OpenGLRenderer.cpp revision c08820f587ad94698691a6657e87712de07e484c
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#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "GammaFontRenderer.h" 21#include "Glop.h" 22#include "GlopBuilder.h" 23#include "Patch.h" 24#include "PathTessellator.h" 25#include "Properties.h" 26#include "RenderNode.h" 27#include "renderstate/MeshState.h" 28#include "renderstate/RenderState.h" 29#include "ShadowTessellator.h" 30#include "SkiaShader.h" 31#include "Vector.h" 32#include "VertexBuffer.h" 33#include "utils/GLUtils.h" 34#include "utils/PaintUtils.h" 35#include "utils/TraceUtils.h" 36 37#include <stdlib.h> 38#include <stdint.h> 39#include <sys/types.h> 40 41#include <SkCanvas.h> 42#include <SkColor.h> 43#include <SkPathOps.h> 44#include <SkShader.h> 45#include <SkTypeface.h> 46 47#include <utils/Log.h> 48#include <utils/StopWatch.h> 49 50#include <private/hwui/DrawGlInfo.h> 51 52#include <ui/Rect.h> 53 54#if DEBUG_DETAILED_EVENTS 55 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 56#else 57 #define EVENT_LOGD(...) 58#endif 59 60namespace android { 61namespace uirenderer { 62 63/////////////////////////////////////////////////////////////////////////////// 64// Constructors/destructor 65/////////////////////////////////////////////////////////////////////////////// 66 67OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 68 : mState(*this) 69 , mCaches(Caches::getInstance()) 70 , mRenderState(renderState) 71 , mFrameStarted(false) 72 , mScissorOptimizationDisabled(false) 73 , mDirty(false) 74 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 75 , mLightRadius(FLT_MIN) 76 , mAmbientShadowAlpha(0) 77 , mSpotShadowAlpha(0) { 78} 79 80OpenGLRenderer::~OpenGLRenderer() { 81 // The context has already been destroyed at this point, do not call 82 // GL APIs. All GL state should be kept in Caches.h 83} 84 85void OpenGLRenderer::initProperties() { 86 char property[PROPERTY_VALUE_MAX]; 87 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 88 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 89 INIT_LOGD(" Scissor optimization %s", 90 mScissorOptimizationDisabled ? "disabled" : "enabled"); 91 } else { 92 INIT_LOGD(" Scissor optimization enabled"); 93 } 94} 95 96void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha, 97 uint8_t spotShadowAlpha) { 98 mLightRadius = lightRadius; 99 mAmbientShadowAlpha = ambientShadowAlpha; 100 mSpotShadowAlpha = spotShadowAlpha; 101} 102 103void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) { 104 mLightCenter = lightCenter; 105} 106 107/////////////////////////////////////////////////////////////////////////////// 108// Setup 109/////////////////////////////////////////////////////////////////////////////// 110 111void OpenGLRenderer::onViewportInitialized() { 112 glDisable(GL_DITHER); 113 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 114} 115 116void OpenGLRenderer::setupFrameState(int viewportWidth, int viewportHeight, 117 float left, float top, float right, float bottom, bool opaque) { 118 mCaches.clearGarbage(); 119 mState.initializeSaveStack(viewportWidth, viewportHeight, 120 left, top, right, bottom, mLightCenter); 121 mOpaque = opaque; 122 mTilingClip.set(left, top, right, bottom); 123} 124 125void OpenGLRenderer::startFrame() { 126 if (mFrameStarted) return; 127 mFrameStarted = true; 128 129 mState.setDirtyClip(true); 130 131 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 132 133 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 134 135 debugOverdraw(true, true); 136 137 clear(mTilingClip.left, mTilingClip.top, 138 mTilingClip.right, mTilingClip.bottom, mOpaque); 139} 140 141void OpenGLRenderer::prepareDirty(int viewportWidth, int viewportHeight, 142 float left, float top, float right, float bottom, bool opaque) { 143 144 setupFrameState(viewportWidth, viewportHeight, left, top, right, bottom, opaque); 145 146 // Layer renderers will start the frame immediately 147 // The framebuffer renderer will first defer the display list 148 // for each layer and wait until the first drawing command 149 // to start the frame 150 if (currentSnapshot()->fbo == 0) { 151 mRenderState.blend().syncEnabled(); 152 updateLayers(); 153 } else { 154 startFrame(); 155 } 156} 157 158void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 159 // If we know that we are going to redraw the entire framebuffer, 160 // perform a discard to let the driver know we don't need to preserve 161 // the back buffer for this frame. 162 if (mCaches.extensions().hasDiscardFramebuffer() && 163 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 164 const bool isFbo = getTargetFbo() == 0; 165 const GLenum attachments[] = { 166 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 167 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 168 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 169 } 170} 171 172void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 173 if (!opaque) { 174 mRenderState.scissor().setEnabled(true); 175 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 176 glClear(GL_COLOR_BUFFER_BIT); 177 mDirty = true; 178 return; 179 } 180 181 mRenderState.scissor().reset(); 182} 183 184bool OpenGLRenderer::finish() { 185 renderOverdraw(); 186 mTempPaths.clear(); 187 188 // When finish() is invoked on FBO 0 we've reached the end 189 // of the current frame 190 if (getTargetFbo() == 0) { 191 mCaches.pathCache.trim(); 192 mCaches.tessellationCache.trim(); 193 } 194 195 if (!suppressErrorChecks()) { 196#if DEBUG_OPENGL 197 GLUtils::dumpGLErrors(); 198#endif 199 200#if DEBUG_MEMORY_USAGE 201 mCaches.dumpMemoryUsage(); 202#else 203 if (Properties::debugLevel & kDebugMemory) { 204 mCaches.dumpMemoryUsage(); 205 } 206#endif 207 } 208 209 mFrameStarted = false; 210 211 return reportAndClearDirty(); 212} 213 214void OpenGLRenderer::resumeAfterLayer() { 215 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 216 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 217 debugOverdraw(true, false); 218 219 mRenderState.scissor().reset(); 220 dirtyClip(); 221} 222 223void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 224 if (mState.currentlyIgnored()) return; 225 226 Rect clip(mState.currentClipRect()); 227 clip.snapToPixelBoundaries(); 228 229 // Since we don't know what the functor will draw, let's dirty 230 // the entire clip region 231 if (hasLayer()) { 232 dirtyLayerUnchecked(clip, getRegion()); 233 } 234 235 DrawGlInfo info; 236 info.clipLeft = clip.left; 237 info.clipTop = clip.top; 238 info.clipRight = clip.right; 239 info.clipBottom = clip.bottom; 240 info.isLayer = hasLayer(); 241 info.width = getViewportWidth(); 242 info.height = getViewportHeight(); 243 currentTransform()->copyTo(&info.transform[0]); 244 245 bool prevDirtyClip = mState.getDirtyClip(); 246 // setup GL state for functor 247 if (mState.getDirtyClip()) { 248 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 249 } 250 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 251 setScissorFromClip(); 252 } 253 254 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 255 // Scissor may have been modified, reset dirty clip 256 dirtyClip(); 257 258 mDirty = true; 259} 260 261/////////////////////////////////////////////////////////////////////////////// 262// Debug 263/////////////////////////////////////////////////////////////////////////////// 264 265void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 266#if DEBUG_DETAILED_EVENTS 267 const int BUFFER_SIZE = 256; 268 va_list ap; 269 char buf[BUFFER_SIZE]; 270 271 va_start(ap, fmt); 272 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 273 va_end(ap); 274 275 eventMark(buf); 276#endif 277} 278 279 280void OpenGLRenderer::eventMark(const char* name) const { 281 mCaches.eventMark(0, name); 282} 283 284void OpenGLRenderer::startMark(const char* name) const { 285 mCaches.startMark(0, name); 286} 287 288void OpenGLRenderer::endMark() const { 289 mCaches.endMark(); 290} 291 292void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 293 mRenderState.debugOverdraw(enable, clear); 294} 295 296void OpenGLRenderer::renderOverdraw() { 297 if (Properties::debugOverdraw && getTargetFbo() == 0) { 298 const Rect* clip = &mTilingClip; 299 300 mRenderState.scissor().setEnabled(true); 301 mRenderState.scissor().set(clip->left, 302 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 303 clip->right - clip->left, 304 clip->bottom - clip->top); 305 306 // 1x overdraw 307 mRenderState.stencil().enableDebugTest(2); 308 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 309 310 // 2x overdraw 311 mRenderState.stencil().enableDebugTest(3); 312 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 313 314 // 3x overdraw 315 mRenderState.stencil().enableDebugTest(4); 316 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 317 318 // 4x overdraw and higher 319 mRenderState.stencil().enableDebugTest(4, true); 320 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 321 322 mRenderState.stencil().disable(); 323 } 324} 325 326/////////////////////////////////////////////////////////////////////////////// 327// Layers 328/////////////////////////////////////////////////////////////////////////////// 329 330bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 331 if (layer->deferredUpdateScheduled && layer->renderer 332 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 333 334 if (inFrame) { 335 debugOverdraw(false, false); 336 } 337 338 if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) { 339 layer->render(*this); 340 } else { 341 layer->defer(*this); 342 } 343 344 if (inFrame) { 345 resumeAfterLayer(); 346 } 347 348 layer->debugDrawUpdate = Properties::debugLayersUpdates; 349 layer->hasDrawnSinceUpdate = false; 350 351 return true; 352 } 353 354 return false; 355} 356 357void OpenGLRenderer::updateLayers() { 358 // If draw deferring is enabled this method will simply defer 359 // the display list of each individual layer. The layers remain 360 // in the layer updates list which will be cleared by flushLayers(). 361 int count = mLayerUpdates.size(); 362 if (count > 0) { 363 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 364 startMark("Layer Updates"); 365 } else { 366 startMark("Defer Layer Updates"); 367 } 368 369 // Note: it is very important to update the layers in order 370 for (int i = 0; i < count; i++) { 371 Layer* layer = mLayerUpdates[i].get(); 372 updateLayer(layer, false); 373 } 374 375 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 376 mLayerUpdates.clear(); 377 mRenderState.bindFramebuffer(getTargetFbo()); 378 } 379 endMark(); 380 } 381} 382 383void OpenGLRenderer::flushLayers() { 384 int count = mLayerUpdates.size(); 385 if (count > 0) { 386 startMark("Apply Layer Updates"); 387 388 // Note: it is very important to update the layers in order 389 for (int i = 0; i < count; i++) { 390 mLayerUpdates[i]->flush(); 391 } 392 393 mLayerUpdates.clear(); 394 mRenderState.bindFramebuffer(getTargetFbo()); 395 396 endMark(); 397 } 398} 399 400void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 401 if (layer) { 402 // Make sure we don't introduce duplicates. 