OpenGLRenderer.cpp revision b30cb10a0c75c2295e89b1b30d91a73f38ee09fb
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "PathRenderer.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 113 mShader = NULL; 114 mColorFilter = NULL; 115 mHasShadow = false; 116 mHasDrawFilter = false; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 122 mScissorOptimizationDisabled = false; 123} 124 125OpenGLRenderer::~OpenGLRenderer() { 126 // The context has already been destroyed at this point, do not call 127 // GL APIs. All GL state should be kept in Caches.h 128} 129 130void OpenGLRenderer::initProperties() { 131 char property[PROPERTY_VALUE_MAX]; 132 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 133 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 134 INIT_LOGD(" Scissor optimization %s", 135 mScissorOptimizationDisabled ? "disabled" : "enabled"); 136 } else { 137 INIT_LOGD(" Scissor optimization enabled"); 138 } 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145bool OpenGLRenderer::isDeferred() { 146 return false; 147} 148 149void OpenGLRenderer::setViewport(int width, int height) { 150 initViewport(width, height); 151 152 glDisable(GL_DITHER); 153 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 154 155 glEnableVertexAttribArray(Program::kBindingPosition); 156} 157 158void OpenGLRenderer::initViewport(int width, int height) { 159 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 160 161 mWidth = width; 162 mHeight = height; 163 164 mFirstSnapshot->height = height; 165 mFirstSnapshot->viewport.set(0, 0, width, height); 166} 167 168int OpenGLRenderer::prepare(bool opaque) { 169 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 170} 171 172int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 173 mCaches.clearGarbage(); 174 175 mSnapshot = new Snapshot(mFirstSnapshot, 176 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 177 mSnapshot->fbo = getTargetFbo(); 178 mSaveCount = 1; 179 180 mSnapshot->setClip(left, top, right, bottom); 181 mDirtyClip = opaque; 182 183 updateLayers(); 184 185 // If we know that we are going to redraw the entire framebuffer, 186 // perform a discard to let the driver know we don't need to preserve 187 // the back buffer for this frame. 188 if (mCaches.extensions.hasDiscardFramebuffer() && 189 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 190 const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 }; 191 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 192 } 193 194 syncState(); 195 196 // Functors break the tiling extension in pretty spectacular ways 197 // This ensures we don't use tiling when a functor is going to be 198 // invoked during the frame 199 mSuppressTiling = mCaches.hasRegisteredFunctors(); 200 201 mTilingSnapshot = mSnapshot; 202 startTiling(mTilingSnapshot, true); 203 204 debugOverdraw(true, true); 205 206 if (!opaque) { 207 mCaches.enableScissor(); 208 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 209 glClear(GL_COLOR_BUFFER_BIT); 210 return DrawGlInfo::kStatusDrew; 211 } else { 212 mCaches.resetScissor(); 213 } 214 215 return DrawGlInfo::kStatusDone; 216} 217 218void OpenGLRenderer::syncState() { 219 glViewport(0, 0, mWidth, mHeight); 220 221 if (mCaches.blend) { 222 glEnable(GL_BLEND); 223 } else { 224 glDisable(GL_BLEND); 225 } 226} 227 228void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 229 if (!mSuppressTiling) { 230 Rect* clip = mTilingSnapshot->clipRect; 231 if (s->flags & Snapshot::kFlagIsFboLayer) { 232 clip = s->clipRect; 233 } 234 235 mCaches.startTiling(clip->left, s->height - clip->bottom, 236 clip->right - clip->left, clip->bottom - clip->top, opaque); 237 } 238} 239 240void OpenGLRenderer::endTiling() { 241 if (!mSuppressTiling) mCaches.endTiling(); 242} 243 244void OpenGLRenderer::finish() { 245 renderOverdraw(); 246 endTiling(); 247 248 if (!suppressErrorChecks()) { 249#if DEBUG_OPENGL 250 GLenum status = GL_NO_ERROR; 251 while ((status = glGetError()) != GL_NO_ERROR) { 252 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 253 switch (status) { 254 case GL_INVALID_ENUM: 255 ALOGE(" GL_INVALID_ENUM"); 256 break; 257 case GL_INVALID_VALUE: 258 ALOGE(" GL_INVALID_VALUE"); 259 break; 260 case GL_INVALID_OPERATION: 261 ALOGE(" GL_INVALID_OPERATION"); 262 break; 263 case GL_OUT_OF_MEMORY: 264 ALOGE(" Out of memory!"); 265 break; 266 } 267 } 268#endif 269 270#if DEBUG_MEMORY_USAGE 271 mCaches.dumpMemoryUsage(); 272#else 273 if (mCaches.getDebugLevel() & kDebugMemory) { 274 mCaches.dumpMemoryUsage(); 275 } 276#endif 277 } 278} 279 280void OpenGLRenderer::interrupt() { 281 if (mCaches.currentProgram) { 282 if (mCaches.currentProgram->isInUse()) { 283 mCaches.currentProgram->remove(); 284 mCaches.currentProgram = NULL; 285 } 286 } 287 mCaches.unbindMeshBuffer(); 288 mCaches.unbindIndicesBuffer(); 289 mCaches.resetVertexPointers(); 290 mCaches.disbaleTexCoordsVertexArray(); 291 debugOverdraw(false, false); 292} 293 294void OpenGLRenderer::resume() { 295 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 296 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 297 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 298 debugOverdraw(true, false); 299 300 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 301 302 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 303 mCaches.enableScissor(); 304 mCaches.resetScissor(); 305 dirtyClip(); 306 307 mCaches.activeTexture(0); 308 309 mCaches.blend = true; 310 glEnable(GL_BLEND); 311 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 312 glBlendEquation(GL_FUNC_ADD); 313} 314 315void OpenGLRenderer::resumeAfterLayer() { 316 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 317 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 318 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 319 debugOverdraw(true, false); 320 321 mCaches.resetScissor(); 322 dirtyClip(); 323} 324 325void OpenGLRenderer::detachFunctor(Functor* functor) { 326 mFunctors.remove(functor); 327} 328 329void OpenGLRenderer::attachFunctor(Functor* functor) { 330 mFunctors.add(functor); 331} 332 333status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 334 status_t result = DrawGlInfo::kStatusDone; 335 size_t count = mFunctors.size(); 336 337 if (count > 0) { 338 SortedVector<Functor*> functors(mFunctors); 339 mFunctors.clear(); 340 341 DrawGlInfo info; 342 info.clipLeft = 0; 343 info.clipTop = 0; 344 info.clipRight = 0; 345 info.clipBottom = 0; 346 info.isLayer = false; 347 info.width = 0; 348 info.height = 0; 349 memset(info.transform, 0, sizeof(float) * 16); 350 351 for (size_t i = 0; i < count; i++) { 352 Functor* f = functors.itemAt(i); 353 result |= (*f)(DrawGlInfo::kModeProcess, &info); 354 355 if (result & DrawGlInfo::kStatusDraw) { 356 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 357 dirty.unionWith(localDirty); 358 } 359 360 if (result & DrawGlInfo::kStatusInvoke) { 361 mFunctors.add(f); 362 } 363 } 364 // protect against functors binding to other buffers 365 mCaches.unbindMeshBuffer(); 366 mCaches.unbindIndicesBuffer(); 367 mCaches.activeTexture(0); 368 } 369 370 return result; 371} 372 373status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 374 interrupt(); 375 detachFunctor(functor); 376 377 mCaches.enableScissor(); 378 if (mDirtyClip) { 379 setScissorFromClip(); 380 } 381 382 Rect clip(*mSnapshot->clipRect); 383 clip.snapToPixelBoundaries(); 384 385 // Since we don't know what the functor will draw, let's dirty 386 // tne entire clip region 387 if (hasLayer()) { 388 dirtyLayerUnchecked(clip, getRegion()); 389 } 390 391 DrawGlInfo info; 392 info.clipLeft = clip.left; 393 info.clipTop = clip.top; 394 info.clipRight = clip.right; 395 info.clipBottom = clip.bottom; 396 info.isLayer = hasLayer(); 397 info.width = getSnapshot()->viewport.getWidth(); 398 info.height = getSnapshot()->height; 399 getSnapshot()->transform->copyTo(&info.transform[0]); 400 401 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 402 403 if (result != DrawGlInfo::kStatusDone) { 404 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 405 dirty.unionWith(localDirty); 406 407 if (result & DrawGlInfo::kStatusInvoke) { 408 mFunctors.add(functor); 409 } 410 } 411 412 resume(); 413 return result; 414} 415 416/////////////////////////////////////////////////////////////////////////////// 417// Debug 418/////////////////////////////////////////////////////////////////////////////// 419 420void OpenGLRenderer::startMark(const char* name) const { 421 mCaches.startMark(0, name); 422} 423 424void OpenGLRenderer::endMark() const { 425 mCaches.endMark(); 426} 427 428void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 429 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 430 if (clear) { 431 mCaches.disableScissor(); 432 mCaches.stencil.clear(); 433 } 434 if (enable) { 435 mCaches.stencil.enableDebugWrite(); 436 } else { 437 mCaches.stencil.disable(); 438 } 439 } 440} 441 442void OpenGLRenderer::renderOverdraw() { 443 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 444 const Rect* clip = mTilingSnapshot->clipRect; 445 446 mCaches.enableScissor(); 447 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 448 clip->right - clip->left, clip->bottom - clip->top); 449 450 mCaches.stencil.enableDebugTest(2); 451 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 452 mCaches.stencil.enableDebugTest(3); 453 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 454 mCaches.stencil.enableDebugTest(4); 455 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 456 mCaches.stencil.enableDebugTest(4, true); 457 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 458 mCaches.stencil.disable(); 459 } 460} 461 462/////////////////////////////////////////////////////////////////////////////// 463// Layers 464/////////////////////////////////////////////////////////////////////////////// 465 466bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 467 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 468 OpenGLRenderer* renderer = layer->renderer; 469 Rect& dirty = layer->dirtyRect; 470 471 if (inFrame) { 472 endTiling(); 473 debugOverdraw(false, false); 474 } 475 476 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 477 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 478 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 479 renderer->finish(); 480 481 if (inFrame) { 482 resumeAfterLayer(); 483 startTiling(mSnapshot); 484 } 485 486 dirty.setEmpty(); 487 layer->deferredUpdateScheduled = false; 488 layer->renderer = NULL; 489 layer->displayList = NULL; 490 491 return true; 492 } 493 494 return false; 495} 496 497void OpenGLRenderer::updateLayers() { 498 int count = mLayerUpdates.size(); 499 if (count > 0) { 500 startMark("Layer Updates"); 501 502 // Note: it is very important to update the layers in reverse order 503 for (int i = count - 1; i >= 0; i--) { 504 Layer* layer = mLayerUpdates.itemAt(i); 505 updateLayer(layer, false); 506 mCaches.resourceCache.decrementRefcount(layer); 507 } 508 mLayerUpdates.clear(); 509 510 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 511 endMark(); 512 } 513} 514 515void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 516 if (layer) { 517 mLayerUpdates.push_back(layer); 518 mCaches.resourceCache.incrementRefcount(layer); 519 } 520} 521 522void OpenGLRenderer::clearLayerUpdates() { 523 size_t count = mLayerUpdates.size(); 524 if (count > 0) { 525 mCaches.resourceCache.lock(); 526 for (size_t i = 0; i < count; i++) { 527 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 528 } 529 mCaches.resourceCache.unlock(); 530 mLayerUpdates.clear(); 531 } 532} 533 534/////////////////////////////////////////////////////////////////////////////// 535// State management 536/////////////////////////////////////////////////////////////////////////////// 537 538int OpenGLRenderer::getSaveCount() const { 539 return mSaveCount; 540} 541 542int OpenGLRenderer::save(int flags) { 543 return saveSnapshot(flags); 544} 545 546void OpenGLRenderer::restore() { 547 if (mSaveCount > 1) { 548 restoreSnapshot(); 549 } 550} 551 552void OpenGLRenderer::restoreToCount(int saveCount) { 553 if (saveCount < 1) saveCount = 1; 554 555 while (mSaveCount > saveCount) { 556 restoreSnapshot(); 557 } 558} 559 560int OpenGLRenderer::saveSnapshot(int flags) { 561 mSnapshot = new Snapshot(mSnapshot, flags); 562 return mSaveCount++; 563} 564 565bool OpenGLRenderer::restoreSnapshot() { 566 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 567 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 568 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 569 570 sp<Snapshot> current = mSnapshot; 571 sp<Snapshot> previous = mSnapshot->previous; 572 573 if (restoreOrtho) { 574 Rect& r = previous->viewport; 575 glViewport(r.left, r.top, r.right, r.bottom); 576 mOrthoMatrix.load(current->orthoMatrix); 577 } 578 579 mSaveCount--; 580 mSnapshot = previous; 581 582 if (restoreClip) { 583 dirtyClip(); 584 } 585 586 if (restoreLayer) { 587 composeLayer(current, previous); 588 } 589 590 return restoreClip; 591} 592 593/////////////////////////////////////////////////////////////////////////////// 594// Layers 595/////////////////////////////////////////////////////////////////////////////// 596 597int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 598 SkPaint* p, int flags) { 599 const GLuint previousFbo = mSnapshot->fbo; 600 const int count = saveSnapshot(flags); 601 602 if (!mSnapshot->isIgnored()) { 603 int alpha = 255; 604 SkXfermode::Mode mode; 605 606 if (p) { 607 alpha = p->getAlpha(); 608 mode = getXfermode(p->getXfermode()); 609 } else { 610 mode = SkXfermode::kSrcOver_Mode; 611 } 612 613 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 614 } 615 616 return count; 617} 618 619int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 620 int alpha, int flags) { 621 if (alpha >= 255) { 622 return saveLayer(left, top, right, bottom, NULL, flags); 623 } else { 624 SkPaint paint; 625 paint.setAlpha(alpha); 626 return saveLayer(left, top, right, bottom, &paint, flags); 627 } 628} 629 630/** 631 * Layers are viewed by Skia are slightly different than layers in image editing 632 * programs (for instance.) When a layer is created, previously created layers 633 * and the frame buffer still receive every drawing command. For instance, if a 634 * layer is created and a shape intersecting the bounds of the layers and the 635 * framebuffer is draw, the shape will be drawn on both (unless the layer was 636 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 637 * 638 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 639 * texture. Unfortunately, this is inefficient as it requires every primitive to 640 * be drawn n + 1 times, where n is the number of active layers. In practice this 641 * means, for every primitive: 642 * - Switch active frame buffer 643 * - Change viewport, clip and projection matrix 644 * - Issue the drawing 645 * 646 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 647 * To avoid this, layers are implemented in a different way here, at least in the 648 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 649 * is set. When this flag is set we can redirect all drawing operations into a 650 * single FBO. 651 * 652 * This implementation relies on the frame buffer being at least RGBA 8888. When 653 * a layer is created, only a texture is created, not an FBO. The content of the 654 * frame buffer contained within the layer's bounds is copied into this texture 655 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 656 * buffer and drawing continues as normal. This technique therefore treats the 657 * frame buffer as a scratch buffer for the layers. 658 * 659 * To compose the layers back onto the frame buffer, each layer texture 660 * (containing the original frame buffer data) is drawn as a simple quad over 661 * the frame buffer. The trick is that the quad is set as the composition 662 * destination in the blending equation, and the frame buffer becomes the source 663 * of the composition. 664 * 665 * Drawing layers with an alpha value requires an extra step before composition. 666 * An empty quad is drawn over the layer's region in the frame buffer. This quad 667 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 668 * quad is used to multiply the colors in the frame buffer. This is achieved by 669 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 670 * GL_ZERO, GL_SRC_ALPHA. 671 * 672 * Because glCopyTexImage2D() can be slow, an alternative implementation might 673 * be use to draw a single clipped layer. The implementation described above 674 * is correct in every case. 675 * 676 * (1) The frame buffer is actually not cleared right away. To allow the GPU 677 * to potentially optimize series of calls to glCopyTexImage2D, the frame 678 * buffer is left untouched until the first drawing operation. Only when 679 * something actually gets drawn are the layers regions cleared. 680 */ 681bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 682 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 683 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 684 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 685 686 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 687 688 // Window coordinates of the layer 689 Rect clip; 690 Rect bounds(left, top, right, bottom); 691 Rect untransformedBounds(bounds); 692 mSnapshot->transform->mapRect(bounds); 693 694 // Layers only make sense if they are in the framebuffer's bounds 695 if (bounds.intersect(*mSnapshot->clipRect)) { 696 // We cannot work with sub-pixels in this case 697 bounds.snapToPixelBoundaries(); 698 699 // When the layer is not an FBO, we may use glCopyTexImage so we 700 // need to make sure the layer does not extend outside the bounds 701 // of the framebuffer 702 if (!bounds.intersect(mSnapshot->previous->viewport)) { 703 bounds.setEmpty(); 704 } else if (fboLayer) { 705 clip.set(bounds); 706 mat4 inverse; 707 inverse.loadInverse(*mSnapshot->transform); 708 inverse.mapRect(clip); 709 clip.snapToPixelBoundaries(); 710 if (clip.intersect(untransformedBounds)) { 711 clip.translate(-left, -top); 712 bounds.set(untransformedBounds); 713 } else { 714 clip.setEmpty(); 715 } 716 } 717 } else { 718 bounds.setEmpty(); 719 } 720 721 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 722 bounds.getHeight() > mCaches.maxTextureSize || 723 (fboLayer && clip.isEmpty())) { 724 mSnapshot->empty = fboLayer; 725 } else { 726 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 727 } 728 729 // Bail out if we won't draw in this snapshot 730 if (mSnapshot->invisible || mSnapshot->empty) { 731 return false; 732 } 733 734 mCaches.activeTexture(0); 735 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 736 if (!layer) { 737 return false; 738 } 739 740 layer->setAlpha(alpha, mode); 741 layer->layer.set(bounds); 742 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 743 bounds.getWidth() / float(layer->getWidth()), 0.0f); 744 layer->setColorFilter(mColorFilter); 745 layer->setBlend(true); 746 747 // Save the layer in the snapshot 748 mSnapshot->flags |= Snapshot::kFlagIsLayer; 749 mSnapshot->layer = layer; 750 751 if (fboLayer) { 752 return createFboLayer(layer, bounds, clip, previousFbo); 753 } else { 754 // Copy the framebuffer into the layer 755 layer->bindTexture(); 756 if (!bounds.isEmpty()) { 757 if (layer->isEmpty()) { 758 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 759 bounds.left, mSnapshot->height - bounds.bottom, 760 layer->getWidth(), layer->getHeight(), 0); 761 layer->setEmpty(false); 762 } else { 763 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 764 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 765 } 766 767 // Enqueue the buffer coordinates to clear the corresponding region later 768 mLayers.push(new Rect(bounds)); 769 } 770 } 771 772 return true; 773} 774 775bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 776 layer->setFbo(mCaches.fboCache.get()); 777 778 mSnapshot->region = &mSnapshot->layer->region; 779 mSnapshot->flags |= Snapshot::kFlagFboTarget; 780 781 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 782 mSnapshot->fbo = layer->getFbo(); 783 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 784 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 785 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 786 mSnapshot->height = bounds.getHeight(); 787 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 788 mSnapshot->orthoMatrix.load(mOrthoMatrix); 789 790 endTiling(); 791 debugOverdraw(false, false); 792 // Bind texture to FBO 793 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 794 layer->bindTexture(); 795 796 // Initialize the texture if needed 797 if (layer->isEmpty()) { 798 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 799 layer->setEmpty(false); 800 } 801 802 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 803 layer->getTexture(), 0); 804 805 startTiling(mSnapshot); 806 807 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 808 mCaches.enableScissor(); 809 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 810 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 811 glClear(GL_COLOR_BUFFER_BIT); 812 813 dirtyClip(); 814 815 // Change the ortho projection 816 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 817 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 818 819 return true; 820} 821 822/** 823 * Read the documentation of createLayer() before doing anything in this method. 824 */ 825void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 826 if (!current->layer) { 827 ALOGE("Attempting to compose a layer that does not exist"); 828 return; 829 } 830 831 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 832 833 if (fboLayer) { 834 endTiling(); 835 836 // Detach the texture from the FBO 837 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 838 // Unbind current FBO and restore previous one 839 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 840 debugOverdraw(true, false); 841 842 startTiling(previous); 843 } 844 845 Layer* layer = current->layer; 846 const Rect& rect = layer->layer; 847 848 if (!fboLayer && layer->getAlpha() < 255) { 849 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 850 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 851 // Required below, composeLayerRect() will divide by 255 852 layer->setAlpha(255); 853 } 854 855 mCaches.unbindMeshBuffer(); 856 857 mCaches.activeTexture(0); 858 859 // When the layer is stored in an FBO, we can save a bit of fillrate by 860 // drawing only the dirty region 861 if (fboLayer) { 862 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 863 if (layer->getColorFilter()) { 864 setupColorFilter(layer->getColorFilter()); 865 } 866 composeLayerRegion(layer, rect); 867 if (layer->getColorFilter()) { 868 resetColorFilter(); 869 } 870 } else if (!rect.isEmpty()) { 871 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 872 composeLayerRect(layer, rect, true); 873 } 874 875 if (fboLayer) { 876 // Note: No need to use glDiscardFramebufferEXT() since we never 877 // create/compose layers that are not on screen with this 878 // code path 879 // See LayerRenderer::destroyLayer(Layer*) 880 881 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 882 mCaches.fboCache.put(current->fbo); 883 layer->setFbo(0); 884 } 885 886 dirtyClip(); 887 888 // Failing to add the layer to the cache should happen only if the layer is too large 889 if (!mCaches.layerCache.put(layer)) { 890 LAYER_LOGD("Deleting layer"); 891 Caches::getInstance().resourceCache.decrementRefcount(layer); 892 } 893} 894 895void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 896 float alpha = layer->getAlpha() / 255.0f; 897 898 mat4& transform = layer->getTransform(); 899 if (!transform.isIdentity()) { 900 save(0); 901 mSnapshot->transform->multiply(transform); 902 } 903 904 setupDraw(); 905 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 906 setupDrawWithTexture(); 907 } else { 908 setupDrawWithExternalTexture(); 909 } 910 setupDrawTextureTransform(); 911 setupDrawColor(alpha, alpha, alpha, alpha); 912 setupDrawColorFilter(); 913 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 914 setupDrawProgram(); 915 setupDrawPureColorUniforms(); 916 setupDrawColorFilterUniforms(); 917 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 