OpenGLRenderer.cpp revision b98a016c6769b9e80d392df22fe77a2fca048d9f
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DeferredDisplayList.h" 36#include "DisplayListRenderer.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 mDrawModifiers.mShader = NULL; 116 mDrawModifiers.mColorFilter = NULL; 117 mDrawModifiers.mHasShadow = false; 118 mDrawModifiers.mHasDrawFilter = false; 119 120 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 121 122 mFirstSnapshot = new Snapshot; 123 124 mScissorOptimizationDisabled = false; 125 mDrawDeferDisabled = false; 126 mDrawReorderDisabled = false; 127} 128 129OpenGLRenderer::~OpenGLRenderer() { 130 // The context has already been destroyed at this point, do not call 131 // GL APIs. All GL state should be kept in Caches.h 132} 133 134void OpenGLRenderer::initProperties() { 135 char property[PROPERTY_VALUE_MAX]; 136 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 137 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 138 INIT_LOGD(" Scissor optimization %s", 139 mScissorOptimizationDisabled ? "disabled" : "enabled"); 140 } else { 141 INIT_LOGD(" Scissor optimization enabled"); 142 } 143 144 if (property_get(PROPERTY_DISABLE_DRAW_DEFER, property, "false")) { 145 mDrawDeferDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Draw defer %s", mDrawDeferDisabled ? "disabled" : "enabled"); 147 } else { 148 INIT_LOGD(" Draw defer enabled"); 149 } 150 151 if (property_get(PROPERTY_DISABLE_DRAW_REORDER, property, "false")) { 152 mDrawReorderDisabled = !strcasecmp(property, "true"); 153 INIT_LOGD(" Draw reorder %s", mDrawReorderDisabled ? "disabled" : "enabled"); 154 } else { 155 INIT_LOGD(" Draw reorder enabled"); 156 } 157} 158 159/////////////////////////////////////////////////////////////////////////////// 160// Setup 161/////////////////////////////////////////////////////////////////////////////// 162 163void OpenGLRenderer::setName(const char* name) { 164 if (name) { 165 mName.setTo(name); 166 } else { 167 mName.clear(); 168 } 169} 170 171const char* OpenGLRenderer::getName() const { 172 return mName.string(); 173} 174 175bool OpenGLRenderer::isDeferred() { 176 return false; 177} 178 179void OpenGLRenderer::setViewport(int width, int height) { 180 initViewport(width, height); 181 182 glDisable(GL_DITHER); 183 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 184 185 glEnableVertexAttribArray(Program::kBindingPosition); 186} 187 188void OpenGLRenderer::initViewport(int width, int height) { 189 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 190 191 mWidth = width; 192 mHeight = height; 193 194 mFirstSnapshot->height = height; 195 mFirstSnapshot->viewport.set(0, 0, width, height); 196} 197 198status_t OpenGLRenderer::prepare(bool opaque) { 199 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 200} 201 202status_t OpenGLRenderer::prepareDirty(float left, float top, 203 float right, float bottom, bool opaque) { 204 mCaches.clearGarbage(); 205 206 mSnapshot = new Snapshot(mFirstSnapshot, 207 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 208 mSnapshot->fbo = getTargetFbo(); 209 mSaveCount = 1; 210 211 mSnapshot->setClip(left, top, right, bottom); 212 mDirtyClip = true; 213 214 updateLayers(); 215 216 discardFramebuffer(left, top, right, bottom); 217 218 syncState(); 219 220 // Functors break the tiling extension in pretty spectacular ways 221 // This ensures we don't use tiling when a functor is going to be 222 // invoked during the frame 223 mSuppressTiling = mCaches.hasRegisteredFunctors(); 224 225 mTilingSnapshot = mSnapshot; 226 startTiling(mTilingSnapshot, true); 227 228 debugOverdraw(true, true); 229 230 return clear(left, top, right, bottom, opaque); 231} 232 233void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 234 // If we know that we are going to redraw the entire framebuffer, 235 // perform a discard to let the driver know we don't need to preserve 236 // the back buffer for this frame. 237 if (mExtensions.hasDiscardFramebuffer() && 238 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 239 const bool isFbo = getTargetFbo() == 0; 240 const GLenum attachments[] = { 241 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 242 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 243 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 244 } 245} 246 247status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 248 if (!opaque) { 249 mCaches.enableScissor(); 250 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 251 glClear(GL_COLOR_BUFFER_BIT); 252 return DrawGlInfo::kStatusDrew; 253 } 254 255 mCaches.resetScissor(); 256 return DrawGlInfo::kStatusDone; 257} 258 259void OpenGLRenderer::syncState() { 260 glViewport(0, 0, mWidth, mHeight); 261 262 if (mCaches.blend) { 263 glEnable(GL_BLEND); 264 } else { 265 glDisable(GL_BLEND); 266 } 267} 268 269void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 270 if (!mSuppressTiling) { 271 Rect* clip = mTilingSnapshot->clipRect; 272 if (s->flags & Snapshot::kFlagFboTarget) { 273 clip = &s->layer->clipRect; 274 } 275 276 startTiling(*clip, s->height, opaque); 277 } 278} 279 280void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 281 if (!mSuppressTiling) { 282 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 283 clip.right - clip.left, clip.bottom - clip.top, opaque); 284 } 285} 286 287void OpenGLRenderer::endTiling() { 288 if (!mSuppressTiling) mCaches.endTiling(); 289} 290 291void OpenGLRenderer::finish() { 292 renderOverdraw(); 293 endTiling(); 294 295 if (!suppressErrorChecks()) { 296#if DEBUG_OPENGL 297 GLenum status = GL_NO_ERROR; 298 while ((status = glGetError()) != GL_NO_ERROR) { 299 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 300 switch (status) { 301 case GL_INVALID_ENUM: 302 ALOGE(" GL_INVALID_ENUM"); 303 break; 304 case GL_INVALID_VALUE: 305 ALOGE(" GL_INVALID_VALUE"); 306 break; 307 case GL_INVALID_OPERATION: 308 ALOGE(" GL_INVALID_OPERATION"); 309 break; 310 case GL_OUT_OF_MEMORY: 311 ALOGE(" Out of memory!"); 312 break; 313 } 314 } 315#endif 316 317#if DEBUG_MEMORY_USAGE 318 mCaches.dumpMemoryUsage(); 319#else 320 if (mCaches.getDebugLevel() & kDebugMemory) { 321 mCaches.dumpMemoryUsage(); 322 } 323#endif 324 } 325} 326 327void OpenGLRenderer::interrupt() { 328 if (mCaches.currentProgram) { 329 if (mCaches.currentProgram->isInUse()) { 330 mCaches.currentProgram->remove(); 331 mCaches.currentProgram = NULL; 332 } 333 } 334 mCaches.unbindMeshBuffer(); 335 mCaches.unbindIndicesBuffer(); 336 mCaches.resetVertexPointers(); 337 mCaches.disableTexCoordsVertexArray(); 338 debugOverdraw(false, false); 339} 340 341void OpenGLRenderer::resume() { 342 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 343 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 344 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 345 debugOverdraw(true, false); 346 347 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 348 349 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 350 mCaches.enableScissor(); 351 mCaches.resetScissor(); 352 dirtyClip(); 353 354 mCaches.activeTexture(0); 355 356 mCaches.blend = true; 357 glEnable(GL_BLEND); 358 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 359 glBlendEquation(GL_FUNC_ADD); 360} 361 362void OpenGLRenderer::resumeAfterLayer() { 363 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 364 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 365 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 366 debugOverdraw(true, false); 367 368 mCaches.resetScissor(); 369 dirtyClip(); 370} 371 372void OpenGLRenderer::detachFunctor(Functor* functor) { 373 mFunctors.remove(functor); 374} 375 376void OpenGLRenderer::attachFunctor(Functor* functor) { 377 mFunctors.add(functor); 378} 379 380status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 381 status_t result = DrawGlInfo::kStatusDone; 382 size_t count = mFunctors.size(); 383 384 if (count > 0) { 385 interrupt(); 386 SortedVector<Functor*> functors(mFunctors); 387 mFunctors.clear(); 388 389 DrawGlInfo info; 390 info.clipLeft = 0; 391 info.clipTop = 0; 392 info.clipRight = 0; 393 info.clipBottom = 0; 394 info.isLayer = false; 395 info.width = 0; 396 info.height = 0; 397 memset(info.transform, 0, sizeof(float) * 16); 398 399 for (size_t i = 0; i < count; i++) { 400 Functor* f = functors.itemAt(i); 401 result |= (*f)(DrawGlInfo::kModeProcess, &info); 402 403 if (result & DrawGlInfo::kStatusDraw) { 404 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 405 dirty.unionWith(localDirty); 406 } 407 408 if (result & DrawGlInfo::kStatusInvoke) { 409 mFunctors.add(f); 410 } 411 } 412 resume(); 413 } 414 415 return result; 416} 417 418status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 419 interrupt(); 420 detachFunctor(functor); 421 422 mCaches.enableScissor(); 423 if (mDirtyClip) { 424 setScissorFromClip(); 425 } 426 427 Rect clip(*mSnapshot->clipRect); 428 clip.snapToPixelBoundaries(); 429 430 // Since we don't know what the functor will draw, let's dirty 431 // tne entire clip region 432 if (hasLayer()) { 433 dirtyLayerUnchecked(clip, getRegion()); 434 } 435 436 DrawGlInfo info; 437 info.clipLeft = clip.left; 438 info.clipTop = clip.top; 439 info.clipRight = clip.right; 440 info.clipBottom = clip.bottom; 441 info.isLayer = hasLayer(); 442 info.width = getSnapshot()->viewport.getWidth(); 443 info.height = getSnapshot()->height; 444 getSnapshot()->transform->copyTo(&info.transform[0]); 445 446 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 447 448 if (result != DrawGlInfo::kStatusDone) { 449 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 450 dirty.unionWith(localDirty); 451 452 if (result & DrawGlInfo::kStatusInvoke) { 453 mFunctors.add(functor); 454 } 455 } 456 457 resume(); 458 return result; 459} 460 461/////////////////////////////////////////////////////////////////////////////// 462// Debug 463/////////////////////////////////////////////////////////////////////////////// 464 465void OpenGLRenderer::startMark(const char* name) const { 466 mCaches.startMark(0, name); 467} 468 469void OpenGLRenderer::endMark() const { 470 mCaches.endMark(); 471} 472 473void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 474 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 475 if (clear) { 476 mCaches.disableScissor(); 477 mCaches.stencil.clear(); 478 } 479 if (enable) { 480 mCaches.stencil.enableDebugWrite(); 481 } else { 482 mCaches.stencil.disable(); 483 } 484 } 485} 486 487void OpenGLRenderer::renderOverdraw() { 488 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 489 const Rect* clip = mTilingSnapshot->clipRect; 490 491 mCaches.enableScissor(); 492 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 493 clip->right - clip->left, clip->bottom - clip->top); 494 495 mCaches.stencil.enableDebugTest(2); 496 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 497 mCaches.stencil.enableDebugTest(3); 498 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 499 mCaches.stencil.enableDebugTest(4); 500 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 501 mCaches.stencil.enableDebugTest(4, true); 502 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 503 mCaches.stencil.disable(); 504 } 505} 506 507/////////////////////////////////////////////////////////////////////////////// 508// Layers 509/////////////////////////////////////////////////////////////////////////////// 510 511bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 512 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 513 OpenGLRenderer* renderer = layer->renderer; 514 Rect& dirty = layer->dirtyRect; 515 516 if (inFrame) { 517 endTiling(); 518 debugOverdraw(false, false); 519 } 520 521 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 522 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 523 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 524 renderer->finish(); 525 526 if (inFrame) { 527 resumeAfterLayer(); 528 startTiling(mSnapshot); 529 } 530 531 dirty.setEmpty(); 532 layer->deferredUpdateScheduled = false; 533 layer->renderer = NULL; 534 layer->displayList = NULL; 535 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 536 537 return true; 538 } 539 540 return false; 541} 542 543void OpenGLRenderer::updateLayers() { 544 int count = mLayerUpdates.size(); 545 if (count > 0) { 546 startMark("Layer Updates"); 547 548 // Note: it is very important to update the layers in reverse order 549 for (int i = count - 1; i >= 0; i--) { 550 Layer* layer = mLayerUpdates.itemAt(i); 551 updateLayer(layer, false); 552 mCaches.resourceCache.decrementRefcount(layer); 553 } 554 mLayerUpdates.clear(); 555 556 