DrawGlInfo::kStatusDrew; 2350} 2351 2352/** 2353 * Important note: this method is intended to draw batches of 9-patch objects and 2354 * will not set the scissor enable or dirty the current layer, if any. 2355 * The caller is responsible for properly dirtying the current layer. 2356 */ 2357status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2358 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2359 mCaches.activeTexture(0); 2360 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2361 if (!texture) return DrawGlInfo::kStatusDone; 2362 const AutoTexture autoCleanup(texture); 2363 2364 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2365 texture->setFilter(GL_LINEAR, true); 2366 2367 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2368 texture->blend, &vertices[0].x, &vertices[0].u, 2369 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2370 2371 return DrawGlInfo::kStatusDrew; 2372} 2373 2374status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2375 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2376 // not missing call to quickReject/dirtyLayer, always done at a higher level 2377 if (!vertexBuffer.getVertexCount()) { 2378 // no vertices to draw 2379 return DrawGlInfo::kStatusDone; 2380 } 2381 2382 Rect bounds(vertexBuffer.getBounds()); 2383 bounds.translate(translateX, translateY); 2384 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2385 2386 int color = paint->getColor(); 2387 bool isAA = paint->isAntiAlias(); 2388 2389 setupDraw(); 2390 setupDrawNoTexture(); 2391 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2392 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2393 setupDrawColorFilter(getColorFilter(paint)); 2394 setupDrawShader(getShader(paint)); 2395 setupDrawBlending(paint, isAA); 2396 setupDrawProgram(); 2397 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2398 translateX, translateY, 0, 0); 2399 setupDrawColorUniforms(getShader(paint)); 2400 setupDrawColorFilterUniforms(getColorFilter(paint)); 2401 setupDrawShaderUniforms(getShader(paint)); 2402 2403 const void* vertices = vertexBuffer.getBuffer(); 2404 mCaches.unbindMeshBuffer(); 2405 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2406 mCaches.resetTexCoordsVertexPointer(); 2407 2408 int alphaSlot = -1; 2409 if (isAA) { 2410 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2411 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2412 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2413 glEnableVertexAttribArray(alphaSlot); 2414 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2415 } 2416 2417 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2418 if (mode == VertexBuffer::kStandard) { 2419 mCaches.unbindIndicesBuffer(); 2420 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2421 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2422 mCaches.bindShadowIndicesBuffer(); 2423 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2424 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2425 mCaches.bindShadowIndicesBuffer(); 2426 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2427 } else if (mode == VertexBuffer::kIndices) { 2428 mCaches.unbindIndicesBuffer(); 2429 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT, 2430 vertexBuffer.getIndices()); 2431 } 2432 2433 if (isAA) { 2434 glDisableVertexAttribArray(alphaSlot); 2435 } 2436 2437 return DrawGlInfo::kStatusDrew; 2438} 2439 2440/** 2441 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2442 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2443 * screen space in all directions. However, instead of using a fragment shader to compute the 2444 * translucency of the color from its position, we simply use a varying parameter to define how far 2445 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2446 * 2447 * Doesn't yet support joins, caps, or path effects. 2448 */ 2449status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2450 VertexBuffer vertexBuffer; 2451 // TODO: try clipping large paths to viewport 2452 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2453 return drawVertexBuffer(vertexBuffer, paint); 2454} 2455 2456/** 2457 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2458 * and additional geometry for defining an alpha slope perimeter. 2459 * 2460 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2461 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2462 * in-shader alpha region, but found it to be taxing on some GPUs. 2463 * 2464 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2465 * memory transfer by removing need for degenerate vertices. 