918 setupDrawTexture(layer->getTexture()); 919 } else { 920 setupDrawExternalTexture(layer->getTexture()); 921 } 922 if (mSnapshot->transform->isPureTranslate() && 923 layer->getWidth() == (uint32_t) rect.getWidth() && 924 layer->getHeight() == (uint32_t) rect.getHeight()) { 925 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 926 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 927 928 layer->setFilter(GL_NEAREST); 929 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 930 } else { 931 layer->setFilter(GL_LINEAR); 932 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 933 } 934 setupDrawTextureTransformUniforms(layer->getTexTransform()); 935 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 936 937 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 938 939 finishDrawTexture(); 940 941 if (!transform.isIdentity()) { 942 restore(); 943 } 944} 945 946void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 947 if (!layer->isTextureLayer()) { 948 const Rect& texCoords = layer->texCoords; 949 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 950 texCoords.right, texCoords.bottom); 951 952 float x = rect.left; 953 float y = rect.top; 954 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 955 layer->getWidth() == (uint32_t) rect.getWidth() && 956 layer->getHeight() == (uint32_t) rect.getHeight(); 957 958 if (simpleTransform) { 959 // When we're swapping, the layer is already in screen coordinates 960 if (!swap) { 961 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 962 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 963 } 964 965 layer->setFilter(GL_NEAREST, true); 966 } else { 967 layer->setFilter(GL_LINEAR, true); 968 } 969 970 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 971 layer->getTexture(), layer->getAlpha() / 255.0f, 972 layer->getMode(), layer->isBlend(), 973 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 974 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 975 976 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 977 } else { 978 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 979 drawTextureLayer(layer, rect); 980 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 981 } 982} 983 984void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 985 if (layer->region.isRect()) { 986 layer->setRegionAsRect(); 987 988 composeLayerRect(layer, layer->regionRect); 989 990 layer->region.clear(); 991 return; 992 } 993 994 // TODO: See LayerRenderer.cpp::generateMesh() for important 995 // information about this implementation 996 if (CC_LIKELY(!layer->region.isEmpty())) { 997 size_t count; 998 const android::Rect* rects = layer->region.getArray(&count); 999 1000 const float alpha = layer->getAlpha() / 255.0f; 1001 const float texX = 1.0f / float(layer->getWidth()); 1002 const float texY = 1.0f / float(layer->getHeight()); 1003 const float height = rect.getHeight(); 1004 1005 TextureVertex* mesh = mCaches.getRegionMesh(); 1006 GLsizei numQuads = 0; 1007 1008 setupDraw(); 1009 setupDrawWithTexture(); 1010 setupDrawColor(alpha, alpha, alpha, alpha); 1011 setupDrawColorFilter(); 1012 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1013 setupDrawProgram(); 1014 setupDrawDirtyRegionsDisabled(); 1015 setupDrawPureColorUniforms(); 1016 setupDrawColorFilterUniforms(); 1017 setupDrawTexture(layer->getTexture()); 1018 if (mSnapshot->transform->isPureTranslate()) { 1019 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1020 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1021 1022 layer->setFilter(GL_NEAREST); 1023 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1024 } else { 1025 layer->setFilter(GL_LINEAR); 1026 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1027 } 1028 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1029 1030 for (size_t i = 0; i < count; i++) { 1031 const android::Rect* r = &rects[i]; 1032 1033 const float u1 = r->left * texX; 1034 const float v1 = (height - r->top) * texY; 1035 const float u2 = r->right * texX; 1036 const float v2 = (height - r->bottom) * texY; 1037 1038 // TODO: Reject quads outside of the clip 1039 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1040 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1041 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1042 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1043 1044 numQuads++; 1045 1046 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1047 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1048 numQuads = 0; 1049 mesh = mCaches.getRegionMesh(); 1050 } 1051 } 1052 1053 if (numQuads > 0) { 1054 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1055 } 1056 1057 finishDrawTexture(); 1058 1059#if DEBUG_LAYERS_AS_REGIONS 1060 drawRegionRects(layer->region); 1061#endif 1062 1063 layer->region.clear(); 1064 } 1065} 1066 1067void OpenGLRenderer::drawRegionRects(const Region& region) { 1068#if DEBUG_LAYERS_AS_REGIONS 1069 size_t count; 1070 const android::Rect* rects = region.getArray(&count); 1071 1072 uint32_t colors[] = { 1073 0x7fff0000, 0x7f00ff00, 1074 0x7f0000ff, 0x7fff00ff, 1075 }; 1076 1077 int offset = 0; 1078 int32_t top = rects[0].top; 1079 1080 for (size_t i = 0; i < count; i++) { 1081 if (top != rects[i].top) { 1082 offset ^= 0x2; 1083 top = rects[i].top; 1084 } 1085 1086 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1087 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1088 SkXfermode::kSrcOver_Mode); 1089 } 1090#endif 1091} 1092 1093void OpenGLRenderer::dirtyLayer(const float left, const float top, 1094 const float right, const float bottom, const mat4 transform) { 1095 if (hasLayer()) { 1096 Rect bounds(left, top, right, bottom); 1097 transform.mapRect(bounds); 1098 dirtyLayerUnchecked(bounds, getRegion()); 1099 } 1100} 1101 1102void OpenGLRenderer::dirtyLayer(const float left, const float top, 1103 const float right, const float bottom) { 1104 if (hasLayer()) { 1105 Rect bounds(left, top, right, bottom); 1106 dirtyLayerUnchecked(bounds, getRegion()); 1107 } 1108} 1109 1110void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1111 if (bounds.intersect(*mSnapshot->clipRect)) { 1112 bounds.snapToPixelBoundaries(); 1113 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1114 if (!dirty.isEmpty()) { 1115 region->orSelf(dirty); 1116 } 1117 } 1118} 1119 1120void OpenGLRenderer::clearLayerRegions() { 1121 const size_t count = mLayers.size(); 1122 if (count == 0) return; 1123 1124 if (!mSnapshot->isIgnored()) { 1125 // Doing several glScissor/glClear here can negatively impact 1126 // GPUs with a tiler architecture, instead we draw quads with 1127 // the Clear blending mode 1128 1129 // The list contains bounds that have already been clipped 1130 // against their initial clip rect, and the current clip 1131 // is likely different so we need to disable clipping here 1132 bool scissorChanged = mCaches.disableScissor(); 1133 1134 Vertex mesh[count * 6]; 1135 Vertex* vertex = mesh; 1136 1137 for (uint32_t i = 0; i < count; i++) { 1138 Rect* bounds = mLayers.itemAt(i); 1139 1140 Vertex::set(vertex++, bounds->left, bounds->bottom); 1141 Vertex::set(vertex++, bounds->left, bounds->top); 1142 Vertex::set(vertex++, bounds->right, bounds->top); 1143 Vertex::set(vertex++, bounds->left, bounds->bottom); 1144 Vertex::set(vertex++, bounds->right, bounds->top); 1145 Vertex::set(vertex++, bounds->right, bounds->bottom); 1146 1147 delete bounds; 1148 } 1149 1150 setupDraw(false); 1151 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1152 setupDrawBlending(true, SkXfermode::kClear_Mode); 1153 setupDrawProgram(); 1154 setupDrawPureColorUniforms(); 1155 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1156 setupDrawVertices(&mesh[0].position[0]); 1157 1158 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1159 1160 if (scissorChanged) mCaches.enableScissor(); 1161 } else { 1162 for (uint32_t i = 0; i < count; i++) { 1163 delete mLayers.itemAt(i); 1164 } 1165 } 1166 1167 mLayers.clear(); 1168} 1169 1170/////////////////////////////////////////////////////////////////////////////// 1171// Transforms 1172/////////////////////////////////////////////////////////////////////////////// 1173 1174void OpenGLRenderer::translate(float dx, float dy) { 1175 mSnapshot->transform->translate(dx, dy, 0.0f); 1176} 1177 1178void OpenGLRenderer::rotate(float degrees) { 1179 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1180} 1181 1182void OpenGLRenderer::scale(float sx, float sy) { 1183 mSnapshot->transform->scale(sx, sy, 1.0f); 1184} 1185 1186void OpenGLRenderer::skew(float sx, float sy) { 1187 mSnapshot->transform->skew(sx, sy); 1188} 1189 1190void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1191 if (matrix) { 1192 mSnapshot->transform->load(*matrix); 1193 } else { 1194 mSnapshot->transform->loadIdentity(); 1195 } 1196} 1197 1198void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1199 mSnapshot->transform->copyTo(*matrix); 1200} 1201 1202void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1203 SkMatrix transform; 1204 mSnapshot->transform->copyTo(transform); 1205 transform.preConcat(*matrix); 1206 mSnapshot->transform->load(transform); 1207} 1208 1209/////////////////////////////////////////////////////////////////////////////// 1210// Clipping 1211/////////////////////////////////////////////////////////////////////////////// 1212 1213void OpenGLRenderer::setScissorFromClip() { 1214 Rect clip(*mSnapshot->clipRect); 1215 clip.snapToPixelBoundaries(); 1216 1217 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1218 clip.getWidth(), clip.getHeight())) { 1219 mDirtyClip = false; 1220 } 1221} 1222 1223const Rect& OpenGLRenderer::getClipBounds() { 1224 return mSnapshot->getLocalClip(); 1225} 1226 1227bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1228 if (mSnapshot->isIgnored()) { 1229 return true; 1230 } 1231 1232 Rect r(left, top, right, bottom); 1233 mSnapshot->transform->mapRect(r); 1234 r.snapToPixelBoundaries(); 1235 1236 Rect clipRect(*mSnapshot->clipRect); 1237 clipRect.snapToPixelBoundaries(); 1238 1239 return !clipRect.intersects(r); 1240} 1241 1242bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1243 Rect& transformed, Rect& clip) { 1244 if (mSnapshot->isIgnored()) { 1245 return true; 1246 } 1247 1248 transformed.set(left, top, right, bottom); 1249 mSnapshot->transform->mapRect(transformed); 1250 transformed.snapToPixelBoundaries(); 1251 1252 clip.set(*mSnapshot->clipRect); 1253 clip.snapToPixelBoundaries(); 1254 1255 return !clip.intersects(transformed); 1256} 1257 1258bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint) { 1259 if (paint->getStyle() != SkPaint::kFill_Style) { 1260 float outset = paint->getStrokeWidth() * 0.5f; 1261 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1262 } else { 1263 return quickReject(left, top, right, bottom); 1264 } 1265} 1266 1267bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1268 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1269 return true; 1270 } 1271 1272 Rect r(left, top, right, bottom); 1273 mSnapshot->transform->mapRect(r); 1274 r.snapToPixelBoundaries(); 1275 1276 Rect clipRect(*mSnapshot->clipRect); 1277 clipRect.snapToPixelBoundaries(); 1278 1279 bool rejected = !clipRect.intersects(r); 1280 if (!isDeferred() && !rejected) { 1281 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1282 } 1283 1284 return rejected; 1285} 1286 1287bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1288 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1289 if (clipped) { 1290 dirtyClip(); 1291 } 1292 return !mSnapshot->clipRect->isEmpty(); 1293} 1294 1295Rect* OpenGLRenderer::getClipRect() { 1296 return mSnapshot->clipRect; 1297} 1298 1299/////////////////////////////////////////////////////////////////////////////// 1300// Drawing commands 1301/////////////////////////////////////////////////////////////////////////////// 1302 1303void OpenGLRenderer::setupDraw(bool clear) { 1304 // TODO: It would be best if we could do this before quickReject() 1305 // changes the scissor test state 1306 if (clear) clearLayerRegions(); 1307 if (mDirtyClip) { 1308 setScissorFromClip(); 1309 } 1310 mDescription.reset(); 