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 557 endMark(); 558 } 559} 560 561void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 562 if (layer) { 563 mLayerUpdates.push_back(layer); 564 mCaches.resourceCache.incrementRefcount(layer); 565 } 566} 567 568void OpenGLRenderer::clearLayerUpdates() { 569 size_t count = mLayerUpdates.size(); 570 if (count > 0) { 571 mCaches.resourceCache.lock(); 572 for (size_t i = 0; i < count; i++) { 573 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 574 } 575 mCaches.resourceCache.unlock(); 576 mLayerUpdates.clear(); 577 } 578} 579 580/////////////////////////////////////////////////////////////////////////////// 581// State management 582/////////////////////////////////////////////////////////////////////////////// 583 584int OpenGLRenderer::getSaveCount() const { 585 return mSaveCount; 586} 587 588int OpenGLRenderer::save(int flags) { 589 return saveSnapshot(flags); 590} 591 592void OpenGLRenderer::restore() { 593 if (mSaveCount > 1) { 594 restoreSnapshot(); 595 } 596} 597 598void OpenGLRenderer::restoreToCount(int saveCount) { 599 if (saveCount < 1) saveCount = 1; 600 601 while (mSaveCount > saveCount) { 602 restoreSnapshot(); 603 } 604} 605 606int OpenGLRenderer::saveSnapshot(int flags) { 607 mSnapshot = new Snapshot(mSnapshot, flags); 608 return mSaveCount++; 609} 610 611bool OpenGLRenderer::restoreSnapshot() { 612 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 613 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 614 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 615 616 sp<Snapshot> current = mSnapshot; 617 sp<Snapshot> previous = mSnapshot->previous; 618 619 if (restoreOrtho) { 620 Rect& r = previous->viewport; 621 glViewport(r.left, r.top, r.right, r.bottom); 622 mOrthoMatrix.load(current->orthoMatrix); 623 } 624 625 mSaveCount--; 626 mSnapshot = previous; 627 628 if (restoreClip) { 629 dirtyClip(); 630 } 631 632 if (restoreLayer) { 633 composeLayer(current, previous); 634 } 635 636 return restoreClip; 637} 638 639/////////////////////////////////////////////////////////////////////////////// 640// Layers 641/////////////////////////////////////////////////////////////////////////////// 642 643int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 644 SkPaint* p, int flags) { 645 const GLuint previousFbo = mSnapshot->fbo; 646 const int count = saveSnapshot(flags); 647 648 if (!mSnapshot->isIgnored()) { 649 int alpha = 255; 650 SkXfermode::Mode mode; 651 652 if (p) { 653 alpha = p->getAlpha(); 654 mode = getXfermode(p->getXfermode()); 655 } else { 656 mode = SkXfermode::kSrcOver_Mode; 657 } 658 659 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 660 } 661 662 return count; 663} 664 665int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 666 int alpha, int flags) { 667 if (alpha >= 255) { 668 return saveLayer(left, top, right, bottom, NULL, flags); 669 } else { 670 SkPaint paint; 671 paint.setAlpha(alpha); 672 return saveLayer(left, top, right, bottom, &paint, flags); 673 } 674} 675 676/** 677 * Layers are viewed by Skia are slightly different than layers in image editing 678 * programs (for instance.) When a layer is created, previously created layers 679 * and the frame buffer still receive every drawing command. For instance, if a 680 * layer is created and a shape intersecting the bounds of the layers and the 681 * framebuffer is draw, the shape will be drawn on both (unless the layer was 682 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 683 * 684 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 685 * texture. Unfortunately, this is inefficient as it requires every primitive to 686 * be drawn n + 1 times, where n is the number of active layers. In practice this 687 * means, for every primitive: 688 * - Switch active frame buffer 689 * - Change viewport, clip and projection matrix 690 * - Issue the drawing 691 * 692 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 693 * To avoid this, layers are implemented in a different way here, at least in the 694 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 695 * is set. When this flag is set we can redirect all drawing operations into a 696 * single FBO. 697 * 698 * This implementation relies on the frame buffer being at least RGBA 8888. When 699 * a layer is created, only a texture is created, not an FBO. The content of the 700 * frame buffer contained within the layer's bounds is copied into this texture 701 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 702 * buffer and drawing continues as normal. This technique therefore treats the 703 * frame buffer as a scratch buffer for the layers. 704 * 705 * To compose the layers back onto the frame buffer, each layer texture 706 * (containing the original frame buffer data) is drawn as a simple quad over 707 * the frame buffer. The trick is that the quad is set as the composition 708 * destination in the blending equation, and the frame buffer becomes the source 709 * of the composition. 710 * 711 * Drawing layers with an alpha value requires an extra step before composition. 712 * An empty quad is drawn over the layer's region in the frame buffer. This quad 713 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 714 * quad is used to multiply the colors in the frame buffer. This is achieved by 715 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 716 * GL_ZERO, GL_SRC_ALPHA. 717 * 718 * Because glCopyTexImage2D() can be slow, an alternative implementation might 719 * be use to draw a single clipped layer. The implementation described above 720 * is correct in every case. 721 * 722 * (1) The frame buffer is actually not cleared right away. To allow the GPU 723 * to potentially optimize series of calls to glCopyTexImage2D, the frame 724 * buffer is left untouched until the first drawing operation. Only when 725 * something actually gets drawn are the layers regions cleared. 726 */ 727bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 728 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 729 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 730 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 731 732 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 733 734 // Window coordinates of the layer 735 Rect clip; 736 Rect bounds(left, top, right, bottom); 737 Rect untransformedBounds(bounds); 738 mSnapshot->transform->mapRect(bounds); 739 740 // Layers only make sense if they are in the framebuffer's bounds 741 if (bounds.intersect(*mSnapshot->clipRect)) { 742 // We cannot work with sub-pixels in this case 743 bounds.snapToPixelBoundaries(); 744 745 // When the layer is not an FBO, we may use glCopyTexImage so we 746 // need to make sure the layer does not extend outside the bounds 747 // of the framebuffer 748 if (!bounds.intersect(mSnapshot->previous->viewport)) { 749 bounds.setEmpty(); 750 } else if (fboLayer) { 751 clip.set(bounds); 752 mat4 inverse; 753 inverse.loadInverse(*mSnapshot->transform); 754 inverse.mapRect(clip); 755 clip.snapToPixelBoundaries(); 756 if (clip.intersect(untransformedBounds)) { 757 clip.translate(-left, -top); 758 bounds.set(untransformedBounds); 759 } else { 760 clip.setEmpty(); 761 } 762 } 763 } else { 764 bounds.setEmpty(); 765 } 766 767 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 768 bounds.getHeight() > mCaches.maxTextureSize || 769 (fboLayer && clip.isEmpty())) { 770 mSnapshot->empty = fboLayer; 771 } else { 772 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 773 } 774 775 // Bail out if we won't draw in this snapshot 776 if (mSnapshot->invisible || mSnapshot->empty) { 777 return false; 778 } 779 780 mCaches.activeTexture(0); 781 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 782 if (!layer) { 783 return false; 784 } 785 786 layer->setAlpha(alpha, mode); 787 layer->layer.set(bounds); 788 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 789 bounds.getWidth() / float(layer->getWidth()), 0.0f); 790 layer->setColorFilter(mDrawModifiers.mColorFilter); 791 layer->setBlend(true); 792 layer->setDirty(false); 793 794 // Save the layer in the snapshot 795 mSnapshot->flags |= Snapshot::kFlagIsLayer; 796 mSnapshot->layer = layer; 797 798 if (fboLayer) { 799 return createFboLayer(layer, bounds, clip, previousFbo); 800 } else { 801 // Copy the framebuffer into the layer 802 layer->bindTexture(); 803 if (!bounds.isEmpty()) { 804 if (layer->isEmpty()) { 805 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 806 bounds.left, mSnapshot->height - bounds.bottom, 807 layer->getWidth(), layer->getHeight(), 0); 808 layer->setEmpty(false); 809 } else { 810 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 811 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 812 } 813 814 // Enqueue the buffer coordinates to clear the corresponding region later 815 mLayers.push(new Rect(bounds)); 816 } 817 } 818 819 return true; 820} 821 822bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 823 layer->clipRect.set(clip); 824 layer->setFbo(mCaches.fboCache.get()); 825 826 mSnapshot->region = &mSnapshot->layer->region; 827 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 828 Snapshot::kFlagDirtyOrtho; 829 mSnapshot->fbo = layer->getFbo(); 830 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 831 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 832 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 833 mSnapshot->height = bounds.getHeight(); 834 mSnapshot->orthoMatrix.load(mOrthoMatrix); 835 836 endTiling(); 837 debugOverdraw(false, false); 838 // Bind texture to FBO 839 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 840 layer->bindTexture(); 841 842 // Initialize the texture if needed 843 if (layer->isEmpty()) { 844 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 845 layer->setEmpty(false); 846 } 847 848 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 849 layer->getTexture(), 0); 850 851 startTiling(mSnapshot, true); 852 853 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 854 mCaches.enableScissor(); 855 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 856 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 857 glClear(GL_COLOR_BUFFER_BIT); 858 859 dirtyClip(); 860 861 // Change the ortho projection 862 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 863 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 864 865 return true; 866} 867 868/** 869 * Read the documentation of createLayer() before doing anything in this method. 870 */ 871void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 872 if (!current->layer) { 873 ALOGE("Attempting to compose a layer that does not exist"); 874 return; 875 } 876 877 Layer* layer = current->layer; 878 const Rect& rect = layer->layer; 879 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 880 881 if (fboLayer) { 882 endTiling(); 883 884 // Detach the texture from the FBO 885 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 886 887 layer->removeFbo(false); 888 889 // Unbind current FBO and restore previous one 890 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 891 debugOverdraw(true, false); 892 893 startTiling(previous); 894 } 895 896 if (!fboLayer && layer->getAlpha() < 255) { 897 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 898 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 899 // Required below, composeLayerRect() will divide by 255 900 layer->setAlpha(255); 901 } 902 903 mCaches.unbindMeshBuffer(); 904 905 mCaches.activeTexture(0); 906 907 // When the layer is stored in an FBO, we can save a bit of fillrate by 908 // drawing only the dirty region 909 if (fboLayer) { 910 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 911 if (layer->getColorFilter()) { 912 setupColorFilter(layer->getColorFilter()); 913 } 914 composeLayerRegion(layer, rect); 915 if (layer->getColorFilter()) { 916 resetColorFilter(); 917 } 918 } else if (!rect.isEmpty()) { 919 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 920 composeLayerRect(layer, rect, true); 921 } 922 923 dirtyClip(); 924 925 // Failing to add the layer to the cache should happen only if the layer is too large 926 if (!mCaches.layerCache.put(layer)) { 927 LAYER_LOGD("Deleting layer"); 928 Caches::getInstance().resourceCache.decrementRefcount(layer); 929 } 930} 931 932void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 933 float alpha = layer->getAlpha() / 255.0f; 934 935 setupDraw(); 936 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 937 setupDrawWithTexture(); 938 } else { 939 setupDrawWithExternalTexture(); 940 } 941 setupDrawTextureTransform(); 942 setupDrawColor(alpha, alpha, alpha, alpha); 943 