OpenGLRenderer.cpp revision c74f45a334f0e3725c23cdd270cbcb0efac4ea75
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DeferredDisplayList.h" 36#include "DisplayListRenderer.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 mDrawModifiers.mShader = NULL; 116 mDrawModifiers.mColorFilter = NULL; 117 mDrawModifiers.mHasShadow = false; 118 mDrawModifiers.mHasDrawFilter = false; 119 120 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 121 122 mFirstSnapshot = new Snapshot; 123 124 mScissorOptimizationDisabled = false; 125 mDrawDeferDisabled = false; 126 mDrawReorderDisabled = false; 127} 128 129OpenGLRenderer::~OpenGLRenderer() { 130 // The context has already been destroyed at this point, do not call 131 // GL APIs. All GL state should be kept in Caches.h 132} 133 134void OpenGLRenderer::initProperties() { 135 char property[PROPERTY_VALUE_MAX]; 136 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 137 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 138 INIT_LOGD(" Scissor optimization %s", 139 mScissorOptimizationDisabled ? "disabled" : "enabled"); 140 } else { 141 INIT_LOGD(" Scissor optimization enabled"); 142 } 143 144 if (property_get(PROPERTY_DISABLE_DRAW_DEFER, property, "false")) { 145 mDrawDeferDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Draw defer %s", mDrawDeferDisabled ? "disabled" : "enabled"); 147 } else { 148 INIT_LOGD(" Draw defer enabled"); 149 } 150 151 if (property_get(PROPERTY_DISABLE_DRAW_REORDER, property, "false")) { 152 mDrawReorderDisabled = !strcasecmp(property, "true"); 153 INIT_LOGD(" Draw reorder %s", mDrawReorderDisabled ? "disabled" : "enabled"); 154 } else { 155 INIT_LOGD(" Draw reorder enabled"); 156 } 157} 158 159/////////////////////////////////////////////////////////////////////////////// 160// Setup 161/////////////////////////////////////////////////////////////////////////////// 162 163void OpenGLRenderer::setName(const char* name) { 164 if (name) { 165 mName.setTo(name); 166 } else { 167 mName.clear(); 168 } 169} 170 171const char* OpenGLRenderer::getName() const { 172 return mName.string(); 173} 174 175bool OpenGLRenderer::isDeferred() { 176 return false; 177} 178 179void OpenGLRenderer::setViewport(int width, int height) { 180 initViewport(width, height); 181 182 glDisable(GL_DITHER); 183 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 184 185 glEnableVertexAttribArray(Program::kBindingPosition); 186} 187 188void OpenGLRenderer::initViewport(int width, int height) { 189 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 190 191 mWidth = width; 192 mHeight = height; 193 194 mFirstSnapshot->height = height; 195 mFirstSnapshot->viewport.set(0, 0, width, height); 196} 197 198status_t OpenGLRenderer::prepare(bool opaque) { 199 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 200} 201 202status_t OpenGLRenderer::prepareDirty(float left, float top, 203 float right, float bottom, bool opaque) { 204 mCaches.clearGarbage(); 205 206 mSnapshot = new Snapshot(mFirstSnapshot, 207 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 208 mSnapshot->fbo = getTargetFbo(); 209 mSaveCount = 1; 210 211 mSnapshot->setClip(left, top, right, bottom); 212 mDirtyClip = true; 213 214 updateLayers(); 215 216 discardFramebuffer(left, top, right, bottom); 217 218 syncState(); 219 220 // Functors break the tiling extension in pretty spectacular ways 221 // This ensures we don't use tiling when a functor is going to be 222 // invoked during the frame 223 mSuppressTiling = mCaches.hasRegisteredFunctors(); 224 225 mTilingSnapshot = mSnapshot; 226 startTiling(mTilingSnapshot, true); 227 228 debugOverdraw(true, true); 229 230 return clear(left, top, right, bottom, opaque); 231} 232 233void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 234 // If we know that we are going to redraw the entire framebuffer, 235 // perform a discard to let the driver know we don't need to preserve 236 // the back buffer for this frame. 237 if (mExtensions.hasDiscardFramebuffer() && 238 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 239 const bool isFbo = getTargetFbo() == 0; 240 const GLenum attachments[] = { 241 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 242 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 243 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 244 } 245} 246 247status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 248 if (!opaque) { 249 mCaches.enableScissor(); 250 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 251 glClear(GL_COLOR_BUFFER_BIT); 252 return DrawGlInfo::kStatusDrew; 253 } 254 255 mCaches.resetScissor(); 256 return DrawGlInfo::kStatusDone; 257} 258 259void OpenGLRenderer::syncState() { 260 glViewport(0, 0, mWidth, mHeight); 261 262 if (mCaches.blend) { 263 glEnable(GL_BLEND); 264 } else { 265 glDisable(GL_BLEND); 266 } 267} 268 269void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 270 if (!mSuppressTiling) { 271 Rect* clip = mTilingSnapshot->clipRect; 272 if (s->flags & Snapshot::kFlagFboTarget) { 273 clip = &s->layer->clipRect; 274 } 275 276 startTiling(*clip, s->height, opaque); 277 } 278} 279 280void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 281 if (!mSuppressTiling) { 282 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 283 clip.right - clip.left, clip.bottom - clip.top, opaque); 284 } 285} 286 287void OpenGLRenderer::endTiling() { 288 if (!mSuppressTiling) mCaches.endTiling(); 289} 290 291void OpenGLRenderer::finish() { 292 renderOverdraw(); 293 endTiling(); 294 295 if (!suppressErrorChecks()) { 296#if DEBUG_OPENGL 297 GLenum status = GL_NO_ERROR; 298 while ((status = glGetError()) != GL_NO_ERROR) { 299 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 300 switch (status) { 301 case GL_INVALID_ENUM: 302 ALOGE(" GL_INVALID_ENUM"); 303 break; 304 case GL_INVALID_VALUE: 305 ALOGE(" GL_INVALID_VALUE"); 306 break; 307 case GL_INVALID_OPERATION: 308 ALOGE(" GL_INVALID_OPERATION"); 309 break; 310 case GL_OUT_OF_MEMORY: 311 ALOGE(" Out of memory!"); 312 break; 313 } 314 } 315#endif 316 317#if DEBUG_MEMORY_USAGE 318 mCaches.dumpMemoryUsage(); 319#else 320 if (mCaches.getDebugLevel() & kDebugMemory) { 321 mCaches.dumpMemoryUsage(); 322 } 323#endif 324 } 325} 326 327void OpenGLRenderer::interrupt() { 328 if (mCaches.currentProgram) { 329 if (mCaches.currentProgram->isInUse()) { 330 mCaches.currentProgram->remove(); 331 mCaches.currentProgram = NULL; 332 } 333 } 334 mCaches.unbindMeshBuffer(); 335 mCaches.unbindIndicesBuffer(); 336 mCaches.resetVertexPointers(); 337 mCaches.disableTexCoordsVertexArray(); 338 debugOverdraw(false, false); 339} 340 341void OpenGLRenderer::resume() { 342 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 343 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 344 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 345 debugOverdraw(true, false); 346 347 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 348 349 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 350 mCaches.enableScissor(); 351 mCaches.resetScissor(); 352 dirtyClip(); 353 354 mCaches.activeTexture(0); 355 356 mCaches.blend = true; 357 glEnable(GL_BLEND); 358 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 359 glBlendEquation(GL_FUNC_ADD); 360} 361 362void OpenGLRenderer::resumeAfterLayer() { 363 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 364 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 365 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 366 debugOverdraw(true, false); 367 368 mCaches.resetScissor(); 369 dirtyClip(); 370} 371 372void OpenGLRenderer::detachFunctor(Functor* functor) { 373 mFunctors.remove(functor); 374} 375 376void OpenGLRenderer::attachFunctor(Functor* functor) { 377 mFunctors.add(functor); 378} 379 380status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 381 status_t result = DrawGlInfo::kStatusDone; 382 size_t count = mFunctors.size(); 383 384 if (count > 0) { 385 interrupt(); 386 SortedVector<Functor*> functors(mFunctors); 387 mFunctors.clear(); 388 389 DrawGlInfo info; 390 info.clipLeft = 0; 391 info.clipTop = 0; 392 info.clipRight = 0; 393 info.clipBottom = 0; 394 info.isLayer = false; 395 info.width = 0; 396 info.height = 0; 397 memset(info.transform, 0, sizeof(float) * 16); 398 399 for (size_t i = 0; i < count; i++) { 400 Functor* f = functors.itemAt(i); 401 result |= (*f)(DrawGlInfo::kModeProcess, &info); 402 403 if (result & DrawGlInfo::kStatusDraw) { 404 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 405 dirty.unionWith(localDirty); 406 } 407 408 if (result & DrawGlInfo::kStatusInvoke) { 409 mFunctors.add(f); 410 } 411 } 412 resume(); 413 } 414 415 return result; 416} 417 418status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 419 interrupt(); 420 detachFunctor(functor); 421 422 mCaches.enableScissor(); 423 if (mDirtyClip) { 424 setScissorFromClip(); 425 } 426 427 Rect clip(*mSnapshot->clipRect); 428 clip.snapToPixelBoundaries(); 429 430 // Since we don't know what the functor will draw, let's dirty 431 // tne entire clip region 432 if (hasLayer()) { 433 dirtyLayerUnchecked(clip, getRegion()); 434 } 435 436 DrawGlInfo info; 437 info.clipLeft = clip.left; 438 info.clipTop = clip.top; 439 info.clipRight = clip.right; 440 info.clipBottom = clip.bottom; 441 info.isLayer = hasLayer(); 442 info.width = getSnapshot()->viewport.getWidth(); 443 info.height = getSnapshot()->height; 444 getSnapshot()->transform->copyTo(&info.transform[0]); 445 446 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 447 448 if (result != DrawGlInfo::kStatusDone) { 449 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 450 dirty.unionWith(localDirty); 451 452 if (result & DrawGlInfo::kStatusInvoke) { 453 mFunctors.add(functor); 454 } 455 } 456 457 resume(); 458 return result; 459} 460 461/////////////////////////////////////////////////////////////////////////////// 462// Debug 463/////////////////////////////////////////////////////////////////////////////// 464 465void OpenGLRenderer::startMark(const char* name) const { 466 mCaches.startMark(0, name); 467} 468 469void OpenGLRenderer::endMark() const { 470 mCaches.endMark(); 471} 472 473void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 474 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 475 if (clear) { 476 mCaches.disableScissor(); 477 mCaches.stencil.clear(); 478 } 479 if (enable) { 480 mCaches.stencil.enableDebugWrite(); 481 } else { 482 mCaches.stencil.disable(); 483 } 484 } 485} 486 487void OpenGLRenderer::renderOverdraw() { 488 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 489 const Rect* clip = mTilingSnapshot->clipRect; 490 491 mCaches.enableScissor(); 492 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 493 clip->right - clip->left, clip->bottom - clip->top); 494 495 mCaches.stencil.enableDebugTest(2); 496 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 497 mCaches.stencil.enableDebugTest(3); 498 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 499 mCaches.stencil.enableDebugTest(4); 500 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 501 mCaches.stencil.enableDebugTest(4, true); 502 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 503 mCaches.stencil.disable(); 504 } 505} 506 507/////////////////////////////////////////////////////////////////////////////// 508// Layers 509/////////////////////////////////////////////////////////////////////////////// 510 511bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 512 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 513 OpenGLRenderer* renderer = layer->renderer; 514 Rect& dirty = layer->dirtyRect; 515 516 if (inFrame) { 517 endTiling(); 518 debugOverdraw(false, false); 519 } 520 521 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 522 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 523 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 524 renderer->finish(); 525 526 if (inFrame) { 527 resumeAfterLayer(); 528 startTiling(mSnapshot); 529 } 530 531 dirty.setEmpty(); 532 layer->deferredUpdateScheduled = false; 533 layer->renderer = NULL; 534 layer->displayList = NULL; 535 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 536 537 return true; 538 } 539 540 return false; 541} 542 543void OpenGLRenderer::updateLayers() { 544 int count = mLayerUpdates.size(); 545 if (count > 0) { 546 startMark("Layer Updates"); 547 548 // Note: it is very important to update the layers in reverse order 549 for (int i = count - 1; i >= 0; i--) { 550 Layer* layer = mLayerUpdates.itemAt(i); 551 updateLayer(layer, false); 552 mCaches.resourceCache.decrementRefcount(layer); 553 } 554 mLayerUpdates.clear(); 555 556 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 557 endMark(); 558 } 559} 560 