403 // SortedVector would do this automatically but we need to respect 404 // the insertion order. The linear search is not an issue since 405 // this list is usually very short (typically one item, at most a few) 406 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 407 if (mLayerUpdates[i] == layer) { 408 return; 409 } 410 } 411 mLayerUpdates.push_back(layer); 412 } 413} 414 415void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 416 if (layer) { 417 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 418 if (mLayerUpdates[i] == layer) { 419 mLayerUpdates.erase(mLayerUpdates.begin() + i); 420 break; 421 } 422 } 423 } 424} 425 426void OpenGLRenderer::flushLayerUpdates() { 427 ATRACE_NAME("Update HW Layers"); 428 mRenderState.blend().syncEnabled(); 429 updateLayers(); 430 flushLayers(); 431 // Wait for all the layer updates to be executed 432 glFinish(); 433} 434 435void OpenGLRenderer::markLayersAsBuildLayers() { 436 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 437 mLayerUpdates[i]->wasBuildLayered = true; 438 } 439} 440 441/////////////////////////////////////////////////////////////////////////////// 442// State management 443/////////////////////////////////////////////////////////////////////////////// 444 445void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 446 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 447 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 448 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 449 450 if (restoreViewport) { 451 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 452 } 453 454 if (restoreClip) { 455 dirtyClip(); 456 } 457 458 if (restoreLayer) { 459 endMark(); // Savelayer 460 ATRACE_END(); // SaveLayer 461 startMark("ComposeLayer"); 462 composeLayer(removed, restored); 463 endMark(); 464 } 465} 466 467/////////////////////////////////////////////////////////////////////////////// 468// Layers 469/////////////////////////////////////////////////////////////////////////////// 470 471int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 472 const SkPaint* paint, int flags, const SkPath* convexMask) { 473 // force matrix/clip isolation for layer 474 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 475 476 const int count = mState.saveSnapshot(flags); 477 478 if (!mState.currentlyIgnored()) { 479 createLayer(left, top, right, bottom, paint, flags, convexMask); 480 } 481 482 return count; 483} 484 485void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 486 const Rect untransformedBounds(bounds); 487 488 currentTransform()->mapRect(bounds); 489 490 // Layers only make sense if they are in the framebuffer's bounds 491 if (bounds.intersect(mState.currentClipRect())) { 492 // We cannot work with sub-pixels in this case 493 bounds.snapToPixelBoundaries(); 494 495 // When the layer is not an FBO, we may use glCopyTexImage so we 496 // need to make sure the layer does not extend outside the bounds 497 // of the framebuffer 498 const Snapshot& previous = *(currentSnapshot()->previous); 499 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 500 if (!bounds.intersect(previousViewport)) { 501 bounds.setEmpty(); 502 } else if (fboLayer) { 503 clip.set(bounds); 504 mat4 inverse; 505 inverse.loadInverse(*currentTransform()); 506 inverse.mapRect(clip); 507 clip.snapToPixelBoundaries(); 508 if (clip.intersect(untransformedBounds)) { 509 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 510 bounds.set(untransformedBounds); 511 } else { 512 clip.setEmpty(); 513 } 514 } 515 } else { 516 bounds.setEmpty(); 517 } 518} 519 520void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 521 bool fboLayer, int alpha) { 522 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 523 bounds.getHeight() > mCaches.maxTextureSize || 524 (fboLayer && clip.isEmpty())) { 525 writableSnapshot()->empty = fboLayer; 526 } else { 527 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 528 } 529} 530 531int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 532 const SkPaint* paint, int flags) { 533 const int count = mState.saveSnapshot(flags); 534 535 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 536 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 537 // operations will be able to store and restore the current clip and transform info, and 538 // quick rejection will be correct (for display lists) 539 540 Rect bounds(left, top, right, bottom); 541 Rect clip; 542 calculateLayerBoundsAndClip(bounds, clip, true); 543 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 544 545 if (!mState.currentlyIgnored()) { 546 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 547 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 548 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 549 writableSnapshot()->roundRectClipState = nullptr; 550 } 551 } 552 553 return count; 554} 555 556/** 557 * Layers are viewed by Skia are slightly different than layers in image editing 558 * programs (for instance.) When a layer is created, previously created layers 559 * and the frame buffer still receive every drawing command. For instance, if a 560 * layer is created and a shape intersecting the bounds of the layers and the 561 * framebuffer is draw, the shape will be drawn on both (unless the layer was 562 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 563 * 564 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 565 * texture. Unfortunately, this is inefficient as it requires every primitive to 566 * be drawn n + 1 times, where n is the number of active layers. In practice this 567 * means, for every primitive: 568 * - Switch active frame buffer 569 * - Change viewport, clip and projection matrix 570 * - Issue the drawing 571 * 572 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 573 * To avoid this, layers are implemented in a different way here, at least in the 574 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 575 * is set. When this flag is set we can redirect all drawing operations into a 576 * single FBO. 577 * 578 * This implementation relies on the frame buffer being at least RGBA 8888. When 579 * a layer is created, only a texture is created, not an FBO. The content of the 580 * frame buffer contained within the layer's bounds is copied into this texture 581 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 582 * buffer and drawing continues as normal. This technique therefore treats the 583 * frame buffer as a scratch buffer for the layers. 584 * 585 * To compose the layers back onto the frame buffer, each layer texture 586 * (containing the original frame buffer data) is drawn as a simple quad over 587 * the frame buffer. The trick is that the quad is set as the composition 588 * destination in the blending equation, and the frame buffer becomes the source 589 * of the composition. 590 * 591 * Drawing layers with an alpha value requires an extra step before composition. 592 * An empty quad is drawn over the layer's region in the frame buffer. This quad 593 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 594 * quad is used to multiply the colors in the frame buffer. This is achieved by 595 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 596 * GL_ZERO, GL_SRC_ALPHA. 597 * 598 * Because glCopyTexImage2D() can be slow, an alternative implementation might 599 * be use to draw a single clipped layer. The implementation described above 600 * is correct in every case. 601 * 602 * (1) The frame buffer is actually not cleared right away. To allow the GPU 603 * to potentially optimize series of calls to glCopyTexImage2D, the frame 604 * buffer is left untouched until the first drawing operation. Only when 605 * something actually gets drawn are the layers regions cleared. 606 */ 607bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 608 const SkPaint* paint, int flags, const SkPath* convexMask) { 609 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 610 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 611 612 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 613 614 // Window coordinates of the layer 615 Rect clip; 616 Rect bounds(left, top, right, bottom); 617 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 618 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 619 620 // Bail out if we won't draw in this snapshot 621 if (mState.currentlyIgnored()) { 622 return false; 623 } 624 625 mCaches.textureState().activateTexture(0); 626 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 627 if (!layer) { 628 return false; 629 } 630 631 layer->setPaint(paint); 632 layer->layer.set(bounds); 633 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 634 bounds.getWidth() / float(layer->getWidth()), 0.0f); 635 636 layer->setBlend(true); 637 layer->setDirty(false); 638 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 639 640 // Save the layer in the snapshot 641 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 642 writableSnapshot()->layer = layer; 643 644 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 645 fboLayer ? "" : "unclipped ", 646 layer->getWidth(), layer->getHeight()); 647 startMark("SaveLayer"); 648 if (fboLayer) { 649 return createFboLayer(layer, bounds, clip); 650 } else { 651 // Copy the framebuffer into the layer 652 layer->bindTexture(); 653 if (!bounds.isEmpty()) { 654 if (layer->isEmpty()) { 655 // Workaround for some GL drivers. When reading pixels lying outside 656 // of the window we should get undefined values for those pixels. 657 // Unfortunately some drivers will turn the entire target texture black 658 // when reading outside of the window. 