setupDrawColorFilter(); 944 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 945 setupDrawProgram(); 946 setupDrawPureColorUniforms(); 947 setupDrawColorFilterUniforms(); 948 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 949 setupDrawTexture(layer->getTexture()); 950 } else { 951 setupDrawExternalTexture(layer->getTexture()); 952 } 953 if (mSnapshot->transform->isPureTranslate() && 954 layer->getWidth() == (uint32_t) rect.getWidth() && 955 layer->getHeight() == (uint32_t) rect.getHeight()) { 956 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 957 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 958 959 layer->setFilter(GL_NEAREST); 960 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 961 } else { 962 layer->setFilter(GL_LINEAR); 963 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 964 } 965 setupDrawTextureTransformUniforms(layer->getTexTransform()); 966 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 967 968 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 969 970 finishDrawTexture(); 971} 972 973void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 974 if (!layer->isTextureLayer()) { 975 const Rect& texCoords = layer->texCoords; 976 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 977 texCoords.right, texCoords.bottom); 978 979 float x = rect.left; 980 float y = rect.top; 981 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 982 layer->getWidth() == (uint32_t) rect.getWidth() && 983 layer->getHeight() == (uint32_t) rect.getHeight(); 984 985 if (simpleTransform) { 986 // When we're swapping, the layer is already in screen coordinates 987 if (!swap) { 988 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 989 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 990 } 991 992 layer->setFilter(GL_NEAREST, true); 993 } else { 994 layer->setFilter(GL_LINEAR, true); 995 } 996 997 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 998 layer->getTexture(), layer->getAlpha() / 255.0f, 999 layer->getMode(), layer->isBlend(), 1000 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1001 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1002 1003 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1004 } else { 1005 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1006 drawTextureLayer(layer, rect); 1007 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1008 } 1009} 1010 1011void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1012 if (layer->region.isRect()) { 1013 layer->setRegionAsRect(); 1014 1015 composeLayerRect(layer, layer->regionRect); 1016 1017 layer->region.clear(); 1018 return; 1019 } 1020 1021 // TODO: See LayerRenderer.cpp::generateMesh() for important 1022 // information about this implementation 1023 if (CC_LIKELY(!layer->region.isEmpty())) { 1024 size_t count; 1025 const android::Rect* rects = layer->region.getArray(&count); 1026 1027 const float alpha = layer->getAlpha() / 255.0f; 1028 const float texX = 1.0f / float(layer->getWidth()); 1029 const float texY = 1.0f / float(layer->getHeight()); 1030 const float height = rect.getHeight(); 1031 1032 setupDraw(); 1033 1034 // We must get (and therefore bind) the region mesh buffer 1035 // after we setup drawing in case we need to mess with the 1036 // stencil buffer in setupDraw() 1037 TextureVertex* mesh = mCaches.getRegionMesh(); 1038 GLsizei numQuads = 0; 1039 1040 setupDrawWithTexture(); 1041 setupDrawColor(alpha, alpha, alpha, alpha); 1042 setupDrawColorFilter(); 1043 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1044 setupDrawProgram(); 1045 setupDrawDirtyRegionsDisabled(); 1046 setupDrawPureColorUniforms(); 1047 setupDrawColorFilterUniforms(); 1048 setupDrawTexture(layer->getTexture()); 1049 if (mSnapshot->transform->isPureTranslate()) { 1050 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1051 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1052 1053 layer->setFilter(GL_NEAREST); 1054 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1055 } else { 1056 layer->setFilter(GL_LINEAR); 1057 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1058 } 1059 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1060 1061 for (size_t i = 0; i < count; i++) { 1062 const android::Rect* r = &rects[i]; 1063 1064 const float u1 = r->left * texX; 1065 const float v1 = (height - r->top) * texY; 1066 const float u2 = r->right * texX; 1067 const float v2 = (height - r->bottom) * texY; 1068 1069 // TODO: Reject quads outside of the clip 1070 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1071 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1072 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1073 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1074 1075 numQuads++; 1076 1077 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1078 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1079 numQuads = 0; 1080 mesh = mCaches.getRegionMesh(); 1081 } 1082 } 1083 1084 if (numQuads > 0) { 1085 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1086 } 1087 1088 finishDrawTexture(); 1089 1090#if DEBUG_LAYERS_AS_REGIONS 1091 drawRegionRects(layer->region); 1092#endif 1093 1094 layer->region.clear(); 1095 } 1096} 1097 1098void OpenGLRenderer::drawRegionRects(const Region& region) { 1099#if DEBUG_LAYERS_AS_REGIONS 1100 size_t count; 1101 const android::Rect* rects = region.getArray(&count); 1102 1103 uint32_t colors[] = { 1104 0x7fff0000, 0x7f00ff00, 1105 0x7f0000ff, 0x7fff00ff, 1106 }; 1107 1108 int offset = 0; 1109 int32_t top = rects[0].top; 1110 1111 for (size_t i = 0; i < count; i++) { 1112 if (top != rects[i].top) { 1113 offset ^= 0x2; 1114 top = rects[i].top; 1115 } 1116 1117 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1118 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1119 SkXfermode::kSrcOver_Mode); 1120 } 1121#endif 1122} 1123 1124void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1125 SkXfermode::Mode mode, bool dirty) { 1126 int count = 0; 1127 Vector<float> rects; 1128 1129 SkRegion::Iterator it(region); 1130 while (!it.done()) { 1131 const SkIRect& r = it.rect(); 1132 rects.push(r.fLeft); 1133 rects.push(r.fTop); 1134 rects.push(r.fRight); 1135 rects.push(r.fBottom); 1136 count += 4; 1137 it.next(); 1138 } 1139 1140 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1141} 1142 1143void OpenGLRenderer::dirtyLayer(const float left, const float top, 1144 const float right, const float bottom, const mat4 transform) { 1145 if (hasLayer()) { 1146 Rect bounds(left, top, right, bottom); 1147 transform.mapRect(bounds); 1148 dirtyLayerUnchecked(bounds, getRegion()); 1149 } 1150} 1151 1152void OpenGLRenderer::dirtyLayer(const float left, const float top, 1153 const float right, const float bottom) { 1154 if (hasLayer()) { 1155 Rect bounds(left, top, right, bottom); 1156 dirtyLayerUnchecked(bounds, getRegion()); 1157 } 1158} 1159 1160void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1161 if (bounds.intersect(*mSnapshot->clipRect)) { 1162 bounds.snapToPixelBoundaries(); 1163 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1164 if (!dirty.isEmpty()) { 1165 region->orSelf(dirty); 1166 } 1167 } 1168} 1169 1170void OpenGLRenderer::clearLayerRegions() { 1171 const size_t count = mLayers.size(); 1172 if (count == 0) return; 1173 1174 if (!mSnapshot->isIgnored()) { 1175 // Doing several glScissor/glClear here can negatively impact 1176 // GPUs with a tiler architecture, instead we draw quads with 1177 // the Clear blending mode 1178 1179 // The list contains bounds that have already been clipped 1180 // against their initial clip rect, and the current clip 1181 // is likely different so we need to disable clipping here 1182 bool scissorChanged = mCaches.disableScissor(); 1183 1184 Vertex mesh[count * 6]; 1185 Vertex* vertex = mesh; 1186 1187 for (uint32_t i = 0; i < count; i++) { 1188 Rect* bounds = mLayers.itemAt(i); 1189 1190 Vertex::set(vertex++, bounds->left, bounds->bottom); 1191 Vertex::set(vertex++, bounds->left, bounds->top); 1192 Vertex::set(vertex++, bounds->right, bounds->top); 1193 Vertex::set(vertex++, bounds->left, bounds->bottom); 1194 Vertex::set(vertex++, bounds->right, bounds->top); 1195 Vertex::set(vertex++, bounds->right, bounds->bottom); 1196 1197 delete bounds; 1198 } 1199 // We must clear the list of dirty rects before we 1200 // call setupDraw() to prevent stencil setup to do 1201 // the same thing again 1202 mLayers.clear(); 1203 1204 setupDraw(false); 1205 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1206 setupDrawBlending(true, SkXfermode::kClear_Mode); 1207 setupDrawProgram(); 1208 setupDrawPureColorUniforms(); 1209 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1210 setupDrawVertices(&mesh[0].position[0]); 1211 1212 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1213 1214 if (scissorChanged) mCaches.enableScissor(); 1215 } else { 1216 for (uint32_t i = 0; i < count; i++) { 1217 delete mLayers.itemAt(i); 1218 } 1219 mLayers.clear(); 1220 } 1221} 1222 1223/////////////////////////////////////////////////////////////////////////////// 1224// State Deferral 1225/////////////////////////////////////////////////////////////////////////////// 1226 1227bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state) { 1228 const Rect& currentClip = *(mSnapshot->clipRect); 1229 const mat4& currentMatrix = *(mSnapshot->transform); 1230 1231 // state only has bounds initialized in local coordinates 1232 if (!state.mBounds.isEmpty()) { 1233 currentMatrix.mapRect(state.mBounds); 1234 if (!state.mBounds.intersect(currentClip)) { 1235 // quick rejected 1236 return true; 1237 } 1238 } else { 1239 state.mBounds.set(currentClip); 1240 } 1241 1242 state.mClip.set(currentClip); 1243 state.mMatrix.load(currentMatrix); 1244 state.mDrawModifiers = mDrawModifiers; 1245 return false; 1246} 1247 1248void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) { 1249 mSnapshot->transform->load(state.mMatrix); 1250 1251 // NOTE: a clip RECT will be saved and restored, but DeferredDisplayState doesn't support 1252 // complex clips. In the future, we should add support for deferral of operations clipped by 1253 // these. for now, we don't defer with complex clips (see OpenGLRenderer::disallowDeferral()) 1254 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1255 dirtyClip(); 1256 mDrawModifiers = state.mDrawModifiers; 1257} 1258 1259/////////////////////////////////////////////////////////////////////////////// 1260// Transforms 1261/////////////////////////////////////////////////////////////////////////////// 1262 1263void OpenGLRenderer::translate(float dx, float dy) { 1264 mSnapshot->transform->translate(dx, dy, 0.0f); 1265} 1266 1267void OpenGLRenderer::rotate(float degrees) { 1268 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1269} 1270 1271void OpenGLRenderer::scale(float sx, float sy) { 1272 mSnapshot->transform->scale(sx, sy, 1.0f); 1273} 1274 1275void OpenGLRenderer::skew(float sx, float sy) { 1276 mSnapshot->transform->skew(sx, sy); 1277} 1278 1279void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1280 if (matrix) { 1281 mSnapshot->transform->load(*matrix); 1282 } else { 1283 mSnapshot->transform->loadIdentity(); 1284 } 1285} 1286 1287bool OpenGLRenderer::hasRectToRectTransform() { 1288 return CC_LIKELY(mSnapshot->transform->rectToRect()); 1289} 1290 1291void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1292 mSnapshot->transform->copyTo(*matrix); 1293} 1294 1295void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1296 SkMatrix transform; 1297 mSnapshot->transform->copyTo(transform); 1298 transform.preConcat(*matrix); 1299 mSnapshot->transform->load(transform); 1300} 1301 1302/////////////////////////////////////////////////////////////////////////////// 1303// Clipping 1304/////////////////////////////////////////////////////////////////////////////// 1305 1306void OpenGLRenderer::setScissorFromClip() { 1307 Rect clip(*mSnapshot->clipRect); 1308 clip.snapToPixelBoundaries(); 1309 1310 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1311 clip.getWidth(), clip.getHeight())) { 1312 mDirtyClip = false; 1313 } 1314} 1315 1316void OpenGLRenderer::ensureStencilBuffer() { 1317 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1318 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1319 // just hope we have one when hasLayer() returns false. 