561void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 562 if (layer) { 563 mLayerUpdates.push_back(layer); 564 mCaches.resourceCache.incrementRefcount(layer); 565 } 566} 567 568void OpenGLRenderer::clearLayerUpdates() { 569 size_t count = mLayerUpdates.size(); 570 if (count > 0) { 571 mCaches.resourceCache.lock(); 572 for (size_t i = 0; i < count; i++) { 573 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 574 } 575 mCaches.resourceCache.unlock(); 576 mLayerUpdates.clear(); 577 } 578} 579 580/////////////////////////////////////////////////////////////////////////////// 581// State management 582/////////////////////////////////////////////////////////////////////////////// 583 584int OpenGLRenderer::getSaveCount() const { 585 return mSaveCount; 586} 587 588int OpenGLRenderer::save(int flags) { 589 return saveSnapshot(flags); 590} 591 592void OpenGLRenderer::restore() { 593 if (mSaveCount > 1) { 594 restoreSnapshot(); 595 } 596} 597 598void OpenGLRenderer::restoreToCount(int saveCount) { 599 if (saveCount < 1) saveCount = 1; 600 601 while (mSaveCount > saveCount) { 602 restoreSnapshot(); 603 } 604} 605 606int OpenGLRenderer::saveSnapshot(int flags) { 607 mSnapshot = new Snapshot(mSnapshot, flags); 608 return mSaveCount++; 609} 610 611bool OpenGLRenderer::restoreSnapshot() { 612 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 613 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 614 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 615 616 sp<Snapshot> current = mSnapshot; 617 sp<Snapshot> previous = mSnapshot->previous; 618 619 if (restoreOrtho) { 620 Rect& r = previous->viewport; 621 glViewport(r.left, r.top, r.right, r.bottom); 622 mOrthoMatrix.load(current->orthoMatrix); 623 } 624 625 mSaveCount--; 626 mSnapshot = previous; 627 628 if (restoreClip) { 629 dirtyClip(); 630 } 631 632 if (restoreLayer) { 633 composeLayer(current, previous); 634 } 635 636 return restoreClip; 637} 638 639/////////////////////////////////////////////////////////////////////////////// 640// Layers 641/////////////////////////////////////////////////////////////////////////////// 642 643int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 644 SkPaint* p, int flags) { 645 const GLuint previousFbo = mSnapshot->fbo; 646 const int count = saveSnapshot(flags); 647 648 if (!mSnapshot->isIgnored()) { 649 int alpha = 255; 650 SkXfermode::Mode mode; 651 652 if (p) { 653 alpha = p->getAlpha(); 654 mode = getXfermode(p->getXfermode()); 655 } else { 656 mode = SkXfermode::kSrcOver_Mode; 657 } 658 659 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 660 } 661 662 return count; 663} 664 665int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 666 int alpha, int flags) { 667 if (alpha >= 255) { 668 return saveLayer(left, top, right, bottom, NULL, flags); 669 } else { 670 SkPaint paint; 671 paint.setAlpha(alpha); 672 return saveLayer(left, top, right, bottom, &paint, flags); 673 } 674} 675 676/** 677 * Layers are viewed by Skia are slightly different than layers in image editing 678 * programs (for instance.) When a layer is created, previously created layers 679 * and the frame buffer still receive every drawing command. For instance, if a 680 * layer is created and a shape intersecting the bounds of the layers and the 681 * framebuffer is draw, the shape will be drawn on both (unless the layer was 682 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 683 * 684 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 685 * texture. Unfortunately, this is inefficient as it requires every primitive to 686 * be drawn n + 1 times, where n is the number of active layers. In practice this 687 * means, for every primitive: 688 * - Switch active frame buffer 689 * - Change viewport, clip and projection matrix 690 * - Issue the drawing 691 * 692 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 693 * To avoid this, layers are implemented in a different way here, at least in the 694 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 695 * is set. When this flag is set we can redirect all drawing operations into a 696 * single FBO. 697 * 698 * This implementation relies on the frame buffer being at least RGBA 8888. When 699 * a layer is created, only a texture is created, not an FBO. The content of the 700 * frame buffer contained within the layer's bounds is copied into this texture 701 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 702 * buffer and drawing continues as normal. This technique therefore treats the 703 * frame buffer as a scratch buffer for the layers. 704 * 705 * To compose the layers back onto the frame buffer, each layer texture 706 * (containing the original frame buffer data) is drawn as a simple quad over 707 * the frame buffer. The trick is that the quad is set as the composition 708 * destination in the blending equation, and the frame buffer becomes the source 709 * of the composition. 710 * 711 * Drawing layers with an alpha value requires an extra step before composition. 712 * An empty quad is drawn over the layer's region in the frame buffer. This quad 713 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 714 * quad is used to multiply the colors in the frame buffer. This is achieved by 715 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 716 * GL_ZERO, GL_SRC_ALPHA. 717 * 718 * Because glCopyTexImage2D() can be slow, an alternative implementation might 719 * be use to draw a single clipped layer. The implementation described above 720 * is correct in every case. 721 * 722 * (1) The frame buffer is actually not cleared right away. To allow the GPU 723 * to potentially optimize series of calls to glCopyTexImage2D, the frame 724 * buffer is left untouched until the first drawing operation. Only when 725 * something actually gets drawn are the layers regions cleared. 726 */ 727bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 728 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 729 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 730 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 731 732 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 733 734 // Window coordinates of the layer 735 Rect clip; 736 Rect bounds(left, top, right, bottom); 737 Rect untransformedBounds(bounds); 738 mSnapshot->transform->mapRect(bounds); 739 740 // Layers only make sense if they are in the framebuffer's bounds 741 if (bounds.intersect(*mSnapshot->clipRect)) { 742 // We cannot work with sub-pixels in this case 743 bounds.snapToPixelBoundaries(); 744 745 // When the layer is not an FBO, we may use glCopyTexImage so we 746 // need to make sure the layer does not extend outside the bounds 747 // of the framebuffer 748 if (!bounds.intersect(mSnapshot->previous->viewport)) { 749 bounds.setEmpty(); 750 } else if (fboLayer) { 751 clip.set(bounds); 752 mat4 inverse; 753 inverse.loadInverse(*mSnapshot->transform); 754 inverse.mapRect(clip); 755 clip.snapToPixelBoundaries(); 756 if (clip.intersect(untransformedBounds)) { 757 clip.translate(-left, -top); 758 bounds.set(untransformedBounds); 759 } else { 760 clip.setEmpty(); 761 } 762 } 763 } else { 764 bounds.setEmpty(); 765 } 766 767 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 768 bounds.getHeight() > mCaches.maxTextureSize || 769 (fboLayer && clip.isEmpty())) { 770 mSnapshot->empty = fboLayer; 771 } else { 772 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 773 } 774 775 // Bail out if we won't draw in this snapshot 776 if (mSnapshot->invisible || mSnapshot->empty) { 777 return false; 778 } 779 780 mCaches.activeTexture(0); 781 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 782 if (!layer) { 783 return false; 784 } 785 786 layer->setAlpha(alpha, mode); 787 layer->layer.set(bounds); 788 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 789 bounds.getWidth() / float(layer->getWidth()), 0.0f); 790 layer->setColorFilter(mDrawModifiers.mColorFilter); 791 layer->setBlend(true); 792 layer->setDirty(false); 793 794 // Save the layer in the snapshot 795 mSnapshot->flags |= Snapshot::kFlagIsLayer; 796 mSnapshot->layer = layer; 797 798 if (fboLayer) { 799 return createFboLayer(layer, bounds, clip, previousFbo); 800 } else { 801 // Copy the framebuffer into the layer 802 layer->bindTexture(); 803 if (!bounds.isEmpty()) { 804 if (layer->isEmpty()) { 805 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 806 bounds.left, mSnapshot->height - bounds.bottom, 807 layer->getWidth(), layer->getHeight(), 0); 808 layer->setEmpty(false); 809 } else { 810 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 811 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 812 } 813 814 // Enqueue the buffer coordinates to clear the corresponding region later 815 mLayers.push(new Rect(bounds)); 816 } 817 } 818 819 return true; 820} 821 822bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 823 layer->clipRect.set(clip); 824 layer->setFbo(mCaches.fboCache.get()); 825 826 mSnapshot->region = &mSnapshot->layer->region; 827 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 828 Snapshot::kFlagDirtyOrtho; 829 mSnapshot->fbo = layer->getFbo(); 830 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 831 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 832 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 833 mSnapshot->height = bounds.getHeight(); 834 mSnapshot->orthoMatrix.load(mOrthoMatrix); 835 836 endTiling(); 837 debugOverdraw(false, false); 838 // Bind texture to FBO 839 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 840 layer->bindTexture(); 841 842 // Initialize the texture if needed 843 if (layer->isEmpty()) { 844 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 845 layer->setEmpty(false); 846 } 847 848 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 849 layer->getTexture(), 0); 850 851 startTiling(mSnapshot, true); 852 853 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 854 mCaches.enableScissor(); 855 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 856 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 857 glClear(GL_COLOR_BUFFER_BIT); 858 859 dirtyClip(); 860 861 // Change the ortho projection 862 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 863 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 864 865 return true; 866} 867 868/** 869 * Read the documentation of createLayer() before doing anything in this method. 870 */ 871void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 872 if (!current->layer) { 873 ALOGE("Attempting to compose a layer that does not exist"); 874 return; 875 } 876 877 Layer* layer = current->layer; 878 const Rect& rect = layer->layer; 879 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 880 881 if (fboLayer) { 882 endTiling(); 883 884 // Detach the texture from the FBO 885 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 886 887 layer->removeFbo(false); 888 889 // Unbind current FBO and restore previous one 890 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 891 debugOverdraw(true, false); 892 893 startTiling(previous); 894 } 895 896 if (!fboLayer && layer->getAlpha() < 255) { 897 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 898 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 899 // Required below, composeLayerRect() will divide by 255 900 layer->setAlpha(255); 901 } 902 903 mCaches.unbindMeshBuffer(); 904 905 mCaches.activeTexture(0); 906 907 // When the layer is stored in an FBO, we can save a bit of fillrate by 908 // drawing only the dirty region 909 if (fboLayer) { 910 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 911 if (layer->getColorFilter()) { 912 setupColorFilter(layer->getColorFilter()); 913 } 914 composeLayerRegion(layer, rect); 915 if (layer->getColorFilter()) { 916 resetColorFilter(); 917 } 918 } else if (!rect.isEmpty()) { 919 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 920 composeLayerRect(layer, rect, true); 921 } 922 923 dirtyClip(); 924 925 // Failing to add the layer to the cache should happen only if the layer is too large 926 if (!mCaches.layerCache.put(layer)) { 927 LAYER_LOGD("Deleting layer"); 928 Caches::getInstance().resourceCache.decrementRefcount(layer); 929 } 930} 931 932void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 933 float alpha = layer->getAlpha() / 255.0f; 934 935 setupDraw(); 936 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 937 setupDrawWithTexture(); 938 } else { 939 setupDrawWithExternalTexture(); 940 } 941 setupDrawTextureTransform(); 942 setupDrawColor(alpha, alpha, alpha, alpha); 943 setupDrawColorFilter(); 944 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 945 setupDrawProgram(); 946 setupDrawPureColorUniforms(); 947 setupDrawColorFilterUniforms(); 948 