659 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 660 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 661 layer->setEmpty(false); 662 } 663 664 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 665 bounds.left, getViewportHeight() - bounds.bottom, 666 bounds.getWidth(), bounds.getHeight()); 667 668 // Enqueue the buffer coordinates to clear the corresponding region later 669 mLayers.push_back(Rect(bounds)); 670 } 671 } 672 673 return true; 674} 675 676bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 677 layer->clipRect.set(clip); 678 layer->setFbo(mCaches.fboCache.get()); 679 680 writableSnapshot()->region = &writableSnapshot()->layer->region; 681 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 682 writableSnapshot()->fbo = layer->getFbo(); 683 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 684 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 685 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 686 writableSnapshot()->roundRectClipState = nullptr; 687 688 debugOverdraw(false, false); 689 // Bind texture to FBO 690 mRenderState.bindFramebuffer(layer->getFbo()); 691 layer->bindTexture(); 692 693 // Initialize the texture if needed 694 if (layer->isEmpty()) { 695 layer->allocateTexture(); 696 layer->setEmpty(false); 697 } 698 699 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 700 layer->getTextureId(), 0); 701 702 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 703 mRenderState.scissor().setEnabled(true); 704 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 705 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 706 glClear(GL_COLOR_BUFFER_BIT); 707 708 dirtyClip(); 709 710 // Change the ortho projection 711 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 712 return true; 713} 714 715/** 716 * Read the documentation of createLayer() before doing anything in this method. 717 */ 718void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 719 if (!removed.layer) { 720 ALOGE("Attempting to compose a layer that does not exist"); 721 return; 722 } 723 724 Layer* layer = removed.layer; 725 const Rect& rect = layer->layer; 726 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 727 728 bool clipRequired = false; 729 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 730 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 731 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 732 733 if (fboLayer) { 734 // Detach the texture from the FBO 735 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 736 737 layer->removeFbo(false); 738 739 // Unbind current FBO and restore previous one 740 mRenderState.bindFramebuffer(restored.fbo); 741 debugOverdraw(true, false); 742 } 743 744 if (!fboLayer && layer->getAlpha() < 255) { 745 SkPaint layerPaint; 746 layerPaint.setAlpha(layer->getAlpha()); 747 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 748 layerPaint.setColorFilter(layer->getColorFilter()); 749 750 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 751 // Required below, composeLayerRect() will divide by 255 752 layer->setAlpha(255); 753 } 754 755 mRenderState.meshState().unbindMeshBuffer(); 756 757 mCaches.textureState().activateTexture(0); 758 759 // When the layer is stored in an FBO, we can save a bit of fillrate by 760 // drawing only the dirty region 761 if (fboLayer) { 762 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 763 composeLayerRegion(layer, rect); 764 } else if (!rect.isEmpty()) { 765 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 766 767 save(0); 768 // the layer contains screen buffer content that shouldn't be alpha modulated 769 // (and any necessary alpha modulation was handled drawing into the layer) 770 writableSnapshot()->alpha = 1.0f; 771 composeLayerRectSwapped(layer, rect); 772 restore(); 773 } 774 775 dirtyClip(); 776 777 // Failing to add the layer to the cache should happen only if the layer is too large 778 layer->setConvexMask(nullptr); 779 if (!mCaches.layerCache.put(layer)) { 780 LAYER_LOGD("Deleting layer"); 781 layer->decStrong(nullptr); 782 } 783} 784 785void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 786 const bool tryToSnap = !layer->getForceFilter() 787 && layer->getWidth() == (uint32_t) rect.getWidth() 788 && layer->getHeight() == (uint32_t) rect.getHeight(); 789 Glop glop; 790 GlopBuilder(mRenderState, mCaches, &glop) 791 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 792 .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 793 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 794 .setTransform(*currentSnapshot(), TransformFlags::None) 795 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 796 .build(); 797 renderGlop(glop); 798} 799 800void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) { 801 Glop glop; 802 GlopBuilder(mRenderState, mCaches, &glop) 803 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 804 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 805 .setFillLayer(layer->getTexture(), layer->getColorFilter(), 806 getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap) 807 .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform) 808 .setModelViewMapUnitToRect(rect) 809 .build(); 810 renderGlop(glop); 811} 812 813void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) { 814 if (layer->isTextureLayer()) { 815 EVENT_LOGD("composeTextureLayerRect"); 816 drawTextureLayer(layer, rect); 817 } else { 818 EVENT_LOGD("composeHardwareLayerRect"); 819 820 const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth()) 821 && layer->getHeight() == static_cast<uint32_t>(rect.getHeight()); 822 Glop glop; 823 GlopBuilder(mRenderState, mCaches, &glop) 824 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 825 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 826 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 827 .setTransform(*currentSnapshot(), TransformFlags::None) 828 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 829 .build(); 830 renderGlop(glop); 831 } 832} 833 834/** 835 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 836 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 837 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 838 * by saveLayer's restore 839 */ 840#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 841 DRAW_COMMAND; \ 842 if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \ 843 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 844 DRAW_COMMAND; \ 845 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 846 } \ 847 } 848 849#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 850 851// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 852// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 853class LayerShader : public SkShader { 854public: 855 LayerShader(Layer* layer, const SkMatrix* localMatrix) 856 : INHERITED(localMatrix) 857 , mLayer(layer) { 858 } 859 860 virtual bool asACustomShader(void** data) const override { 861 if (data) { 862 *data = static_cast<void*>(mLayer); 863 } 864 return true; 865 } 866 867 virtual bool isOpaque() const override { 868 return !mLayer->isBlend(); 869 } 870 871protected: 872 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 873 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 874 } 875 876 virtual void flatten(SkWriteBuffer&) const override { 877 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 878 } 879 880 virtual Factory getFactory() const override { 881 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 882 return nullptr; 883 } 884private: 885 // Unowned. 886 Layer* mLayer; 887 typedef SkShader INHERITED; 888}; 889 890void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 891 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 892 893 if (layer->getConvexMask()) { 894 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 895 896 // clip to the area of the layer the mask can be larger 897 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 898 899 SkPaint paint; 900 paint.setAntiAlias(true); 901 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 902 903 // create LayerShader to map SaveLayer content into subsequent draw 904 SkMatrix shaderMatrix; 905 shaderMatrix.setTranslate(rect.left, rect.bottom); 906 shaderMatrix.preScale(1, -1); 907 LayerShader layerShader(layer, &shaderMatrix); 908 paint.setShader(&layerShader); 909 910 // Since the drawing primitive is defined in local drawing space, 911 // we don't need to modify the draw matrix 912 const SkPath* maskPath = layer->getConvexMask(); 913 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 914 915 paint.setShader(nullptr); 916 restore(); 917 918 return; 919 } 920 921 if (layer->region.isRect()) { 922 layer->setRegionAsRect(); 923 924 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 925 926 layer->region.clear(); 927 return; 928 } 929 930 EVENT_LOGD("composeLayerRegion"); 931 // standard Region based draw 932 size_t count; 933 const android::Rect* rects; 934 Region safeRegion; 935 if (CC_LIKELY(hasRectToRectTransform())) { 936 rects = layer->region.getArray(&count); 937 } else { 938 safeRegion = Region::createTJunctionFreeRegion(layer->region); 939 rects = safeRegion.getArray(&count); 940 } 941 942 const float texX = 1.0f / float(layer->getWidth()); 943 const float texY = 1.0f / float(layer->getHeight()); 944 const float height = rect.getHeight(); 945 946 TextureVertex quadVertices[count * 4]; 947 TextureVertex* mesh = &quadVertices[0]; 948 for (size_t i = 0; i < count; i++) { 949 const android::Rect* r = &rects[i]; 950 951 const float u1 = r->left * texX; 952 const float v1 = (height - r->top) * texY; 953 const float u2 = r->right * texX; 954 const float v2 = (height - r->bottom) * texY; 955 956 // TODO: Reject quads outside of the clip 957 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 958 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 959 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 960 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 961 } 962 Rect modelRect = Rect(rect.getWidth(), rect.getHeight()); 963 Glop glop; 964 GlopBuilder(mRenderState, mCaches, &glop) 965 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 966 .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6) 967 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 968 .setTransform(*currentSnapshot(), TransformFlags::None) 969 .