OpenGLRenderer.cpp revision ca89e2a68703bd428e8b66547d033a6ed35b3595
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} 126 127OpenGLRenderer::~OpenGLRenderer() { 128 // The context has already been destroyed at this point, do not call 129 // GL APIs. All GL state should be kept in Caches.h 130} 131 132void OpenGLRenderer::initProperties() { 133 char property[PROPERTY_VALUE_MAX]; 134 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 135 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 136 INIT_LOGD(" Scissor optimization %s", 137 mScissorOptimizationDisabled ? "disabled" : "enabled"); 138 } else { 139 INIT_LOGD(" Scissor optimization enabled"); 140 } 141} 142 143/////////////////////////////////////////////////////////////////////////////// 144// Setup 145/////////////////////////////////////////////////////////////////////////////// 146 147void OpenGLRenderer::setName(const char* name) { 148 if (name) { 149 mName.setTo(name); 150 } else { 151 mName.clear(); 152 } 153} 154 155const char* OpenGLRenderer::getName() const { 156 return mName.string(); 157} 158 159bool OpenGLRenderer::isDeferred() { 160 return false; 161} 162 163void OpenGLRenderer::setViewport(int width, int height) { 164 initViewport(width, height); 165 166 glDisable(GL_DITHER); 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 169 glEnableVertexAttribArray(Program::kBindingPosition); 170} 171 172void OpenGLRenderer::initViewport(int width, int height) { 173 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 174 175 mWidth = width; 176 mHeight = height; 177 178 mFirstSnapshot->height = height; 179 mFirstSnapshot->viewport.set(0, 0, width, height); 180} 181 182status_t OpenGLRenderer::prepare(bool opaque) { 183 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 184} 185 186status_t OpenGLRenderer::prepareDirty(float left, float top, 187 float right, float bottom, bool opaque) { 188 mCaches.clearGarbage(); 189 190 mSnapshot = new Snapshot(mFirstSnapshot, 191 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 192 mSnapshot->fbo = getTargetFbo(); 193 mSaveCount = 1; 194 195 mSnapshot->setClip(left, top, right, bottom); 196 mDirtyClip = true; 197 198 updateLayers(); 199 200 discardFramebuffer(left, top, right, bottom); 201 202 syncState(); 203 204 // Functors break the tiling extension in pretty spectacular ways 205 // This ensures we don't use tiling when a functor is going to be 206 // invoked during the frame 207 mSuppressTiling = mCaches.hasRegisteredFunctors(); 208 209 mTilingSnapshot = mSnapshot; 210 startTiling(mTilingSnapshot, true); 211 212 debugOverdraw(true, true); 213 214 return clear(left, top, right, bottom, opaque); 215} 216 217void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 218 // If we know that we are going to redraw the entire framebuffer, 219 // perform a discard to let the driver know we don't need to preserve 220 // the back buffer for this frame. 221 if (mExtensions.hasDiscardFramebuffer() && 222 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 223 const bool isFbo = getTargetFbo() == 0; 224 const GLenum attachments[] = { 225 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 226 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 227 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 228 } 229} 230 231status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 232 if (!opaque) { 233 mCaches.enableScissor(); 234 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 235 glClear(GL_COLOR_BUFFER_BIT); 236 return DrawGlInfo::kStatusDrew; 237 } 238 239 mCaches.resetScissor(); 240 return DrawGlInfo::kStatusDone; 241} 242 243void OpenGLRenderer::syncState() { 244 glViewport(0, 0, mWidth, mHeight); 245 246 if (mCaches.blend) { 247 glEnable(GL_BLEND); 248 } else { 249 glDisable(GL_BLEND); 250 } 251} 252 253void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 254 if (!mSuppressTiling) { 255 Rect* clip = mTilingSnapshot->clipRect; 256 if (s->flags & Snapshot::kFlagFboTarget) { 257 clip = &s->layer->clipRect; 258 } 259 260 startTiling(*clip, s->height, opaque); 261 } 262} 263 264void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 265 if (!mSuppressTiling) { 266 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 267 clip.right - clip.left, clip.bottom - clip.top, opaque); 268 } 269} 270 271void OpenGLRenderer::endTiling() { 