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 949 setupDrawTexture(layer->getTexture()); 950 } else { 951 setupDrawExternalTexture(layer->getTexture()); 952 } 953 if (mSnapshot->transform->isPureTranslate() && 954 layer->getWidth() == (uint32_t) rect.getWidth() && 955 layer->getHeight() == (uint32_t) rect.getHeight()) { 956 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 957 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 958 959 layer->setFilter(GL_NEAREST); 960 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 961 } else { 962 layer->setFilter(GL_LINEAR); 963 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 964 } 965 setupDrawTextureTransformUniforms(layer->getTexTransform()); 966 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 967 968 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 969 970 finishDrawTexture(); 971} 972 973void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 974 if (!layer->isTextureLayer()) { 975 const Rect& texCoords = layer->texCoords; 976 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 977 texCoords.right, texCoords.bottom); 978 979 float x = rect.left; 980 float y = rect.top; 981 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 982 layer->getWidth() == (uint32_t) rect.getWidth() && 983 layer->getHeight() == (uint32_t) rect.getHeight(); 984 985 if (simpleTransform) { 986 // When we're swapping, the layer is already in screen coordinates 987 if (!swap) { 988 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 989 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 990 } 991 992 layer->setFilter(GL_NEAREST, true); 993 } else { 994 layer->setFilter(GL_LINEAR, true); 995 } 996 997 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 998 layer->getTexture(), layer->getAlpha() / 255.0f, 999 layer->getMode(), layer->isBlend(), 1000 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1001 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1002 1003 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1004 } else { 1005 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1006 drawTextureLayer(layer, rect); 1007 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1008 } 1009} 1010 1011void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1012 if (layer->region.isRect()) { 1013 layer->setRegionAsRect(); 1014 1015 composeLayerRect(layer, layer->regionRect); 1016 1017 layer->region.clear(); 1018 return; 1019 } 1020 1021 // TODO: See LayerRenderer.cpp::generateMesh() for important 1022 // information about this implementation 1023 if (CC_LIKELY(!layer->region.isEmpty())) { 1024 size_t count; 1025 const android::Rect* rects; 1026 Region safeRegion; 1027 if (CC_LIKELY(hasRectToRectTransform())) { 1028 rects = layer->region.getArray(&count); 1029 } else { 1030 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1031 rects = safeRegion.getArray(&count); 1032 } 1033 1034 const float alpha = layer->getAlpha() / 255.0f; 1035 const float texX = 1.0f / float(layer->getWidth()); 1036 const float texY = 1.0f / float(layer->getHeight()); 1037 const float height = rect.getHeight(); 1038 1039 setupDraw(); 1040 1041 // We must get (and therefore bind) the region mesh buffer 1042 // after we setup drawing in case we need to mess with the 1043 // stencil buffer in setupDraw() 1044 TextureVertex* mesh = mCaches.getRegionMesh(); 1045 GLsizei numQuads = 0; 1046 1047 setupDrawWithTexture(); 1048 setupDrawColor(alpha, alpha, alpha, alpha); 1049 setupDrawColorFilter(); 1050 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1051 setupDrawProgram(); 1052 setupDrawDirtyRegionsDisabled(); 1053 setupDrawPureColorUniforms(); 1054 setupDrawColorFilterUniforms(); 1055 setupDrawTexture(layer->getTexture()); 1056 if (mSnapshot->transform->isPureTranslate()) { 1057 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1058 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1059 1060 layer->setFilter(GL_NEAREST); 1061 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1062 } else { 1063 layer->setFilter(GL_LINEAR); 1064 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1065 } 1066 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1067 1068 for (size_t i = 0; i < count; i++) { 1069 const android::Rect* r = &rects[i]; 1070 1071 const float u1 = r->left * texX; 1072 const float v1 = (height - r->top) * texY; 1073 const float u2 = r->right * texX; 1074 const float v2 = (height - r->bottom) * texY; 1075 1076 // TODO: Reject quads outside of the clip 1077 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1078 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1079 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1080 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1081 1082 numQuads++; 1083 1084 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1085 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1086 numQuads = 0; 1087 mesh = mCaches.getRegionMesh(); 1088 } 1089 } 1090 1091 if (numQuads > 0) { 1092 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1093 } 1094 1095 finishDrawTexture(); 1096 1097#if DEBUG_LAYERS_AS_REGIONS 1098 drawRegionRects(layer->region); 1099#endif 1100 1101 layer->region.clear(); 1102 } 1103} 1104 1105void OpenGLRenderer::drawRegionRects(const Region& region) { 1106#if DEBUG_LAYERS_AS_REGIONS 1107 size_t count; 1108 const android::Rect* rects = region.getArray(&count); 1109 1110 uint32_t colors[] = { 1111 0x7fff0000, 0x7f00ff00, 1112 0x7f0000ff, 0x7fff00ff, 1113 }; 1114 1115 int offset = 0; 1116 int32_t top = rects[0].top; 1117 1118 for (size_t i = 0; i < count; i++) { 1119 if (top != rects[i].top) { 1120 offset ^= 0x2; 1121 top = rects[i].top; 1122 } 1123 1124 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1125 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1126 SkXfermode::kSrcOver_Mode); 1127 } 1128#endif 1129} 1130 1131void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1132 SkXfermode::Mode mode, bool dirty) { 1133 int count = 0; 1134 Vector<float> rects; 1135 1136 SkRegion::Iterator it(region); 1137 while (!it.done()) { 1138 const SkIRect& r = it.rect(); 1139 rects.push(r.fLeft); 1140 rects.push(r.fTop); 1141 rects.push(r.fRight); 1142 rects.push(r.fBottom); 1143 count += 4; 1144 it.next(); 1145 } 1146 1147 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1148} 1149 1150void OpenGLRenderer::dirtyLayer(const float left, const float top, 1151 const float right, const float bottom, const mat4 transform) { 1152 if (hasLayer()) { 1153 Rect bounds(left, top, right, bottom); 1154 transform.mapRect(bounds); 1155 dirtyLayerUnchecked(bounds, getRegion()); 1156 } 1157} 1158 1159void OpenGLRenderer::dirtyLayer(const float left, const float top, 1160 const float right, const float bottom) { 1161 if (hasLayer()) { 1162 Rect bounds(left, top, right, bottom); 1163 dirtyLayerUnchecked(bounds, getRegion()); 1164 } 1165} 1166 1167void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1168 if (bounds.intersect(*mSnapshot->clipRect)) { 1169 bounds.snapToPixelBoundaries(); 1170 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1171 if (!dirty.isEmpty()) { 1172 region->orSelf(dirty); 1173 } 1174 } 1175} 1176 1177void OpenGLRenderer::clearLayerRegions() { 1178 const size_t count = mLayers.size(); 1179 if (count == 0) return; 1180 1181 if (!mSnapshot->isIgnored()) { 1182 // Doing several glScissor/glClear here can negatively impact 1183 // GPUs with a tiler architecture, instead we draw quads with 1184 // the Clear blending mode 1185 1186 // The list contains bounds that have already been clipped 1187 // against their initial clip rect, and the current clip 1188 // is likely different so we need to disable clipping here 1189 bool scissorChanged = mCaches.disableScissor(); 1190 1191 Vertex mesh[count * 6]; 1192 Vertex* vertex = mesh; 1193 1194 for (uint32_t i = 0; i < count; i++) { 1195 Rect* bounds = mLayers.itemAt(i); 1196 1197 Vertex::set(vertex++, bounds->left, bounds->bottom); 1198 Vertex::set(vertex++, bounds->left, bounds->top); 1199 Vertex::set(vertex++, bounds->right, bounds->top); 1200 Vertex::set(vertex++, bounds->left, bounds->bottom); 1201 Vertex::set(vertex++, bounds->right, bounds->top); 1202 Vertex::set(vertex++, bounds->right, bounds->bottom); 1203 1204 delete bounds; 1205 } 1206 // We must clear the list of dirty rects before we 1207 // call setupDraw() to prevent stencil setup to do 1208 // the same thing again 1209 mLayers.clear(); 1210 1211 setupDraw(false); 1212 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1213 setupDrawBlending(true, SkXfermode::kClear_Mode); 1214 setupDrawProgram(); 1215 setupDrawPureColorUniforms(); 1216 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1217 setupDrawVertices(&mesh[0].position[0]); 1218 1219 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1220 1221 if (scissorChanged) mCaches.enableScissor(); 1222 } else { 1223 for (uint32_t i = 0; i < count; i++) { 1224 delete mLayers.itemAt(i); 1225 } 1226 mLayers.clear(); 1227 } 1228} 1229 1230/////////////////////////////////////////////////////////////////////////////// 1231// State Deferral 1232/////////////////////////////////////////////////////////////////////////////// 1233 1234bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state) { 1235 const Rect& currentClip = *(mSnapshot->clipRect); 1236 const mat4& currentMatrix = *(mSnapshot->transform); 1237 1238 // state only has bounds initialized in local coordinates 1239 if (!state.mBounds.isEmpty()) { 1240 currentMatrix.mapRect(state.mBounds); 1241 if (!state.mBounds.intersect(currentClip)) { 1242 // quick rejected 1243 return true; 1244 } 1245 } else { 1246 state.mBounds.set(currentClip); 1247 } 1248 1249 state.mClip.set(currentClip); 1250 state.mMatrix.load(currentMatrix); 1251 state.mDrawModifiers = mDrawModifiers; 1252 return false; 1253} 1254 1255void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) { 1256 mSnapshot->transform->load(state.mMatrix); 1257 1258 // NOTE: a clip RECT will be saved and restored, but DeferredDisplayState doesn't support 1259 // complex clips. In the future, we should add support for deferral of operations clipped by 1260 // these. for now, we don't defer with complex clips (see OpenGLRenderer::disallowDeferral()) 1261 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1262 dirtyClip(); 1263 mDrawModifiers = state.mDrawModifiers; 1264} 1265 1266/////////////////////////////////////////////////////////////////////////////// 1267// Transforms 1268/////////////////////////////////////////////////////////////////////////////// 1269 1270void OpenGLRenderer::translate(float dx, float dy) { 1271 mSnapshot->transform->translate(dx, dy, 0.0f); 1272} 1273 1274void OpenGLRenderer::rotate(float degrees) { 1275 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1276} 1277 1278void OpenGLRenderer::scale(float sx, float sy) { 1279 mSnapshot->transform->scale(sx, sy, 1.0f); 1280} 1281 1282void OpenGLRenderer::skew(float sx, float sy) { 1283 mSnapshot->transform->skew(sx, sy); 1284} 1285 1286void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1287 if (matrix) { 1288 mSnapshot->transform->load(*matrix); 1289 } else { 1290 mSnapshot->transform->loadIdentity(); 1291 } 1292} 1293 1294bool OpenGLRenderer::hasRectToRectTransform() { 1295 return CC_LIKELY(mSnapshot->transform->rectToRect()); 1296} 1297 1298void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1299 mSnapshot->transform->copyTo(*matrix); 1300} 1301 1302void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1303 SkMatrix transform; 1304 mSnapshot->transform->copyTo(transform); 1305 transform.preConcat(*matrix); 1306 mSnapshot->transform->load(transform); 1307} 1308 1309/////////////////////////////////////////////////////////////////////////////// 1310// Clipping 1311/////////////////////////////////////////////////////////////////////////////// 1312 1313void OpenGLRenderer::setScissorFromClip() { 1314 Rect clip(*mSnapshot->clipRect); 1315 clip.snapToPixelBoundaries(); 1316 1317 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1318 clip.getWidth(), clip.getHeight())) { 1319 mDirtyClip = false; 1320 } 1321} 1322 1323void OpenGLRenderer::ensureStencilBuffer() { 1324 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1325 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1326 // just hope we have one when hasLayer() returns false. 