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect) 970 .build(); 971 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 972 973#if DEBUG_LAYERS_AS_REGIONS 974 drawRegionRectsDebug(layer->region); 975#endif 976 977 layer->region.clear(); 978} 979 980#if DEBUG_LAYERS_AS_REGIONS 981void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 982 size_t count; 983 const android::Rect* rects = region.getArray(&count); 984 985 uint32_t colors[] = { 986 0x7fff0000, 0x7f00ff00, 987 0x7f0000ff, 0x7fff00ff, 988 }; 989 990 int offset = 0; 991 int32_t top = rects[0].top; 992 993 for (size_t i = 0; i < count; i++) { 994 if (top != rects[i].top) { 995 offset ^= 0x2; 996 top = rects[i].top; 997 } 998 999 SkPaint paint; 1000 paint.setColor(colors[offset + (i & 0x1)]); 1001 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1002 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1003 } 1004} 1005#endif 1006 1007void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1008 Vector<float> rects; 1009 1010 SkRegion::Iterator it(region); 1011 while (!it.done()) { 1012 const SkIRect& r = it.rect(); 1013 rects.push(r.fLeft); 1014 rects.push(r.fTop); 1015 rects.push(r.fRight); 1016 rects.push(r.fBottom); 1017 it.next(); 1018 } 1019 1020 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1021} 1022 1023void OpenGLRenderer::dirtyLayer(const float left, const float top, 1024 const float right, const float bottom, const Matrix4& transform) { 1025 if (hasLayer()) { 1026 Rect bounds(left, top, right, bottom); 1027 transform.mapRect(bounds); 1028 dirtyLayerUnchecked(bounds, getRegion()); 1029 } 1030} 1031 1032void OpenGLRenderer::dirtyLayer(const float left, const float top, 1033 const float right, const float bottom) { 1034 if (hasLayer()) { 1035 Rect bounds(left, top, right, bottom); 1036 dirtyLayerUnchecked(bounds, getRegion()); 1037 } 1038} 1039 1040void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1041 if (CC_LIKELY(!bounds.isEmpty() && bounds.intersect(mState.currentClipRect()))) { 1042 bounds.snapToPixelBoundaries(); 1043 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1044 if (!dirty.isEmpty()) { 1045 region->orSelf(dirty); 1046 } 1047 } 1048} 1049 1050void OpenGLRenderer::clearLayerRegions() { 1051 const size_t quadCount = mLayers.size(); 1052 if (quadCount == 0) return; 1053 1054 if (!mState.currentlyIgnored()) { 1055 EVENT_LOGD("clearLayerRegions"); 1056 // Doing several glScissor/glClear here can negatively impact 1057 // GPUs with a tiler architecture, instead we draw quads with 1058 // the Clear blending mode 1059 1060 // The list contains bounds that have already been clipped 1061 // against their initial clip rect, and the current clip 1062 // is likely different so we need to disable clipping here 1063 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1064 1065 Vertex mesh[quadCount * 4]; 1066 Vertex* vertex = mesh; 1067 1068 for (uint32_t i = 0; i < quadCount; i++) { 1069 const Rect& bounds = mLayers[i]; 1070 1071 Vertex::set(vertex++, bounds.left, bounds.top); 1072 Vertex::set(vertex++, bounds.right, bounds.top); 1073 Vertex::set(vertex++, bounds.left, bounds.bottom); 1074 Vertex::set(vertex++, bounds.right, bounds.bottom); 1075 } 1076 // We must clear the list of dirty rects before we 1077 // call clearLayerRegions() in renderGlop to prevent 1078 // stencil setup from doing the same thing again 1079 mLayers.clear(); 1080 1081 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1082 Glop glop; 1083 GlopBuilder(mRenderState, mCaches, &glop) 1084 .setRoundRectClipState(nullptr) // clear ignores clip state 1085 .setMeshIndexedQuads(&mesh[0], quadCount) 1086 .setFillClear() 1087 .setTransform(*currentSnapshot(), transformFlags) 1088 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect())) 1089 .build(); 1090 renderGlop(glop, GlopRenderType::LayerClear); 1091 1092 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1093 } else { 1094 mLayers.clear(); 1095 } 1096} 1097 1098/////////////////////////////////////////////////////////////////////////////// 1099// State Deferral 1100/////////////////////////////////////////////////////////////////////////////// 1101 1102bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1103 const Rect& currentClip = mState.currentClipRect(); 1104 const mat4* currentMatrix = currentTransform(); 1105 1106 if (stateDeferFlags & kStateDeferFlag_Draw) { 1107 // state has bounds initialized in local coordinates 1108 if (!state.mBounds.isEmpty()) { 1109 currentMatrix->mapRect(state.mBounds); 1110 Rect clippedBounds(state.mBounds); 1111 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1112 // is used, it should more closely duplicate the quickReject logic (in how it uses 1113 // snapToPixelBoundaries) 1114 1115 if (!clippedBounds.intersect(currentClip)) { 1116 // quick rejected 1117 return true; 1118 } 1119 1120 state.mClipSideFlags = kClipSide_None; 1121 if (!currentClip.contains(state.mBounds)) { 1122 int& flags = state.mClipSideFlags; 1123 // op partially clipped, so record which sides are clipped for clip-aware merging 1124 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1125 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1126 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1127 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1128 } 1129 state.mBounds.set(clippedBounds); 1130 } else { 1131 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1132 // overdraw avoidance (since we don't know what it overlaps) 1133 state.mClipSideFlags = kClipSide_ConservativeFull; 1134 state.mBounds.set(currentClip); 1135 } 1136 } 1137 1138 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1139 if (state.mClipValid) { 1140 state.mClip.set(currentClip); 1141 } 1142 1143 // Transform and alpha always deferred, since they are used by state operations 1144 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1145 state.mMatrix = *currentMatrix; 1146 state.mAlpha = currentSnapshot()->alpha; 1147 1148 // always store/restore, since these are just pointers 1149 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1150 state.mProjectionPathMask = currentSnapshot()->projectionPathMask; 1151 return false; 1152} 1153 1154void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1155 setGlobalMatrix(state.mMatrix); 1156 writableSnapshot()->alpha = state.mAlpha; 1157 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1158 writableSnapshot()->projectionPathMask = state.mProjectionPathMask; 1159 1160 if (state.mClipValid && !skipClipRestore) { 1161 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1162 state.mClip.right, state.mClip.bottom); 1163 dirtyClip(); 1164 } 1165} 1166 1167/** 1168 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1169 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1170 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1171 * 1172 * This method should be called when restoreDisplayState() won't be restoring the clip 1173 */ 1174void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1175 if (clipRect != nullptr) { 1176 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1177 } else { 1178 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1179 } 1180 dirtyClip(); 1181 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1182 mRenderState.scissor().setEnabled(enableScissor); 1183} 1184 1185/////////////////////////////////////////////////////////////////////////////// 1186// Clipping 1187/////////////////////////////////////////////////////////////////////////////// 1188 1189void OpenGLRenderer::setScissorFromClip() { 1190 Rect clip(mState.currentClipRect()); 1191 clip.snapToPixelBoundaries(); 1192 1193 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1194 clip.getWidth(), clip.getHeight())) { 1195 mState.setDirtyClip(false); 1196 } 1197} 1198 1199void OpenGLRenderer::ensureStencilBuffer() { 1200 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1201 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1202 // just hope we have one when hasLayer() returns false. 1203 if (hasLayer()) { 1204 attachStencilBufferToLayer(currentSnapshot()->layer); 1205 } 1206} 1207 1208void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1209 // The layer's FBO is already bound when we reach this stage 1210 if (!layer->getStencilRenderBuffer()) { 1211 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1212 Stencil::getLayerStencilFormat(), 1213 layer->getWidth(), layer->getHeight()); 1214 layer->setStencilRenderBuffer(buffer); 1215 } 1216} 1217 1218static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1219 float x, float y) { 1220 Vertex v; 1221 v.x = x; 1222 v.y = y; 1223 transform.mapPoint(v.x, v.y); 1224 rectangleVertices.push_back(v); 1225} 1226 1227static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1228 Vertex v; 1229 v.x = x; 1230 v.y = y; 1231 rectangleVertices.push_back(v); 1232} 1233 1234void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1235 int quadCount = rectangleList.getTransformedRectanglesCount(); 1236 std::vector<Vertex> rectangleVertices(quadCount * 4); 1237 Rect scissorBox = rectangleList.calculateBounds(); 1238 scissorBox.snapToPixelBoundaries(); 1239 for (int i = 0; i < quadCount; ++i) { 1240 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1241 const Matrix4& transform = tr.getTransform(); 1242 Rect bounds = tr.getBounds(); 1243 if (transform.rectToRect()) { 1244 transform.mapRect(bounds); 1245 if (!bounds.intersect(scissorBox)) { 1246 bounds.setEmpty(); 1247 } else { 1248 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1249 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1250 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1251 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1252 } 1253 } else { 1254 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1255 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1256 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1257 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1258 } 1259 } 1260 1261 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1262 scissorBox.getWidth(), scissorBox.getHeight()); 1263 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1264 Glop glop; 1265 Vertex* vertices = &rectangleVertices[0]; 1266 GlopBuilder(mRenderState, mCaches, &glop) 1267 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1268 .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4) 1269 .setFillBlack() 1270 .setTransform(*currentSnapshot(), transformFlags) 1271 .setModelViewOffsetRect(0, 0, scissorBox) 1272 .build(); 1273 renderGlop(glop); 1274} 1275 1276void OpenGLRenderer::setStencilFromClip() { 1277 if (!Properties::debugOverdraw) { 1278 if (!currentSnapshot()->clipIsSimple()) { 1279 int incrementThreshold; 1280 EVENT_LOGD("setStencilFromClip - enabling"); 1281 1282 // NOTE: The order here is important, we must set dirtyClip to false 1283 // before any draw call to avoid calling back into this method 1284 mState.setDirtyClip(false); 1285 1286 ensureStencilBuffer(); 1287 1288 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1289 1290 bool isRectangleList = clipArea.isRectangleList(); 1291 if (isRectangleList) { 1292 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1293 } else { 1294 incrementThreshold = 0; 1295 } 1296 1297 mRenderState.stencil().enableWrite(incrementThreshold); 1298 1299 // Clean and update the stencil, but first make sure we restrict drawing 1300 // to the region's bounds 1301 bool resetScissor = mRenderState.scissor().setEnabled(true); 1302 if (resetScissor) { 1303 // The scissor was not set so we now need to update it 1304 setScissorFromClip(); 1305 } 1306 1307 mRenderState.stencil().clear(); 1308 1309 // stash and disable the outline clip state, since stencil doesn't account for outline 1310 bool storedSkipOutlineClip = mSkipOutlineClip; 1311 mSkipOutlineClip = true; 1312 1313 SkPaint paint; 1314 paint.setColor(SK_ColorBLACK); 1315 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1316 1317 if (isRectangleList) { 1318 drawRectangleList(clipArea.getRectangleList()); 1319 } else { 1320 // NOTE: We could use the region contour path to generate a smaller mesh 1321 // Since we are using the stencil we could use the red book path 1322 // drawing technique. It might increase bandwidth usage though. 