1311 mSetShaderColor = false; 1312 mColorSet = false; 1313 mColorA = mColorR = mColorG = mColorB = 0.0f; 1314 mTextureUnit = 0; 1315 mTrackDirtyRegions = true; 1316} 1317 1318void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1319 mDescription.hasTexture = true; 1320 mDescription.hasAlpha8Texture = isAlpha8; 1321} 1322 1323void OpenGLRenderer::setupDrawWithExternalTexture() { 1324 mDescription.hasExternalTexture = true; 1325} 1326 1327void OpenGLRenderer::setupDrawNoTexture() { 1328 mCaches.disbaleTexCoordsVertexArray(); 1329} 1330 1331void OpenGLRenderer::setupDrawAA() { 1332 mDescription.isAA = true; 1333} 1334 1335void OpenGLRenderer::setupDrawVertexShape() { 1336 mDescription.isVertexShape = true; 1337} 1338 1339void OpenGLRenderer::setupDrawPoint(float pointSize) { 1340 mDescription.isPoint = true; 1341 mDescription.pointSize = pointSize; 1342} 1343 1344void OpenGLRenderer::setupDrawColor(int color) { 1345 setupDrawColor(color, (color >> 24) & 0xFF); 1346} 1347 1348void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1349 mColorA = alpha / 255.0f; 1350 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1351 // the rgb values by a instead of also dividing by 255 1352 const float a = mColorA / 255.0f; 1353 mColorR = a * ((color >> 16) & 0xFF); 1354 mColorG = a * ((color >> 8) & 0xFF); 1355 mColorB = a * ((color ) & 0xFF); 1356 mColorSet = true; 1357 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1358} 1359 1360void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1361 mColorA = alpha / 255.0f; 1362 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1363 // the rgb values by a instead of also dividing by 255 1364 const float a = mColorA / 255.0f; 1365 mColorR = a * ((color >> 16) & 0xFF); 1366 mColorG = a * ((color >> 8) & 0xFF); 1367 mColorB = a * ((color ) & 0xFF); 1368 mColorSet = true; 1369 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1370} 1371 1372void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1373 mCaches.fontRenderer->describe(mDescription, paint); 1374} 1375 1376void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1377 mColorA = a; 1378 mColorR = r; 1379 mColorG = g; 1380 mColorB = b; 1381 mColorSet = true; 1382 mSetShaderColor = mDescription.setColor(r, g, b, a); 1383} 1384 1385void OpenGLRenderer::setupDrawShader() { 1386 if (mShader) { 1387 mShader->describe(mDescription, mCaches.extensions); 1388 } 1389} 1390 1391void OpenGLRenderer::setupDrawColorFilter() { 1392 if (mColorFilter) { 1393 mColorFilter->describe(mDescription, mCaches.extensions); 1394 } 1395} 1396 1397void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1398 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1399 mColorA = 1.0f; 1400 mColorR = mColorG = mColorB = 0.0f; 1401 mSetShaderColor = mDescription.modulate = true; 1402 } 1403} 1404 1405void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1406 // When the blending mode is kClear_Mode, we need to use a modulate color 1407 // argb=1,0,0,0 1408 accountForClear(mode); 1409 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1410 mDescription, swapSrcDst); 1411} 1412 1413void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1414 // When the blending mode is kClear_Mode, we need to use a modulate color 1415 // argb=1,0,0,0 1416 accountForClear(mode); 1417 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) || 1418 (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst); 1419} 1420 1421void OpenGLRenderer::setupDrawProgram() { 1422 useProgram(mCaches.programCache.get(mDescription)); 1423} 1424 1425void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1426 mTrackDirtyRegions = false; 1427} 1428 1429void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1430 bool ignoreTransform) { 1431 mModelView.loadTranslate(left, top, 0.0f); 1432 if (!ignoreTransform) { 1433 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1434 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1435 } else { 1436 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1437 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1438 } 1439} 1440 1441void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1442 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1443} 1444 1445void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1446 bool ignoreTransform, bool ignoreModelView) { 1447 if (!ignoreModelView) { 1448 mModelView.loadTranslate(left, top, 0.0f); 1449 mModelView.scale(right - left, bottom - top, 1.0f); 1450 } else { 1451 mModelView.loadIdentity(); 1452 } 1453 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1454 if (!ignoreTransform) { 1455 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1456 if (mTrackDirtyRegions && dirty) { 1457 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1458 } 1459 } else { 1460 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1461 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1462 } 1463} 1464 1465void OpenGLRenderer::setupDrawPointUniforms() { 1466 int slot = mCaches.currentProgram->getUniform("pointSize"); 1467 glUniform1f(slot, mDescription.pointSize); 1468} 1469 1470void OpenGLRenderer::setupDrawColorUniforms() { 1471 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1472 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1473 } 1474} 1475 1476void OpenGLRenderer::setupDrawPureColorUniforms() { 1477 if (mSetShaderColor) { 1478 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1479 } 1480} 1481 1482void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1483 if (mShader) { 1484 if (ignoreTransform) { 1485 mModelView.loadInverse(*mSnapshot->transform); 1486 } 1487 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1488 } 1489} 1490 1491void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1492 if (mShader) { 1493 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1494 } 1495} 1496 1497void OpenGLRenderer::setupDrawColorFilterUniforms() { 1498 if (mColorFilter) { 1499 mColorFilter->setupProgram(mCaches.currentProgram); 1500 } 1501} 1502 1503void OpenGLRenderer::setupDrawTextGammaUniforms() { 1504 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1505} 1506 1507void OpenGLRenderer::setupDrawSimpleMesh() { 1508 bool force = mCaches.bindMeshBuffer(); 1509 mCaches.bindPositionVertexPointer(force, 0); 1510 mCaches.unbindIndicesBuffer(); 1511} 1512 1513void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1514 bindTexture(texture); 1515 mTextureUnit++; 1516 mCaches.enableTexCoordsVertexArray(); 1517} 1518 1519void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1520 bindExternalTexture(texture); 1521 mTextureUnit++; 1522 mCaches.enableTexCoordsVertexArray(); 1523} 1524 1525void OpenGLRenderer::setupDrawTextureTransform() { 1526 mDescription.hasTextureTransform = true; 1527} 1528 1529void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1530 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1531 GL_FALSE, &transform.data[0]); 1532} 1533 1534void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1535 bool force = false; 1536 if (!vertices) { 1537 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1538 } else { 1539 force = mCaches.unbindMeshBuffer(); 1540 } 1541 1542 mCaches.bindPositionVertexPointer(force, vertices); 1543 if (mCaches.currentProgram->texCoords >= 0) { 1544 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1545 } 1546 1547 mCaches.unbindIndicesBuffer(); 1548} 1549 1550void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1551 bool force = mCaches.unbindMeshBuffer(); 1552 mCaches.bindPositionVertexPointer(force, vertices); 1553 if (mCaches.currentProgram->texCoords >= 0) { 1554 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1555 } 1556} 1557 1558void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1559 bool force = mCaches.unbindMeshBuffer(); 1560 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1561 mCaches.unbindIndicesBuffer(); 1562} 1563 1564/** 1565 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1566 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1567 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1568 * attributes (one per vertex) are values from zero to one that tells the fragment 1569 * shader where the fragment is in relation to the line width/length overall; these values are 1570 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1571 * region of the line. 1572 * Note that we only pass down the width values in this setup function. The length coordinates 1573 * are set up for each individual segment. 1574 */ 1575void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1576 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1577 bool force = mCaches.unbindMeshBuffer(); 1578 mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride); 1579 mCaches.resetTexCoordsVertexPointer(); 1580 mCaches.unbindIndicesBuffer(); 1581 1582 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1583 glEnableVertexAttribArray(widthSlot); 1584 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1585 1586 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1587 glEnableVertexAttribArray(lengthSlot); 1588 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1589 1590 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1591 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1592} 1593 1594void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1595 glDisableVertexAttribArray(widthSlot); 1596 glDisableVertexAttribArray(lengthSlot); 1597} 1598 1599void OpenGLRenderer::finishDrawTexture() { 1600} 1601 1602/////////////////////////////////////////////////////////////////////////////// 1603// Drawing 1604/////////////////////////////////////////////////////////////////////////////// 1605 1606status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1607 Rect& dirty, int32_t flags, uint32_t level) { 1608 1609 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1610 // will be performed by the display list itself 1611 if (displayList && displayList->isRenderable()) { 1612 return displayList->replay(*this, dirty, flags, level); 1613 } 1614 1615 return DrawGlInfo::kStatusDone; 1616} 1617 1618void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1619 if (displayList) { 1620 displayList->output(*this, level); 1621 } 1622} 1623 1624void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1625 int alpha; 1626 SkXfermode::Mode mode; 1627 getAlphaAndMode(paint, &alpha, &mode); 1628 1629 float x = left; 1630 float y = top; 1631 1632 GLenum filter = GL_LINEAR; 1633 bool ignoreTransform = false; 1634 if (mSnapshot->transform->isPureTranslate()) { 1635 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1636 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1637 ignoreTransform = true; 1638 filter = GL_NEAREST; 1639 } else { 1640 filter = FILTER(paint); 1641 } 1642 1643 setupDraw(); 1644 setupDrawWithTexture(true); 1645 if (paint) { 1646 setupDrawAlpha8Color(paint->getColor(), alpha); 1647 } 1648 setupDrawColorFilter(); 1649 setupDrawShader(); 1650 setupDrawBlending(true, mode); 1651 setupDrawProgram(); 1652 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1653 1654 setupDrawTexture(texture->id); 1655 texture->setWrap(GL_CLAMP_TO_EDGE); 1656 texture->setFilter(filter); 1657 1658 setupDrawPureColorUniforms(); 1659 setupDrawColorFilterUniforms(); 1660 setupDrawShaderUniforms(); 1661 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1662 1663 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1664 1665 finishDrawTexture(); 1666} 1667 1668status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1669 const float right = left + bitmap->width(); 1670 const float bottom = top + bitmap->height(); 1671 1672 if (quickReject(left, top, right, bottom)) { 1673 return DrawGlInfo::kStatusDone; 1674 } 1675 1676 mCaches.activeTexture(0); 1677 Texture* texture = mCaches.textureCache.get(bitmap); 1678 if (!texture) return DrawGlInfo::kStatusDone; 1679 const AutoTexture autoCleanup(texture); 1680 1681 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1682 drawAlphaBitmap(texture, left, top, paint); 1683 } else { 1684 drawTextureRect(left, top, right, bottom, texture, paint); 1685 } 1686 1687 return DrawGlInfo::kStatusDrew; 1688} 1689 1690status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1691 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1692 const mat4 transform(*matrix); 1693 transform.mapRect(r); 1694 1695 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1696 return DrawGlInfo::kStatusDone; 1697 } 1698 1699 mCaches.activeTexture(0); 1700 Texture* texture = mCaches.textureCache.get(bitmap); 1701 if (!texture) return DrawGlInfo::kStatusDone; 1702 const AutoTexture autoCleanup(texture); 1703 1704 // This could be done in a cheaper way, all we need is pass the matrix 1705 // to the vertex shader. The save/restore is a bit overkill. 