272 if (!mSuppressTiling) mCaches.endTiling(); 273} 274 275void OpenGLRenderer::finish() { 276 renderOverdraw(); 277 endTiling(); 278 279 // When finish() is invoked on FBO 0 we've reached the end 280 // of the current frame 281 if (getTargetFbo() == 0) { 282 mCaches.pathCache.trim(); 283 } 284 285 if (!suppressErrorChecks()) { 286#if DEBUG_OPENGL 287 GLenum status = GL_NO_ERROR; 288 while ((status = glGetError()) != GL_NO_ERROR) { 289 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 290 switch (status) { 291 case GL_INVALID_ENUM: 292 ALOGE(" GL_INVALID_ENUM"); 293 break; 294 case GL_INVALID_VALUE: 295 ALOGE(" GL_INVALID_VALUE"); 296 break; 297 case GL_INVALID_OPERATION: 298 ALOGE(" GL_INVALID_OPERATION"); 299 break; 300 case GL_OUT_OF_MEMORY: 301 ALOGE(" Out of memory!"); 302 break; 303 } 304 } 305#endif 306 307#if DEBUG_MEMORY_USAGE 308 mCaches.dumpMemoryUsage(); 309#else 310 if (mCaches.getDebugLevel() & kDebugMemory) { 311 mCaches.dumpMemoryUsage(); 312 } 313#endif 314 } 315} 316 317void OpenGLRenderer::interrupt() { 318 if (mCaches.currentProgram) { 319 if (mCaches.currentProgram->isInUse()) { 320 mCaches.currentProgram->remove(); 321 mCaches.currentProgram = NULL; 322 } 323 } 324 mCaches.unbindMeshBuffer(); 325 mCaches.unbindIndicesBuffer(); 326 mCaches.resetVertexPointers(); 327 mCaches.disableTexCoordsVertexArray(); 328 debugOverdraw(false, false); 329} 330 331void OpenGLRenderer::resume() { 332 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 333 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 334 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 335 debugOverdraw(true, false); 336 337 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 338 339 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 340 mCaches.enableScissor(); 341 mCaches.resetScissor(); 342 dirtyClip(); 343 344 mCaches.activeTexture(0); 345 346 mCaches.blend = true; 347 glEnable(GL_BLEND); 348 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 349 glBlendEquation(GL_FUNC_ADD); 350} 351 352void OpenGLRenderer::resumeAfterLayer() { 353 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 354 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 355 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 356 debugOverdraw(true, false); 357 358 mCaches.resetScissor(); 359 dirtyClip(); 360} 361 362void OpenGLRenderer::detachFunctor(Functor* functor) { 363 mFunctors.remove(functor); 364} 365 366void OpenGLRenderer::attachFunctor(Functor* functor) { 367 mFunctors.add(functor); 368} 369 370status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 371 status_t result = DrawGlInfo::kStatusDone; 372 size_t count = mFunctors.size(); 373 374 if (count > 0) { 375 interrupt(); 376 SortedVector<Functor*> functors(mFunctors); 377 mFunctors.clear(); 378 379 DrawGlInfo info; 380 info.clipLeft = 0; 381 info.clipTop = 0; 382 info.clipRight = 0; 383 info.clipBottom = 0; 384 info.isLayer = false; 385 info.width = 0; 386 info.height = 0; 387 memset(info.transform, 0, sizeof(float) * 16); 388 389 for (size_t i = 0; i < count; i++) { 390 Functor* f = functors.itemAt(i); 391 result |= (*f)(DrawGlInfo::kModeProcess, &info); 392 393 if (result & DrawGlInfo::kStatusDraw) { 394 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 395 dirty.unionWith(localDirty); 396 } 397 398 if (result & DrawGlInfo::kStatusInvoke) { 399 mFunctors.add(f); 400 } 401 } 402 resume(); 403 } 404 405 return result; 406} 407 408status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 409 interrupt(); 410 detachFunctor(functor); 411 412 mCaches.enableScissor(); 413 if (mDirtyClip) { 414 setScissorFromClip(); 415 } 416 417 Rect clip(*mSnapshot->clipRect); 418 clip.snapToPixelBoundaries(); 419 420 // Since we don't know what the functor will draw, let's dirty 421 // tne entire clip region 422 if (hasLayer()) { 423 dirtyLayerUnchecked(clip, getRegion()); 424 } 425 426 DrawGlInfo info; 427 info.clipLeft = clip.left; 428 info.clipTop = clip.top; 429 info.clipRight = clip.right; 430 info.clipBottom = clip.bottom; 431 info.isLayer = hasLayer(); 432 info.width = getSnapshot()->viewport.getWidth(); 433 info.height = getSnapshot()->height; 434 getSnapshot()->transform->copyTo(&info.transform[0]); 435 436 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 437 438 if (result != DrawGlInfo::kStatusDone) { 