1327 if (hasLayer()) { 1328 attachStencilBufferToLayer(mSnapshot->layer); 1329 } 1330} 1331 1332void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1333 // The layer's FBO is already bound when we reach this stage 1334 if (!layer->getStencilRenderBuffer()) { 1335 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1336 // is attached after we initiated tiling. We must turn it off, 1337 // attach the new render buffer then turn tiling back on 1338 endTiling(); 1339 1340 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1341 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1342 layer->setStencilRenderBuffer(buffer); 1343 1344 startTiling(layer->clipRect, layer->layer.getHeight()); 1345 } 1346} 1347 1348void OpenGLRenderer::setStencilFromClip() { 1349 if (!mCaches.debugOverdraw) { 1350 if (!mSnapshot->clipRegion->isEmpty()) { 1351 // NOTE: The order here is important, we must set dirtyClip to false 1352 // before any draw call to avoid calling back into this method 1353 mDirtyClip = false; 1354 1355 ensureStencilBuffer(); 1356 1357 mCaches.stencil.enableWrite(); 1358 1359 // Clear the stencil but first make sure we restrict drawing 1360 // to the region's bounds 1361 bool resetScissor = mCaches.enableScissor(); 1362 if (resetScissor) { 1363 // The scissor was not set so we now need to update it 1364 setScissorFromClip(); 1365 } 1366 mCaches.stencil.clear(); 1367 if (resetScissor) mCaches.disableScissor(); 1368 1369 // NOTE: We could use the region contour path to generate a smaller mesh 1370 // Since we are using the stencil we could use the red book path 1371 // drawing technique. It might increase bandwidth usage though. 1372 1373 // The last parameter is important: we are not drawing in the color buffer 1374 // so we don't want to dirty the current layer, if any 1375 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1376 1377 mCaches.stencil.enableTest(); 1378 1379 // Draw the region used to generate the stencil if the appropriate debug 1380 // mode is enabled 1381 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1382 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1383 } 1384 } else { 1385 mCaches.stencil.disable(); 1386 } 1387 } 1388} 1389 1390const Rect& OpenGLRenderer::getClipBounds() { 1391 return mSnapshot->getLocalClip(); 1392} 1393 1394bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1395 if (mSnapshot->isIgnored()) { 1396 return true; 1397 } 1398 1399 Rect r(left, top, right, bottom); 1400 mSnapshot->transform->mapRect(r); 1401 r.snapToPixelBoundaries(); 1402 1403 Rect clipRect(*mSnapshot->clipRect); 1404 clipRect.snapToPixelBoundaries(); 1405 1406 return !clipRect.intersects(r); 1407} 1408 1409bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1410 Rect& transformed, Rect& clip) { 1411 if (mSnapshot->isIgnored()) { 1412 return true; 1413 } 1414 1415 transformed.set(left, top, right, bottom); 1416 mSnapshot->transform->mapRect(transformed); 1417 transformed.snapToPixelBoundaries(); 1418 1419 clip.set(*mSnapshot->clipRect); 1420 clip.snapToPixelBoundaries(); 1421 1422 return !clip.intersects(transformed); 1423} 1424 1425bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1426 SkPaint* paint) { 1427 if (paint->getStyle() != SkPaint::kFill_Style) { 1428 float outset = paint->getStrokeWidth() * 0.5f; 1429 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1430 } else { 1431 return quickReject(left, top, right, bottom); 1432 } 1433} 1434 1435bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1436 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1437 return true; 1438 } 1439 1440 Rect r(left, top, right, bottom); 1441 mSnapshot->transform->mapRect(r); 1442 r.snapToPixelBoundaries(); 1443 1444 Rect clipRect(*mSnapshot->clipRect); 1445 clipRect.snapToPixelBoundaries(); 1446 1447 bool rejected = !clipRect.intersects(r); 1448 if (!isDeferred() && !rejected) { 1449 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1450 } 1451 1452 return rejected; 1453} 1454 1455void OpenGLRenderer::debugClip() { 1456#if DEBUG_CLIP_REGIONS 1457 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1458 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1459 } 1460#endif 1461} 1462 1463bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1464 if (CC_LIKELY(mSnapshot->transform->rectToRect())) { 1465 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1466 if (clipped) { 1467 dirtyClip(); 1468 } 1469 return !mSnapshot->clipRect->isEmpty(); 1470 } 1471 1472 SkPath path; 1473 path.addRect(left, top, right, bottom); 1474 1475 return clipPath(&path, op); 1476} 1477 1478bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1479 SkMatrix transform; 1480 mSnapshot->transform->copyTo(transform); 1481 1482 SkPath transformed; 1483 path->transform(transform, &transformed); 1484 1485 SkRegion clip; 1486 if (!mSnapshot->clipRegion->isEmpty()) { 1487 clip.setRegion(*mSnapshot->clipRegion); 1488 } else { 1489 Rect* bounds = mSnapshot->clipRect; 1490 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1491 } 1492 1493 SkRegion region; 1494 region.setPath(transformed, clip); 1495 1496 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1497 if (clipped) { 1498 dirtyClip(); 1499 } 1500 return !mSnapshot->clipRect->isEmpty(); 1501} 1502 1503bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1504 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1505 if (clipped) { 1506 dirtyClip(); 1507 } 1508 return !mSnapshot->clipRect->isEmpty(); 1509} 1510 1511Rect* OpenGLRenderer::getClipRect() { 1512 return mSnapshot->clipRect; 1513} 1514 1515/////////////////////////////////////////////////////////////////////////////// 1516// Drawing commands 1517/////////////////////////////////////////////////////////////////////////////// 1518 1519void OpenGLRenderer::setupDraw(bool clear) { 1520 // TODO: It would be best if we could do this before quickReject() 1521 // changes the scissor test state 1522 if (clear) clearLayerRegions(); 1523 // Make sure setScissor & setStencil happen at the beginning of 1524 // this method 1525 if (mDirtyClip) { 1526 if (mCaches.scissorEnabled) { 1527 setScissorFromClip(); 1528 } 1529 setStencilFromClip(); 1530 } 1531 1532 mDescription.reset(); 1533 1534 mSetShaderColor = false; 1535 mColorSet = false; 1536 mColorA = mColorR = mColorG = mColorB = 0.0f; 1537 mTextureUnit = 0; 1538 mTrackDirtyRegions = true; 1539 1540 // Enable debug highlight when what we're about to draw is tested against 1541 // the stencil buffer and if stencil highlight debugging is on 1542 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1543 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1544 mCaches.stencil.isTestEnabled(); 1545} 1546 1547void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1548 mDescription.hasTexture = true; 1549 mDescription.hasAlpha8Texture = isAlpha8; 1550} 1551 1552void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1553 mDescription.hasTexture = true; 1554 mDescription.hasColors = true; 1555 mDescription.hasAlpha8Texture = isAlpha8; 1556} 1557 1558void OpenGLRenderer::setupDrawWithExternalTexture() { 1559 mDescription.hasExternalTexture = true; 1560} 1561 1562void OpenGLRenderer::setupDrawNoTexture() { 1563 mCaches.disableTexCoordsVertexArray(); 1564} 1565 1566void OpenGLRenderer::setupDrawAA() { 1567 mDescription.isAA = true; 1568} 1569 1570void OpenGLRenderer::setupDrawPoint(float pointSize) { 1571 mDescription.isPoint = true; 1572 mDescription.pointSize = pointSize; 1573} 1574 1575void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1576 mColorA = alpha / 255.0f; 1577 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1578 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1579 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1580 mColorSet = true; 1581 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1582} 1583 1584void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1585 mColorA = alpha / 255.0f; 1586 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1587 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1588 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1589 mColorSet = true; 1590 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1591} 1592 1593void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1594 mCaches.fontRenderer->describe(mDescription, paint); 1595} 1596 1597void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1598 mColorA = a; 1599 mColorR = r; 1600 mColorG = g; 1601 mColorB = b; 1602 mColorSet = true; 1603 mSetShaderColor = mDescription.setColor(r, g, b, a); 1604} 1605 1606void OpenGLRenderer::setupDrawShader() { 1607 if (mDrawModifiers.mShader) { 1608 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1609 } 1610} 1611 1612void OpenGLRenderer::setupDrawColorFilter() { 1613 if (mDrawModifiers.mColorFilter) { 1614 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1615 } 1616} 1617 1618void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1619 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1620 mColorA = 1.0f; 1621 mColorR = mColorG = mColorB = 0.0f; 1622 mSetShaderColor = mDescription.modulate = true; 1623 } 1624} 1625 1626void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1627 // When the blending mode is kClear_Mode, we need to use a modulate color 1628 // argb=1,0,0,0 1629 accountForClear(mode); 1630 bool blend = (mColorSet && mColorA < 1.0f) || 1631 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1632 chooseBlending(blend, mode, mDescription, swapSrcDst); 1633} 1634 1635void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1636 // When the blending mode is kClear_Mode, we need to use a modulate color 1637 // argb=1,0,0,0 1638 accountForClear(mode); 1639 blend |= (mColorSet && mColorA < 1.0f) || 1640 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1641 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1642 chooseBlending(blend, mode, mDescription, swapSrcDst); 1643} 1644 1645void OpenGLRenderer::setupDrawProgram() { 1646 useProgram(mCaches.programCache.get(mDescription)); 1647} 1648 1649void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1650 mTrackDirtyRegions = false; 1651} 1652 1653void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1654 bool ignoreTransform) { 1655 mModelView.loadTranslate(left, top, 0.0f); 1656 if (!ignoreTransform) { 1657 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1658 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1659 } else { 1660 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1661 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1662 } 1663} 1664 1665void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1666 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), *mSnapshot->transform, offset); 1667} 1668 1669void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1670 bool ignoreTransform, bool ignoreModelView) { 1671 if (!ignoreModelView) { 1672 mModelView.loadTranslate(left, top, 0.0f); 1673 mModelView.scale(right - left, bottom - top, 1.0f); 1674 } else { 1675 mModelView.loadIdentity(); 1676 } 1677 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1678 if (!ignoreTransform) { 1679 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1680 if (mTrackDirtyRegions && dirty) { 1681 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1682 } 1683 } else { 1684 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1685 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1686 } 1687} 1688 1689void OpenGLRenderer::setupDrawPointUniforms() { 1690 int slot = mCaches.currentProgram->getUniform("pointSize"); 1691 glUniform1f(slot, mDescription.pointSize); 1692} 1693 1694void OpenGLRenderer::setupDrawColorUniforms() { 1695 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1696 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1697 } 1698} 1699 1700void OpenGLRenderer::setupDrawPureColorUniforms() { 1701 if (mSetShaderColor) { 1702 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1703 } 1704} 1705 1706void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1707 if (mDrawModifiers.mShader) { 1708 if (ignoreTransform) { 1709 mModelView.loadInverse(*mSnapshot->transform); 1710 } 1711 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1712 mModelView, *mSnapshot, &mTextureUnit); 1713 } 1714} 1715 1716void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1717 if (mDrawModifiers.mShader) { 1718 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1719 mat4::identity(), *mSnapshot, &mTextureUnit); 1720 } 1721} 1722 1723void OpenGLRenderer::setupDrawColorFilterUniforms() { 1724 if (mDrawModifiers.mColorFilter) { 1725 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1726 } 1727} 1728 1729void OpenGLRenderer::setupDrawTextGammaUniforms() { 1730 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1731} 1732 1733void OpenGLRenderer::setupDrawSimpleMesh() { 1734 bool force = mCaches.bindMeshBuffer(); 1735 mCaches.bindPositionVertexPointer(force, 0); 1736 mCaches.unbindIndicesBuffer(); 1737} 1738 1739void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1740 bindTexture(texture); 