1706 save(SkCanvas::kMatrix_SaveFlag); 1707 concatMatrix(matrix); 1708 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1709 restore(); 1710 1711 return DrawGlInfo::kStatusDrew; 1712} 1713 1714status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1715 const float right = left + bitmap->width(); 1716 const float bottom = top + bitmap->height(); 1717 1718 if (quickReject(left, top, right, bottom)) { 1719 return DrawGlInfo::kStatusDone; 1720 } 1721 1722 mCaches.activeTexture(0); 1723 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1724 const AutoTexture autoCleanup(texture); 1725 1726 drawTextureRect(left, top, right, bottom, texture, paint); 1727 1728 return DrawGlInfo::kStatusDrew; 1729} 1730 1731status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1732 float* vertices, int* colors, SkPaint* paint) { 1733 // TODO: Do a quickReject 1734 if (!vertices || mSnapshot->isIgnored()) { 1735 return DrawGlInfo::kStatusDone; 1736 } 1737 1738 mCaches.activeTexture(0); 1739 Texture* texture = mCaches.textureCache.get(bitmap); 1740 if (!texture) return DrawGlInfo::kStatusDone; 1741 const AutoTexture autoCleanup(texture); 1742 1743 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1744 texture->setFilter(FILTER(paint), true); 1745 1746 int alpha; 1747 SkXfermode::Mode mode; 1748 getAlphaAndMode(paint, &alpha, &mode); 1749 1750 const uint32_t count = meshWidth * meshHeight * 6; 1751 1752 float left = FLT_MAX; 1753 float top = FLT_MAX; 1754 float right = FLT_MIN; 1755 float bottom = FLT_MIN; 1756 1757 const bool hasActiveLayer = hasLayer(); 1758 1759 // TODO: Support the colors array 1760 TextureVertex mesh[count]; 1761 TextureVertex* vertex = mesh; 1762 for (int32_t y = 0; y < meshHeight; y++) { 1763 for (int32_t x = 0; x < meshWidth; x++) { 1764 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1765 1766 float u1 = float(x) / meshWidth; 1767 float u2 = float(x + 1) / meshWidth; 1768 float v1 = float(y) / meshHeight; 1769 float v2 = float(y + 1) / meshHeight; 1770 1771 int ax = i + (meshWidth + 1) * 2; 1772 int ay = ax + 1; 1773 int bx = i; 1774 int by = bx + 1; 1775 int cx = i + 2; 1776 int cy = cx + 1; 1777 int dx = i + (meshWidth + 1) * 2 + 2; 1778 int dy = dx + 1; 1779 1780 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1781 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1782 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1783 1784 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1785 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1786 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1787 1788 if (hasActiveLayer) { 1789 // TODO: This could be optimized to avoid unnecessary ops 1790 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1791 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1792 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1793 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1794 } 1795 } 1796 } 1797 1798 if (hasActiveLayer) { 1799 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1800 } 1801 1802 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1803 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1804 GL_TRIANGLES, count, false, false, 0, false, false); 1805 1806 return DrawGlInfo::kStatusDrew; 1807} 1808 1809status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1810 float srcLeft, float srcTop, float srcRight, float srcBottom, 1811 float dstLeft, float dstTop, float dstRight, float dstBottom, 1812 SkPaint* paint) { 1813 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1814 return DrawGlInfo::kStatusDone; 1815 } 1816 1817 mCaches.activeTexture(0); 1818 Texture* texture = mCaches.textureCache.get(bitmap); 1819 if (!texture) return DrawGlInfo::kStatusDone; 1820 const AutoTexture autoCleanup(texture); 1821 1822 const float width = texture->width; 1823 const float height = texture->height; 1824 1825 const float u1 = fmax(0.0f, srcLeft / width); 1826 const float v1 = fmax(0.0f, srcTop / height); 1827 const float u2 = fmin(1.0f, srcRight / width); 1828 const float v2 = fmin(1.0f, srcBottom / height); 1829 1830 mCaches.unbindMeshBuffer(); 1831 resetDrawTextureTexCoords(u1, v1, u2, v2); 1832 1833 int alpha; 1834 SkXfermode::Mode mode; 1835 getAlphaAndMode(paint, &alpha, &mode); 1836 1837 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1838 1839 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1840 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1841 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1842 1843 GLenum filter = GL_NEAREST; 1844 // Enable linear filtering if the source rectangle is scaled 1845 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1846 filter = FILTER(paint); 1847 } 1848 1849 texture->setFilter(filter, true); 1850 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1851 texture->id, alpha / 255.0f, mode, texture->blend, 1852 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1853 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1854 } else { 1855 texture->setFilter(FILTER(paint), true); 1856 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1857 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1858 GL_TRIANGLE_STRIP, gMeshCount); 1859 } 1860 1861 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1862 1863 return DrawGlInfo::kStatusDrew; 1864} 1865 1866status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1867 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1868 float left, float top, float right, float bottom, SkPaint* paint) { 1869 int alpha; 1870 SkXfermode::Mode mode; 1871 getAlphaAndModeDirect(paint, &alpha, &mode); 1872 1873 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1874 left, top, right, bottom, alpha, mode); 1875} 1876 1877status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1878 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1879 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1880 if (quickReject(left, top, right, bottom)) { 1881 return DrawGlInfo::kStatusDone; 1882 } 1883 1884 alpha *= mSnapshot->alpha; 1885 1886 mCaches.activeTexture(0); 1887 Texture* texture = mCaches.textureCache.get(bitmap); 1888 if (!texture) return DrawGlInfo::kStatusDone; 1889 const AutoTexture autoCleanup(texture); 1890 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1891 texture->setFilter(GL_LINEAR, true); 1892 1893 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1894 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1895 1896 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1897 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1898 // Mark the current layer dirty where we are going to draw the patch 1899 if (hasLayer() && mesh->hasEmptyQuads) { 1900 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1901 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1902 const size_t count = mesh->quads.size(); 1903 for (size_t i = 0; i < count; i++) { 1904 const Rect& bounds = mesh->quads.itemAt(i); 1905 if (CC_LIKELY(pureTranslate)) { 1906 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1907 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1908 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1909 } else { 1910 dirtyLayer(left + bounds.left, top + bounds.top, 1911 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1912 } 1913 } 1914 } 1915 1916 if (CC_LIKELY(pureTranslate)) { 1917 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1918 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1919 1920 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1921 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1922 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1923 true, !mesh->hasEmptyQuads); 1924 } else { 1925 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1926 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1927 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1928 true, !mesh->hasEmptyQuads); 1929 } 1930 } 1931 1932 return DrawGlInfo::kStatusDrew; 1933} 1934 1935/** 1936 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1937 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1938 * screen space in all directions. However, instead of using a fragment shader to compute the 1939 * translucency of the color from its position, we simply use a varying parameter to define how far 1940 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1941 * 1942 * Doesn't yet support joins, caps, or path effects. 1943 */ 1944void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 1945 int color = paint->getColor(); 1946 SkPaint::Style style = paint->getStyle(); 1947 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 1948 bool isAA = paint->isAntiAlias(); 1949 1950 VertexBuffer vertexBuffer; 1951 // TODO: try clipping large paths to viewport 1952 PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer); 1953 1954 if (!vertexBuffer.getSize()) { 1955 // no vertices to draw 1956 return; 1957 } 1958 1959 setupDraw(); 1960 setupDrawNoTexture(); 1961 if (isAA) setupDrawAA(); 1962 setupDrawVertexShape(); 1963 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1964 setupDrawColorFilter(); 1965 setupDrawShader(); 1966 setupDrawBlending(isAA, mode); 1967 setupDrawProgram(); 1968 setupDrawModelViewIdentity(); 1969 setupDrawColorUniforms(); 1970 setupDrawColorFilterUniforms(); 1971 setupDrawShaderIdentityUniforms(); 1972 1973 void* vertices = vertexBuffer.getBuffer(); 1974 bool force = mCaches.unbindMeshBuffer(); 1975 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 1976 mCaches.resetTexCoordsVertexPointer(); 1977 mCaches.unbindIndicesBuffer(); 1978 1979 int alphaSlot = -1; 1980 if (isAA) { 1981 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 1982 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1983 1984 // TODO: avoid enable/disable in back to back uses of the alpha attribute 1985 glEnableVertexAttribArray(alphaSlot); 1986 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1987 } 1988 1989 SkRect bounds = PathRenderer::computePathBounds(path, paint); 1990 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 1991 1992 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 1993 1994 if (isAA) { 1995 glDisableVertexAttribArray(alphaSlot); 1996 } 1997} 1998 1999/** 2000 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 2001 * rules for those lines produces some unexpected results, and may vary between hardware devices. 2002 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 2003 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 2004 * of the line. Hairlines are more involved because we need to account for transform scaling 2005 * to end up with a one-pixel-wide line in screen space.. 2006 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 2007 * in combination with values that we calculate and pass down in this method. The basic approach 2008 * is that the quad we create contains both the core line area plus a bounding area in which 2009 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 2010 * proportion of the width and the length of a given segment is represented by the boundary 2011 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 2012 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 2013 * on the inside). This ends up giving the result we want, with pixels that are completely 2014 * 'inside' the line area being filled opaquely and the other pixels being filled according to 2015 * how far into the boundary region they are, which is determined by shader interpolation. 