2466 */ 2467status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2468 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2469 2470 count &= ~0x3; // round down to nearest four 2471 2472 VertexBuffer buffer; 2473 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2474 const Rect& bounds = buffer.getBounds(); 2475 2476 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2477 return DrawGlInfo::kStatusDone; 2478 } 2479 2480 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2481 return drawVertexBuffer(buffer, paint, displayFlags); 2482} 2483 2484status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2485 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2486 2487 count &= ~0x1; // round down to nearest two 2488 2489 VertexBuffer buffer; 2490 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2491 2492 const Rect& bounds = buffer.getBounds(); 2493 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2494 return DrawGlInfo::kStatusDone; 2495 } 2496 2497 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2498 return drawVertexBuffer(buffer, paint, displayFlags); 2499} 2500 2501status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2502 // No need to check against the clip, we fill the clip region 2503 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2504 2505 Rect clip(*currentClipRect()); 2506 clip.snapToPixelBoundaries(); 2507 2508 SkPaint paint; 2509 paint.setColor(color); 2510 paint.setXfermodeMode(mode); 2511 2512 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2513 2514 return DrawGlInfo::kStatusDrew; 2515} 2516 2517status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2518 const SkPaint* paint) { 2519 if (!texture) return DrawGlInfo::kStatusDone; 2520 const AutoTexture autoCleanup(texture); 2521 2522 const float x = left + texture->left - texture->offset; 2523 const float y = top + texture->top - texture->offset; 2524 2525 drawPathTexture(texture, x, y, paint); 2526 2527 return DrawGlInfo::kStatusDrew; 2528} 2529 2530status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2531 float rx, float ry, const SkPaint* p) { 2532 if (currentSnapshot()->isIgnored() 2533 || quickRejectSetupScissor(left, top, right, bottom, p) 2534 || paintWillNotDraw(*p)) { 2535 return DrawGlInfo::kStatusDone; 2536 } 2537 2538 if (p->getPathEffect() != 0) { 2539 mCaches.activeTexture(0); 2540 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2541 right - left, bottom - top, rx, ry, p); 2542 return drawShape(left, top, texture, p); 2543 } 2544 2545 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2546 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2547 return drawVertexBuffer(left, top, *vertexBuffer, p); 2548} 2549 2550status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2551 if (currentSnapshot()->isIgnored() 2552 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2553 || paintWillNotDraw(*p)) { 2554 return DrawGlInfo::kStatusDone; 2555 } 2556 if (p->getPathEffect() != 0) { 2557 mCaches.activeTexture(0); 2558 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2559 return drawShape(x - radius, y - radius, texture, p); 2560 } 2561 2562 SkPath path; 2563 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2564 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2565 } else { 2566 path.addCircle(x, y, radius); 2567 } 2568 return drawConvexPath(path, p); 2569} 2570 2571status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2572 const SkPaint* p) { 2573 if (currentSnapshot()->isIgnored() 2574 || quickRejectSetupScissor(left, top, right, bottom, p) 2575 || paintWillNotDraw(*p)) { 2576 return DrawGlInfo::kStatusDone; 2577 } 2578 2579 if (p->getPathEffect() != 0) { 2580 mCaches.activeTexture(0); 2581 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2582 return drawShape(left, top, texture, p); 2583 } 2584 2585 SkPath path; 2586 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2587 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2588 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2589 } 2590 path.addOval(rect); 2591 return drawConvexPath(path, p); 2592} 2593 2594status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2595 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2596 if (currentSnapshot()->isIgnored() 2597 || quickRejectSetupScissor(left, top, right, bottom, p) 2598 || paintWillNotDraw(*p)) { 2599 return DrawGlInfo::kStatusDone; 2600 } 2601 2602 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2603 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2604 mCaches.activeTexture(0); 2605 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2606 startAngle, sweepAngle, useCenter, p); 2607 return drawShape(left, top, texture, p); 2608 } 2609 2610 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2611 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2612 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2613 } 2614 2615 SkPath path; 2616 if (useCenter) { 2617 path.moveTo(rect.centerX(), rect.centerY()); 2618 } 2619 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2620 if (useCenter) { 2621 path.close(); 2622 } 2623 return drawConvexPath(path, p); 2624} 2625 2626// See SkPaintDefaults.h 2627#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2628 2629status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2630 const SkPaint* p) { 2631 if (currentSnapshot()->isIgnored() 2632 || quickRejectSetupScissor(left, top, right, bottom, p) 2633 || paintWillNotDraw(*p)) { 2634 return DrawGlInfo::kStatusDone; 2635 } 2636 2637 if (p->getStyle() != SkPaint::kFill_Style) { 2638 // only fill style is supported by drawConvexPath, since others have to handle joins 2639 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2640 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2641 mCaches.activeTexture(0); 2642 const PathTexture* texture = 2643 mCaches.pathCache.getRect(right - left, bottom - top, p); 2644 return drawShape(left, top, texture, p); 2645 } 2646 2647 SkPath path; 2648 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2649 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2650 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2651 } 2652 path.addRect(rect); 2653 return drawConvexPath(path, p); 2654 } 2655 2656 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2657 SkPath path; 2658 path.addRect(left, top, right, bottom); 2659 return drawConvexPath(path, p); 2660 } else { 2661 drawColorRect(left, top, right, bottom, p); 2662 return DrawGlInfo::kStatusDrew; 2663 } 2664} 2665 2666void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2667 int bytesCount, int count, const float* positions, 2668 FontRenderer& fontRenderer, int alpha, float x, float y) { 2669 mCaches.activeTexture(0); 2670 2671 TextShadow textShadow; 2672 if (!getTextShadow(paint, &textShadow)) { 2673 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2674 } 2675 2676 // NOTE: The drop shadow will not perform gamma correction 2677 // if shader-based correction is enabled 2678 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2679 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2680 paint, text, bytesCount, count, textShadow.radius, positions); 2681 // If the drop shadow exceeds the max texture size or couldn't be 2682 // allocated, skip drawing 2683 if (!shadow) return; 2684 const AutoTexture autoCleanup(shadow); 2685 2686 const float sx = x - shadow->left + textShadow.dx; 2687 const float sy = y - shadow->top + textShadow.dy; 2688 2689 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2690 if (getShader(paint)) { 2691 textShadow.color = SK_ColorWHITE; 2692 } 2693 2694 setupDraw(); 2695 setupDrawWithTexture(true); 2696 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2697 setupDrawColorFilter(getColorFilter(paint)); 2698 setupDrawShader(getShader(paint)); 2699 setupDrawBlending(paint, true); 2700 setupDrawProgram(); 2701 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2702 sx, sy, sx + shadow->width, sy + shadow->height); 2703 setupDrawTexture(shadow->id); 2704 setupDrawPureColorUniforms(); 2705 setupDrawColorFilterUniforms(getColorFilter(paint)); 2706 setupDrawShaderUniforms(getShader(paint)); 2707 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2708 2709 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2710} 2711 2712bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2713 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2714 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2715} 2716 2717status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2718 const float* positions, const SkPaint* paint) { 2719 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2720 return DrawGlInfo::kStatusDone; 2721 } 2722 2723 // NOTE: Skia does not support perspective transform on drawPosText yet 2724 if (!currentTransform()->isSimple()) { 2725 return DrawGlInfo::kStatusDone; 2726 } 2727 2728 mCaches.enableScissor(); 2729 2730 float x = 0.0f; 2731 float y = 0.0f; 2732 const bool pureTranslate = currentTransform()->isPureTranslate(); 2733 if (pureTranslate) { 2734 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2735 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2736 } 2737 2738 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2739 fontRenderer.setFont(paint, SkMatrix::I()); 2740 2741 int alpha; 2742 SkXfermode::Mode mode; 2743 getAlphaAndMode(paint, &alpha, &mode); 2744 2745 if (CC_UNLIKELY(hasTextShadow(paint))) { 2746 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2747 alpha, 0.0f, 0.0f); 2748 } 2749 2750 // Pick the appropriate texture filtering 2751 bool linearFilter = currentTransform()->changesBounds(); 2752 if (pureTranslate && !linearFilter) { 2753 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2754 } 2755 fontRenderer.setTextureFiltering(linearFilter); 2756 2757 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2758 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2759 2760 const bool hasActiveLayer = hasLayer(); 2761 2762 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2763 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2764 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2765 if (hasActiveLayer) { 2766 if (!pureTranslate) { 2767 currentTransform()->mapRect(bounds); 2768 } 2769 dirtyLayerUnchecked(bounds, getRegion()); 2770 } 2771 } 2772 2773 return DrawGlInfo::kStatusDrew; 2774} 2775 