1741 mTextureUnit++; 1742 mCaches.enableTexCoordsVertexArray(); 1743} 1744 1745void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1746 bindExternalTexture(texture); 1747 mTextureUnit++; 1748 mCaches.enableTexCoordsVertexArray(); 1749} 1750 1751void OpenGLRenderer::setupDrawTextureTransform() { 1752 mDescription.hasTextureTransform = true; 1753} 1754 1755void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1756 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1757 GL_FALSE, &transform.data[0]); 1758} 1759 1760void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1761 bool force = false; 1762 if (!vertices) { 1763 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1764 } else { 1765 force = mCaches.unbindMeshBuffer(); 1766 } 1767 1768 mCaches.bindPositionVertexPointer(force, vertices); 1769 if (mCaches.currentProgram->texCoords >= 0) { 1770 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1771 } 1772 1773 mCaches.unbindIndicesBuffer(); 1774} 1775 1776void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1777 bool force = mCaches.unbindMeshBuffer(); 1778 GLsizei stride = sizeof(ColorTextureVertex); 1779 1780 mCaches.bindPositionVertexPointer(force, vertices, stride); 1781 if (mCaches.currentProgram->texCoords >= 0) { 1782 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1783 } 1784 int slot = mCaches.currentProgram->getAttrib("colors"); 1785 if (slot >= 0) { 1786 glEnableVertexAttribArray(slot); 1787 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1788 } 1789 1790 mCaches.unbindIndicesBuffer(); 1791} 1792 1793void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1794 bool force = mCaches.unbindMeshBuffer(); 1795 mCaches.bindPositionVertexPointer(force, vertices); 1796 if (mCaches.currentProgram->texCoords >= 0) { 1797 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1798 } 1799} 1800 1801void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1802 bool force = mCaches.unbindMeshBuffer(); 1803 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1804 mCaches.unbindIndicesBuffer(); 1805} 1806 1807void OpenGLRenderer::finishDrawTexture() { 1808} 1809 1810/////////////////////////////////////////////////////////////////////////////// 1811// Drawing 1812/////////////////////////////////////////////////////////////////////////////// 1813 1814status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags) { 1815 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1816 // will be performed by the display list itself 1817 if (displayList && displayList->isRenderable()) { 1818 if (CC_UNLIKELY(mDrawDeferDisabled)) { 1819 return displayList->replay(*this, dirty, flags, 0); 1820 } 1821 1822 DeferredDisplayList deferredList; 1823 return displayList->replay(*this, dirty, flags, 0, &deferredList); 1824 } 1825 1826 return DrawGlInfo::kStatusDone; 1827} 1828 1829void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1830 if (displayList) { 1831 displayList->output(1); 1832 } 1833} 1834 1835void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1836 int alpha; 1837 SkXfermode::Mode mode; 1838 getAlphaAndMode(paint, &alpha, &mode); 1839 1840 int color = paint != NULL ? paint->getColor() : 0; 1841 1842 float x = left; 1843 float y = top; 1844 1845 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1846 1847 bool ignoreTransform = false; 1848 if (mSnapshot->transform->isPureTranslate()) { 1849 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1850 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1851 ignoreTransform = true; 1852 1853 texture->setFilter(GL_NEAREST, true); 1854 } else { 1855 texture->setFilter(FILTER(paint), true); 1856 } 1857 1858 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1859 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1860 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1861} 1862 1863status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1864 const float right = left + bitmap->width(); 1865 const float bottom = top + bitmap->height(); 1866 1867 if (quickReject(left, top, right, bottom)) { 1868 return DrawGlInfo::kStatusDone; 1869 } 1870 1871 mCaches.activeTexture(0); 1872 Texture* texture = mCaches.textureCache.get(bitmap); 1873 if (!texture) return DrawGlInfo::kStatusDone; 1874 const AutoTexture autoCleanup(texture); 1875 1876 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1877 drawAlphaBitmap(texture, left, top, paint); 1878 } else { 1879 drawTextureRect(left, top, right, bottom, texture, paint); 1880 } 1881 1882 return DrawGlInfo::kStatusDrew; 1883} 1884 1885status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1886 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1887 const mat4 transform(*matrix); 1888 transform.mapRect(r); 1889 1890 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1891 return DrawGlInfo::kStatusDone; 1892 } 1893 1894 mCaches.activeTexture(0); 1895 Texture* texture = mCaches.textureCache.get(bitmap); 1896 if (!texture) return DrawGlInfo::kStatusDone; 1897 const AutoTexture autoCleanup(texture); 1898 1899 // This could be done in a cheaper way, all we need is pass the matrix 1900 // to the vertex shader. The save/restore is a bit overkill. 1901 save(SkCanvas::kMatrix_SaveFlag); 1902 concatMatrix(matrix); 1903 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1904 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 1905 } else { 1906 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1907 } 1908 restore(); 1909 1910 return DrawGlInfo::kStatusDrew; 1911} 1912 1913status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1914 const float right = left + bitmap->width(); 1915 const float bottom = top + bitmap->height(); 1916 1917 if (quickReject(left, top, right, bottom)) { 1918 return DrawGlInfo::kStatusDone; 1919 } 1920 1921 mCaches.activeTexture(0); 1922 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1923 const AutoTexture autoCleanup(texture); 1924 1925 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1926 drawAlphaBitmap(texture, left, top, paint); 1927 } else { 1928 drawTextureRect(left, top, right, bottom, texture, paint); 1929 } 1930 1931 return DrawGlInfo::kStatusDrew; 1932} 1933 1934status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1935 float* vertices, int* colors, SkPaint* paint) { 1936 if (!vertices || mSnapshot->isIgnored()) { 1937 return DrawGlInfo::kStatusDone; 1938 } 1939 1940 float left = FLT_MAX; 1941 float top = FLT_MAX; 1942 float right = FLT_MIN; 1943 float bottom = FLT_MIN; 1944 1945 const uint32_t count = meshWidth * meshHeight * 6; 1946 1947 ColorTextureVertex mesh[count]; 1948 ColorTextureVertex* vertex = mesh; 1949 1950 bool cleanupColors = false; 1951 if (!colors) { 1952 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1953 colors = new int[colorsCount]; 1954 memset(colors, 0xff, colorsCount * sizeof(int)); 1955 cleanupColors = true; 1956 } 1957 1958 for (int32_t y = 0; y < meshHeight; y++) { 1959 for (int32_t x = 0; x < meshWidth; x++) { 1960 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1961 1962 float u1 = float(x) / meshWidth; 1963 float u2 = float(x + 1) / meshWidth; 1964 float v1 = float(y) / meshHeight; 1965 float v2 = float(y + 1) / meshHeight; 1966 1967 int ax = i + (meshWidth + 1) * 2; 1968 int ay = ax + 1; 1969 int bx = i; 1970 int by = bx + 1; 1971 int cx = i + 2; 1972 int cy = cx + 1; 1973 int dx = i + (meshWidth + 1) * 2 + 2; 1974 int dy = dx + 1; 1975 1976 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1977 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1978 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1979 1980 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1981 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1982 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1983 1984 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1985 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1986 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1987 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1988 } 1989 } 1990 1991 if (quickReject(left, top, right, bottom)) { 1992 if (cleanupColors) delete[] colors; 1993 return DrawGlInfo::kStatusDone; 1994 } 1995 1996 mCaches.activeTexture(0); 1997 Texture* texture = mCaches.textureCache.get(bitmap); 1998 if (!texture) { 1999 if (cleanupColors) delete[] colors; 2000 return DrawGlInfo::kStatusDone; 2001 } 2002 const AutoTexture autoCleanup(texture); 2003 2004 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2005 texture->setFilter(FILTER(paint), true); 2006 2007 int alpha; 2008 SkXfermode::Mode mode; 2009 getAlphaAndMode(paint, &alpha, &mode); 2010 2011 float a = alpha / 255.0f; 2012 2013 if (hasLayer()) { 2014 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2015 } 2016 2017 setupDraw(); 2018 setupDrawWithTextureAndColor(); 2019 setupDrawColor(a, a, a, a); 2020 setupDrawColorFilter(); 2021 setupDrawBlending(true, mode, false); 2022 setupDrawProgram(); 2023 setupDrawDirtyRegionsDisabled(); 2024 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2025 setupDrawTexture(texture->id); 2026 setupDrawPureColorUniforms(); 2027 setupDrawColorFilterUniforms(); 2028 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2029 2030 glDrawArrays(GL_TRIANGLES, 0, count); 2031 2032 finishDrawTexture(); 2033 2034 int slot = mCaches.currentProgram->getAttrib("colors"); 2035 if (slot >= 0) { 2036 glDisableVertexAttribArray(slot); 2037 } 2038 2039 if (cleanupColors) delete[] colors; 2040 2041 return DrawGlInfo::kStatusDrew; 2042} 2043 2044status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2045 float srcLeft, float srcTop, float srcRight, float srcBottom, 2046 float dstLeft, float dstTop, float dstRight, float dstBottom, 2047 SkPaint* paint) { 2048 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2049 return DrawGlInfo::kStatusDone; 2050 } 2051 2052 mCaches.activeTexture(0); 2053 Texture* texture = mCaches.textureCache.get(bitmap); 2054 if (!texture) return DrawGlInfo::kStatusDone; 2055 const AutoTexture autoCleanup(texture); 2056 2057 const float width = texture->width; 2058 const float height = texture->height; 2059 2060 const float u1 = fmax(0.0f, srcLeft / width); 2061 const float v1 = fmax(0.0f, srcTop / height); 2062 const float u2 = fmin(1.0f, srcRight / width); 2063 const float v2 = fmin(1.0f, srcBottom / height); 2064 2065 mCaches.unbindMeshBuffer(); 2066 resetDrawTextureTexCoords(u1, v1, u2, v2); 2067 2068 int alpha; 2069 SkXfermode::Mode mode; 2070 getAlphaAndMode(paint, &alpha, &mode); 2071 2072 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2073 2074 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2075 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2076 2077 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2078 // Apply a scale transform on the canvas only when a shader is in use 2079 // Skia handles the ratio between the dst and src rects as a scale factor 2080 // when a shader is set 2081 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2082 bool ignoreTransform = false; 2083 2084 if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) { 2085 float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 2086 float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 2087 2088 dstRight = x + (dstRight - dstLeft); 2089 dstBottom = y + (dstBottom - dstTop); 2090 2091 dstLeft = x; 2092 dstTop = y; 2093 2094 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2095 ignoreTransform = true; 2096 } else { 2097 texture->setFilter(FILTER(paint), true); 2098 } 2099 2100 if (CC_UNLIKELY(useScaleTransform)) { 2101 save(SkCanvas::kMatrix_SaveFlag); 2102 translate(dstLeft, dstTop); 2103 scale(scaleX, scaleY); 2104 2105 dstLeft = 0.0f; 2106 dstTop = 0.0f; 2107 2108 dstRight = srcRight - srcLeft; 2109 dstBottom = srcBottom - srcTop; 2110 } 2111 2112 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2113 int color = paint ? paint->getColor() : 0; 2114 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2115 texture->id, paint != NULL, color, alpha, mode, 2116 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2117 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2118 } else { 2119 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2120 texture->id, alpha / 255.0f, mode, texture->blend, 2121 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2122 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2123 } 2124 2125 if (CC_UNLIKELY(useScaleTransform)) { 2126 restore(); 2127 } 2128 2129 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2130 2131 return DrawGlInfo::kStatusDrew; 2132} 2133 2134status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2135 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2136 float left, float top, float