439 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 440 dirty.unionWith(localDirty); 441 442 if (result & DrawGlInfo::kStatusInvoke) { 443 mFunctors.add(functor); 444 } 445 } 446 447 resume(); 448 return result; 449} 450 451/////////////////////////////////////////////////////////////////////////////// 452// Debug 453/////////////////////////////////////////////////////////////////////////////// 454 455void OpenGLRenderer::eventMark(const char* name) const { 456 mCaches.eventMark(0, name); 457} 458 459void OpenGLRenderer::startMark(const char* name) const { 460 mCaches.startMark(0, name); 461} 462 463void OpenGLRenderer::endMark() const { 464 mCaches.endMark(); 465} 466 467void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 468 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 469 if (clear) { 470 mCaches.disableScissor(); 471 mCaches.stencil.clear(); 472 } 473 if (enable) { 474 mCaches.stencil.enableDebugWrite(); 475 } else { 476 mCaches.stencil.disable(); 477 } 478 } 479} 480 481void OpenGLRenderer::renderOverdraw() { 482 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 483 const Rect* clip = mTilingSnapshot->clipRect; 484 485 mCaches.enableScissor(); 486 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 487 clip->right - clip->left, clip->bottom - clip->top); 488 489 mCaches.stencil.enableDebugTest(2); 490 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 491 mCaches.stencil.enableDebugTest(3); 492 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 493 mCaches.stencil.enableDebugTest(4); 494 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 495 mCaches.stencil.enableDebugTest(4, true); 496 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 497 mCaches.stencil.disable(); 498 } 499} 500 501/////////////////////////////////////////////////////////////////////////////// 502// Layers 503/////////////////////////////////////////////////////////////////////////////// 504 505bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 506 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 507 OpenGLRenderer* renderer = layer->renderer; 508 Rect& dirty = layer->dirtyRect; 509 510 if (inFrame) { 511 endTiling(); 512 debugOverdraw(false, false); 513 } 514 515 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 516 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 517 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 518 renderer->finish(); 519 520 if (inFrame) { 521 resumeAfterLayer(); 522 startTiling(mSnapshot); 523 } 524 525 dirty.setEmpty(); 526 layer->deferredUpdateScheduled = false; 527 layer->renderer = NULL; 528 layer->displayList = NULL; 529 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 530 531 return true; 532 } 533 534 return false; 535} 536 537void OpenGLRenderer::updateLayers() { 538 int count = mLayerUpdates.size(); 539 if (count > 0) { 540 startMark("Layer Updates"); 541 542 // Note: it is very important to update the layers in reverse order 543 for (int i = count - 1; i >= 0; i--) { 544 Layer* layer = mLayerUpdates.itemAt(i); 545 updateLayer(layer, false); 546 mCaches.resourceCache.decrementRefcount(layer); 547 } 548 mLayerUpdates.clear(); 549 550 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 551 endMark(); 552 } 553} 554 555void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 556 if (layer) { 557 mLayerUpdates.push_back(layer); 558 mCaches.resourceCache.incrementRefcount(layer); 559 } 560} 561 562void OpenGLRenderer::clearLayerUpdates() { 563 size_t count = mLayerUpdates.size(); 564 if (count > 0) { 565 mCaches.resourceCache.lock(); 566 for (size_t i = 0; i < count; i++) { 567 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 568 } 569 mCaches.resourceCache.unlock(); 570 mLayerUpdates.clear(); 571 } 572} 573 574/////////////////////////////////////////////////////////////////////////////// 575// State management 576/////////////////////////////////////////////////////////////////////////////// 577 578int OpenGLRenderer::getSaveCount() const { 579 return mSaveCount; 580} 581 582int OpenGLRenderer::save(int flags) { 583 return saveSnapshot(flags); 584} 585 586void OpenGLRenderer::restore() { 587 if (mSaveCount > 1) { 588 restoreSnapshot(); 589 } 590} 591 592void OpenGLRenderer::restoreToCount(int saveCount) { 593 if (saveCount < 1) saveCount = 1; 594 595 while (mSaveCount > saveCount) { 596 restoreSnapshot(); 597 } 598} 599 600int OpenGLRenderer::saveSnapshot(int flags) { 601 mSnapshot = new Snapshot(mSnapshot, flags); 602 return mSaveCount++; 603} 604 605bool OpenGLRenderer::restoreSnapshot() { 606 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 607 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 608 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 609 610 sp<Snapshot> current = mSnapshot; 611 sp<Snapshot> previous = mSnapshot->previous; 612 613 if (restoreOrtho) { 614 Rect& r = previous->viewport; 615 glViewport(r.left, r.top, r.right, r.bottom); 616 mOrthoMatrix.load(current->orthoMatrix); 617 } 618 619 mSaveCount--; 620 mSnapshot = previous; 621 622 if (restoreClip) { 623 dirtyClip(); 624 } 625 626 if (restoreLayer) { 627 composeLayer(current, previous); 628 } 629 630 return restoreClip; 631} 632 633/////////////////////////////////////////////////////////////////////////////// 634// Layers 635/////////////////////////////////////////////////////////////////////////////// 636 637int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 638 SkPaint* p, int flags) { 639 const GLuint previousFbo = mSnapshot->fbo; 640 const int count = saveSnapshot(flags); 641 642 if (!mSnapshot->isIgnored()) { 643 int alpha = 255; 644 SkXfermode::Mode mode; 645 646 if (p) { 647 alpha = p->getAlpha(); 648 mode = getXfermode(p->getXfermode()); 649 } else { 650 mode = SkXfermode::kSrcOver_Mode; 651 } 652 653 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 654 } 655 656 return count; 657} 658 659int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 660 int alpha, int flags) { 661 if (alpha >= 255) { 662 return saveLayer(left, top, right, bottom, NULL, flags); 663 } else { 664 SkPaint paint; 665 paint.setAlpha(alpha); 666 return saveLayer(left, top, right, bottom, &paint, flags); 667 } 668} 669 670/** 671 * Layers are viewed by Skia are slightly different than layers in image editing 672 * programs (for instance.) When a layer is created, previously created layers 673 * and the frame buffer still receive every drawing command. For instance, if a 674 * layer is created and a shape intersecting the bounds of the layers and the 675 * framebuffer is draw, the shape will be drawn on both (unless the layer was 676 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 677 * 678 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 679 * texture. Unfortunately, this is inefficient as it requires every primitive to 680 * be drawn n + 1 times, where n is the number of active layers. In practice this 681 * means, for every primitive: 682 * - Switch active frame buffer 683 * - Change viewport, clip and projection matrix 684 * - Issue the drawing 685 * 686 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 687 * To avoid this, layers are implemented in a different way here, at least in the 688 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 689 * is set. When this flag is set we can redirect all drawing operations into a 690 * single FBO. 691 * 692 * This implementation relies on the frame buffer being at least RGBA 8888. When 693 * a layer is created, only a texture is created, not an FBO. The content of the 694 * frame buffer contained within the layer's bounds is copied into this texture 695 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 696 * buffer and drawing continues as normal. This technique therefore treats the 697 * frame buffer as a scratch buffer for the layers. 698 * 699 * To compose the layers back onto the frame buffer, each layer texture 700 * (containing the original frame buffer data) is drawn as a simple quad over 701 * the frame buffer. The trick is that the quad is set as the composition 702 * destination in the blending equation, and the frame buffer becomes the source 703 * of the composition. 704 * 705 * Drawing layers with an alpha value requires an extra step before composition. 706 * An empty quad is drawn over the layer's region in the frame buffer. This quad 707 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 708 * quad is used to multiply the colors in the frame buffer. This is achieved by 709 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 710 * GL_ZERO, GL_SRC_ALPHA. 