2776bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2777 if (CC_LIKELY(transform.isPureTranslate())) { 2778 outMatrix->setIdentity(); 2779 return false; 2780 } else if (CC_UNLIKELY(transform.isPerspective())) { 2781 outMatrix->setIdentity(); 2782 return true; 2783 } 2784 2785 /** 2786 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2787 * with values rounded to the nearest int. 2788 */ 2789 float sx, sy; 2790 transform.decomposeScale(sx, sy); 2791 outMatrix->setScale( 2792 roundf(fmaxf(1.0f, sx)), 2793 roundf(fmaxf(1.0f, sy))); 2794 return true; 2795} 2796 2797status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2798 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2799 DrawOpMode drawOpMode) { 2800 2801 if (drawOpMode == kDrawOpMode_Immediate) { 2802 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2803 // drawing as ops from DeferredDisplayList are already filtered for these 2804 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2805 quickRejectSetupScissor(bounds)) { 2806 return DrawGlInfo::kStatusDone; 2807 } 2808 } 2809 2810 const float oldX = x; 2811 const float oldY = y; 2812 2813 const mat4& transform = *currentTransform(); 2814 const bool pureTranslate = transform.isPureTranslate(); 2815 2816 if (CC_LIKELY(pureTranslate)) { 2817 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2818 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2819 } 2820 2821 int alpha; 2822 SkXfermode::Mode mode; 2823 getAlphaAndMode(paint, &alpha, &mode); 2824 2825 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2826 2827 if (CC_UNLIKELY(hasTextShadow(paint))) { 2828 fontRenderer.setFont(paint, SkMatrix::I()); 2829 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2830 alpha, oldX, oldY); 2831 } 2832 2833 const bool hasActiveLayer = hasLayer(); 2834 2835 // We only pass a partial transform to the font renderer. That partial 2836 // matrix defines how glyphs are rasterized. Typically we want glyphs 2837 // to be rasterized at their final size on screen, which means the partial 2838 // matrix needs to take the scale factor into account. 2839 // When a partial matrix is used to transform glyphs during rasterization, 2840 // the mesh is generated with the inverse transform (in the case of scale, 2841 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2842 // apply the full transform matrix at draw time in the vertex shader. 2843 // Applying the full matrix in the shader is the easiest way to handle 2844 // rotation and perspective and allows us to always generated quads in the 2845 // font renderer which greatly simplifies the code, clipping in particular. 2846 SkMatrix fontTransform; 2847 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2848 || fabs(y - (int) y) > 0.0f 2849 || fabs(x - (int) x) > 0.0f; 2850 fontRenderer.setFont(paint, fontTransform); 2851 fontRenderer.setTextureFiltering(linearFilter); 2852 2853 // TODO: Implement better clipping for scaled/rotated text 2854 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2855 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2856 2857 bool status; 2858 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2859 2860 // don't call issuedrawcommand, do it at end of batch 2861 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2862 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2863 SkPaint paintCopy(*paint); 2864 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2865 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2866 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2867 } else { 2868 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2869 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2870 } 2871 2872 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2873 if (!pureTranslate) { 2874 transform.mapRect(layerBounds); 2875 } 2876 dirtyLayerUnchecked(layerBounds, getRegion()); 2877 } 2878 2879 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2880 2881 return DrawGlInfo::kStatusDrew; 2882} 2883 2884status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2885 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2886 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2887 return DrawGlInfo::kStatusDone; 2888 } 2889 2890 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2891 mCaches.enableScissor(); 2892 2893 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2894 fontRenderer.setFont(paint, SkMatrix::I()); 2895 fontRenderer.setTextureFiltering(true); 2896 2897 int alpha; 2898 SkXfermode::Mode mode; 2899 getAlphaAndMode(paint, &alpha, &mode); 2900 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2901 2902 const Rect* clip = &mSnapshot->getLocalClip(); 2903 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2904 2905 const bool hasActiveLayer = hasLayer(); 2906 2907 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2908 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2909 if (hasActiveLayer) { 2910 currentTransform()->mapRect(bounds); 2911 