1320 if (hasLayer()) { 1321 attachStencilBufferToLayer(mSnapshot->layer); 1322 } 1323} 1324 1325void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1326 // The layer's FBO is already bound when we reach this stage 1327 if (!layer->getStencilRenderBuffer()) { 1328 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1329 // is attached after we initiated tiling. We must turn it off, 1330 // attach the new render buffer then turn tiling back on 1331 endTiling(); 1332 1333 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1334 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1335 layer->setStencilRenderBuffer(buffer); 1336 1337 startTiling(layer->clipRect, layer->layer.getHeight()); 1338 } 1339} 1340 1341void OpenGLRenderer::setStencilFromClip() { 1342 if (!mCaches.debugOverdraw) { 1343 if (!mSnapshot->clipRegion->isEmpty()) { 1344 // NOTE: The order here is important, we must set dirtyClip to false 1345 // before any draw call to avoid calling back into this method 1346 mDirtyClip = false; 1347 1348 ensureStencilBuffer(); 1349 1350 mCaches.stencil.enableWrite(); 1351 1352 // Clear the stencil but first make sure we restrict drawing 1353 // to the region's bounds 1354 bool resetScissor = mCaches.enableScissor(); 1355 if (resetScissor) { 1356 // The scissor was not set so we now need to update it 1357 setScissorFromClip(); 1358 } 1359 mCaches.stencil.clear(); 1360 if (resetScissor) mCaches.disableScissor(); 1361 1362 // NOTE: We could use the region contour path to generate a smaller mesh 1363 // Since we are using the stencil we could use the red book path 1364 // drawing technique. It might increase bandwidth usage though. 1365 1366 // The last parameter is important: we are not drawing in the color buffer 1367 // so we don't want to dirty the current layer, if any 1368 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1369 1370 mCaches.stencil.enableTest(); 1371 } else { 1372 mCaches.stencil.disable(); 1373 } 1374 } 1375} 1376 1377const Rect& OpenGLRenderer::getClipBounds() { 1378 return mSnapshot->getLocalClip(); 1379} 1380 1381bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1382 if (mSnapshot->isIgnored()) { 1383 return true; 1384 } 1385 1386 Rect r(left, top, right, bottom); 1387 mSnapshot->transform->mapRect(r); 1388 r.snapToPixelBoundaries(); 1389 1390 Rect clipRect(*mSnapshot->clipRect); 1391 clipRect.snapToPixelBoundaries(); 1392 1393 return !clipRect.intersects(r); 1394} 1395 1396bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1397 Rect& transformed, Rect& clip) { 1398 if (mSnapshot->isIgnored()) { 1399 return true; 1400 } 1401 1402 transformed.set(left, top, right, bottom); 1403 mSnapshot->transform->mapRect(transformed); 1404 transformed.snapToPixelBoundaries(); 1405 1406 clip.set(*mSnapshot->clipRect); 1407 clip.snapToPixelBoundaries(); 1408 1409 return !clip.intersects(transformed); 1410} 1411 1412bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1413 SkPaint* paint) { 1414 if (paint->getStyle() != SkPaint::kFill_Style) { 1415 float outset = paint->getStrokeWidth() * 0.5f; 1416 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1417 } else { 1418 return quickReject(left, top, right, bottom); 1419 } 1420} 1421 1422bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1423 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1424 return true; 1425 } 1426 1427 Rect r(left, top, right, bottom); 1428 mSnapshot->transform->mapRect(r); 1429 r.snapToPixelBoundaries(); 1430 1431 Rect clipRect(*mSnapshot->clipRect); 1432 clipRect.snapToPixelBoundaries(); 1433 1434 bool rejected = !clipRect.intersects(r); 1435 if (!isDeferred() && !rejected) { 1436 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1437 } 1438 1439 return rejected; 1440} 1441 1442void OpenGLRenderer::debugClip() { 1443#if DEBUG_CLIP_REGIONS 1444 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1445 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1446 } 1447#endif 1448} 1449 1450bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1451 if (CC_LIKELY(mSnapshot->transform->rectToRect())) { 1452 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1453 if (clipped) { 1454 dirtyClip(); 1455 } 1456 return !mSnapshot->clipRect->isEmpty(); 1457 } 1458 1459 SkPath path; 1460 path.addRect(left, top, right, bottom); 1461 1462 return clipPath(&path, op); 1463} 1464 1465bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1466 SkMatrix transform; 1467 mSnapshot->transform->copyTo(transform); 1468 1469 SkPath transformed; 1470 path->transform(transform, &transformed); 1471 1472 SkRegion clip; 1473 if (!mSnapshot->clipRegion->isEmpty()) { 1474 clip.setRegion(*mSnapshot->clipRegion); 1475 } else { 1476 Rect* bounds = mSnapshot->clipRect; 1477 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1478 } 1479 1480 SkRegion region; 1481 region.setPath(transformed, clip); 1482 1483 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1484 if (clipped) { 1485 dirtyClip(); 1486 } 1487 return !mSnapshot->clipRect->isEmpty(); 1488} 1489 1490bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1491 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1492 if (clipped) { 1493 dirtyClip(); 1494 } 1495 return !mSnapshot->clipRect->isEmpty(); 1496} 1497 1498Rect* OpenGLRenderer::getClipRect() { 1499 return mSnapshot->clipRect; 1500} 1501 1502/////////////////////////////////////////////////////////////////////////////// 1503// Drawing commands 1504/////////////////////////////////////////////////////////////////////////////// 1505 1506void OpenGLRenderer::setupDraw(bool clear) { 1507 // TODO: It would be best if we could do this before quickReject() 1508 // changes the scissor test state 1509 if (clear) clearLayerRegions(); 1510 // Make sure setScissor & setStencil happen at the beginning of 1511 // this method 1512 if (mDirtyClip) { 1513 if (mCaches.scissorEnabled) { 1514 setScissorFromClip(); 1515 } 1516 setStencilFromClip(); 1517 } 1518 mDescription.reset(); 1519 mSetShaderColor = false; 1520 mColorSet = false; 1521 mColorA = mColorR = mColorG = mColorB = 0.0f; 1522 mTextureUnit = 0; 1523 mTrackDirtyRegions = true; 1524} 1525 1526void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1527 mDescription.hasTexture = true; 1528 mDescription.hasAlpha8Texture = isAlpha8; 1529} 1530 1531void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1532 mDescription.hasTexture = true; 1533 mDescription.hasColors = true; 1534 mDescription.hasAlpha8Texture = isAlpha8; 1535} 1536 1537void OpenGLRenderer::setupDrawWithExternalTexture() { 1538 mDescription.hasExternalTexture = true; 1539} 1540 1541void OpenGLRenderer::setupDrawNoTexture() { 1542 mCaches.disableTexCoordsVertexArray(); 1543} 1544 1545void OpenGLRenderer::setupDrawAA() { 1546 mDescription.isAA = true; 1547} 1548 1549void OpenGLRenderer::setupDrawPoint(float pointSize) { 1550 mDescription.isPoint = true; 1551 mDescription.pointSize = pointSize; 1552} 1553 1554void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1555 mColorA = alpha / 255.0f; 1556 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1557 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1558 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1559 mColorSet = true; 1560 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1561} 1562 1563void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1564 mColorA = alpha / 255.0f; 1565 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1566 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1567 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1568 mColorSet = true; 1569 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1570} 1571 1572void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1573 mCaches.fontRenderer->describe(mDescription, paint); 1574} 1575 1576void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1577 mColorA = a; 1578 mColorR = r; 1579 mColorG = g; 1580 mColorB = b; 1581 mColorSet = true; 1582 mSetShaderColor = mDescription.setColor(r, g, b, a); 1583} 1584 1585void OpenGLRenderer::setupDrawShader() { 1586 if (mDrawModifiers.mShader) { 1587 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1588 } 1589} 1590 1591void OpenGLRenderer::setupDrawColorFilter() { 1592 if (mDrawModifiers.mColorFilter) { 1593 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1594 } 1595} 1596 1597void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1598 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1599 mColorA = 1.0f; 1600 mColorR = mColorG = mColorB = 0.0f; 1601 mSetShaderColor = mDescription.modulate = true; 1602 } 1603} 1604 1605void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1606 // When the blending mode is kClear_Mode, we need to use a modulate color 1607 // argb=1,0,0,0 1608 accountForClear(mode); 1609 bool blend = (mColorSet && mColorA < 1.0f) || 1610 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1611 chooseBlending(blend, mode, mDescription, swapSrcDst); 1612} 1613 1614void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1615 // When the blending mode is kClear_Mode, we need to use a modulate color 1616 // argb=1,0,0,0 1617 accountForClear(mode); 1618 blend |= (mColorSet && mColorA < 1.0f) || 1619 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1620 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1621 chooseBlending(blend, mode, mDescription, swapSrcDst); 1622} 1623 1624void OpenGLRenderer::setupDrawProgram() { 1625 useProgram(mCaches.programCache.get(mDescription)); 1626} 1627 1628void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1629 mTrackDirtyRegions = false; 1630} 1631 1632void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1633 bool ignoreTransform) { 1634 mModelView.loadTranslate(left, top, 0.0f); 1635 if (!ignoreTransform) { 1636 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1637 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1638 } else { 1639 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1640 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1641 } 1642} 1643 1644void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1645 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1646} 1647 1648void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1649 bool ignoreTransform, bool ignoreModelView) { 1650 if (!ignoreModelView) { 1651 mModelView.loadTranslate(left, top, 0.0f); 1652 mModelView.scale(right - left, bottom - top, 1.0f); 1653 } else { 1654 mModelView.loadIdentity(); 1655 } 1656 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1657 if (!ignoreTransform) { 1658 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1659 if (mTrackDirtyRegions && dirty) { 1660 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1661 } 1662 } else { 1663 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1664 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1665 } 1666} 1667 1668void OpenGLRenderer::setupDrawPointUniforms() { 1669 int slot = mCaches.currentProgram->getUniform("pointSize"); 1670 glUniform1f(slot, mDescription.pointSize); 1671} 1672 1673void OpenGLRenderer::setupDrawColorUniforms() { 1674 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1675 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1676 } 1677} 1678 1679void OpenGLRenderer::setupDrawPureColorUniforms() { 1680 if (mSetShaderColor) { 1681 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1682 } 1683} 1684 1685void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1686 if (mDrawModifiers.mShader) { 1687 if (ignoreTransform) { 1688 mModelView.loadInverse(*mSnapshot->transform); 1689 } 1690 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1691 mModelView, *mSnapshot, &mTextureUnit); 1692 } 1693} 1694 1695void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1696 if (mDrawModifiers.mShader) { 1697 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1698 mIdentity, *mSnapshot, &mTextureUnit); 1699 } 1700} 1701 1702void OpenGLRenderer::setupDrawColorFilterUniforms() { 1703 if (mDrawModifiers.mColorFilter) { 1704 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1705 } 1706} 1707 1708void OpenGLRenderer::setupDrawTextGammaUniforms() { 1709 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1710} 1711 1712void OpenGLRenderer::setupDrawSimpleMesh() { 1713 bool force = mCaches.bindMeshBuffer(); 1714 mCaches.bindPositionVertexPointer(force, 0); 1715 mCaches.unbindIndicesBuffer(); 1716} 1717 1718void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1719 bindTexture(texture); 1720 mTextureUnit++; 1721 mCaches.enableTexCoordsVertexArray(); 1722} 1723 1724void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1725 bindExternalTexture(texture); 1726 mTextureUnit++; 1727 mCaches.enableTexCoordsVertexArray(); 1728} 1729 1730void OpenGLRenderer::setupDrawTextureTransform() { 1731 mDescription.hasTextureTransform = true; 1732} 1733 1734void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1735 