1323 1324 // The last parameter is important: we are not drawing in the color buffer 1325 // so we don't want to dirty the current layer, if any 1326 drawRegionRects(clipArea.getClipRegion(), paint, false); 1327 } 1328 if (resetScissor) mRenderState.scissor().setEnabled(false); 1329 mSkipOutlineClip = storedSkipOutlineClip; 1330 1331 mRenderState.stencil().enableTest(incrementThreshold); 1332 1333 // Draw the region used to generate the stencil if the appropriate debug 1334 // mode is enabled 1335 // TODO: Implement for rectangle list clip areas 1336 if (Properties::debugStencilClip == StencilClipDebug::ShowRegion 1337 && !clipArea.isRectangleList()) { 1338 paint.setColor(0x7f0000ff); 1339 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1340 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1341 } 1342 } else { 1343 EVENT_LOGD("setStencilFromClip - disabling"); 1344 mRenderState.stencil().disable(); 1345 } 1346 } 1347} 1348 1349/** 1350 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1351 * 1352 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1353 * style, and tessellated AA ramp 1354 */ 1355bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1356 const SkPaint* paint) { 1357 bool snapOut = paint && paint->isAntiAlias(); 1358 1359 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1360 float outset = paint->getStrokeWidth() * 0.5f; 1361 left -= outset; 1362 top -= outset; 1363 right += outset; 1364 bottom += outset; 1365 } 1366 1367 bool clipRequired = false; 1368 bool roundRectClipRequired = false; 1369 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1370 &clipRequired, &roundRectClipRequired, snapOut)) { 1371 return true; 1372 } 1373 1374 // not quick rejected, so enable the scissor if clipRequired 1375 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1376 mSkipOutlineClip = !roundRectClipRequired; 1377 return false; 1378} 1379 1380void OpenGLRenderer::debugClip() { 1381#if DEBUG_CLIP_REGIONS 1382 if (!currentSnapshot()->clipRegion->isEmpty()) { 1383 SkPaint paint; 1384 paint.setColor(0x7f00ff00); 1385 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1386 1387 } 1388#endif 1389} 1390 1391void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) { 1392 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1393 // changes the scissor test state 1394 if (type != GlopRenderType::LayerClear) { 1395 // Regular draws need to clear the dirty area on the layer before they start drawing on top 1396 // of it. If this draw *is* a layer clear, it skips the clear step (since it would 1397 // infinitely recurse) 1398 clearLayerRegions(); 1399 } 1400 1401 if (mState.getDirtyClip()) { 1402 if (mRenderState.scissor().isEnabled()) { 1403 setScissorFromClip(); 1404 } 1405 1406 setStencilFromClip(); 1407 } 1408 mRenderState.render(glop); 1409 if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) { 1410 // TODO: specify more clearly when a draw should dirty the layer. 1411 // is writing to the stencil the only time we should ignore this? 1412 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1413 mDirty = true; 1414 } 1415} 1416 1417/////////////////////////////////////////////////////////////////////////////// 1418// Drawing 1419/////////////////////////////////////////////////////////////////////////////// 1420 1421void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1422 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1423 // will be performed by the display list itself 1424 if (renderNode && renderNode->isRenderable()) { 1425 // compute 3d ordering 1426 renderNode->computeOrdering(); 1427 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 1428 startFrame(); 1429 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1430 renderNode->replay(replayStruct, 0); 1431 return; 1432 } 1433 1434 // Don't avoid overdraw when visualizing, since that makes it harder to 1435 // debug where it's coming from, and when the problem occurs. 1436 bool avoidOverdraw = !Properties::debugOverdraw; 1437 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1438 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1439 renderNode->defer(deferStruct, 0); 1440 1441 flushLayers(); 1442 startFrame(); 1443 1444 deferredList.flush(*this, dirty); 1445 } else { 1446 // Even if there is no drawing command(Ex: invisible), 1447 // it still needs startFrame to clear buffer and start tiling. 1448 startFrame(); 1449 } 1450} 1451 1452/** 1453 * Important note: this method is intended to draw batches of bitmaps and 1454 * will not set the scissor enable or dirty the current layer, if any. 1455 * The caller is responsible for properly dirtying the current layer. 1456 */ 1457void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1458 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1459 const Rect& bounds, const SkPaint* paint) { 1460 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1461 if (!texture) return; 1462 1463 const AutoTexture autoCleanup(texture); 1464 1465 // TODO: remove layer dirty in multi-draw callers 1466 // TODO: snap doesn't need to touch transform, only texture filter. 1467 bool snap = pureTranslate; 1468 const float x = floorf(bounds.left + 0.5f); 1469 const float y = floorf(bounds.top + 0.5f); 1470 1471 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1472 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1473 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1474 Glop glop; 1475 GlopBuilder(mRenderState, mCaches, &glop) 1476 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1477 .setMeshTexturedMesh(vertices, bitmapCount * 6) 1478 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1479 .setTransform(*currentSnapshot(), transformFlags) 1480 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight())) 1481 .build(); 1482 renderGlop(glop, GlopRenderType::Multi); 1483} 1484 1485void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1486 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1487 return; 1488 } 1489 1490 mCaches.textureState().activateTexture(0); 1491 Texture* texture = getTexture(bitmap); 1492 if (!texture) return; 1493 const AutoTexture autoCleanup(texture); 1494 1495 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1496 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1497 Glop glop; 1498 GlopBuilder(mRenderState, mCaches, &glop) 1499 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1500 .setMeshTexturedUnitQuad(texture->uvMapper) 1501 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1502 .setTransform(*currentSnapshot(), TransformFlags::None) 1503 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 1504 .build(); 1505 renderGlop(glop); 1506} 1507 1508void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 1509 const float* vertices, const int* colors, const SkPaint* paint) { 1510 if (!vertices || mState.currentlyIgnored()) { 1511 return; 1512 } 1513 1514 float left = FLT_MAX; 1515 float top = FLT_MAX; 1516 float right = FLT_MIN; 1517 float bottom = FLT_MIN; 1518 1519 const uint32_t elementCount = meshWidth * meshHeight * 6; 1520 1521 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 1522 ColorTextureVertex* vertex = &mesh[0]; 1523 1524 std::unique_ptr<int[]> tempColors; 1525 if (!colors) { 1526 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1527 tempColors.reset(new int[colorsCount]); 1528 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 1529 colors = tempColors.get(); 1530 } 1531 1532 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 1533 const UvMapper& mapper(getMapper(texture)); 1534 1535 for (int32_t y = 0; y < meshHeight; y++) { 1536 for (int32_t x = 0; x < meshWidth; x++) { 1537 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1538 1539 float u1 = float(x) / meshWidth; 1540 float u2 = float(x + 1) / meshWidth; 1541 float v1 = float(y) / meshHeight; 1542 float v2 = float(y + 1) / meshHeight; 1543 1544 mapper.map(u1, v1, u2, v2); 1545 1546 int ax = i + (meshWidth + 1) * 2; 1547 int ay = ax + 1; 1548 int bx = i; 1549 int by = bx + 1; 1550 int cx = i + 2; 1551 int cy = cx + 1; 1552 int dx = i + (meshWidth + 1) * 2 + 2; 1553 int dy = dx + 1; 1554 1555 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1556 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1557 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1558 1559 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1560 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1561 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1562 1563 left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx]))); 1564 top = std::min(top, std::min(vertices[ay], std::min(vertices[by], vertices[cy]))); 1565 right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx]))); 1566 bottom = std::max(bottom, std::max(vertices[ay], std::max(vertices[by], vertices[cy]))); 1567 } 1568 } 1569 1570 if (quickRejectSetupScissor(left, top, right, bottom)) { 1571 return; 1572 } 1573 1574 if (!texture) { 1575 texture = mCaches.textureCache.get(bitmap); 1576 if (!texture) { 1577 return; 1578 } 1579 } 1580 const AutoTexture autoCleanup(texture); 1581 1582 /* 1583 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 1584 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 1585 */ 1586 const int textureFillFlags = TextureFillFlags::None; 1587 Glop glop; 1588 GlopBuilder(mRenderState, mCaches, &glop) 1589 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1590 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 1591 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1592 .setTransform(*currentSnapshot(), TransformFlags::None) 1593 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 1594 .build(); 1595 renderGlop(glop); 1596} 1597 1598void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 1599 if (quickRejectSetupScissor(dst)) { 1600 return; 1601 } 1602 1603 Texture* texture = getTexture(bitmap); 1604 if (!texture) return; 