2016 */ 2017status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2018 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2019 2020 const bool isAA = paint->isAntiAlias(); 2021 // We use half the stroke width here because we're going to position the quad 2022 // corner vertices half of the width away from the line endpoints 2023 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 2024 // A stroke width of 0 has a special meaning in Skia: 2025 // it draws a line 1 px wide regardless of current transform 2026 bool isHairLine = paint->getStrokeWidth() == 0.0f; 2027 2028 float inverseScaleX = 1.0f; 2029 float inverseScaleY = 1.0f; 2030 bool scaled = false; 2031 2032 int alpha; 2033 SkXfermode::Mode mode; 2034 2035 int generatedVerticesCount = 0; 2036 int verticesCount = count; 2037 if (count > 4) { 2038 // Polyline: account for extra vertices needed for continuous tri-strip 2039 verticesCount += (count - 4); 2040 } 2041 2042 if (isHairLine || isAA) { 2043 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 2044 // the line on the screen should always be one pixel wide regardless of scale. For 2045 // AA lines, we only want one pixel of translucent boundary around the quad. 2046 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 2047 Matrix4 *mat = mSnapshot->transform; 2048 float m00 = mat->data[Matrix4::kScaleX]; 2049 float m01 = mat->data[Matrix4::kSkewY]; 2050 float m10 = mat->data[Matrix4::kSkewX]; 2051 float m11 = mat->data[Matrix4::kScaleY]; 2052 2053 float scaleX = sqrtf(m00 * m00 + m01 * m01); 2054 float scaleY = sqrtf(m10 * m10 + m11 * m11); 2055 2056 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 2057 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 2058 2059 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 2060 scaled = true; 2061 } 2062 } 2063 } 2064 2065 getAlphaAndMode(paint, &alpha, &mode); 2066 2067 mCaches.enableScissor(); 2068 2069 setupDraw(); 2070 setupDrawNoTexture(); 2071 if (isAA) { 2072 setupDrawAA(); 2073 } 2074 setupDrawColor(paint->getColor(), alpha); 2075 setupDrawColorFilter(); 2076 setupDrawShader(); 2077 setupDrawBlending(isAA, mode); 2078 setupDrawProgram(); 2079 setupDrawModelViewIdentity(true); 2080 setupDrawColorUniforms(); 2081 setupDrawColorFilterUniforms(); 2082 setupDrawShaderIdentityUniforms(); 2083 2084 if (isHairLine) { 2085 // Set a real stroke width to be used in quad construction 2086 halfStrokeWidth = isAA? 1 : .5; 2087 } else if (isAA && !scaled) { 2088 // Expand boundary to enable AA calculations on the quad border 2089 halfStrokeWidth += .5f; 2090 } 2091 2092 int widthSlot; 2093 int lengthSlot; 2094 2095 Vertex lines[verticesCount]; 2096 Vertex* vertices = &lines[0]; 2097 2098 AAVertex wLines[verticesCount]; 2099 AAVertex* aaVertices = &wLines[0]; 2100 2101 if (CC_UNLIKELY(!isAA)) { 2102 setupDrawVertices(vertices); 2103 } else { 2104 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 2105 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 2106 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 2107 // AA stroke width (the base stroke width expanded by a half pixel on either side). 2108 // This value is used in the fragment shader to determine how to fill fragments. 2109 // We will need to calculate the actual width proportion on each segment for 2110 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 2111 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 2112 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 2113 boundaryWidthProportion, widthSlot, lengthSlot); 2114 } 2115 2116 AAVertex* prevAAVertex = NULL; 2117 Vertex* prevVertex = NULL; 2118 2119 int boundaryLengthSlot = -1; 2120 int boundaryWidthSlot = -1; 2121 2122 for (int i = 0; i < count; i += 4) { 2123 // a = start point, b = end point 2124 vec2 a(points[i], points[i + 1]); 2125 vec2 b(points[i + 2], points[i + 3]); 2126 2127 float length = 0; 2128 float boundaryLengthProportion = 0; 2129 float boundaryWidthProportion = 0; 2130 2131 // Find the normal to the line 2132 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2133 float x = n.x; 2134 n.x = -n.y; 2135 n.y = x; 2136 2137 if (isHairLine) { 2138 if (isAA) { 2139 float wideningFactor; 2140 if (fabs(n.x) >= fabs(n.y)) { 2141 wideningFactor = fabs(1.0f / n.x); 2142 } else { 2143 wideningFactor = fabs(1.0f / n.y); 2144 } 2145 n *= wideningFactor; 2146 } 2147 2148 if (scaled) { 2149 n.x *= inverseScaleX; 2150 n.y *= inverseScaleY; 2151 } 2152 } else if (scaled) { 2153 // Extend n by .5 pixel on each side, post-transform 2154 vec2 extendedN = n.copyNormalized(); 2155 extendedN /= 2; 2156 extendedN.x *= inverseScaleX; 2157 extendedN.y *= inverseScaleY; 2158 2159 float extendedNLength = extendedN.length(); 2160 // We need to set this value on the shader prior to drawing 2161 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2162 n += extendedN; 2163 } 2164 2165 // aa lines expand the endpoint vertices to encompass the AA boundary 2166 if (isAA) { 2167 vec2 abVector = (b - a); 2168 length = abVector.length(); 2169 abVector.normalize(); 2170 2171 if (scaled) { 2172 abVector.x *= inverseScaleX; 2173 abVector.y *= inverseScaleY; 2174 float abLength = abVector.length(); 2175 boundaryLengthProportion = .5 - abLength / (length + abLength); 2176 } else { 2177 boundaryLengthProportion = .5 - .5 / (length + 1); 2178 } 2179 2180 abVector /= 2; 2181 a -= abVector; 2182 b += abVector; 2183 } 2184 2185 // Four corners of the rectangle defining a thick line 2186 vec2 p1 = a - n; 2187 vec2 p2 = a + n; 2188 vec2 p3 = b + n; 2189 vec2 p4 = b - n; 2190 2191 2192 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2193 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2194 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2195 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2196 2197 if (!quickRejectNoScissor(left, top, right, bottom)) { 2198 if (!isAA) { 2199 if (prevVertex != NULL) { 2200 // Issue two repeat vertices to create degenerate triangles to bridge 2201 // between the previous line and the new one. This is necessary because 2202 // we are creating a single triangle_strip which will contain 2203 // potentially discontinuous line segments. 2204 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2205 Vertex::set(vertices++, p1.x, p1.y); 2206 generatedVerticesCount += 2; 2207 } 2208 2209 Vertex::set(vertices++, p1.x, p1.y); 2210 Vertex::set(vertices++, p2.x, p2.y); 2211 Vertex::set(vertices++, p4.x, p4.y); 2212 Vertex::set(vertices++, p3.x, p3.y); 2213 2214 prevVertex = vertices - 1; 2215 generatedVerticesCount += 4; 2216 } else { 2217 if (!isHairLine && scaled) { 2218 // Must set width proportions per-segment for scaled non-hairlines to use the 2219 // correct AA boundary dimensions 2220 if (boundaryWidthSlot < 0) { 2221 boundaryWidthSlot = 2222 mCaches.currentProgram->getUniform("boundaryWidth"); 2223 } 2224 2225 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2226 } 2227 2228 if (boundaryLengthSlot < 0) { 2229 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2230 } 2231 2232 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2233 2234 if (prevAAVertex != NULL) { 2235 // Issue two repeat vertices to create degenerate triangles to bridge 2236 // between the previous line and the new one. This is necessary because 2237 // we are creating a single triangle_strip which will contain 2238 // potentially discontinuous line segments. 2239 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2240 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2241 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2242 generatedVerticesCount += 2; 2243 } 2244 2245 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2246 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2247 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2248 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2249 2250 prevAAVertex = aaVertices - 1; 2251 generatedVerticesCount += 4; 2252 } 2253 2254 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2255 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2256 *mSnapshot->transform); 2257 } 2258 } 2259 2260 if (generatedVerticesCount > 0) { 2261 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2262 } 2263 2264 if (isAA) { 2265 finishDrawAALine(widthSlot, lengthSlot); 2266 } 2267 2268 return DrawGlInfo::kStatusDrew; 2269} 2270 2271status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2272 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2273 2274 // TODO: The paint's cap style defines whether the points are square or circular 2275 // TODO: Handle AA for round points 2276 2277 // A stroke width of 0 has a special meaning in Skia: 2278 // it draws an unscaled 1px point 2279 float strokeWidth = paint->getStrokeWidth(); 2280 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2281 if (isHairLine) { 2282 // Now that we know it's hairline, we can set the effective width, to be used later 2283 strokeWidth = 1.0f; 2284 } 2285 const float halfWidth = strokeWidth / 2; 2286 int alpha; 2287 SkXfermode::Mode mode; 2288 getAlphaAndMode(paint, &alpha, &mode); 2289 2290 int verticesCount = count >> 1; 2291 int generatedVerticesCount = 0; 2292 2293 TextureVertex pointsData[verticesCount]; 2294 TextureVertex* vertex = &pointsData[0]; 2295 2296 // TODO: We should optimize this method to not generate vertices for points 2297 // that lie outside of the clip. 2298 mCaches.enableScissor(); 2299 2300 setupDraw(); 2301 setupDrawNoTexture(); 2302 setupDrawPoint(strokeWidth); 2303 setupDrawColor(paint->getColor(), alpha); 2304 setupDrawColorFilter(); 2305 setupDrawShader(); 2306 setupDrawBlending(mode); 2307 setupDrawProgram(); 2308 setupDrawModelViewIdentity(true); 2309 setupDrawColorUniforms(); 2310 setupDrawColorFilterUniforms(); 2311 setupDrawPointUniforms(); 2312 setupDrawShaderIdentityUniforms(); 2313 setupDrawMesh(vertex); 2314 2315 for (int i = 0; i < count; i += 2) { 2316 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2317 generatedVerticesCount++; 2318 2319 float left = points[i] - halfWidth; 2320 float right = points[i] + halfWidth; 2321 float top = points[i + 1] - halfWidth; 2322 float bottom = points [i + 1] + halfWidth; 2323 2324 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2325 } 2326 2327 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2328 2329 return DrawGlInfo::kStatusDrew; 2330} 2331 2332status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2333 // No need to check against the clip, we fill the clip region 2334 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2335 2336 Rect& clip(*mSnapshot->clipRect); 2337 clip.snapToPixelBoundaries(); 2338 2339 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2340 2341 return DrawGlInfo::kStatusDrew; 2342} 2343 2344status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2345 SkPaint* paint) { 2346 if (!texture) return DrawGlInfo::kStatusDone; 2347 const AutoTexture autoCleanup(texture); 2348 2349 const float x = left + texture->left - texture->offset; 2350 const float y = top + texture->top - texture->offset; 2351 2352 drawPathTexture(texture, x, y, paint); 2353 2354 return DrawGlInfo::kStatusDrew; 2355} 2356 2357status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2358 float rx, float ry, SkPaint* p) { 2359 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2360 return DrawGlInfo::kStatusDone; 2361 } 2362 2363 if (p->getPathEffect() != 0) { 2364 mCaches.activeTexture(0); 2365 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2366 right - left, bottom - top, rx, ry, p); 2367 return drawShape(left, top, texture, p); 2368 } 2369 2370 SkPath path; 2371 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2372 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2373 float outset = p->getStrokeWidth() / 2; 2374 rect.outset(outset, outset); 2375 rx += outset; 2376 ry += outset; 2377 } 2378 path.addRoundRect(rect, rx, ry); 2379 drawConvexPath(path, p); 2380 2381 return DrawGlInfo::kStatusDrew; 2382} 2383 2384status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2385 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2386 x + radius, y + radius, p)) { 2387 return DrawGlInfo::kStatusDone; 2388 } 2389 if (p->getPathEffect() != 0) { 2390 