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1736 GL_FALSE, &transform.data[0]); 1737} 1738 1739void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1740 bool force = false; 1741 if (!vertices) { 1742 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1743 } else { 1744 force = mCaches.unbindMeshBuffer(); 1745 } 1746 1747 mCaches.bindPositionVertexPointer(force, vertices); 1748 if (mCaches.currentProgram->texCoords >= 0) { 1749 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1750 } 1751 1752 mCaches.unbindIndicesBuffer(); 1753} 1754 1755void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1756 bool force = mCaches.unbindMeshBuffer(); 1757 GLsizei stride = sizeof(ColorTextureVertex); 1758 1759 mCaches.bindPositionVertexPointer(force, vertices, stride); 1760 if (mCaches.currentProgram->texCoords >= 0) { 1761 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1762 } 1763 int slot = mCaches.currentProgram->getAttrib("colors"); 1764 if (slot >= 0) { 1765 glEnableVertexAttribArray(slot); 1766 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1767 } 1768 1769 mCaches.unbindIndicesBuffer(); 1770} 1771 1772void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1773 bool force = mCaches.unbindMeshBuffer(); 1774 mCaches.bindPositionVertexPointer(force, vertices); 1775 if (mCaches.currentProgram->texCoords >= 0) { 1776 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1777 } 1778} 1779 1780void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1781 bool force = mCaches.unbindMeshBuffer(); 1782 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1783 mCaches.unbindIndicesBuffer(); 1784} 1785 1786void OpenGLRenderer::finishDrawTexture() { 1787} 1788 1789/////////////////////////////////////////////////////////////////////////////// 1790// Drawing 1791/////////////////////////////////////////////////////////////////////////////// 1792 1793status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags) { 1794 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1795 // will be performed by the display list itself 1796 if (displayList && displayList->isRenderable()) { 1797 if (CC_UNLIKELY(mDrawDeferDisabled)) { 1798 return displayList->replay(*this, dirty, flags, 0); 1799 } 1800 1801 DeferredDisplayList deferredList; 1802 return displayList->replay(*this, dirty, flags, 0, &deferredList); 1803 } 1804 1805 return DrawGlInfo::kStatusDone; 1806} 1807 1808void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1809 if (displayList) { 1810 displayList->output(0); 1811 } 1812} 1813 1814void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1815 int alpha; 1816 SkXfermode::Mode mode; 1817 getAlphaAndMode(paint, &alpha, &mode); 1818 1819 int color = paint != NULL ? paint->getColor() : 0; 1820 1821 float x = left; 1822 float y = top; 1823 1824 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1825 1826 bool ignoreTransform = false; 1827 if (mSnapshot->transform->isPureTranslate()) { 1828 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1829 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1830 ignoreTransform = true; 1831 1832 texture->setFilter(GL_NEAREST, true); 1833 } else { 1834 texture->setFilter(FILTER(paint), true); 1835 } 1836 1837 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1838 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1839 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1840} 1841 1842status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1843 const float right = left + bitmap->width(); 1844 const float bottom = top + bitmap->height(); 1845 1846 if (quickReject(left, top, right, bottom)) { 1847 return DrawGlInfo::kStatusDone; 1848 } 1849 1850 mCaches.activeTexture(0); 1851 Texture* texture = mCaches.textureCache.get(bitmap); 1852 if (!texture) return DrawGlInfo::kStatusDone; 1853 const AutoTexture autoCleanup(texture); 1854 1855 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1856 drawAlphaBitmap(texture, left, top, paint); 1857 } else { 1858 drawTextureRect(left, top, right, bottom, texture, paint); 1859 } 1860 1861 return DrawGlInfo::kStatusDrew; 1862} 1863 1864status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1865 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1866 const mat4 transform(*matrix); 1867 transform.mapRect(r); 1868 1869 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1870 return DrawGlInfo::kStatusDone; 1871 } 1872 1873 mCaches.activeTexture(0); 1874 Texture* texture = mCaches.textureCache.get(bitmap); 1875 if (!texture) return DrawGlInfo::kStatusDone; 1876 const AutoTexture autoCleanup(texture); 1877 1878 // This could be done in a cheaper way, all we need is pass the matrix 1879 // to the vertex shader. The save/restore is a bit overkill. 1880 save(SkCanvas::kMatrix_SaveFlag); 1881 concatMatrix(matrix); 1882 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1883 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 1884 } else { 1885 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1886 } 1887 restore(); 1888 1889 return DrawGlInfo::kStatusDrew; 1890} 1891 1892status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1893 const float right = left + bitmap->width(); 1894 const float bottom = top + bitmap->height(); 1895 1896 if (quickReject(left, top, right, bottom)) { 1897 return DrawGlInfo::kStatusDone; 1898 } 1899 1900 mCaches.activeTexture(0); 1901 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1902 const AutoTexture autoCleanup(texture); 1903 1904 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1905 drawAlphaBitmap(texture, left, top, paint); 1906 } else { 1907 drawTextureRect(left, top, right, bottom, texture, paint); 1908 } 1909 1910 return DrawGlInfo::kStatusDrew; 1911} 1912 1913status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1914 float* vertices, int* colors, SkPaint* paint) { 1915 if (!vertices || mSnapshot->isIgnored()) { 1916 return DrawGlInfo::kStatusDone; 1917 } 1918 1919 float left = FLT_MAX; 1920 float top = FLT_MAX; 1921 float right = FLT_MIN; 1922 float bottom = FLT_MIN; 1923 1924 const uint32_t count = meshWidth * meshHeight * 6; 1925 1926 ColorTextureVertex mesh[count]; 1927 ColorTextureVertex* vertex = mesh; 1928 1929 bool cleanupColors = false; 1930 if (!colors) { 1931 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1932 colors = new int[colorsCount]; 1933 memset(colors, 0xff, colorsCount * sizeof(int)); 1934 cleanupColors = true; 1935 } 1936 1937 for (int32_t y = 0; y < meshHeight; y++) { 1938 for (int32_t x = 0; x < meshWidth; x++) { 1939 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1940 1941 float u1 = float(x) / meshWidth; 1942 float u2 = float(x + 1) / meshWidth; 1943 float v1 = float(y) / meshHeight; 1944 float v2 = float(y + 1) / meshHeight; 1945 1946 int ax = i + (meshWidth + 1) * 2; 1947 int ay = ax + 1; 1948 int bx = i; 1949 int by = bx + 1; 1950 int cx = i + 2; 1951 int cy = cx + 1; 1952 int dx = i + (meshWidth + 1) * 2 + 2; 1953 int dy = dx + 1; 1954 1955 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1956 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1957 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1958 1959 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1960 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1961 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1962 1963 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1964 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1965 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1966 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1967 } 1968 } 1969 1970 if (quickReject(left, top, right, bottom)) { 1971 if (cleanupColors) delete[] colors; 1972 return DrawGlInfo::kStatusDone; 1973 } 1974 1975 mCaches.activeTexture(0); 1976 Texture* texture = mCaches.textureCache.get(bitmap); 1977 if (!texture) { 1978 if (cleanupColors) delete[] colors; 1979 return DrawGlInfo::kStatusDone; 1980 } 1981 const AutoTexture autoCleanup(texture); 1982 1983 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1984 texture->setFilter(FILTER(paint), true); 1985 1986 int alpha; 1987 SkXfermode::Mode mode; 1988 getAlphaAndMode(paint, &alpha, &mode); 1989 1990 float a = alpha / 255.0f; 1991 1992 if (hasLayer()) { 1993 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1994 } 1995 1996 setupDraw(); 1997 setupDrawWithTextureAndColor(); 1998 setupDrawColor(a, a, a, a); 1999 setupDrawColorFilter(); 2000 setupDrawBlending(true, mode, false); 2001 setupDrawProgram(); 2002 setupDrawDirtyRegionsDisabled(); 2003 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2004 setupDrawTexture(texture->id); 2005 setupDrawPureColorUniforms(); 2006 setupDrawColorFilterUniforms(); 2007 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2008 2009 glDrawArrays(GL_TRIANGLES, 0, count); 2010 2011 finishDrawTexture(); 2012 2013 int slot = mCaches.currentProgram->getAttrib("colors"); 2014 if (slot >= 0) { 2015 glDisableVertexAttribArray(slot); 2016 } 2017 2018 if (cleanupColors) delete[] colors; 2019 2020 return DrawGlInfo::kStatusDrew; 2021} 2022 2023status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2024 float srcLeft, float srcTop, float srcRight, float srcBottom, 2025 float dstLeft, float dstTop, float dstRight, float dstBottom, 2026 SkPaint* paint) { 2027 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2028 return DrawGlInfo::kStatusDone; 2029 } 2030 2031 mCaches.activeTexture(0); 2032 Texture* texture = mCaches.textureCache.get(bitmap); 2033 if (!texture) return DrawGlInfo::kStatusDone; 2034 const AutoTexture autoCleanup(texture); 2035 2036 const float width = texture->width; 2037 const float height = texture->height; 2038 2039 const float u1 = fmax(0.0f, srcLeft / width); 2040 const float v1 = fmax(0.0f, srcTop / height); 2041 const float u2 = fmin(1.0f, srcRight / width); 2042 const float v2 = fmin(1.0f, srcBottom / height); 2043 2044 mCaches.unbindMeshBuffer(); 2045 resetDrawTextureTexCoords(u1, v1, u2, v2); 2046 2047 int alpha; 2048 SkXfermode::Mode mode; 2049 getAlphaAndMode(paint, &alpha, &mode); 2050 2051 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2052 2053 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2054 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2055 2056 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2057 // Apply a scale transform on the canvas only when a shader is in use 2058 // Skia handles the ratio between the dst and src rects as a scale factor 2059 // when a shader is set 2060 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2061 bool ignoreTransform = false; 2062 2063 if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) { 2064 float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 2065 float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 2066 2067 dstRight = x + (dstRight - dstLeft); 2068 dstBottom = y + (dstBottom - dstTop); 2069 2070 dstLeft = x; 2071 dstTop = y; 2072 2073 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2074 ignoreTransform = true; 2075 } else { 2076 texture->setFilter(FILTER(paint), true); 2077 } 2078 2079 if (CC_UNLIKELY(useScaleTransform)) { 2080 save(SkCanvas::kMatrix_SaveFlag); 2081 translate(dstLeft, dstTop); 2082 scale(scaleX, scaleY); 2083 2084 dstLeft = 0.0f; 2085 dstTop = 0.0f; 2086 2087 dstRight = srcRight - srcLeft; 2088 dstBottom = srcBottom - srcTop; 2089 } 2090 2091 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2092 int color = paint ? paint->getColor() : 0; 2093 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2094 texture->id, paint != NULL, color, alpha, mode, 2095 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2096 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2097 } else { 2098 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2099 texture->id, alpha / 255.0f, mode, texture->blend, 2100 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2101 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2102 } 2103 2104 if (CC_UNLIKELY(useScaleTransform)) { 2105 restore(); 2106 } 2107 2108 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2109 2110 return DrawGlInfo::kStatusDrew; 2111} 2112 2113status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2114 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2115 float left, float top, float right, float bottom, SkPaint* paint) { 2116 int alpha; 2117 SkXfermode::Mode mode; 2118 getAlphaAndModeDirect(paint, &alpha, &mode); 2119 2120 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 2121 left, top, right, bottom, alpha, mode); 2122} 2123 2124status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2125 