right, float bottom, SkPaint* paint) { 2137 int alpha; 2138 SkXfermode::Mode mode; 2139 getAlphaAndModeDirect(paint, &alpha, &mode); 2140 2141 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 2142 left, top, right, bottom, alpha, mode); 2143} 2144 2145status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2146 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2147 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 2148 if (quickReject(left, top, right, bottom)) { 2149 return DrawGlInfo::kStatusDone; 2150 } 2151 2152 alpha *= mSnapshot->alpha; 2153 2154 mCaches.activeTexture(0); 2155 Texture* texture = mCaches.textureCache.get(bitmap); 2156 if (!texture) return DrawGlInfo::kStatusDone; 2157 const AutoTexture autoCleanup(texture); 2158 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2159 texture->setFilter(GL_LINEAR, true); 2160 2161 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 2162 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 2163 2164 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2165 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2166 // Mark the current layer dirty where we are going to draw the patch 2167 if (hasLayer() && mesh->hasEmptyQuads) { 2168 const float offsetX = left + mSnapshot->transform->getTranslateX(); 2169 const float offsetY = top + mSnapshot->transform->getTranslateY(); 2170 const size_t count = mesh->quads.size(); 2171 for (size_t i = 0; i < count; i++) { 2172 const Rect& bounds = mesh->quads.itemAt(i); 2173 if (CC_LIKELY(pureTranslate)) { 2174 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2175 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2176 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2177 } else { 2178 dirtyLayer(left + bounds.left, top + bounds.top, 2179 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 2180 } 2181 } 2182 } 2183 2184 if (CC_LIKELY(pureTranslate)) { 2185 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2186 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2187 2188 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 2189 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2190 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 2191 true, !mesh->hasEmptyQuads); 2192 } else { 2193 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2194 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2195 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 2196 true, !mesh->hasEmptyQuads); 2197 } 2198 } 2199 2200 return DrawGlInfo::kStatusDrew; 2201} 2202 2203status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2204 bool useOffset) { 2205 if (!vertexBuffer.getSize()) { 2206 // no vertices to draw 2207 return DrawGlInfo::kStatusDone; 2208 } 2209 2210 int color = paint->getColor(); 2211 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2212 bool isAA = paint->isAntiAlias(); 2213 2214 setupDraw(); 2215 setupDrawNoTexture(); 2216 if (isAA) setupDrawAA(); 2217 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2218 setupDrawColorFilter(); 2219 setupDrawShader(); 2220 setupDrawBlending(isAA, mode); 2221 setupDrawProgram(); 2222 setupDrawModelViewIdentity(useOffset); 2223 setupDrawColorUniforms(); 2224 setupDrawColorFilterUniforms(); 2225 setupDrawShaderIdentityUniforms(); 2226 2227 void* vertices = vertexBuffer.getBuffer(); 2228 bool force = mCaches.unbindMeshBuffer(); 2229 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2230 mCaches.resetTexCoordsVertexPointer(); 2231 mCaches.unbindIndicesBuffer(); 2232 2233 int alphaSlot = -1; 2234 if (isAA) { 2235 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2236 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2237 2238 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2239 glEnableVertexAttribArray(alphaSlot); 2240 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2241 } 2242 2243 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2244 2245 if (isAA) { 2246 glDisableVertexAttribArray(alphaSlot); 2247 } 2248 2249 return DrawGlInfo::kStatusDrew; 2250} 2251 2252/** 2253 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2254 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2255 * screen space in all directions. However, instead of using a fragment shader to compute the 2256 * translucency of the color from its position, we simply use a varying parameter to define how far 2257 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2258 * 2259 * Doesn't yet support joins, caps, or path effects. 2260 */ 2261status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2262 VertexBuffer vertexBuffer; 2263 // TODO: try clipping large paths to viewport 2264 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2265 2266 SkRect bounds = path.getBounds(); 2267 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2268 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2269 2270 return drawVertexBuffer(vertexBuffer, paint); 2271} 2272 2273/** 2274 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2275 * and additional geometry for defining an alpha slope perimeter. 2276 * 2277 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2278 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2279 * in-shader alpha region, but found it to be taxing on some GPUs. 2280 * 2281 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2282 * memory transfer by removing need for degenerate vertices. 2283 */ 2284status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2285 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2286 2287 count &= ~0x3; // round down to nearest four 2288 2289 VertexBuffer buffer; 2290 SkRect bounds; 2291 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2292 2293 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2294 return DrawGlInfo::kStatusDone; 2295 } 2296 2297 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2298 2299 bool useOffset = !paint->isAntiAlias(); 2300 return drawVertexBuffer(buffer, paint, useOffset); 2301} 2302 2303status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2304 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2305 2306 // TODO: The paint's cap style defines whether the points are square or circular 2307 // TODO: Handle AA for round points 2308 2309 // A stroke width of 0 has a special meaning in Skia: 2310 // it draws an unscaled 1px point 2311 float strokeWidth = paint->getStrokeWidth(); 2312 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2313 if (isHairLine) { 2314 // Now that we know it's hairline, we can set the effective width, to be used later 2315 strokeWidth = 1.0f; 2316 } 2317 const float halfWidth = strokeWidth / 2; 2318 2319 int alpha; 2320 SkXfermode::Mode mode; 2321 getAlphaAndMode(paint, &alpha, &mode); 2322 2323 int verticesCount = count >> 1; 2324 int generatedVerticesCount = 0; 2325 2326 TextureVertex pointsData[verticesCount]; 2327 TextureVertex* vertex = &pointsData[0]; 2328 2329 // TODO: We should optimize this method to not generate vertices for points 2330 // that lie outside of the clip. 2331 mCaches.enableScissor(); 2332 2333 setupDraw(); 2334 setupDrawNoTexture(); 2335 setupDrawPoint(strokeWidth); 2336 setupDrawColor(paint->getColor(), alpha); 2337 setupDrawColorFilter(); 2338 setupDrawShader(); 2339 setupDrawBlending(mode); 2340 setupDrawProgram(); 2341 setupDrawModelViewIdentity(true); 2342 setupDrawColorUniforms(); 2343 setupDrawColorFilterUniforms(); 2344 setupDrawPointUniforms(); 2345 setupDrawShaderIdentityUniforms(); 2346 setupDrawMesh(vertex); 2347 2348 for (int i = 0; i < count; i += 2) { 2349 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2350 generatedVerticesCount++; 2351 2352 float left = points[i] - halfWidth; 2353 float right = points[i] + halfWidth; 2354 float top = points[i + 1] - halfWidth; 2355 float bottom = points [i + 1] + halfWidth; 2356 2357 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2358 } 2359 2360 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2361 2362 return DrawGlInfo::kStatusDrew; 2363} 2364 2365status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2366 // No need to check against the clip, we fill the clip region 2367 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2368 2369 Rect& clip(*mSnapshot->clipRect); 2370 clip.snapToPixelBoundaries(); 2371 2372 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2373 2374 return DrawGlInfo::kStatusDrew; 2375} 2376 2377status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2378 SkPaint* paint) { 2379 if (!texture) return DrawGlInfo::kStatusDone; 2380 const AutoTexture autoCleanup(texture); 2381 2382 const float x = left + texture->left - texture->offset; 2383 const float y = top + texture->top - texture->offset; 2384 2385 drawPathTexture(texture, x, y, paint); 2386 2387 return DrawGlInfo::kStatusDrew; 2388} 2389 2390status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2391 float rx, float ry, SkPaint* p) { 2392 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2393 return DrawGlInfo::kStatusDone; 2394 } 2395 2396 if (p->getPathEffect() != 0) { 2397 mCaches.activeTexture(0); 2398 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2399 right - left, bottom - top, rx, ry, p); 2400 return drawShape(left, top, texture, p); 2401 } 2402 2403 SkPath path; 2404 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2405 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2406 float outset = p->getStrokeWidth() / 2; 2407 rect.outset(outset, outset); 2408 rx += outset; 2409 ry += outset; 2410 } 2411 path.addRoundRect(rect, rx, ry); 2412 return drawConvexPath(path, p); 2413} 2414 2415status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2416 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2417 x + radius, y + radius, p)) { 2418 return DrawGlInfo::kStatusDone; 2419 } 2420 if (p->getPathEffect() != 0) { 2421 mCaches.activeTexture(0); 2422 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2423 return drawShape(x - radius, y - radius, texture, p); 2424 } 2425 2426 SkPath path; 2427 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2428 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2429 } else { 2430 path.addCircle(x, y, radius); 2431 } 2432 return drawConvexPath(path, p); 2433} 2434 2435status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2436 SkPaint* p) { 2437 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2438 return DrawGlInfo::kStatusDone; 2439 } 2440 2441 if (p->getPathEffect() != 0) { 2442 mCaches.activeTexture(0); 2443 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2444 return drawShape(left, top, texture, p); 2445 } 2446 2447 SkPath path; 2448 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2449 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2450 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2451 } 2452 path.addOval(rect); 2453 return drawConvexPath(path, p); 2454} 2455 2456status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2457 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2458 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2459 return DrawGlInfo::kStatusDone; 2460 } 2461 2462 if (fabs(sweepAngle) >= 360.0f) { 2463 return drawOval(left, top, right, bottom, p); 2464 } 2465 2466 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2467 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2468 mCaches.activeTexture(0); 2469 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2470 startAngle, sweepAngle, useCenter, p); 2471 return drawShape(left, top, texture, p); 2472 } 2473 2474 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2475 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2476 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2477 } 2478 2479 SkPath path; 2480 if (useCenter) { 2481 path.moveTo(rect.centerX(), rect.centerY()); 2482 } 2483 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2484 if (useCenter) { 2485 path.close(); 2486 } 2487 return drawConvexPath(path, p); 2488} 2489 2490// See SkPaintDefaults.h 2491#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2492 2493status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2494 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2495 return DrawGlInfo::kStatusDone; 2496 } 2497 2498 if (p->getStyle() != SkPaint::kFill_Style) { 2499 // only fill style is supported by drawConvexPath, since others have to handle joins 2500 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2501 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2502 mCaches.activeTexture(0); 2503 const PathTexture* texture = 2504 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2505 return drawShape(left, top, texture, p); 2506 } 2507 2508 SkPath path; 2509 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2510 