dirtyLayerUnchecked(bounds, getRegion()); 2912 } 2913 } 2914 2915 return DrawGlInfo::kStatusDrew; 2916} 2917 2918status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2919 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2920 2921 mCaches.activeTexture(0); 2922 2923 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2924 if (!texture) return DrawGlInfo::kStatusDone; 2925 const AutoTexture autoCleanup(texture); 2926 2927 const float x = texture->left - texture->offset; 2928 const float y = texture->top - texture->offset; 2929 2930 drawPathTexture(texture, x, y, paint); 2931 2932 return DrawGlInfo::kStatusDrew; 2933} 2934 2935status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2936 if (!layer) { 2937 return DrawGlInfo::kStatusDone; 2938 } 2939 2940 mat4* transform = NULL; 2941 if (layer->isTextureLayer()) { 2942 transform = &layer->getTransform(); 2943 if (!transform->isIdentity()) { 2944 save(SkCanvas::kMatrix_SaveFlag); 2945 concatMatrix(*transform); 2946 } 2947 } 2948 2949 bool clipRequired = false; 2950 const bool rejected = calculateQuickRejectForScissor(x, y, 2951 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2952 2953 if (rejected) { 2954 if (transform && !transform->isIdentity()) { 2955 restore(); 2956 } 2957 return DrawGlInfo::kStatusDone; 2958 } 2959 2960 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2961 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2962 2963 updateLayer(layer, true); 2964 2965 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2966 mCaches.activeTexture(0); 2967 2968 if (CC_LIKELY(!layer->region.isEmpty())) { 2969 if (layer->region.isRect()) { 2970 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2971 composeLayerRect(layer, layer->regionRect)); 2972 } else if (layer->mesh) { 2973 2974 const float a = getLayerAlpha(layer); 2975 setupDraw(); 2976 setupDrawWithTexture(); 2977 setupDrawColor(a, a, a, a); 2978 setupDrawColorFilter(layer->getColorFilter()); 2979 setupDrawBlending(layer); 2980 setupDrawProgram(); 2981 setupDrawPureColorUniforms(); 2982 setupDrawColorFilterUniforms(layer->getColorFilter()); 2983 setupDrawTexture(layer->getTexture()); 2984 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2985 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2986 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2987 2988 layer->setFilter(GL_NEAREST); 2989 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2990 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2991 } else { 2992 layer->setFilter(GL_LINEAR); 2993 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2994 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2995 } 2996 2997 TextureVertex* mesh = &layer->mesh[0]; 2998 GLsizei elementsCount = layer->meshElementCount; 2999 3000 while (elementsCount > 0) { 3001 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3002 3003 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3004 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3005 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3006 3007 elementsCount -= drawCount; 3008 // Though there are 4 vertices in a quad, we use 6 indices per 3009 // quad to draw with GL_TRIANGLES 3010 mesh += (drawCount / 6) * 4; 3011 } 3012 3013#if DEBUG_LAYERS_AS_REGIONS 3014 drawRegionRectsDebug(layer->region); 3015#endif 3016 } 3017 3018 if (layer->debugDrawUpdate) { 3019 layer->debugDrawUpdate = false; 3020 3021 SkPaint paint; 3022 paint.setColor(0x7f00ff00); 3023 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3024 } 3025 } 3026 layer->hasDrawnSinceUpdate = true; 3027 3028 if (transform && !transform->isIdentity()) { 3029 restore(); 3030 } 3031 3032 return DrawGlInfo::kStatusDrew; 3033} 3034 3035/////////////////////////////////////////////////////////////////////////////// 3036// Draw filters 3037/////////////////////////////////////////////////////////////////////////////// 3038 3039void OpenGLRenderer::resetPaintFilter() { 3040 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3041 // comparison, see MergingDrawBatch::canMergeWith 3042 mDrawModifiers.mHasDrawFilter = false; 3043 mDrawModifiers.mPaintFilterClearBits = 0; 3044 mDrawModifiers.mPaintFilterSetBits = 0; 3045} 3046 3047void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3048 // TODO: don't bother with boolean, it's redundant with clear/set bits 3049 mDrawModifiers.mHasDrawFilter = true; 3050 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3051 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3052} 3053 3054const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3055 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp 3056 // to avoid clobbering 0x02 paint flag 3057 3058 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG. 3059 static const uint32_t sFilterBitmapFlag = 0x02; 3060 3061 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3062 return paint; 3063 } 3064 3065 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits; 3066 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits; 