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2126 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 2127 if (quickReject(left, top, right, bottom)) { 2128 return DrawGlInfo::kStatusDone; 2129 } 2130 2131 alpha *= mSnapshot->alpha; 2132 2133 mCaches.activeTexture(0); 2134 Texture* texture = mCaches.textureCache.get(bitmap); 2135 if (!texture) return DrawGlInfo::kStatusDone; 2136 const AutoTexture autoCleanup(texture); 2137 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2138 texture->setFilter(GL_LINEAR, true); 2139 2140 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 2141 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 2142 2143 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2144 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2145 // Mark the current layer dirty where we are going to draw the patch 2146 if (hasLayer() && mesh->hasEmptyQuads) { 2147 const float offsetX = left + mSnapshot->transform->getTranslateX(); 2148 const float offsetY = top + mSnapshot->transform->getTranslateY(); 2149 const size_t count = mesh->quads.size(); 2150 for (size_t i = 0; i < count; i++) { 2151 const Rect& bounds = mesh->quads.itemAt(i); 2152 if (CC_LIKELY(pureTranslate)) { 2153 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2154 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2155 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2156 } else { 2157 dirtyLayer(left + bounds.left, top + bounds.top, 2158 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 2159 } 2160 } 2161 } 2162 2163 if (CC_LIKELY(pureTranslate)) { 2164 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2165 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2166 2167 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 2168 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2169 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 2170 true, !mesh->hasEmptyQuads); 2171 } else { 2172 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2173 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2174 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 2175 true, !mesh->hasEmptyQuads); 2176 } 2177 } 2178 2179 return DrawGlInfo::kStatusDrew; 2180} 2181 2182status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2183 bool useOffset) { 2184 if (!vertexBuffer.getSize()) { 2185 // no vertices to draw 2186 return DrawGlInfo::kStatusDone; 2187 } 2188 2189 int color = paint->getColor(); 2190 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2191 bool isAA = paint->isAntiAlias(); 2192 2193 setupDraw(); 2194 setupDrawNoTexture(); 2195 if (isAA) setupDrawAA(); 2196 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2197 setupDrawColorFilter(); 2198 setupDrawShader(); 2199 setupDrawBlending(isAA, mode); 2200 setupDrawProgram(); 2201 setupDrawModelViewIdentity(useOffset); 2202 setupDrawColorUniforms(); 2203 setupDrawColorFilterUniforms(); 2204 setupDrawShaderIdentityUniforms(); 2205 2206 void* vertices = vertexBuffer.getBuffer(); 2207 bool force = mCaches.unbindMeshBuffer(); 2208 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2209 mCaches.resetTexCoordsVertexPointer(); 2210 mCaches.unbindIndicesBuffer(); 2211 2212 int alphaSlot = -1; 2213 if (isAA) { 2214 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2215 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2216 2217 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2218 glEnableVertexAttribArray(alphaSlot); 2219 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2220 } 2221 2222 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2223 2224 if (isAA) { 2225 glDisableVertexAttribArray(alphaSlot); 2226 } 2227 2228 return DrawGlInfo::kStatusDrew; 2229} 2230 2231/** 2232 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2233 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2234 * screen space in all directions. However, instead of using a fragment shader to compute the 2235 * translucency of the color from its position, we simply use a varying parameter to define how far 2236 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2237 * 2238 * Doesn't yet support joins, caps, or path effects. 2239 */ 2240status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2241 VertexBuffer vertexBuffer; 2242 // TODO: try clipping large paths to viewport 2243 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2244 2245 SkRect bounds = path.getBounds(); 2246 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2247 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2248 2249 return drawVertexBuffer(vertexBuffer, paint); 2250} 2251 2252/** 2253 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2254 * and additional geometry for defining an alpha slope perimeter. 2255 * 2256 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2257 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2258 * in-shader alpha region, but found it to be taxing on some GPUs. 2259 * 2260 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2261 * memory transfer by removing need for degenerate vertices. 2262 */ 2263status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2264 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2265 2266 count &= ~0x3; // round down to nearest four 2267 2268 VertexBuffer buffer; 2269 SkRect bounds; 2270 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2271 2272 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2273 return DrawGlInfo::kStatusDone; 2274 } 2275 2276 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2277 2278 bool useOffset = !paint->isAntiAlias(); 2279 return drawVertexBuffer(buffer, paint, useOffset); 2280} 2281 2282status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2283 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2284 2285 // TODO: The paint's cap style defines whether the points are square or circular 2286 // TODO: Handle AA for round points 2287 2288 // A stroke width of 0 has a special meaning in Skia: 2289 // it draws an unscaled 1px point 2290 float strokeWidth = paint->getStrokeWidth(); 2291 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2292 if (isHairLine) { 2293 // Now that we know it's hairline, we can set the effective width, to be used later 2294 strokeWidth = 1.0f; 2295 } 2296 const float halfWidth = strokeWidth / 2; 2297 2298 int alpha; 2299 SkXfermode::Mode mode; 2300 getAlphaAndMode(paint, &alpha, &mode); 2301 2302 int verticesCount = count >> 1; 2303 int generatedVerticesCount = 0; 2304 2305 TextureVertex pointsData[verticesCount]; 2306 TextureVertex* vertex = &pointsData[0]; 2307 2308 // TODO: We should optimize this method to not generate vertices for points 2309 // that lie outside of the clip. 2310 mCaches.enableScissor(); 2311 2312 setupDraw(); 2313 setupDrawNoTexture(); 2314 setupDrawPoint(strokeWidth); 2315 setupDrawColor(paint->getColor(), alpha); 2316 setupDrawColorFilter(); 2317 setupDrawShader(); 2318 setupDrawBlending(mode); 2319 setupDrawProgram(); 2320 setupDrawModelViewIdentity(true); 2321 setupDrawColorUniforms(); 2322 setupDrawColorFilterUniforms(); 2323 setupDrawPointUniforms(); 2324 setupDrawShaderIdentityUniforms(); 2325 setupDrawMesh(vertex); 2326 2327 for (int i = 0; i < count; i += 2) { 2328 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2329 generatedVerticesCount++; 2330 2331 float left = points[i] - halfWidth; 2332 float right = points[i] + halfWidth; 2333 float top = points[i + 1] - halfWidth; 2334 float bottom = points [i + 1] + halfWidth; 2335 2336 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2337 } 2338 2339 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2340 2341 return DrawGlInfo::kStatusDrew; 2342} 2343 2344status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2345 // No need to check against the clip, we fill the clip region 2346 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2347 2348 Rect& clip(*mSnapshot->clipRect); 2349 clip.snapToPixelBoundaries(); 2350 2351 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2352 2353 return DrawGlInfo::kStatusDrew; 2354} 2355 2356status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2357 SkPaint* paint) { 2358 if (!texture) return DrawGlInfo::kStatusDone; 2359 const AutoTexture autoCleanup(texture); 2360 2361 const float x = left + texture->left - texture->offset; 2362 const float y = top + texture->top - texture->offset; 2363 2364 drawPathTexture(texture, x, y, paint); 2365 2366 return DrawGlInfo::kStatusDrew; 2367} 2368 2369status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2370 float rx, float ry, SkPaint* p) { 2371 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2372 return DrawGlInfo::kStatusDone; 2373 } 2374 2375 if (p->getPathEffect() != 0) { 2376 mCaches.activeTexture(0); 2377 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2378 right - left, bottom - top, rx, ry, p); 2379 return drawShape(left, top, texture, p); 2380 } 2381 2382 SkPath path; 2383 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2384 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2385 float outset = p->getStrokeWidth() / 2; 2386 rect.outset(outset, outset); 2387 rx += outset; 2388 ry += outset; 2389 } 2390 path.addRoundRect(rect, rx, ry); 2391 return drawConvexPath(path, p); 2392} 2393 2394status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2395 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2396 x + radius, y + radius, p)) { 2397 return DrawGlInfo::kStatusDone; 2398 } 2399 if (p->getPathEffect() != 0) { 2400 mCaches.activeTexture(0); 2401 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2402 return drawShape(x - radius, y - radius, texture, p); 2403 } 2404 2405 SkPath path; 2406 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2407 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2408 } else { 2409 path.addCircle(x, y, radius); 2410 } 2411 return drawConvexPath(path, p); 2412} 2413 2414status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2415 SkPaint* p) { 2416 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2417 return DrawGlInfo::kStatusDone; 2418 } 2419 2420 if (p->getPathEffect() != 0) { 2421 mCaches.activeTexture(0); 2422 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2423 return drawShape(left, top, texture, p); 2424 } 2425 2426 SkPath path; 2427 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2428 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2429 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2430 } 2431 path.addOval(rect); 2432 return drawConvexPath(path, p); 2433} 2434 2435status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2436 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2437 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2438 return DrawGlInfo::kStatusDone; 2439 } 2440 2441 if (fabs(sweepAngle) >= 360.0f) { 2442 return drawOval(left, top, right, bottom, p); 2443 } 2444 2445 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2446 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2447 mCaches.activeTexture(0); 2448 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2449 startAngle, sweepAngle, useCenter, p); 2450 return drawShape(left, top, texture, p); 2451 } 2452 2453 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2454 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2455 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2456 } 2457 2458 SkPath path; 2459 if (useCenter) { 2460 path.moveTo(rect.centerX(), rect.centerY()); 2461 } 2462 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2463 if (useCenter) { 2464 path.close(); 2465 } 2466 return drawConvexPath(path, p); 2467} 2468 2469// See SkPaintDefaults.h 2470#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2471 2472status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2473 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2474 return DrawGlInfo::kStatusDone; 2475 } 2476 2477 if (p->getStyle() != SkPaint::kFill_Style) { 2478 // only fill style is supported by drawConvexPath, since others have to handle joins 2479 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2480 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2481 mCaches.activeTexture(0); 2482 const PathTexture* texture = 2483 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2484 return drawShape(left, top, texture, p); 2485 } 2486 2487 SkPath path; 2488 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2489 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2490 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2491 } 2492 path.addRect(rect); 2493 return drawConvexPath(path, p); 2494 } 2495 2496 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2497 SkPath