mCaches.activeTexture(0); 2391 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2392 return drawShape(x - radius, y - radius, texture, p); 2393 } 2394 2395 SkPath path; 2396 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2397 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2398 } else { 2399 path.addCircle(x, y, radius); 2400 } 2401 drawConvexPath(path, p); 2402 2403 return DrawGlInfo::kStatusDrew; 2404} 2405 2406status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2407 SkPaint* p) { 2408 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2409 return DrawGlInfo::kStatusDone; 2410 } 2411 2412 if (p->getPathEffect() != 0) { 2413 mCaches.activeTexture(0); 2414 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2415 return drawShape(left, top, texture, p); 2416 } 2417 2418 SkPath path; 2419 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2420 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2421 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2422 } 2423 path.addOval(rect); 2424 drawConvexPath(path, p); 2425 2426 return DrawGlInfo::kStatusDrew; 2427} 2428 2429status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2430 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2431 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2432 2433 if (fabs(sweepAngle) >= 360.0f) { 2434 return drawOval(left, top, right, bottom, paint); 2435 } 2436 2437 mCaches.activeTexture(0); 2438 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2439 startAngle, sweepAngle, useCenter, paint); 2440 return drawShape(left, top, texture, paint); 2441} 2442 2443// See SkPaintDefaults.h 2444#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2445 2446status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2447 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2448 return DrawGlInfo::kStatusDone; 2449 } 2450 2451 if (p->getStyle() != SkPaint::kFill_Style) { 2452 // only fill style is supported by drawConvexPath, since others have to handle joins 2453 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2454 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2455 mCaches.activeTexture(0); 2456 const PathTexture* texture = 2457 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2458 return drawShape(left, top, texture, p); 2459 } 2460 2461 SkPath path; 2462 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2463 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2464 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2465 } 2466 path.addRect(rect); 2467 drawConvexPath(path, p); 2468 2469 return DrawGlInfo::kStatusDrew; 2470 } 2471 2472 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2473 SkPath path; 2474 path.addRect(left, top, right, bottom); 2475 drawConvexPath(path, p); 2476 } else { 2477 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2478 } 2479 2480 return DrawGlInfo::kStatusDrew; 2481} 2482 2483void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2484 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2485 float x, float y) { 2486 mCaches.activeTexture(0); 2487 2488 // NOTE: The drop shadow will not perform gamma correction 2489 // if shader-based correction is enabled 2490 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2491 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2492 paint, text, bytesCount, count, mShadowRadius, positions); 2493 const AutoTexture autoCleanup(shadow); 2494 2495 const float sx = x - shadow->left + mShadowDx; 2496 const float sy = y - shadow->top + mShadowDy; 2497 2498 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2499 int shadowColor = mShadowColor; 2500 if (mShader) { 2501 shadowColor = 0xffffffff; 2502 } 2503 2504 setupDraw(); 2505 setupDrawWithTexture(true); 2506 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2507 setupDrawColorFilter(); 2508 setupDrawShader(); 2509 setupDrawBlending(true, mode); 2510 setupDrawProgram(); 2511 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2512 setupDrawTexture(shadow->id); 2513 setupDrawPureColorUniforms(); 2514 setupDrawColorFilterUniforms(); 2515 setupDrawShaderUniforms(); 2516 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2517 2518 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2519} 2520 2521status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2522 const float* positions, SkPaint* paint) { 2523 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2524 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2525 return DrawGlInfo::kStatusDone; 2526 } 2527 2528 // NOTE: Skia does not support perspective transform on drawPosText yet 2529 if (!mSnapshot->transform->isSimple()) { 2530 return DrawGlInfo::kStatusDone; 2531 } 2532 2533 float x = 0.0f; 2534 float y = 0.0f; 2535 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2536 if (pureTranslate) { 2537 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2538 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2539 } 2540 2541 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2542 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2543 paint->getTextSize()); 2544 2545 int alpha; 2546 SkXfermode::Mode mode; 2547 getAlphaAndMode(paint, &alpha, &mode); 2548 2549 if (CC_UNLIKELY(mHasShadow)) { 2550 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2551 0.0f, 0.0f); 2552 } 2553 2554 // Pick the appropriate texture filtering 2555 bool linearFilter = mSnapshot->transform->changesBounds(); 2556 if (pureTranslate && !linearFilter) { 2557 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2558 } 2559 2560 mCaches.activeTexture(0); 2561 setupDraw(); 2562 setupDrawTextGamma(paint); 2563 setupDrawDirtyRegionsDisabled(); 2564 setupDrawWithTexture(true); 2565 setupDrawAlpha8Color(paint->getColor(), alpha); 2566 setupDrawColorFilter(); 2567 setupDrawShader(); 2568 setupDrawBlending(true, mode); 2569 setupDrawProgram(); 2570 setupDrawModelView(x, y, x, y, pureTranslate, true); 2571 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2572 setupDrawPureColorUniforms(); 2573 setupDrawColorFilterUniforms(); 2574 setupDrawShaderUniforms(pureTranslate); 2575 setupDrawTextGammaUniforms(); 2576 2577 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2578 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2579 2580 const bool hasActiveLayer = hasLayer(); 2581 2582 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2583 positions, hasActiveLayer ? &bounds : NULL)) { 2584 if (hasActiveLayer) { 2585 if (!pureTranslate) { 2586 mSnapshot->transform->mapRect(bounds); 2587 } 2588 dirtyLayerUnchecked(bounds, getRegion()); 2589 } 2590 } 2591 2592 return DrawGlInfo::kStatusDrew; 2593} 2594 2595status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2596 float x, float y, const float* positions, SkPaint* paint, float length) { 2597 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2598 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2599 return DrawGlInfo::kStatusDone; 2600 } 2601 2602 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2603 switch (paint->getTextAlign()) { 2604 case SkPaint::kCenter_Align: 2605 x -= length / 2.0f; 2606 break; 2607 case SkPaint::kRight_Align: 2608 x -= length; 2609 break; 2610 default: 2611 break; 2612 } 2613 2614 SkPaint::FontMetrics metrics; 2615 paint->getFontMetrics(&metrics, 0.0f); 2616 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2617 return DrawGlInfo::kStatusDone; 2618 } 2619 2620 const float oldX = x; 2621 const float oldY = y; 2622 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2623 if (CC_LIKELY(pureTranslate)) { 2624 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2625 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2626 } 2627 2628#if DEBUG_GLYPHS 2629 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2630 SkTypeface::UniqueID(paint->getTypeface())); 2631#endif 2632 2633 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2634 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2635 paint->getTextSize()); 2636 2637 int alpha; 2638 SkXfermode::Mode mode; 2639 getAlphaAndMode(paint, &alpha, &mode); 2640 2641 if (CC_UNLIKELY(mHasShadow)) { 2642 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2643 oldX, oldY); 2644 } 2645 2646 // Pick the appropriate texture filtering 2647 bool linearFilter = mSnapshot->transform->changesBounds(); 2648 if (pureTranslate && !linearFilter) { 2649 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2650 } 2651 2652 // The font renderer will always use texture unit 0 2653 mCaches.activeTexture(0); 2654 setupDraw(); 2655 setupDrawTextGamma(paint); 2656 setupDrawDirtyRegionsDisabled(); 2657 setupDrawWithTexture(true); 2658 setupDrawAlpha8Color(paint->getColor(), alpha); 2659 setupDrawColorFilter(); 2660 setupDrawShader(); 2661 setupDrawBlending(true, mode); 2662 setupDrawProgram(); 2663 setupDrawModelView(x, y, x, y, pureTranslate, true); 2664 // See comment above; the font renderer must use texture unit 0 2665 // assert(mTextureUnit == 0) 2666 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2667 setupDrawPureColorUniforms(); 2668 setupDrawColorFilterUniforms(); 2669 setupDrawShaderUniforms(pureTranslate); 2670 setupDrawTextGammaUniforms(); 2671 2672 const Rect* clip = pureTranslate ? mSnapshot->clipRect : 2673 (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip()); 2674 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2675 2676 const bool hasActiveLayer = hasLayer(); 2677 2678 bool status; 2679 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2680 SkPaint paintCopy(*paint); 2681 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2682 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2683 positions, hasActiveLayer ? &bounds : NULL); 2684 } else { 2685 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2686 positions, hasActiveLayer ? &bounds : NULL); 2687 } 2688 2689 if (status && hasActiveLayer) { 2690 if (!pureTranslate) { 2691 mSnapshot->transform->mapRect(bounds); 2692 } 2693 dirtyLayerUnchecked(bounds, getRegion()); 2694 } 2695 2696 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2697 2698 return DrawGlInfo::kStatusDrew; 2699} 2700 2701status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2702 float hOffset, float vOffset, SkPaint* paint) { 2703 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2704 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2705 return DrawGlInfo::kStatusDone; 2706 } 2707 2708 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2709 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2710 paint->getTextSize()); 2711 2712 int alpha; 2713 SkXfermode::Mode mode; 2714 getAlphaAndMode(paint, &alpha, &mode); 2715 2716 mCaches.activeTexture(0); 2717 setupDraw(); 2718 setupDrawTextGamma(paint); 2719 setupDrawDirtyRegionsDisabled(); 2720 setupDrawWithTexture(true); 2721 setupDrawAlpha8Color(paint->getColor(), alpha); 2722 setupDrawColorFilter(); 2723 setupDrawShader(); 2724 setupDrawBlending(true, mode); 2725 setupDrawProgram(); 2726 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2727 setupDrawTexture(fontRenderer.getTexture(true)); 2728 setupDrawPureColorUniforms(); 2729 setupDrawColorFilterUniforms(); 2730 setupDrawShaderUniforms(false); 2731 setupDrawTextGammaUniforms(); 2732 2733 const Rect* clip = &mSnapshot->getLocalClip(); 2734 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2735 2736 const bool hasActiveLayer = hasLayer(); 2737 2738 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2739 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2740 if (hasActiveLayer) { 2741 mSnapshot->transform->mapRect(bounds); 2742 dirtyLayerUnchecked(bounds, getRegion()); 2743 } 2744 } 2745 2746 return DrawGlInfo::kStatusDrew; 2747} 2748 2749status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2750 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2751 2752 mCaches.activeTexture(0); 2753 2754 // TODO: Perform early clip test before we rasterize the path 2755 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2756 if (!texture) return DrawGlInfo::kStatusDone; 2757 const AutoTexture autoCleanup(texture); 2758 2759 const float x = texture->left - texture->offset; 2760 const float y = texture->top - texture->offset; 2761 2762 