3067 3068 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits; 3069 mFilteredPaint = *paint; 3070 mFilteredPaint.setFlags(flags); 3071 3072 // check if paint filter trying to override bitmap filter 3073 if ((clearBits | setBits) & sFilterBitmapFlag) { 3074 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag 3075 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel); 3076 } 3077 3078 return &mFilteredPaint; 3079} 3080 3081/////////////////////////////////////////////////////////////////////////////// 3082// Drawing implementation 3083/////////////////////////////////////////////////////////////////////////////// 3084 3085Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3086 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3087 if (!texture) { 3088 return mCaches.textureCache.get(bitmap); 3089 } 3090 return texture; 3091} 3092 3093void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3094 float x, float y, const SkPaint* paint) { 3095 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3096 return; 3097 } 3098 3099 int alpha; 3100 SkXfermode::Mode mode; 3101 getAlphaAndMode(paint, &alpha, &mode); 3102 3103 setupDraw(); 3104 setupDrawWithTexture(true); 3105 setupDrawAlpha8Color(paint->getColor(), alpha); 3106 setupDrawColorFilter(getColorFilter(paint)); 3107 setupDrawShader(getShader(paint)); 3108 setupDrawBlending(paint, true); 3109 setupDrawProgram(); 3110 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3111 x, y, x + texture->width, y + texture->height); 3112 setupDrawTexture(texture->id); 3113 setupDrawPureColorUniforms(); 3114 setupDrawColorFilterUniforms(getColorFilter(paint)); 3115 setupDrawShaderUniforms(getShader(paint)); 3116 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3117 3118 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3119} 3120 3121// Same values used by Skia 3122#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3123#define kStdUnderline_Offset (1.0f / 9.0f) 3124#define kStdUnderline_Thickness (1.0f / 18.0f) 3125 3126void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3127 const SkPaint* paint) { 3128 // Handle underline and strike-through 3129 uint32_t flags = paint->getFlags(); 3130 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3131 SkPaint paintCopy(*paint); 3132 3133 if (CC_LIKELY(underlineWidth > 0.0f)) { 3134 const float textSize = paintCopy.getTextSize(); 3135 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3136 3137 const float left = x; 3138 float top = 0.0f; 3139 3140 int linesCount = 0; 3141 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3142 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3143 3144 const int pointsCount = 4 * linesCount; 3145 float points[pointsCount]; 3146 int currentPoint = 0; 3147 3148 if (flags & SkPaint::kUnderlineText_Flag) { 3149 top = y + textSize * kStdUnderline_Offset; 3150 points[currentPoint++] = left; 3151 points[currentPoint++] = top; 3152 points[currentPoint++] = left + underlineWidth; 3153 points[currentPoint++] = top; 3154 } 3155 3156 if (flags & SkPaint::kStrikeThruText_Flag) { 3157 top = y + textSize * kStdStrikeThru_Offset; 3158 points[currentPoint++] = left; 3159 points[currentPoint++] = top; 3160 points[currentPoint++] = left + underlineWidth; 3161 points[currentPoint++] = top; 3162 } 3163 3164 paintCopy.setStrokeWidth(strokeWidth); 3165 3166 drawLines(&points[0], pointsCount, &paintCopy); 3167 } 3168 } 3169} 3170 3171status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3172 if (currentSnapshot()->isIgnored()) { 3173 return DrawGlInfo::kStatusDone; 3174 } 3175 3176 return drawColorRects(rects, count, paint, false, true, true); 3177} 3178 3179status_t OpenGLRenderer::drawShadow(float casterAlpha, 3180 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3181 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3182 3183 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3184 mCaches.enableScissor(); 3185 3186 SkPaint paint; 3187 paint.setAntiAlias(true); // want to use AlphaVertex 3188 3189 // The caller has made sure casterAlpha > 0. 3190 float ambientShadowAlpha = mAmbientShadowAlpha; 3191 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3192 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3193 } 3194 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3195 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3196 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3197 } 3198 3199 float spotShadowAlpha = mSpotShadowAlpha; 3200 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3201 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3202 } 3203 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3204 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3205 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3206 } 3207 3208 return DrawGlInfo::kStatusDrew; 3209} 3210 3211status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3212 bool ignoreTransform, bool dirty, bool clip) { 