path; 2498 path.addRect(left, top, right, bottom); 2499 return drawConvexPath(path, p); 2500 } else { 2501 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2502 return DrawGlInfo::kStatusDrew; 2503 } 2504} 2505 2506void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2507 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2508 float x, float y) { 2509 mCaches.activeTexture(0); 2510 2511 // NOTE: The drop shadow will not perform gamma correction 2512 // if shader-based correction is enabled 2513 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2514 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2515 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2516 const AutoTexture autoCleanup(shadow); 2517 2518 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2519 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2520 2521 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2522 int shadowColor = mDrawModifiers.mShadowColor; 2523 if (mDrawModifiers.mShader) { 2524 shadowColor = 0xffffffff; 2525 } 2526 2527 setupDraw(); 2528 setupDrawWithTexture(true); 2529 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2530 setupDrawColorFilter(); 2531 setupDrawShader(); 2532 setupDrawBlending(true, mode); 2533 setupDrawProgram(); 2534 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2535 setupDrawTexture(shadow->id); 2536 setupDrawPureColorUniforms(); 2537 setupDrawColorFilterUniforms(); 2538 setupDrawShaderUniforms(); 2539 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2540 2541 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2542} 2543 2544status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2545 const float* positions, SkPaint* paint) { 2546 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2547 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2548 return DrawGlInfo::kStatusDone; 2549 } 2550 2551 // NOTE: Skia does not support perspective transform on drawPosText yet 2552 if (!mSnapshot->transform->isSimple()) { 2553 return DrawGlInfo::kStatusDone; 2554 } 2555 2556 float x = 0.0f; 2557 float y = 0.0f; 2558 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2559 if (pureTranslate) { 2560 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2561 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2562 } 2563 2564 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2565 fontRenderer.setFont(paint, *mSnapshot->transform); 2566 2567 int alpha; 2568 SkXfermode::Mode mode; 2569 getAlphaAndMode(paint, &alpha, &mode); 2570 2571 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2572 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2573 alpha, mode, 0.0f, 0.0f); 2574 } 2575 2576 // Pick the appropriate texture filtering 2577 bool linearFilter = mSnapshot->transform->changesBounds(); 2578 if (pureTranslate && !linearFilter) { 2579 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2580 } 2581 2582 mCaches.activeTexture(0); 2583 setupDraw(); 2584 setupDrawTextGamma(paint); 2585 setupDrawDirtyRegionsDisabled(); 2586 setupDrawWithTexture(true); 2587 setupDrawAlpha8Color(paint->getColor(), alpha); 2588 setupDrawColorFilter(); 2589 setupDrawShader(); 2590 setupDrawBlending(true, mode); 2591 setupDrawProgram(); 2592 setupDrawModelView(x, y, x, y, pureTranslate, true); 2593 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2594 setupDrawPureColorUniforms(); 2595 setupDrawColorFilterUniforms(); 2596 setupDrawShaderUniforms(pureTranslate); 2597 setupDrawTextGammaUniforms(); 2598 2599 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2600 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2601 2602 const bool hasActiveLayer = hasLayer(); 2603 2604 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2605 positions, hasActiveLayer ? &bounds : NULL)) { 2606 if (hasActiveLayer) { 2607 if (!pureTranslate) { 2608 mSnapshot->transform->mapRect(bounds); 2609 } 2610 dirtyLayerUnchecked(bounds, getRegion()); 2611 } 2612 } 2613 2614 return DrawGlInfo::kStatusDrew; 2615} 2616 2617status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2618 float x, float y, const float* positions, SkPaint* paint, float length) { 2619 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2620 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2621 return DrawGlInfo::kStatusDone; 2622 } 2623 2624 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2625 switch (paint->getTextAlign()) { 2626 case SkPaint::kCenter_Align: 2627 x -= length / 2.0f; 2628 break; 2629 case SkPaint::kRight_Align: 2630 x -= length; 2631 break; 2632 default: 2633 break; 2634 } 2635 2636 SkPaint::FontMetrics metrics; 2637 paint->getFontMetrics(&metrics, 0.0f); 2638 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2639 return DrawGlInfo::kStatusDone; 2640 } 2641 2642#if DEBUG_GLYPHS 2643 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2644 SkTypeface::UniqueID(paint->getTypeface())); 2645#endif 2646 2647 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2648 fontRenderer.setFont(paint, *mSnapshot->transform); 2649 2650 const float oldX = x; 2651 const float oldY = y; 2652 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2653 if (CC_LIKELY(pureTranslate)) { 2654 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2655 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2656 } 2657 2658 int alpha; 2659 SkXfermode::Mode mode; 2660 getAlphaAndMode(paint, &alpha, &mode); 2661 2662 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2663 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2664 oldX, oldY); 2665 } 2666 2667 // Pick the appropriate texture filtering 2668 bool linearFilter = mSnapshot->transform->changesBounds(); 2669 if (pureTranslate && !linearFilter) { 2670 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2671 } 2672 2673 // The font renderer will always use texture unit 0 2674 mCaches.activeTexture(0); 2675 setupDraw(); 2676 setupDrawTextGamma(paint); 2677 setupDrawDirtyRegionsDisabled(); 2678 setupDrawWithTexture(true); 2679 setupDrawAlpha8Color(paint->getColor(), alpha); 2680 setupDrawColorFilter(); 2681 setupDrawShader(); 2682 setupDrawBlending(true, mode); 2683 setupDrawProgram(); 2684 setupDrawModelView(x, y, x, y, pureTranslate, true); 2685 // See comment above; the font renderer must use texture unit 0 2686 // assert(mTextureUnit == 0) 2687 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2688 setupDrawPureColorUniforms(); 2689 setupDrawColorFilterUniforms(); 2690 setupDrawShaderUniforms(pureTranslate); 2691 setupDrawTextGammaUniforms(); 2692 2693 const Rect* clip = pureTranslate ? mSnapshot->clipRect : 2694 (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip()); 2695 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2696 2697 const bool hasActiveLayer = hasLayer(); 2698 2699 bool status; 2700 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2701 SkPaint paintCopy(*paint); 2702 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2703 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2704 positions, hasActiveLayer ? &bounds : NULL); 2705 } else { 2706 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2707 positions, hasActiveLayer ? &bounds : NULL); 2708 } 2709 2710 if (status && hasActiveLayer) { 2711 if (!pureTranslate) { 2712 mSnapshot->transform->mapRect(bounds); 2713 } 2714 dirtyLayerUnchecked(bounds, getRegion()); 2715 } 2716 2717 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2718 2719 return DrawGlInfo::kStatusDrew; 2720} 2721 2722status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2723 float hOffset, float vOffset, SkPaint* paint) { 2724 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2725 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2726 return DrawGlInfo::kStatusDone; 2727 } 2728 2729 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2730 fontRenderer.setFont(paint, *mSnapshot->transform); 2731 2732 int alpha; 2733 SkXfermode::Mode mode; 2734 getAlphaAndMode(paint, &alpha, &mode); 2735 2736 mCaches.activeTexture(0); 2737 setupDraw(); 2738 setupDrawTextGamma(paint); 2739 setupDrawDirtyRegionsDisabled(); 2740 setupDrawWithTexture(true); 2741 setupDrawAlpha8Color(paint->getColor(), alpha); 2742 setupDrawColorFilter(); 2743 setupDrawShader(); 2744 setupDrawBlending(true, mode); 2745 setupDrawProgram(); 2746 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2747 setupDrawTexture(fontRenderer.getTexture(true)); 2748 setupDrawPureColorUniforms(); 2749 setupDrawColorFilterUniforms(); 2750 setupDrawShaderUniforms(false); 2751 setupDrawTextGammaUniforms(); 2752 2753 const Rect* clip = &mSnapshot->getLocalClip(); 2754 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2755 2756 const bool hasActiveLayer = hasLayer(); 2757 2758 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2759 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2760 if (hasActiveLayer) { 2761 mSnapshot->transform->mapRect(bounds); 2762 dirtyLayerUnchecked(bounds, getRegion()); 2763 } 2764 } 2765 2766 return DrawGlInfo::kStatusDrew; 2767} 2768 2769status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2770 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2771 2772 mCaches.activeTexture(0); 2773 2774 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2775 if (!texture) return DrawGlInfo::kStatusDone; 2776 const AutoTexture autoCleanup(texture); 2777 2778 const float x = texture->left - texture->offset; 2779 const float y = texture->top - texture->offset; 2780 2781 drawPathTexture(texture, x, y, paint); 2782 2783 return DrawGlInfo::kStatusDrew; 2784} 2785 2786status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2787 if (!layer) { 2788 return DrawGlInfo::kStatusDone; 2789 } 2790 2791 mat4* transform = NULL; 2792 if (layer->isTextureLayer()) { 2793 transform = &layer->getTransform(); 2794 if (!transform->isIdentity()) { 2795 save(0); 2796 mSnapshot->transform->multiply(*transform); 2797 } 2798 } 2799 2800 Rect transformed; 2801 Rect clip; 2802 const bool rejected = quickRejectNoScissor(x, y, 2803 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2804 2805 if (rejected) { 2806 if (transform && !transform->isIdentity()) { 2807 restore(); 2808 } 2809 return DrawGlInfo::kStatusDone; 2810 } 2811 2812 updateLayer(layer, true); 2813 2814 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2815 mCaches.activeTexture(0); 2816 2817 if (CC_LIKELY(!layer->region.isEmpty())) { 2818 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 2819 mDrawModifiers.mColorFilter = layer->getColorFilter(); 2820 2821 if (layer->region.isRect()) { 2822 composeLayerRect(layer, layer->regionRect); 2823 } else if (layer->mesh) { 2824 const float a = layer->getAlpha() / 255.0f; 2825 setupDraw(); 2826 setupDrawWithTexture(); 2827 setupDrawColor(a, a, a, a); 2828 setupDrawColorFilter(); 2829 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2830 setupDrawProgram(); 2831 setupDrawPureColorUniforms(); 2832 setupDrawColorFilterUniforms(); 2833 setupDrawTexture(layer->getTexture()); 2834 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2835 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2836 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2837 2838 layer->setFilter(GL_NEAREST); 2839 setupDrawModelViewTranslate(tx, ty, 2840 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2841 } else { 2842 layer->setFilter(GL_LINEAR); 2843 setupDrawModelViewTranslate(x, y, 2844 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2845 } 2846 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2847 2848 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2849 GL_UNSIGNED_SHORT, layer->meshIndices); 2850 2851 finishDrawTexture(); 2852 2853#if DEBUG_LAYERS_AS_REGIONS 2854 drawRegionRects(layer->region); 2855#endif 2856 } 2857 2858 mDrawModifiers.mColorFilter = oldFilter; 2859 2860 if (layer->debugDrawUpdate) { 2861 layer->debugDrawUpdate = false; 2862 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2863 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2864 } 2865 } 2866 2867 if (transform && !transform->isIdentity()) { 2868 restore(); 2869 } 2870 2871 return DrawGlInfo::kStatusDrew; 2872} 2873 2874/////////////////////////////////////////////////////////////////////////////// 2875// Shaders 2876/////////////////////////////////////////////////////////////////////////////// 2877 2878void OpenGLRenderer::resetShader() { 2879 mDrawModifiers.mShader = NULL; 2880} 2881 2882void OpenGLRenderer::setupShader(SkiaShader* shader) { 2883 mDrawModifiers.mShader = shader; 2884 if (mDrawModifiers.mShader) { 2885 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2886 } 2887} 2888 