711 * 712 * Because glCopyTexImage2D() can be slow, an alternative implementation might 713 * be use to draw a single clipped layer. The implementation described above 714 * is correct in every case. 715 * 716 * (1) The frame buffer is actually not cleared right away. To allow the GPU 717 * to potentially optimize series of calls to glCopyTexImage2D, the frame 718 * buffer is left untouched until the first drawing operation. Only when 719 * something actually gets drawn are the layers regions cleared. 720 */ 721bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 722 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 723 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 724 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 725 726 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 727 728 // Window coordinates of the layer 729 Rect clip; 730 Rect bounds(left, top, right, bottom); 731 Rect untransformedBounds(bounds); 732 currentTransform().mapRect(bounds); 733 734 // Layers only make sense if they are in the framebuffer's bounds 735 if (bounds.intersect(*mSnapshot->clipRect)) { 736 // We cannot work with sub-pixels in this case 737 bounds.snapToPixelBoundaries(); 738 739 // When the layer is not an FBO, we may use glCopyTexImage so we 740 // need to make sure the layer does not extend outside the bounds 741 // of the framebuffer 742 if (!bounds.intersect(mSnapshot->previous->viewport)) { 743 bounds.setEmpty(); 744 } else if (fboLayer) { 745 clip.set(bounds); 746 mat4 inverse; 747 inverse.loadInverse(currentTransform()); 748 inverse.mapRect(clip); 749 clip.snapToPixelBoundaries(); 750 if (clip.intersect(untransformedBounds)) { 751 clip.translate(-left, -top); 752 bounds.set(untransformedBounds); 753 } else { 754 clip.setEmpty(); 755 } 756 } 757 } else { 758 bounds.setEmpty(); 759 } 760 761 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 762 bounds.getHeight() > mCaches.maxTextureSize || 763 (fboLayer && clip.isEmpty())) { 764 mSnapshot->empty = fboLayer; 765 } else { 766 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 767 } 768 769 // Bail out if we won't draw in this snapshot 770 if (mSnapshot->invisible || mSnapshot->empty) { 771 return false; 772 } 773 774 mCaches.activeTexture(0); 775 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 776 if (!layer) { 777 return false; 778 } 779 780 layer->setAlpha(alpha, mode); 781 layer->layer.set(bounds); 782 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 783 bounds.getWidth() / float(layer->getWidth()), 0.0f); 784 layer->setColorFilter(mDrawModifiers.mColorFilter); 785 layer->setBlend(true); 786 layer->setDirty(false); 787 788 // Save the layer in the snapshot 789 mSnapshot->flags |= Snapshot::kFlagIsLayer; 790 mSnapshot->layer = layer; 791 792 if (fboLayer) { 793 return createFboLayer(layer, bounds, clip, previousFbo); 794 } else { 795 // Copy the framebuffer into the layer 796 layer->bindTexture(); 797 if (!bounds.isEmpty()) { 798 if (layer->isEmpty()) { 799 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 800 bounds.left, mSnapshot->height - bounds.bottom, 801 layer->getWidth(), layer->getHeight(), 0); 802 layer->setEmpty(false); 803 } else { 804 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 805 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 806 } 807 808 // Enqueue the buffer coordinates to clear the corresponding region later 809 mLayers.push(new Rect(bounds)); 810 } 811 } 812 813 return true; 814} 815 816bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 817 layer->clipRect.set(clip); 818 layer->setFbo(mCaches.fboCache.get()); 819 820 mSnapshot->region = &mSnapshot->layer->region; 821 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 822 Snapshot::kFlagDirtyOrtho; 823 mSnapshot->fbo = layer->getFbo(); 824 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 825 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 826 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 827 mSnapshot->height = bounds.getHeight(); 828 mSnapshot->orthoMatrix.load(mOrthoMatrix); 829 830 endTiling(); 831 debugOverdraw(false, false); 832 // Bind texture to FBO 833 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 834 layer->bindTexture(); 835 836 // Initialize the texture if needed 837 if (layer->isEmpty()) { 838 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 839 layer->setEmpty(false); 840 } 841 842 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 843 layer->getTexture(), 0); 844 845 startTiling(mSnapshot, true); 846 847 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 848 mCaches.enableScissor(); 849 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 850 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 851 glClear(GL_COLOR_BUFFER_BIT); 852 853 dirtyClip(); 854 855 // Change the ortho projection 856 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 857 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 858 859 return true; 860} 861 862/** 863 * Read the documentation of createLayer() before doing anything in this method. 