3213 if (count == 0) { 3214 return DrawGlInfo::kStatusDone; 3215 } 3216 3217 int color = paint->getColor(); 3218 // If a shader is set, preserve only the alpha 3219 if (getShader(paint)) { 3220 color |= 0x00ffffff; 3221 } 3222 3223 float left = FLT_MAX; 3224 float top = FLT_MAX; 3225 float right = FLT_MIN; 3226 float bottom = FLT_MIN; 3227 3228 Vertex mesh[count]; 3229 Vertex* vertex = mesh; 3230 3231 for (int index = 0; index < count; index += 4) { 3232 float l = rects[index + 0]; 3233 float t = rects[index + 1]; 3234 float r = rects[index + 2]; 3235 float b = rects[index + 3]; 3236 3237 Vertex::set(vertex++, l, t); 3238 Vertex::set(vertex++, r, t); 3239 Vertex::set(vertex++, l, b); 3240 Vertex::set(vertex++, r, b); 3241 3242 left = fminf(left, l); 3243 top = fminf(top, t); 3244 right = fmaxf(right, r); 3245 bottom = fmaxf(bottom, b); 3246 } 3247 3248 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3249 return DrawGlInfo::kStatusDone; 3250 } 3251 3252 setupDraw(); 3253 setupDrawNoTexture(); 3254 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3255 setupDrawShader(getShader(paint)); 3256 setupDrawColorFilter(getColorFilter(paint)); 3257 setupDrawBlending(paint); 3258 setupDrawProgram(); 3259 setupDrawDirtyRegionsDisabled(); 3260 setupDrawModelView(kModelViewMode_Translate, false, 3261 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3262 setupDrawColorUniforms(getShader(paint)); 3263 setupDrawShaderUniforms(getShader(paint)); 3264 setupDrawColorFilterUniforms(getColorFilter(paint)); 3265 3266 if (dirty && hasLayer()) { 3267 dirtyLayer(left, top, right, bottom, *currentTransform()); 3268 } 3269 3270 issueIndexedQuadDraw(&mesh[0], count / 4); 3271 3272 return DrawGlInfo::kStatusDrew; 3273} 3274 3275void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3276 const SkPaint* paint, bool ignoreTransform) { 3277 int color = paint->getColor(); 3278 // If a shader is set, preserve only the alpha 3279 if (getShader(paint)) { 3280 color |= 0x00ffffff; 3281 } 3282 3283 setupDraw(); 3284 setupDrawNoTexture(); 3285 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3286 setupDrawShader(getShader(paint)); 3287 setupDrawColorFilter(getColorFilter(paint)); 3288 setupDrawBlending(paint); 3289 setupDrawProgram(); 3290 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3291 left, top, right, bottom, ignoreTransform); 3292 setupDrawColorUniforms(getShader(paint)); 3293 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3294 setupDrawColorFilterUniforms(getColorFilter(paint)); 3295 setupDrawSimpleMesh(); 3296 3297 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3298} 3299 3300void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3301 Texture* texture, const SkPaint* paint) { 3302 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3303 3304 GLvoid* vertices = (GLvoid*) NULL; 3305 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3306 3307 if (texture->uvMapper) { 3308 vertices = &mMeshVertices[0].x; 3309 texCoords = &mMeshVertices[0].u; 3310 3311 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3312 texture->uvMapper->map(uvs); 3313 3314 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3315 } 3316 3317 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3318 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3319 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3320 3321 texture->setFilter(GL_NEAREST, true); 3322 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3323 paint, texture->blend, vertices, texCoords, 3324 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3325 } else { 3326 texture->setFilter(getFilter(paint), true); 3327 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3328 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3329 } 3330 3331 if (texture->uvMapper) { 3332 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3333 } 3334} 3335 3336void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3337 GLuint texture, const SkPaint* paint, bool blend, 3338 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3339 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3340 ModelViewMode modelViewMode, bool dirty) { 3341 3342 int a; 3343 SkXfermode::Mode mode; 3344 getAlphaAndMode(paint, &a, &mode); 3345 const float alpha = a / 255.0f; 3346 3347 setupDraw(); 3348 setupDrawWithTexture(); 3349 setupDrawColor(alpha, alpha, alpha, alpha); 3350 setupDrawColorFilter(getColorFilter(paint)); 3351 setupDrawBlending(paint, blend, swapSrcDst); 3352 setupDrawProgram(); 3353 if (!dirty) setupDrawDirtyRegionsDisabled(); 3354 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3355 setupDrawTexture(texture); 3356 setupDrawPureColorUniforms(); 3357 setupDrawColorFilterUniforms(getColorFilter(paint)); 3358 setupDrawMesh(vertices, texCoords, vbo); 3359 3360 glDrawArrays(drawMode, 0, elementsCount); 3361} 3362 3363void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3364 GLuint texture, const SkPaint* paint, bool blend, 3365 