2889/////////////////////////////////////////////////////////////////////////////// 2890// Color filters 2891/////////////////////////////////////////////////////////////////////////////// 2892 2893void OpenGLRenderer::resetColorFilter() { 2894 mDrawModifiers.mColorFilter = NULL; 2895} 2896 2897void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2898 mDrawModifiers.mColorFilter = filter; 2899} 2900 2901/////////////////////////////////////////////////////////////////////////////// 2902// Drop shadow 2903/////////////////////////////////////////////////////////////////////////////// 2904 2905void OpenGLRenderer::resetShadow() { 2906 mDrawModifiers.mHasShadow = false; 2907} 2908 2909void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2910 mDrawModifiers.mHasShadow = true; 2911 mDrawModifiers.mShadowRadius = radius; 2912 mDrawModifiers.mShadowDx = dx; 2913 mDrawModifiers.mShadowDy = dy; 2914 mDrawModifiers.mShadowColor = color; 2915} 2916 2917/////////////////////////////////////////////////////////////////////////////// 2918// Draw filters 2919/////////////////////////////////////////////////////////////////////////////// 2920 2921void OpenGLRenderer::resetPaintFilter() { 2922 mDrawModifiers.mHasDrawFilter = false; 2923} 2924 2925void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2926 mDrawModifiers.mHasDrawFilter = true; 2927 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2928 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2929} 2930 2931SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2932 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) return paint; 2933 2934 uint32_t flags = paint->getFlags(); 2935 2936 mFilteredPaint = *paint; 2937 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 2938 mDrawModifiers.mPaintFilterSetBits); 2939 2940 return &mFilteredPaint; 2941} 2942 2943/////////////////////////////////////////////////////////////////////////////// 2944// Drawing implementation 2945/////////////////////////////////////////////////////////////////////////////// 2946 2947void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2948 float x, float y, SkPaint* paint) { 2949 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2950 return; 2951 } 2952 2953 int alpha; 2954 SkXfermode::Mode mode; 2955 getAlphaAndMode(paint, &alpha, &mode); 2956 2957 setupDraw(); 2958 setupDrawWithTexture(true); 2959 setupDrawAlpha8Color(paint->getColor(), alpha); 2960 setupDrawColorFilter(); 2961 setupDrawShader(); 2962 setupDrawBlending(true, mode); 2963 setupDrawProgram(); 2964 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2965 setupDrawTexture(texture->id); 2966 setupDrawPureColorUniforms(); 2967 setupDrawColorFilterUniforms(); 2968 setupDrawShaderUniforms(); 2969 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2970 2971 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2972 2973 finishDrawTexture(); 2974} 2975 2976// Same values used by Skia 2977#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2978#define kStdUnderline_Offset (1.0f / 9.0f) 2979#define kStdUnderline_Thickness (1.0f / 18.0f) 2980 2981void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2982 float x, float y, SkPaint* paint) { 2983 // Handle underline and strike-through 2984 uint32_t flags = paint->getFlags(); 2985 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2986 SkPaint paintCopy(*paint); 2987 float underlineWidth = length; 2988 // If length is > 0.0f, we already measured the text for the text alignment 2989 if (length <= 0.0f) { 2990 underlineWidth = paintCopy.measureText(text, bytesCount); 2991 } 2992 2993 if (CC_LIKELY(underlineWidth > 0.0f)) { 2994 const float textSize = paintCopy.getTextSize(); 2995 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2996 2997 const float left = x; 2998 float top = 0.0f; 2999 3000 int linesCount = 0; 3001 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3002 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3003 3004 const int pointsCount = 4 * linesCount; 3005 float points[pointsCount]; 3006 int currentPoint = 0; 3007 3008 if (flags & SkPaint::kUnderlineText_Flag) { 3009 top = y + textSize * kStdUnderline_Offset; 3010 points[currentPoint++] = left; 3011 points[currentPoint++] = top; 3012 points[currentPoint++] = left + underlineWidth; 3013 points[currentPoint++] = top; 3014 } 3015 3016 if (flags & SkPaint::kStrikeThruText_Flag) { 3017 top = y + textSize * kStdStrikeThru_Offset; 3018 points[currentPoint++] = left; 3019 points[currentPoint++] = top; 3020 points[currentPoint++] = left + underlineWidth; 3021 points[currentPoint++] = top; 3022 } 3023 3024 paintCopy.setStrokeWidth(strokeWidth); 3025 3026 drawLines(&points[0], pointsCount, &paintCopy); 3027 } 3028 } 3029} 3030 3031status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3032 if (mSnapshot->isIgnored()) { 3033 return DrawGlInfo::kStatusDone; 3034 } 3035 3036 int color = paint->getColor(); 3037 // If a shader is set, preserve only the alpha 3038 if (mDrawModifiers.mShader) { 3039 color |= 0x00ffffff; 3040 } 3041 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3042 3043 return drawColorRects(rects, count, color, mode); 3044} 3045 3046status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3047 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3048 3049 float left = FLT_MAX; 3050 float top = FLT_MAX; 3051 float right = FLT_MIN; 3052 float bottom = FLT_MIN; 3053 3054 int vertexCount = 0; 3055 Vertex mesh[count * 6]; 3056 Vertex* vertex = mesh; 3057 3058 for (int index = 0; index < count; index += 4) { 3059 float l = rects[index + 0]; 3060 float t = rects[index + 1]; 3061 float r = rects[index + 2]; 3062 float b = rects[index + 3]; 3063 3064 if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) { 3065 Vertex::set(vertex++, l, b); 3066 Vertex::set(vertex++, l, t); 3067 Vertex::set(vertex++, r, t); 3068 Vertex::set(vertex++, l, b); 3069 Vertex::set(vertex++, r, t); 3070 Vertex::set(vertex++, r, b); 3071 3072 vertexCount += 6; 3073 3074 left = fminf(left, l); 3075 top = fminf(top, t); 3076 right = fmaxf(right, r); 3077 bottom = fmaxf(bottom, b); 3078 } 3079 } 3080 3081 if (count == 0 || (clip && quickReject(left, top, right, bottom))) { 3082 return DrawGlInfo::kStatusDone; 3083 } 3084 3085 setupDraw(); 3086 setupDrawNoTexture(); 3087 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3088 setupDrawShader(); 3089 setupDrawColorFilter(); 3090 setupDrawBlending(mode); 3091 setupDrawProgram(); 3092 setupDrawDirtyRegionsDisabled(); 3093 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3094 setupDrawColorUniforms(); 3095 setupDrawShaderUniforms(); 3096 setupDrawColorFilterUniforms(); 3097 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3098 3099 if (dirty && hasLayer()) { 3100 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 3101 } 3102 3103 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3104 3105 return DrawGlInfo::kStatusDrew; 3106} 3107 3108void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3109 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3110 // If a shader is set, preserve only the alpha 3111 if (mDrawModifiers.mShader) { 3112 color |= 0x00ffffff; 3113 } 3114 3115 setupDraw(); 3116 setupDrawNoTexture(); 3117 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3118 setupDrawShader(); 3119 setupDrawColorFilter(); 3120 setupDrawBlending(mode); 3121 setupDrawProgram(); 3122 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3123 setupDrawColorUniforms(); 3124 setupDrawShaderUniforms(ignoreTransform); 3125 setupDrawColorFilterUniforms(); 3126 setupDrawSimpleMesh(); 3127 3128 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3129} 3130 3131void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3132 Texture* texture, SkPaint* paint) { 3133 int alpha; 3134 SkXfermode::Mode mode; 3135 getAlphaAndMode(paint, &alpha, &mode); 3136 3137 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3138 3139 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3140 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3141 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3142 3143 texture->setFilter(GL_NEAREST, true); 3144 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3145 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3146 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3147 } else { 3148 texture->setFilter(FILTER(paint), true); 3149 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3150 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3151 GL_TRIANGLE_STRIP, gMeshCount); 3152 } 3153} 3154 3155void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3156 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3157 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3158 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3159} 3160 3161void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3162 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3163 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3164 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3165 3166 setupDraw(); 3167 setupDrawWithTexture(); 3168 setupDrawColor(alpha, alpha, alpha, alpha); 3169 setupDrawColorFilter(); 3170 setupDrawBlending(blend, mode, swapSrcDst); 3171 setupDrawProgram(); 3172 if (!dirty) setupDrawDirtyRegionsDisabled(); 3173 if (!ignoreScale) { 3174 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3175 } else { 3176 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3177 } 3178 setupDrawTexture(texture); 3179 setupDrawPureColorUniforms(); 3180 setupDrawColorFilterUniforms(); 3181 setupDrawMesh(vertices, texCoords, vbo); 3182 3183 glDrawArrays(drawMode, 0, elementsCount); 3184 3185 finishDrawTexture(); 3186} 3187 3188void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3189 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3190 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3191 bool ignoreTransform, bool dirty) { 3192 3193 setupDraw(); 3194 setupDrawWithTexture(true); 3195 if (hasColor) { 3196 setupDrawAlpha8Color(color, alpha); 3197 } 3198 setupDrawColorFilter(); 3199 setupDrawShader(); 3200 setupDrawBlending(true, mode); 3201 setupDrawProgram(); 3202 if (!dirty) setupDrawDirtyRegionsDisabled(); 3203 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3204 setupDrawTexture(texture); 3205 setupDrawPureColorUniforms(); 3206 setupDrawColorFilterUniforms(); 3207 setupDrawShaderUniforms(); 3208 setupDrawMesh(vertices, texCoords); 3209 3210 glDrawArrays(drawMode, 0, elementsCount); 3211 3212 finishDrawTexture(); 3213} 3214 3215void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3216 ProgramDescription& description, bool swapSrcDst) { 3217 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3218 3219 if (blend) { 3220 // These blend modes are not supported by OpenGL directly and have 3221 // to be implemented using shaders. Since the shader will perform 3222 // the blending, turn blending off here 3223 // If the blend mode cannot be implemented using shaders, fall 3224 // back to the default SrcOver blend mode instead 3225 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3226 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3227 description.framebufferMode = mode; 3228 description.swapSrcDst = swapSrcDst; 3229 3230 if (mCaches.blend) { 3231 glDisable(GL_BLEND); 3232 mCaches.blend = false; 3233 } 3234 3235 return; 3236 } else { 3237 mode = SkXfermode::kSrcOver_Mode; 3238 } 3239 } 3240 3241 if (!mCaches.blend) { 3242 glEnable(GL_BLEND); 3243 } 3244 3245 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3246 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3247 3248 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3249 glBlendFunc(sourceMode, destMode); 3250 mCaches.lastSrcMode = sourceMode; 3251 mCaches.lastDstMode = destMode; 3252 } 3253 } else if (mCaches.blend) { 3254 glDisable(GL_BLEND); 3255 } 3256 mCaches.blend = blend; 3257} 3258 3259bool OpenGLRenderer::useProgram(Program* program) { 3260 if (!program->isInUse()) { 3261 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3262 program->use(); 3263 mCaches.currentProgram = program; 3264 return false; 3265 } 3266 return true; 3267} 3268 3269void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3270 TextureVertex* v = &mMeshVertices[0]; 3271 TextureVertex::setUV(v++, u1, v1); 3272 TextureVertex::setUV(v++, u2, v1); 3273 TextureVertex::setUV(v++, u1, v2); 3274 TextureVertex::setUV(v++, u2, v2); 3275} 3276 3277void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3278 getAlphaAndModeDirect(paint, alpha, mode); 3279 *alpha *= mSnapshot->alpha; 3280} 3281 3282}; // namespace uirenderer 3283}; // namespace android 3284