drawPathTexture(texture, x, y, paint); 2763 2764 return DrawGlInfo::kStatusDrew; 2765} 2766 2767status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2768 if (!layer) { 2769 return DrawGlInfo::kStatusDone; 2770 } 2771 2772 Rect transformed; 2773 Rect clip; 2774 const bool rejected = quickRejectNoScissor(x, y, 2775 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2776 2777 if (rejected) { 2778 return DrawGlInfo::kStatusDone; 2779 } 2780 2781 bool debugLayerUpdate = false; 2782 if (updateLayer(layer, true)) { 2783 debugLayerUpdate = mCaches.debugLayersUpdates; 2784 } 2785 2786 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2787 mCaches.activeTexture(0); 2788 2789 if (CC_LIKELY(!layer->region.isEmpty())) { 2790 SkiaColorFilter* oldFilter = mColorFilter; 2791 mColorFilter = layer->getColorFilter(); 2792 2793 if (layer->region.isRect()) { 2794 composeLayerRect(layer, layer->regionRect); 2795 } else if (layer->mesh) { 2796 const float a = layer->getAlpha() / 255.0f; 2797 setupDraw(); 2798 setupDrawWithTexture(); 2799 setupDrawColor(a, a, a, a); 2800 setupDrawColorFilter(); 2801 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2802 setupDrawProgram(); 2803 setupDrawPureColorUniforms(); 2804 setupDrawColorFilterUniforms(); 2805 setupDrawTexture(layer->getTexture()); 2806 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2807 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2808 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2809 2810 layer->setFilter(GL_NEAREST); 2811 setupDrawModelViewTranslate(tx, ty, 2812 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2813 } else { 2814 layer->setFilter(GL_LINEAR); 2815 setupDrawModelViewTranslate(x, y, 2816 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2817 } 2818 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2819 2820 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2821 GL_UNSIGNED_SHORT, layer->meshIndices); 2822 2823 finishDrawTexture(); 2824 2825#if DEBUG_LAYERS_AS_REGIONS 2826 drawRegionRects(layer->region); 2827#endif 2828 } 2829 2830 mColorFilter = oldFilter; 2831 2832 if (debugLayerUpdate) { 2833 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2834 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2835 } 2836 } 2837 2838 return DrawGlInfo::kStatusDrew; 2839} 2840 2841/////////////////////////////////////////////////////////////////////////////// 2842// Shaders 2843/////////////////////////////////////////////////////////////////////////////// 2844 2845void OpenGLRenderer::resetShader() { 2846 mShader = NULL; 2847} 2848 2849void OpenGLRenderer::setupShader(SkiaShader* shader) { 2850 mShader = shader; 2851 if (mShader) { 2852 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2853 } 2854} 2855 2856/////////////////////////////////////////////////////////////////////////////// 2857// Color filters 2858/////////////////////////////////////////////////////////////////////////////// 2859 2860void OpenGLRenderer::resetColorFilter() { 2861 mColorFilter = NULL; 2862} 2863 2864void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2865 mColorFilter = filter; 2866} 2867 2868/////////////////////////////////////////////////////////////////////////////// 2869// Drop shadow 2870/////////////////////////////////////////////////////////////////////////////// 2871 2872void OpenGLRenderer::resetShadow() { 2873 mHasShadow = false; 2874} 2875 2876void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2877 mHasShadow = true; 2878 mShadowRadius = radius; 2879 mShadowDx = dx; 2880 mShadowDy = dy; 2881 mShadowColor = color; 2882} 2883 2884/////////////////////////////////////////////////////////////////////////////// 2885// Draw filters 2886/////////////////////////////////////////////////////////////////////////////// 2887 2888void OpenGLRenderer::resetPaintFilter() { 2889 mHasDrawFilter = false; 2890} 2891 2892void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2893 mHasDrawFilter = true; 2894 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2895 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2896} 2897 2898SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2899 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2900 2901 uint32_t flags = paint->getFlags(); 2902 2903 mFilteredPaint = *paint; 2904 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2905 2906 return &mFilteredPaint; 2907} 2908 2909/////////////////////////////////////////////////////////////////////////////// 2910// Drawing implementation 2911/////////////////////////////////////////////////////////////////////////////// 2912 2913void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2914 float x, float y, SkPaint* paint) { 2915 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2916 return; 2917 } 2918 2919 int alpha; 2920 SkXfermode::Mode mode; 2921 getAlphaAndMode(paint, &alpha, &mode); 2922 2923 setupDraw(); 2924 setupDrawWithTexture(true); 2925 setupDrawAlpha8Color(paint->getColor(), alpha); 2926 setupDrawColorFilter(); 2927 setupDrawShader(); 2928 setupDrawBlending(true, mode); 2929 setupDrawProgram(); 2930 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2931 setupDrawTexture(texture->id); 2932 setupDrawPureColorUniforms(); 2933 setupDrawColorFilterUniforms(); 2934 setupDrawShaderUniforms(); 2935 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2936 2937 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2938 2939 finishDrawTexture(); 2940} 2941 2942// Same values used by Skia 2943#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2944#define kStdUnderline_Offset (1.0f / 9.0f) 2945#define kStdUnderline_Thickness (1.0f / 18.0f) 2946 2947void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2948 float x, float y, SkPaint* paint) { 2949 // Handle underline and strike-through 2950 uint32_t flags = paint->getFlags(); 2951 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2952 SkPaint paintCopy(*paint); 2953 float underlineWidth = length; 2954 // If length is > 0.0f, we already measured the text for the text alignment 2955 if (length <= 0.0f) { 2956 underlineWidth = paintCopy.measureText(text, bytesCount); 2957 } 2958 2959 if (CC_LIKELY(underlineWidth > 0.0f)) { 2960 const float textSize = paintCopy.getTextSize(); 2961 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2962 2963 const float left = x; 2964 float top = 0.0f; 2965 2966 int linesCount = 0; 2967 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2968 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2969 2970 const int pointsCount = 4 * linesCount; 2971 float points[pointsCount]; 2972 int currentPoint = 0; 2973 2974 if (flags & SkPaint::kUnderlineText_Flag) { 2975 top = y + textSize * kStdUnderline_Offset; 2976 points[currentPoint++] = left; 2977 points[currentPoint++] = top; 2978 points[currentPoint++] = left + underlineWidth; 2979 points[currentPoint++] = top; 2980 } 2981 2982 if (flags & SkPaint::kStrikeThruText_Flag) { 2983 top = y + textSize * kStdStrikeThru_Offset; 2984 points[currentPoint++] = left; 2985 points[currentPoint++] = top; 2986 points[currentPoint++] = left + underlineWidth; 2987 points[currentPoint++] = top; 2988 } 2989 2990 paintCopy.setStrokeWidth(strokeWidth); 2991 2992 drawLines(&points[0], pointsCount, &paintCopy); 2993 } 2994 } 2995} 2996 2997void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2998 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2999 // If a shader is set, preserve only the alpha 3000 if (mShader) { 3001 color |= 0x00ffffff; 3002 } 3003 3004 setupDraw(); 3005 setupDrawNoTexture(); 3006 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3007 setupDrawShader(); 3008 setupDrawColorFilter(); 3009 setupDrawBlending(mode); 3010 setupDrawProgram(); 3011 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3012 setupDrawColorUniforms(); 3013 setupDrawShaderUniforms(ignoreTransform); 3014 setupDrawColorFilterUniforms(); 3015 setupDrawSimpleMesh(); 3016 3017 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3018} 3019 3020void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3021 Texture* texture, SkPaint* paint) { 3022 int alpha; 3023 SkXfermode::Mode mode; 3024 getAlphaAndMode(paint, &alpha, &mode); 3025 3026 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3027 3028 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3029 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3030 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3031 3032 texture->setFilter(GL_NEAREST, true); 3033 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3034 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3035 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3036 } else { 3037 texture->setFilter(FILTER(paint), true); 3038 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3039 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3040 GL_TRIANGLE_STRIP, gMeshCount); 3041 } 3042} 3043 3044void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3045 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3046 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3047 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3048} 3049 3050void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3051 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3052 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3053 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3054 3055 setupDraw(); 3056 setupDrawWithTexture(); 3057 setupDrawColor(alpha, alpha, alpha, alpha); 3058 setupDrawColorFilter(); 3059 setupDrawBlending(blend, mode, swapSrcDst); 3060 setupDrawProgram(); 3061 if (!dirty) { 3062 setupDrawDirtyRegionsDisabled(); 3063 } 3064 if (!ignoreScale) { 3065 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3066 } else { 3067 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3068 } 3069 setupDrawPureColorUniforms(); 3070 setupDrawColorFilterUniforms(); 3071 setupDrawTexture(texture); 3072 setupDrawMesh(vertices, texCoords, vbo); 3073 3074 glDrawArrays(drawMode, 0, elementsCount); 3075 3076 finishDrawTexture(); 3077} 3078 3079void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3080 ProgramDescription& description, bool swapSrcDst) { 3081 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3082 3083 if (blend) { 3084 // These blend modes are not supported by OpenGL directly and have 3085 // to be implemented using shaders. Since the shader will perform 3086 // the blending, turn blending off here 3087 // If the blend mode cannot be implemented using shaders, fall 3088 // back to the default SrcOver blend mode instead 3089 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3090 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3091 description.framebufferMode = mode; 3092 description.swapSrcDst = swapSrcDst; 3093 3094 if (mCaches.blend) { 3095 glDisable(GL_BLEND); 3096 mCaches.blend = false; 3097 } 3098 3099 return; 3100 } else { 3101 mode = SkXfermode::kSrcOver_Mode; 3102 } 3103 } 3104 3105 if (!mCaches.blend) { 3106 glEnable(GL_BLEND); 3107 } 3108 3109 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3110 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3111 3112 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3113 glBlendFunc(sourceMode, destMode); 3114 mCaches.lastSrcMode = sourceMode; 3115 mCaches.lastDstMode = destMode; 3116 } 3117 } else if (mCaches.blend) { 3118 glDisable(GL_BLEND); 3119 } 3120 mCaches.blend = blend; 3121} 3122 3123bool OpenGLRenderer::useProgram(Program* program) { 3124 if (!program->isInUse()) { 3125 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3126 program->use(); 3127 mCaches.currentProgram = program; 3128 return false; 3129 } 3130 return true; 3131} 3132 3133void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3134 TextureVertex* v = &mMeshVertices[0]; 3135 TextureVertex::setUV(v++, u1, v1); 3136 TextureVertex::setUV(v++, u2, v1); 3137 TextureVertex::setUV(v++, u1, v2); 3138 TextureVertex::setUV(v++, u2, v2); 3139} 3140 3141void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3142 getAlphaAndModeDirect(paint, alpha, mode); 3143 *alpha *= mSnapshot->alpha; 3144} 3145 3146}; // namespace uirenderer 3147}; // namespace android 3148