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3366 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3367 ModelViewMode modelViewMode, bool dirty) { 3368 3369 int a; 3370 SkXfermode::Mode mode; 3371 getAlphaAndMode(paint, &a, &mode); 3372 const float alpha = a / 255.0f; 3373 3374 setupDraw(); 3375 setupDrawWithTexture(); 3376 setupDrawColor(alpha, alpha, alpha, alpha); 3377 setupDrawColorFilter(getColorFilter(paint)); 3378 setupDrawBlending(paint, blend, swapSrcDst); 3379 setupDrawProgram(); 3380 if (!dirty) setupDrawDirtyRegionsDisabled(); 3381 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3382 setupDrawTexture(texture); 3383 setupDrawPureColorUniforms(); 3384 setupDrawColorFilterUniforms(getColorFilter(paint)); 3385 setupDrawMeshIndices(vertices, texCoords, vbo); 3386 3387 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3388} 3389 3390void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3391 GLuint texture, const SkPaint* paint, 3392 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3393 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3394 3395 int color = paint != NULL ? paint->getColor() : 0; 3396 int alpha; 3397 SkXfermode::Mode mode; 3398 getAlphaAndMode(paint, &alpha, &mode); 3399 3400 setupDraw(); 3401 setupDrawWithTexture(true); 3402 if (paint != NULL) { 3403 setupDrawAlpha8Color(color, alpha); 3404 } 3405 setupDrawColorFilter(getColorFilter(paint)); 3406 setupDrawShader(getShader(paint)); 3407 setupDrawBlending(paint, true); 3408 setupDrawProgram(); 3409 if (!dirty) setupDrawDirtyRegionsDisabled(); 3410 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3411 setupDrawTexture(texture); 3412 setupDrawPureColorUniforms(); 3413 setupDrawColorFilterUniforms(getColorFilter(paint)); 3414 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3415 setupDrawMesh(vertices, texCoords); 3416 3417 glDrawArrays(drawMode, 0, elementsCount); 3418} 3419 3420void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3421 ProgramDescription& description, bool swapSrcDst) { 3422 3423 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3424 blend = true; 3425 mDescription.hasRoundRectClip = true; 3426 } 3427 mSkipOutlineClip = true; 3428 3429 if (mCountOverdraw) { 3430 if (!mCaches.blend) glEnable(GL_BLEND); 3431 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3432 glBlendFunc(GL_ONE, GL_ONE); 3433 } 3434 3435 mCaches.blend = true; 3436 mCaches.lastSrcMode = GL_ONE; 3437 mCaches.lastDstMode = GL_ONE; 3438 3439 return; 3440 } 3441 3442 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3443 3444 if (blend) { 3445 // These blend modes are not supported by OpenGL directly and have 3446 // to be implemented using shaders. Since the shader will perform 3447 // the blending, turn blending off here 3448 // If the blend mode cannot be implemented using shaders, fall 3449 // back to the default SrcOver blend mode instead 3450 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3451 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3452 description.framebufferMode = mode; 3453 description.swapSrcDst = swapSrcDst; 3454 3455 if (mCaches.blend) { 3456 glDisable(GL_BLEND); 3457 mCaches.blend = false; 3458 } 3459 3460 return; 3461 } else { 3462 mode = SkXfermode::kSrcOver_Mode; 3463 } 3464 } 3465 3466 if (!mCaches.blend) { 3467 glEnable(GL_BLEND); 3468 } 3469 3470 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3471 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3472 3473 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3474 glBlendFunc(sourceMode, destMode); 3475 mCaches.lastSrcMode = sourceMode; 3476 mCaches.lastDstMode = destMode; 3477 } 3478 } else if (mCaches.blend) { 3479 glDisable(GL_BLEND); 3480 } 3481 mCaches.blend = blend; 3482} 3483 3484bool OpenGLRenderer::useProgram(Program* program) { 3485 if (!program->isInUse()) { 3486 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3487 program->use(); 3488 mCaches.currentProgram = program; 3489 return false; 3490 } 3491 return true; 3492} 3493 3494void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3495 TextureVertex* v = &mMeshVertices[0]; 3496 TextureVertex::setUV(v++, u1, v1); 3497 TextureVertex::setUV(v++, u2, v1); 3498 TextureVertex::setUV(v++, u1, v2); 3499 TextureVertex::setUV(v++, u2, v2); 3500} 3501 3502void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3503 getAlphaAndModeDirect(paint, alpha, mode); 3504 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3505 // if drawing a layer, ignore the paint's alpha 3506 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3507 } 3508 *alpha *= currentSnapshot()->alpha; 3509} 3510 3511float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3512 float alpha; 3513 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3514 alpha = mDrawModifiers.mOverrideLayerAlpha; 3515 } else { 3516 alpha = layer->getAlpha() / 255.0f; 3517 } 3518 return alpha * currentSnapshot()->alpha; 3519} 3520 3521}; // namespace uirenderer 3522}; // namespace android 3523