1605 const AutoTexture autoCleanup(texture); 1606 1607 Rect uv(std::max(0.0f, src.left / texture->width), 1608 std::max(0.0f, src.top / texture->height), 1609 std::min(1.0f, src.right / texture->width), 1610 std::min(1.0f, src.bottom / texture->height)); 1611 1612 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1613 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1614 const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth()) 1615 && MathUtils::areEqual(src.getHeight(), dst.getHeight()); 1616 Glop glop; 1617 GlopBuilder(mRenderState, mCaches, &glop) 1618 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1619 .setMeshTexturedUvQuad(texture->uvMapper, uv) 1620 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1621 .setTransform(*currentSnapshot(), TransformFlags::None) 1622 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst) 1623 .build(); 1624 renderGlop(glop); 1625} 1626 1627void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 1628 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 1629 const SkPaint* paint) { 1630 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 1631 return; 1632 } 1633 1634 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1635 if (!texture) return; 1636 1637 // 9 patches are built for stretching - always filter 1638 int textureFillFlags = TextureFillFlags::ForceFilter; 1639 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1640 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1641 } 1642 Glop glop; 1643 GlopBuilder(mRenderState, mCaches, &glop) 1644 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1645 .setMeshPatchQuads(*mesh) 1646 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1647 .setTransform(*currentSnapshot(), TransformFlags::None) 1648 .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch 1649 .build(); 1650 renderGlop(glop); 1651} 1652 1653/** 1654 * Important note: this method is intended to draw batches of 9-patch objects and 1655 * will not set the scissor enable or dirty the current layer, if any. 1656 * The caller is responsible for properly dirtying the current layer. 1657 */ 1658void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1659 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 1660 mCaches.textureState().activateTexture(0); 1661 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1662 if (!texture) return; 1663 const AutoTexture autoCleanup(texture); 1664 1665 // TODO: get correct bounds from caller 1666 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1667 // 9 patches are built for stretching - always filter 1668 int textureFillFlags = TextureFillFlags::ForceFilter; 1669 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1670 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1671 } 1672 Glop glop; 1673 GlopBuilder(mRenderState, mCaches, &glop) 1674 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1675 .setMeshTexturedIndexedQuads(vertices, elementCount) 1676 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1677 .setTransform(*currentSnapshot(), transformFlags) 1678 .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0)) 1679 .build(); 1680 renderGlop(glop, GlopRenderType::Multi); 1681} 1682 1683void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 1684 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 1685 // not missing call to quickReject/dirtyLayer, always done at a higher level 1686 if (!vertexBuffer.getVertexCount()) { 1687 // no vertices to draw 1688 return; 1689 } 1690 1691 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 1692 const int transformFlags = TransformFlags::OffsetByFudgeFactor; 1693 Glop glop; 1694 GlopBuilder(mRenderState, mCaches, &glop) 1695 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1696 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 1697 .setFillPaint(*paint, currentSnapshot()->alpha) 1698 .setTransform(*currentSnapshot(), transformFlags) 1699 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 1700 .build(); 1701 renderGlop(glop); 1702} 1703 1704/** 1705 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1706 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1707 * screen space in all directions. However, instead of using a fragment shader to compute the 1708 * translucency of the color from its position, we simply use a varying parameter to define how far 1709 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1710 * 1711 * Doesn't yet support joins, caps, or path effects. 1712 */ 1713void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 1714 VertexBuffer vertexBuffer; 1715 // TODO: try clipping large paths to viewport 1716 1717 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 1718 drawVertexBuffer(vertexBuffer, paint); 1719} 1720 1721/** 1722 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 1723 * and additional geometry for defining an alpha slope perimeter. 1724 * 1725 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 1726 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 1727 * in-shader alpha region, but found it to be taxing on some GPUs. 1728 * 1729 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 1730 * memory transfer by removing need for degenerate vertices. 1731 */ 1732void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 1733 if (mState.currentlyIgnored() || count < 4) return; 1734 1735 count &= ~0x3; // round down to nearest four 1736 1737 VertexBuffer buffer; 1738 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 1739 const Rect& bounds = buffer.getBounds(); 1740 1741 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1742 return; 1743 } 1744 1745 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1746 drawVertexBuffer(buffer, paint, displayFlags); 1747} 1748 1749void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 1750 if (mState.currentlyIgnored() || count < 2) return; 1751 1752 count &= ~0x1; // round down to nearest two 1753 1754 VertexBuffer buffer; 1755 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 1756 1757 const Rect& bounds = buffer.getBounds(); 1758 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1759 return; 1760 } 1761 1762 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1763 drawVertexBuffer(buffer, paint, displayFlags); 1764 1765 mDirty = true; 1766} 1767 1768void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1769 // No need to check against the clip, we fill the clip region 1770 if (mState.currentlyIgnored()) return; 1771 1772 Rect clip(mState.currentClipRect()); 1773 clip.snapToPixelBoundaries(); 1774 1775 SkPaint paint; 1776 paint.setColor(color); 1777 paint.setXfermodeMode(mode); 1778 1779 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 1780 1781 mDirty = true; 1782} 1783 1784void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 1785 const SkPaint* paint) { 1786 if (!texture) return; 1787 const AutoTexture autoCleanup(texture); 1788 1789 const float x = left + texture->left - texture->offset; 1790 const float y = top + texture->top - texture->offset; 1791 1792 drawPathTexture(texture, x, y, paint); 1793 1794 mDirty = true; 1795} 1796 1797void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1798 float rx, float ry, const SkPaint* p) { 1799 if (mState.currentlyIgnored() 1800 || quickRejectSetupScissor(left, top, right, bottom, p) 1801 || PaintUtils::paintWillNotDraw(*p)) { 1802 return; 1803 } 1804 1805 if (p->getPathEffect() != nullptr) { 1806 mCaches.textureState().activateTexture(0); 1807 PathTexture* texture = mCaches.pathCache.getRoundRect( 1808 right - left, bottom - top, rx, ry, p); 1809 drawShape(left, top, texture, p); 1810 } else { 1811 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 1812 *currentTransform(), *p, right - left, bottom - top, rx, ry); 1813 drawVertexBuffer(left, top, *vertexBuffer, p); 1814 } 1815} 1816 1817void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 1818 if (mState.currentlyIgnored() 1819 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 1820 || PaintUtils::paintWillNotDraw(*p)) { 1821 return; 1822 } 1823 1824 if (p->getPathEffect() != nullptr) { 1825 mCaches.textureState().activateTexture(0); 1826 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 1827 drawShape(x - radius, y - radius, texture, p); 1828 return; 1829 } 1830 1831 SkPath path; 1832 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1833 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 1834 } else { 1835 path.addCircle(x, y, radius); 1836 } 1837 1838 if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) { 1839 // mask ripples with projection mask 1840 SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask); 1841 1842 Matrix4 screenSpaceTransform; 1843 currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform); 1844 1845 Matrix4 totalTransform; 1846 totalTransform.loadInverse(screenSpaceTransform); 1847 totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform); 1848 1849 SkMatrix skTotalTransform; 1850 totalTransform.copyTo(skTotalTransform); 1851 maskPath.transform(skTotalTransform); 1852 1853 // Mask the ripple path by the projection mask, now that it's 1854 // in local space. Note that this can create CCW paths. 