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2511 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2512 } 2513 path.addRect(rect); 2514 return drawConvexPath(path, p); 2515 } 2516 2517 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2518 SkPath path; 2519 path.addRect(left, top, right, bottom); 2520 return drawConvexPath(path, p); 2521 } else { 2522 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2523 return DrawGlInfo::kStatusDrew; 2524 } 2525} 2526 2527void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2528 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2529 float x, float y) { 2530 mCaches.activeTexture(0); 2531 2532 // NOTE: The drop shadow will not perform gamma correction 2533 // if shader-based correction is enabled 2534 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2535 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2536 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2537 const AutoTexture autoCleanup(shadow); 2538 2539 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2540 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2541 2542 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2543 int shadowColor = mDrawModifiers.mShadowColor; 2544 if (mDrawModifiers.mShader) { 2545 shadowColor = 0xffffffff; 2546 } 2547 2548 setupDraw(); 2549 setupDrawWithTexture(true); 2550 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2551 setupDrawColorFilter(); 2552 setupDrawShader(); 2553 setupDrawBlending(true, mode); 2554 setupDrawProgram(); 2555 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2556 setupDrawTexture(shadow->id); 2557 setupDrawPureColorUniforms(); 2558 setupDrawColorFilterUniforms(); 2559 setupDrawShaderUniforms(); 2560 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2561 2562 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2563} 2564 2565bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2566 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2567 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2568} 2569 2570status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2571 const float* positions, SkPaint* paint) { 2572 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2573 return DrawGlInfo::kStatusDone; 2574 } 2575 2576 // NOTE: Skia does not support perspective transform on drawPosText yet 2577 if (!mSnapshot->transform->isSimple()) { 2578 return DrawGlInfo::kStatusDone; 2579 } 2580 2581 float x = 0.0f; 2582 float y = 0.0f; 2583 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2584 if (pureTranslate) { 2585 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2586 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2587 } 2588 2589 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2590 fontRenderer.setFont(paint, mat4::identity()); 2591 2592 int alpha; 2593 SkXfermode::Mode mode; 2594 getAlphaAndMode(paint, &alpha, &mode); 2595 2596 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2597 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2598 alpha, mode, 0.0f, 0.0f); 2599 } 2600 2601 // Pick the appropriate texture filtering 2602 bool linearFilter = mSnapshot->transform->changesBounds(); 2603 if (pureTranslate && !linearFilter) { 2604 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2605 } 2606 2607 mCaches.activeTexture(0); 2608 setupDraw(); 2609 setupDrawTextGamma(paint); 2610 setupDrawDirtyRegionsDisabled(); 2611 setupDrawWithTexture(true); 2612 setupDrawAlpha8Color(paint->getColor(), alpha); 2613 setupDrawColorFilter(); 2614 setupDrawShader(); 2615 setupDrawBlending(true, mode); 2616 setupDrawProgram(); 2617 setupDrawModelView(x, y, x, y, pureTranslate, true); 2618 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2619 setupDrawPureColorUniforms(); 2620 setupDrawColorFilterUniforms(); 2621 setupDrawShaderUniforms(pureTranslate); 2622 setupDrawTextGammaUniforms(); 2623 2624 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2625 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2626 2627 const bool hasActiveLayer = hasLayer(); 2628 2629 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2630 positions, hasActiveLayer ? &bounds : NULL)) { 2631 if (hasActiveLayer) { 2632 if (!pureTranslate) { 2633 mSnapshot->transform->mapRect(bounds); 2634 } 2635 dirtyLayerUnchecked(bounds, getRegion()); 2636 } 2637 } 2638 2639 return DrawGlInfo::kStatusDrew; 2640} 2641 2642status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2643 float x, float y, const float* positions, SkPaint* paint, float length) { 2644 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2645 return DrawGlInfo::kStatusDone; 2646 } 2647 2648 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2649 switch (paint->getTextAlign()) { 2650 case SkPaint::kCenter_Align: 2651 x -= length / 2.0f; 2652 break; 2653 case SkPaint::kRight_Align: 2654 x -= length; 2655 break; 2656 default: 2657 break; 2658 } 2659 2660 SkPaint::FontMetrics metrics; 2661 paint->getFontMetrics(&metrics, 0.0f); 2662 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2663 return DrawGlInfo::kStatusDone; 2664 } 2665 2666 const float oldX = x; 2667 const float oldY = y; 2668 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2669 2670 if (CC_LIKELY(pureTranslate)) { 2671 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2672 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2673 } 2674 2675 int alpha; 2676 SkXfermode::Mode mode; 2677 getAlphaAndMode(paint, &alpha, &mode); 2678 2679 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2680 2681 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2682 fontRenderer.setFont(paint, mat4::identity()); 2683 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2684 alpha, mode, oldX, oldY); 2685 } 2686 2687 fontRenderer.setFont(paint, pureTranslate ? mat4::identity() : *mSnapshot->transform); 2688 2689 // Pick the appropriate texture filtering 2690 bool linearFilter = !mSnapshot->transform->isPureTranslate() || 2691 fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2692 2693 // The font renderer will always use texture unit 0 2694 mCaches.activeTexture(0); 2695 setupDraw(); 2696 setupDrawTextGamma(paint); 2697 setupDrawDirtyRegionsDisabled(); 2698 setupDrawWithTexture(true); 2699 setupDrawAlpha8Color(paint->getColor(), alpha); 2700 setupDrawColorFilter(); 2701 setupDrawShader(); 2702 setupDrawBlending(true, mode); 2703 setupDrawProgram(); 2704 setupDrawModelView(x, y, x, y, true, true); 2705 // See comment above; the font renderer must use texture unit 0 2706 // assert(mTextureUnit == 0) 2707 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2708 setupDrawPureColorUniforms(); 2709 setupDrawColorFilterUniforms(); 2710 setupDrawShaderUniforms(true); 2711 setupDrawTextGammaUniforms(); 2712 2713 const Rect* clip = mSnapshot->hasPerspectiveTransform() ? NULL : mSnapshot->clipRect; 2714 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2715 2716 const bool hasActiveLayer = hasLayer(); 2717 2718 bool status; 2719 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2720 SkPaint paintCopy(*paint); 2721 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2722 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2723 positions, hasActiveLayer ? &bounds : NULL); 2724 } else { 2725 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2726 positions, hasActiveLayer ? &bounds : NULL); 2727 } 2728 2729 if (status && hasActiveLayer) { 2730 dirtyLayerUnchecked(bounds, getRegion()); 2731 } 2732 2733 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2734 2735 return DrawGlInfo::kStatusDrew; 2736} 2737 2738status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2739 float hOffset, float vOffset, SkPaint* paint) { 2740 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2741 return DrawGlInfo::kStatusDone; 2742 } 2743 2744 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2745 fontRenderer.setFont(paint, mat4::identity()); 2746 2747 int alpha; 2748 SkXfermode::Mode mode; 2749 getAlphaAndMode(paint, &alpha, &mode); 2750 2751 mCaches.activeTexture(0); 2752 setupDraw(); 2753 setupDrawTextGamma(paint); 2754 setupDrawDirtyRegionsDisabled(); 2755 setupDrawWithTexture(true); 2756 setupDrawAlpha8Color(paint->getColor(), alpha); 2757 setupDrawColorFilter(); 2758 setupDrawShader(); 2759 setupDrawBlending(true, mode); 2760 setupDrawProgram(); 2761 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2762 setupDrawTexture(fontRenderer.getTexture(true)); 2763 setupDrawPureColorUniforms(); 2764 setupDrawColorFilterUniforms(); 2765 setupDrawShaderUniforms(false); 2766 setupDrawTextGammaUniforms(); 2767 2768 const Rect* clip = &mSnapshot->getLocalClip(); 2769 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2770 2771 const bool hasActiveLayer = hasLayer(); 2772 2773 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2774 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2775 if (hasActiveLayer) { 2776 mSnapshot->transform->mapRect(bounds); 2777 dirtyLayerUnchecked(bounds, getRegion()); 2778 } 2779 } 2780 2781 return DrawGlInfo::kStatusDrew; 2782} 2783 2784status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2785 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2786 2787 mCaches.activeTexture(0); 2788 2789 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2790 if (!texture) return DrawGlInfo::kStatusDone; 2791 const AutoTexture autoCleanup(texture); 2792 2793 const float x = texture->left - texture->offset; 2794 const float y = texture->top - texture->offset; 2795 2796 drawPathTexture(texture, x, y, paint); 2797 2798 return DrawGlInfo::kStatusDrew; 2799} 2800 2801status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2802 if (!layer) { 2803 return DrawGlInfo::kStatusDone; 2804 } 2805 2806 mat4* transform = NULL; 2807 if (layer->isTextureLayer()) { 2808 transform = &layer->getTransform(); 2809 if (!transform->isIdentity()) { 2810 save(0); 2811 mSnapshot->transform->multiply(*transform); 2812 } 2813 } 2814 2815 Rect transformed; 2816 Rect clip; 2817 const bool rejected = quickRejectNoScissor(x, y, 2818 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2819 2820 if (rejected) { 2821 if (transform && !transform->isIdentity()) { 2822 restore(); 2823 } 2824 return DrawGlInfo::kStatusDone; 2825 } 2826 2827 updateLayer(layer, true); 2828 2829 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2830 mCaches.activeTexture(0); 2831 2832 if (CC_LIKELY(!layer->region.isEmpty())) { 2833 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 2834 mDrawModifiers.mColorFilter = layer->getColorFilter(); 2835 2836 if (layer->region.isRect()) { 2837 composeLayerRect(layer, layer->regionRect); 2838 } else if (layer->mesh) { 2839 const float a = layer->getAlpha() / 255.0f; 2840 setupDraw(); 2841 setupDrawWithTexture(); 2842 setupDrawColor(a, a, a, a); 2843 setupDrawColorFilter(); 2844 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2845 setupDrawProgram(); 2846 setupDrawPureColorUniforms(); 2847 setupDrawColorFilterUniforms(); 2848 setupDrawTexture(layer->getTexture()); 2849 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2850 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2851 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2852 2853 layer->setFilter(GL_NEAREST); 2854 setupDrawModelViewTranslate(tx, ty, 2855 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2856 } else { 2857 layer->setFilter(GL_LINEAR); 2858 setupDrawModelViewTranslate(x, y, 2859 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2860 } 2861 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2862 2863 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2864 GL_UNSIGNED_SHORT, layer->meshIndices); 2865 2866 finishDrawTexture(); 2867 2868#if DEBUG_LAYERS_AS_REGIONS 2869 drawRegionRects(layer->region); 2870#endif 2871 } 2872 2873 mDrawModifiers.mColorFilter = oldFilter; 2874 2875 if (layer->debugDrawUpdate) { 2876 layer->debugDrawUpdate = false; 2877 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2878 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2879 } 2880 } 2881 2882 if (transform && !transform->isIdentity()) { 2883 restore(); 2884 } 2885 2886 return DrawGlInfo::kStatusDrew; 2887} 2888 2889/////////////////////////////////////////////////////////////////////////////// 2890// Shaders 2891/////////////////////////////////////////////////////////////////////////////// 2892 2893void OpenGLRenderer::resetShader() { 2894 mDrawModifiers.mShader = NULL; 2895} 2896 2897void OpenGLRenderer::setupShader(SkiaShader* shader) { 2898 mDrawModifiers.mShader = shader; 2899 if (mDrawModifiers.mShader) { 2900 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2901 } 2902} 2903 2904/////////////////////////////////////////////////////////////////////////////// 