1855 Op(path, maskPath, kIntersect_SkPathOp, &path); 1856 } 1857 drawConvexPath(path, p); 1858} 1859 1860void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 1861 const SkPaint* p) { 1862 if (mState.currentlyIgnored() 1863 || quickRejectSetupScissor(left, top, right, bottom, p) 1864 || PaintUtils::paintWillNotDraw(*p)) { 1865 return; 1866 } 1867 1868 if (p->getPathEffect() != nullptr) { 1869 mCaches.textureState().activateTexture(0); 1870 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 1871 drawShape(left, top, texture, p); 1872 } else { 1873 SkPath path; 1874 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1875 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1876 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1877 } 1878 path.addOval(rect); 1879 drawConvexPath(path, p); 1880 } 1881} 1882 1883void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1884 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 1885 if (mState.currentlyIgnored() 1886 || quickRejectSetupScissor(left, top, right, bottom, p) 1887 || PaintUtils::paintWillNotDraw(*p)) { 1888 return; 1889 } 1890 1891 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 1892 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 1893 mCaches.textureState().activateTexture(0); 1894 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 1895 startAngle, sweepAngle, useCenter, p); 1896 drawShape(left, top, texture, p); 1897 return; 1898 } 1899 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1900 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1901 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1902 } 1903 1904 SkPath path; 1905 if (useCenter) { 1906 path.moveTo(rect.centerX(), rect.centerY()); 1907 } 1908 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 1909 if (useCenter) { 1910 path.close(); 1911 } 1912 drawConvexPath(path, p); 1913} 1914 1915// See SkPaintDefaults.h 1916#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 1917 1918void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 1919 const SkPaint* p) { 1920 if (mState.currentlyIgnored() 1921 || quickRejectSetupScissor(left, top, right, bottom, p) 1922 || PaintUtils::paintWillNotDraw(*p)) { 1923 return; 1924 } 1925 1926 if (p->getStyle() != SkPaint::kFill_Style) { 1927 // only fill style is supported by drawConvexPath, since others have to handle joins 1928 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 1929 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 1930 mCaches.textureState().activateTexture(0); 1931 PathTexture* texture = 1932 mCaches.pathCache.getRect(right - left, bottom - top, p); 1933 drawShape(left, top, texture, p); 1934 } else { 1935 SkPath path; 1936 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1937 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1938 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1939 } 1940 path.addRect(rect); 1941 drawConvexPath(path, p); 1942 } 1943 } else { 1944 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 1945 SkPath path; 1946 path.addRect(left, top, right, bottom); 1947 drawConvexPath(path, p); 1948 } else { 1949 drawColorRect(left, top, right, bottom, p); 1950 1951 mDirty = true; 1952 } 1953 } 1954} 1955 1956void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 1957 int bytesCount, int count, const float* positions, 1958 FontRenderer& fontRenderer, int alpha, float x, float y) { 1959 mCaches.textureState().activateTexture(0); 1960 1961 TextShadow textShadow; 1962 if (!getTextShadow(paint, &textShadow)) { 1963 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 1964 } 1965 1966 // NOTE: The drop shadow will not perform gamma correction 1967 // if shader-based correction is enabled 1968 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1969 ShadowTexture* texture = mCaches.dropShadowCache.get( 1970 paint, text, bytesCount, count, textShadow.radius, positions); 1971 // If the drop shadow exceeds the max texture size or couldn't be 1972 // allocated, skip drawing 1973 if (!texture) return; 1974 const AutoTexture autoCleanup(texture); 1975 1976 const float sx = x - texture->left + textShadow.dx; 1977 const float sy = y - texture->top + textShadow.dy; 1978 1979 Glop glop; 1980 GlopBuilder(mRenderState, mCaches, &glop) 1981 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1982 .setMeshTexturedUnitQuad(nullptr) 1983 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 1984 .setTransform(*currentSnapshot(), TransformFlags::None) 1985 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 1986 .build(); 1987 renderGlop(glop); 1988} 1989 1990bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 1991 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 1992 return MathUtils::isZero(alpha) 1993 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 1994} 1995 1996void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 1997 const float* positions, const SkPaint* paint) { 1998 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 1999 return; 2000 } 2001 2002 // NOTE: Skia does not support perspective transform on drawPosText yet 2003 if (!currentTransform()->isSimple()) { 2004 return; 2005 } 2006 2007 mRenderState.scissor().setEnabled(true); 2008 2009 float x = 0.0f; 2010 float y = 0.0f; 2011 const bool pureTranslate = currentTransform()->isPureTranslate(); 2012 if (pureTranslate) { 2013 x = floorf(x + currentTransform()->getTranslateX() + 0.5f); 2014 y = floorf(y + currentTransform()->getTranslateY() + 0.5f); 2015 } 2016 2017 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(); 2018 fontRenderer.setFont(paint, SkMatrix::I()); 2019 2020 int alpha; 2021 SkXfermode::Mode mode; 2022 getAlphaAndMode(paint, &alpha, &mode); 2023 2024 if (CC_UNLIKELY(hasTextShadow(paint))) { 2025 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2026 alpha, 0.0f, 0.0f); 2027 } 2028 2029 // Pick the appropriate texture filtering 2030 bool linearFilter = currentTransform()->changesBounds(); 2031 if (pureTranslate && !linearFilter) { 2032 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2033 } 2034 fontRenderer.setTextureFiltering(linearFilter); 2035 2036 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2037 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2038 2039 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2040 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2041 positions, hasLayer() ? &bounds : nullptr, &functor)) { 2042 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2043 mDirty = true; 2044 } 2045 2046} 2047 2048bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2049 if (CC_LIKELY(transform.isPureTranslate())) { 2050 outMatrix->setIdentity(); 2051 return false; 2052 } else if (CC_UNLIKELY(transform.isPerspective())) { 2053 outMatrix->setIdentity(); 2054 return true; 2055 } 2056 2057 /** 2058 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2059 * with values rounded to the nearest int. 2060 */ 2061 float sx, sy; 2062 transform.decomposeScale(sx, sy); 2063 outMatrix->setScale( 2064 roundf(std::max(1.0f, sx)), 2065 roundf(std::max(1.0f, sy))); 2066 return true; 2067} 2068 2069int OpenGLRenderer::getSaveCount() const { 2070 return mState.getSaveCount(); 2071} 2072 2073int OpenGLRenderer::save(int flags) { 2074 return mState.save(flags); 2075} 2076 2077void OpenGLRenderer::restore() { 2078 mState.restore(); 2079} 2080 2081void OpenGLRenderer::restoreToCount(int saveCount) { 2082 mState.restoreToCount(saveCount); 2083} 2084 2085 2086void OpenGLRenderer::translate(float dx, float dy, float dz) { 2087 mState.translate(dx, dy, dz); 2088} 2089 2090void OpenGLRenderer::rotate(float degrees) { 2091 mState.rotate(degrees); 2092} 2093 2094void OpenGLRenderer::scale(float sx, float sy) { 2095 mState.scale(sx, sy); 2096} 2097 2098void OpenGLRenderer::skew(float sx, float sy) { 2099 mState.skew(sx, sy); 2100} 2101 2102void OpenGLRenderer::setLocalMatrix(const Matrix4& matrix) { 2103 mState.setMatrix(mBaseTransform); 2104 mState.concatMatrix(matrix); 2105} 2106 2107void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) { 2108 mState.setMatrix(mBaseTransform); 2109 mState.concatMatrix(matrix); 2110} 2111 2112void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2113 mState.concatMatrix(matrix); 2114} 2115 2116bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2117 return mState.clipRect(left, top, right, bottom, op); 2118} 2119 2120bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2121 return mState.clipPath(path, op); 2122} 2123 2124bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2125 return mState.clipRegion(region, op); 2126} 2127 2128void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2129 mState.setClippingOutline(allocator, outline); 2130} 2131 2132void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2133 const Rect& rect, float radius, bool highPriority) { 2134 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2135} 2136 2137void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) { 2138 mState.setProjectionPathMask(allocator, path); 2139} 2140 2141void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2142 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2143 DrawOpMode drawOpMode) { 2144 2145 if (drawOpMode == DrawOpMode::kImmediate) { 2146 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2147 // drawing as ops from DeferredDisplayList are already filtered for these 2148 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2149 quickRejectSetupScissor(bounds)) { 2150 return; 2151 } 2152 } 2153 2154 const float oldX = x; 2155 const float oldY = y; 2156 2157 const mat4& transform = *currentTransform(); 2158 const bool pureTranslate = transform.isPureTranslate(); 2159 2160 if (CC_LIKELY(pureTranslate)) { 2161 x = floorf(x + transform.getTranslateX() + 0.5f); 2162 y = floorf(y + transform.getTranslateY() + 0.5f); 2163 } 2164 2165 int alpha; 2166 SkXfermode::Mode mode; 2167 getAlphaAndMode(paint, &alpha, &mode); 2168 2169 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(); 2170 2171 if (CC_UNLIKELY(hasTextShadow(paint))) { 2172 fontRenderer.setFont(paint, SkMatrix::I()); 2173 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2174 alpha, oldX, oldY); 2175 } 2176 2177 const bool hasActiveLayer = hasLayer(); 2178 2179 // We only pass a partial transform to the font renderer. That partial 2180 // matrix defines how glyphs are rasterized. Typically we want glyphs 2181 // to be rasterized at their final size on screen, which means the partial 2182 // matrix needs to take the scale factor into account. 2183 // When a partial matrix is used to transform glyphs during rasterization, 2184 // the mesh is generated with the inverse transform (in the case of scale, 2185 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2186 // apply the full transform matrix at draw time in the vertex shader. 2187 // Applying the full matrix in the shader is the easiest way to handle 2188 // rotation and perspective and allows us to always generated quads in the 2189 // font renderer which greatly simplifies the code, clipping in particular. 