2905// Color filters 2906/////////////////////////////////////////////////////////////////////////////// 2907 2908void OpenGLRenderer::resetColorFilter() { 2909 mDrawModifiers.mColorFilter = NULL; 2910} 2911 2912void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2913 mDrawModifiers.mColorFilter = filter; 2914} 2915 2916/////////////////////////////////////////////////////////////////////////////// 2917// Drop shadow 2918/////////////////////////////////////////////////////////////////////////////// 2919 2920void OpenGLRenderer::resetShadow() { 2921 mDrawModifiers.mHasShadow = false; 2922} 2923 2924void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2925 mDrawModifiers.mHasShadow = true; 2926 mDrawModifiers.mShadowRadius = radius; 2927 mDrawModifiers.mShadowDx = dx; 2928 mDrawModifiers.mShadowDy = dy; 2929 mDrawModifiers.mShadowColor = color; 2930} 2931 2932/////////////////////////////////////////////////////////////////////////////// 2933// Draw filters 2934/////////////////////////////////////////////////////////////////////////////// 2935 2936void OpenGLRenderer::resetPaintFilter() { 2937 mDrawModifiers.mHasDrawFilter = false; 2938} 2939 2940void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2941 mDrawModifiers.mHasDrawFilter = true; 2942 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2943 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2944} 2945 2946SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint, bool alwaysCopy) { 2947 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 2948 if (CC_UNLIKELY(alwaysCopy)) { 2949 mFilteredPaint = *paint; 2950 return &mFilteredPaint; 2951 } 2952 return paint; 2953 } 2954 2955 uint32_t flags = paint->getFlags(); 2956 2957 mFilteredPaint = *paint; 2958 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 2959 mDrawModifiers.mPaintFilterSetBits); 2960 2961 return &mFilteredPaint; 2962} 2963 2964/////////////////////////////////////////////////////////////////////////////// 2965// Drawing implementation 2966/////////////////////////////////////////////////////////////////////////////// 2967 2968void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2969 float x, float y, SkPaint* paint) { 2970 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2971 return; 2972 } 2973 2974 int alpha; 2975 SkXfermode::Mode mode; 2976 getAlphaAndMode(paint, &alpha, &mode); 2977 2978 setupDraw(); 2979 setupDrawWithTexture(true); 2980 setupDrawAlpha8Color(paint->getColor(), alpha); 2981 setupDrawColorFilter(); 2982 setupDrawShader(); 2983 setupDrawBlending(true, mode); 2984 setupDrawProgram(); 2985 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2986 setupDrawTexture(texture->id); 2987 setupDrawPureColorUniforms(); 2988 setupDrawColorFilterUniforms(); 2989 setupDrawShaderUniforms(); 2990 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2991 2992 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2993 2994 finishDrawTexture(); 2995} 2996 2997// Same values used by Skia 2998#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2999#define kStdUnderline_Offset (1.0f / 9.0f) 3000#define kStdUnderline_Thickness (1.0f / 18.0f) 3001 3002void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 3003 float x, float y, SkPaint* paint) { 3004 // Handle underline and strike-through 3005 uint32_t flags = paint->getFlags(); 3006 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3007 SkPaint paintCopy(*paint); 3008 float underlineWidth = length; 3009 // If length is > 0.0f, we already measured the text for the text alignment 3010 if (length <= 0.0f) { 3011 underlineWidth = paintCopy.measureText(text, bytesCount); 3012 } 3013 3014 if (CC_LIKELY(underlineWidth > 0.0f)) { 3015 const float textSize = paintCopy.getTextSize(); 3016 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3017 3018 const float left = x; 3019 float top = 0.0f; 3020 3021 int linesCount = 0; 3022 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3023 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3024 3025 const int pointsCount = 4 * linesCount; 3026 float points[pointsCount]; 3027 int currentPoint = 0; 3028 3029 if (flags & SkPaint::kUnderlineText_Flag) { 3030 top = y + textSize * kStdUnderline_Offset; 3031 points[currentPoint++] = left; 3032 points[currentPoint++] = top; 3033 points[currentPoint++] = left + underlineWidth; 3034 points[currentPoint++] = top; 3035 } 3036 3037 if (flags & SkPaint::kStrikeThruText_Flag) { 3038 top = y + textSize * kStdStrikeThru_Offset; 3039 points[currentPoint++] = left; 3040 points[currentPoint++] = top; 3041 points[currentPoint++] = left + underlineWidth; 3042 points[currentPoint++] = top; 3043 } 3044 3045 paintCopy.setStrokeWidth(strokeWidth); 3046 3047 drawLines(&points[0], pointsCount, &paintCopy); 3048 } 3049 } 3050} 3051 3052status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3053 if (mSnapshot->isIgnored()) { 3054 return DrawGlInfo::kStatusDone; 3055 } 3056 3057 int color = paint->getColor(); 3058 // If a shader is set, preserve only the alpha 3059 if (mDrawModifiers.mShader) { 3060 color |= 0x00ffffff; 3061 } 3062 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3063 3064 return drawColorRects(rects, count, color, mode); 3065} 3066 3067status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3068 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3069 3070 float left = FLT_MAX; 3071 float top = FLT_MAX; 3072 float right = FLT_MIN; 3073 float bottom = FLT_MIN; 3074 3075 int vertexCount = 0; 3076 Vertex mesh[count * 6]; 3077 Vertex* vertex = mesh; 3078 3079 for (int index = 0; index < count; index += 4) { 3080 float l = rects[index + 0]; 3081 float t = rects[index + 1]; 3082 float r = rects[index + 2]; 3083 float b = rects[index + 3]; 3084 3085 if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) { 3086 Vertex::set(vertex++, l, b); 3087 Vertex::set(vertex++, l, t); 3088 Vertex::set(vertex++, r, t); 3089 Vertex::set(vertex++, l, b); 3090 Vertex::set(vertex++, r, t); 3091 Vertex::set(vertex++, r, b); 3092 3093 vertexCount += 6; 3094 3095 left = fminf(left, l); 3096 top = fminf(top, t); 3097 right = fmaxf(right, r); 3098 bottom = fmaxf(bottom, b); 3099 } 3100 } 3101 3102 if (count == 0 || (clip && quickReject(left, top, right, bottom))) { 3103 return DrawGlInfo::kStatusDone; 3104 } 3105 3106 setupDraw(); 3107 setupDrawNoTexture(); 3108 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3109 setupDrawShader(); 3110 setupDrawColorFilter(); 3111 setupDrawBlending(mode); 3112 setupDrawProgram(); 3113 setupDrawDirtyRegionsDisabled(); 3114 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3115 setupDrawColorUniforms(); 3116 setupDrawShaderUniforms(); 3117 setupDrawColorFilterUniforms(); 3118 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3119 3120 if (dirty && hasLayer()) { 3121 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 3122 } 3123 3124 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3125 3126 return DrawGlInfo::kStatusDrew; 3127} 3128 3129void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3130 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3131 // If a shader is set, preserve only the alpha 3132 if (mDrawModifiers.mShader) { 3133 color |= 0x00ffffff; 3134 } 3135 3136 setupDraw(); 3137 setupDrawNoTexture(); 3138 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3139 setupDrawShader(); 3140 setupDrawColorFilter(); 3141 setupDrawBlending(mode); 3142 setupDrawProgram(); 3143 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3144 setupDrawColorUniforms(); 3145 setupDrawShaderUniforms(ignoreTransform); 3146 setupDrawColorFilterUniforms(); 3147 setupDrawSimpleMesh(); 3148 3149 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3150} 3151 3152void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3153 Texture* texture, SkPaint* paint) { 3154 int alpha; 3155 SkXfermode::Mode mode; 3156 getAlphaAndMode(paint, &alpha, &mode); 3157 3158 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3159 3160 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3161 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3162 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3163 3164 texture->setFilter(GL_NEAREST, true); 3165 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3166 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3167 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3168 } else { 3169 texture->setFilter(FILTER(paint), true); 3170 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3171 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3172 GL_TRIANGLE_STRIP, gMeshCount); 3173 } 3174} 3175 3176void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3177 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3178 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3179 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3180} 3181 3182void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3183 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3184 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3185 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3186 3187 setupDraw(); 3188 setupDrawWithTexture(); 3189 setupDrawColor(alpha, alpha, alpha, alpha); 3190 setupDrawColorFilter(); 3191 setupDrawBlending(blend, mode, swapSrcDst); 3192 setupDrawProgram(); 3193 if (!dirty) setupDrawDirtyRegionsDisabled(); 3194 if (!ignoreScale) { 3195 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3196 } else { 3197 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3198 } 3199 setupDrawTexture(texture); 3200 setupDrawPureColorUniforms(); 3201 setupDrawColorFilterUniforms(); 3202 setupDrawMesh(vertices, texCoords, vbo); 3203 3204 glDrawArrays(drawMode, 0, elementsCount); 3205 3206 finishDrawTexture(); 3207} 3208 3209void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3210 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3211 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3212 bool ignoreTransform, bool dirty) { 3213 3214 setupDraw(); 3215 setupDrawWithTexture(true); 3216 if (hasColor) { 3217 setupDrawAlpha8Color(color, alpha); 3218 } 3219 setupDrawColorFilter(); 3220 setupDrawShader(); 3221 setupDrawBlending(true, mode); 3222 setupDrawProgram(); 3223 if (!dirty) setupDrawDirtyRegionsDisabled(); 3224 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3225 setupDrawTexture(texture); 3226 setupDrawPureColorUniforms(); 3227 setupDrawColorFilterUniforms(); 3228 setupDrawShaderUniforms(); 3229 setupDrawMesh(vertices, texCoords); 3230 3231 glDrawArrays(drawMode, 0, elementsCount); 3232 3233 finishDrawTexture(); 3234} 3235 3236void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3237 ProgramDescription& description, bool swapSrcDst) { 3238 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3239 3240 if (blend) { 3241 // These blend modes are not supported by OpenGL directly and have 3242 // to be implemented using shaders. Since the shader will perform 3243 // the blending, turn blending off here 3244 // If the blend mode cannot be implemented using shaders, fall 3245 // back to the default SrcOver blend mode instead 3246 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3247 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3248 description.framebufferMode = mode; 3249 description.swapSrcDst = swapSrcDst; 3250 3251 if (mCaches.blend) { 3252 glDisable(GL_BLEND); 3253 mCaches.blend = false; 3254 } 3255 3256 return; 3257 } else { 3258 mode = SkXfermode::kSrcOver_Mode; 3259 } 3260 } 3261 3262 if (!mCaches.blend) { 3263 glEnable(GL_BLEND); 3264 } 3265 3266 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3267 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3268 3269 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3270 glBlendFunc(sourceMode, destMode); 3271 mCaches.lastSrcMode = sourceMode; 3272 mCaches.lastDstMode = destMode; 3273 } 3274 } else if (mCaches.blend) { 3275 glDisable(GL_BLEND); 3276 } 3277 mCaches.blend = blend; 3278} 3279 3280bool OpenGLRenderer::useProgram(Program* program) { 3281 if (!program->isInUse()) { 3282 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3283 program->use(); 3284 mCaches.currentProgram = program; 3285 return false; 3286 } 3287 return true; 3288} 3289 3290void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3291 TextureVertex* v = &mMeshVertices[0]; 3292 TextureVertex::setUV(v++, u1, v1); 3293 TextureVertex::setUV(v++, u2, v1); 3294 TextureVertex::setUV(v++, u1, v2); 3295 TextureVertex::setUV(v++, u2, v2); 3296} 3297 3298void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3299 getAlphaAndModeDirect(paint, alpha, mode); 3300 *alpha *= mSnapshot->alpha; 3301} 3302 3303}; // namespace uirenderer 3304}; // namespace android 3305