2190 SkMatrix fontTransform; 2191 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2192 || fabs(y - (int) y) > 0.0f 2193 || fabs(x - (int) x) > 0.0f; 2194 fontRenderer.setFont(paint, fontTransform); 2195 fontRenderer.setTextureFiltering(linearFilter); 2196 2197 // TODO: Implement better clipping for scaled/rotated text 2198 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2199 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2200 2201 bool status; 2202 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2203 2204 // don't call issuedrawcommand, do it at end of batch 2205 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 2206 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2207 SkPaint paintCopy(*paint); 2208 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2209 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2210 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2211 } else { 2212 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2213 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2214 } 2215 2216 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 2217 if (!pureTranslate) { 2218 transform.mapRect(layerBounds); 2219 } 2220 dirtyLayerUnchecked(layerBounds, getRegion()); 2221 } 2222 2223 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2224 2225 mDirty = true; 2226} 2227 2228void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2229 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2230 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2231 return; 2232 } 2233 2234 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2235 mRenderState.scissor().setEnabled(true); 2236 2237 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(); 2238 fontRenderer.setFont(paint, SkMatrix::I()); 2239 fontRenderer.setTextureFiltering(true); 2240 2241 int alpha; 2242 SkXfermode::Mode mode; 2243 getAlphaAndMode(paint, &alpha, &mode); 2244 TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2245 2246 const Rect* clip = &writableSnapshot()->getLocalClip(); 2247 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2248 2249 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2250 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 2251 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2252 mDirty = true; 2253 } 2254} 2255 2256void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2257 if (mState.currentlyIgnored()) return; 2258 2259 mCaches.textureState().activateTexture(0); 2260 2261 PathTexture* texture = mCaches.pathCache.get(path, paint); 2262 if (!texture) return; 2263 const AutoTexture autoCleanup(texture); 2264 2265 const float x = texture->left - texture->offset; 2266 const float y = texture->top - texture->offset; 2267 2268 drawPathTexture(texture, x, y, paint); 2269 mDirty = true; 2270} 2271 2272void OpenGLRenderer::drawLayer(Layer* layer) { 2273 if (!layer) { 2274 return; 2275 } 2276 2277 mat4* transform = nullptr; 2278 if (layer->isTextureLayer()) { 2279 transform = &layer->getTransform(); 2280 if (!transform->isIdentity()) { 2281 save(SkCanvas::kMatrix_SaveFlag); 2282 concatMatrix(*transform); 2283 } 2284 } 2285 2286 bool clipRequired = false; 2287 const bool rejected = mState.calculateQuickRejectForScissor( 2288 0, 0, layer->layer.getWidth(), layer->layer.getHeight(), 2289 &clipRequired, nullptr, false); 2290 2291 if (rejected) { 2292 if (transform && !transform->isIdentity()) { 2293 restore(); 2294 } 2295 return; 2296 } 2297 2298 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2299 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2300 2301 updateLayer(layer, true); 2302 2303 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2304 mCaches.textureState().activateTexture(0); 2305 2306 if (CC_LIKELY(!layer->region.isEmpty())) { 2307 if (layer->region.isRect()) { 2308 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2309 composeLayerRect(layer, layer->regionRect)); 2310 } else if (layer->mesh) { 2311 Glop glop; 2312 GlopBuilder(mRenderState, mCaches, &glop) 2313 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2314 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 2315 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 2316 .setTransform(*currentSnapshot(), TransformFlags::None) 2317 .setModelViewOffsetRectSnap(0, 0, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 2318 .build(); 2319 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 2320#if DEBUG_LAYERS_AS_REGIONS 2321 drawRegionRectsDebug(layer->region); 2322#endif 2323 } 2324 2325 if (layer->debugDrawUpdate) { 2326 layer->debugDrawUpdate = false; 2327 2328 SkPaint paint; 2329 paint.setColor(0x7f00ff00); 2330 drawColorRect(0, 0, layer->layer.getWidth(), layer->layer.getHeight(), &paint); 2331 } 2332 } 2333 layer->hasDrawnSinceUpdate = true; 2334 2335 if (transform && !transform->isIdentity()) { 2336 restore(); 2337 } 2338 2339 mDirty = true; 2340} 2341 2342/////////////////////////////////////////////////////////////////////////////// 2343// Draw filters 2344/////////////////////////////////////////////////////////////////////////////// 2345void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 2346 // We should never get here since we apply the draw filter when stashing 2347 // the paints in the DisplayList. 2348 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 2349} 2350 2351/////////////////////////////////////////////////////////////////////////////// 2352// Drawing implementation 2353/////////////////////////////////////////////////////////////////////////////// 2354 2355Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 2356 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2357 if (!texture) { 2358 return mCaches.textureCache.get(bitmap); 2359 } 2360 return texture; 2361} 2362 2363void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 2364 const SkPaint* paint) { 2365 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 2366 return; 2367 } 2368 2369 Glop glop; 2370 GlopBuilder(mRenderState, mCaches, &glop) 2371 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2372 .setMeshTexturedUnitQuad(nullptr) 2373 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 2374 .setTransform(*currentSnapshot(), TransformFlags::None) 2375 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 2376 .build(); 2377 renderGlop(glop); 2378} 2379 2380// Same values used by Skia 2381#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2382#define kStdUnderline_Offset (1.0f / 9.0f) 2383#define kStdUnderline_Thickness (1.0f / 18.0f) 2384 2385void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 2386 const SkPaint* paint) { 2387 // Handle underline and strike-through 2388 uint32_t flags = paint->getFlags(); 2389 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2390 SkPaint paintCopy(*paint); 2391 2392 if (CC_LIKELY(underlineWidth > 0.0f)) { 2393 const float textSize = paintCopy.getTextSize(); 2394 const float strokeWidth = std::max(textSize * kStdUnderline_Thickness, 1.0f); 2395 2396 const float left = x; 2397 float top = 0.0f; 2398 2399 int linesCount = 0; 2400 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2401 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2402 2403 const int pointsCount = 4 * linesCount; 2404 float points[pointsCount]; 2405 int currentPoint = 0; 2406 2407 if (flags & SkPaint::kUnderlineText_Flag) { 2408 top = y + textSize * kStdUnderline_Offset; 2409 points[currentPoint++] = left; 2410 points[currentPoint++] = top; 2411 points[currentPoint++] = left + underlineWidth; 2412 points[currentPoint++] = top; 2413 } 2414 2415 if (flags & SkPaint::kStrikeThruText_Flag) { 2416 top = y + textSize * kStdStrikeThru_Offset; 2417 points[currentPoint++] = left; 2418 points[currentPoint++] = top; 2419 points[currentPoint++] = left + underlineWidth; 2420 points[currentPoint++] = top; 2421 } 2422 2423 paintCopy.setStrokeWidth(strokeWidth); 2424 2425 drawLines(&points[0], pointsCount, &paintCopy); 2426 } 2427 } 2428} 2429 2430void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 2431 if (mState.currentlyIgnored()) { 2432 return; 2433 } 2434 2435 drawColorRects(rects, count, paint, false, true, true); 2436} 2437 2438void OpenGLRenderer::drawShadow(float casterAlpha, 2439 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 2440 if (mState.currentlyIgnored()) return; 2441 2442 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 2443 mRenderState.scissor().setEnabled(true); 2444 2445 SkPaint paint; 2446 paint.setAntiAlias(true); // want to use AlphaVertex 2447 2448 // The caller has made sure casterAlpha > 0. 2449 float ambientShadowAlpha = mAmbientShadowAlpha; 2450 if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) { 2451 ambientShadowAlpha = Properties::overrideAmbientShadowStrength; 2452 } 2453 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 2454 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 2455 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2456 } 2457 2458 float spotShadowAlpha = mSpotShadowAlpha; 2459 if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) { 2460 spotShadowAlpha = Properties::overrideSpotShadowStrength; 2461 } 2462 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 2463 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 2464 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2465 } 2466 2467 mDirty=true; 2468} 2469 2470void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 2471 bool ignoreTransform, bool dirty, bool clip) { 2472 if (count == 0) { 2473 return; 2474 } 2475 2476 float left = FLT_MAX; 2477 float top = FLT_MAX; 2478 float right = FLT_MIN; 2479 float bottom = FLT_MIN; 2480 2481 Vertex mesh[count]; 2482 Vertex* vertex = mesh; 2483 2484 for (int index = 0; index < count; index += 4) { 2485 float l = rects[index + 0]; 2486 float t = rects[index + 1]; 2487 float r = rects[index + 2]; 2488 float b = rects[index + 3]; 2489 2490 Vertex::set(vertex++, l, t); 2491 Vertex::set(vertex++, r, t); 2492 Vertex::set(vertex++, l, b); 2493 Vertex::set(vertex++, r, b); 2494 2495 left = std::min(left, l); 2496 top = std::min(top, t); 2497 right = std::max(right, r); 2498 bottom = std::max(bottom, b); 2499 } 2500 2501 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 2502 return; 2503 } 2504 2505 const int transformFlags = ignoreTransform 2506 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2507 Glop glop; 2508 GlopBuilder(mRenderState, mCaches, &glop) 2509 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2510 .setMeshIndexedQuads(&mesh[0], count / 4) 2511 .setFillPaint(*paint, currentSnapshot()->alpha) 2512 .setTransform(*currentSnapshot(), transformFlags) 2513 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2514 .build(); 2515 renderGlop(glop); 2516} 2517 2518void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2519 const SkPaint* paint, bool ignoreTransform) { 2520 const int transformFlags = ignoreTransform 2521 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2522 Glop glop; 2523 GlopBuilder(mRenderState, mCaches, &glop) 2524 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2525 .setMeshUnitQuad() 2526 .setFillPaint(*paint, currentSnapshot()->alpha) 2527 .setTransform(*currentSnapshot(), transformFlags) 2528 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 2529 .build(); 2530 renderGlop(glop); 2531} 2532 2533void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 2534 SkXfermode::Mode* mode) const { 2535 getAlphaAndModeDirect(paint, alpha, mode); 2536 *alpha *= currentSnapshot()->alpha; 2537} 2538 2539float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 2540 return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha; 2541} 2542 2543}; // namespace uirenderer 2544}; // namespace android 2545