864 */ 865void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 866 if (!current->layer) { 867 ALOGE("Attempting to compose a layer that does not exist"); 868 return; 869 } 870 871 Layer* layer = current->layer; 872 const Rect& rect = layer->layer; 873 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 874 875 if (fboLayer) { 876 endTiling(); 877 878 // Detach the texture from the FBO 879 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 880 881 layer->removeFbo(false); 882 883 // Unbind current FBO and restore previous one 884 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 885 debugOverdraw(true, false); 886 887 startTiling(previous); 888 } 889 890 if (!fboLayer && layer->getAlpha() < 255) { 891 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 892 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 893 // Required below, composeLayerRect() will divide by 255 894 layer->setAlpha(255); 895 } 896 897 mCaches.unbindMeshBuffer(); 898 899 mCaches.activeTexture(0); 900 901 // When the layer is stored in an FBO, we can save a bit of fillrate by 902 // drawing only the dirty region 903 if (fboLayer) { 904 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 905 if (layer->getColorFilter()) { 906 setupColorFilter(layer->getColorFilter()); 907 } 908 composeLayerRegion(layer, rect); 909 if (layer->getColorFilter()) { 910 resetColorFilter(); 911 } 912 } else if (!rect.isEmpty()) { 913 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 914 composeLayerRect(layer, rect, true); 915 } 916 917 dirtyClip(); 918 919 // Failing to add the layer to the cache should happen only if the layer is too large 920 if (!mCaches.layerCache.put(layer)) { 921 LAYER_LOGD("Deleting layer"); 922 Caches::getInstance().resourceCache.decrementRefcount(layer); 923 } 924} 925 926void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 927 float alpha = layer->getAlpha() / 255.0f; 928 929 setupDraw(); 930 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 931 setupDrawWithTexture(); 932 } else { 933 setupDrawWithExternalTexture(); 934 } 935 setupDrawTextureTransform(); 936 setupDrawColor(alpha, alpha, alpha, alpha); 937 setupDrawColorFilter(); 938 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 939 setupDrawProgram(); 940 setupDrawPureColorUniforms(); 941 setupDrawColorFilterUniforms(); 942 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 943 setupDrawTexture(layer->getTexture()); 944 } else { 945 setupDrawExternalTexture(layer->getTexture()); 946 } 947 if (currentTransform().isPureTranslate() && 948 layer->getWidth() == (uint32_t) rect.getWidth() && 949 layer->getHeight() == (uint32_t) rect.getHeight()) { 950 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 951 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 952 953 layer->setFilter(GL_NEAREST); 954 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 955 } else { 956 layer->setFilter(GL_LINEAR); 957 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 958 } 959 setupDrawTextureTransformUniforms(layer->getTexTransform()); 960 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 961 962 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 963 964 finishDrawTexture(); 965} 966 967void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 968 if (!layer->isTextureLayer()) { 969 const Rect& texCoords = layer->texCoords; 970 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 971 texCoords.right, texCoords.bottom); 972 973 float x = rect.left; 974 float y = rect.top; 975 bool simpleTransform = currentTransform().isPureTranslate() && 976 layer->getWidth() == (uint32_t) rect.getWidth() && 977 layer->getHeight() == (uint32_t) rect.getHeight(); 978 979 if (simpleTransform) { 980 // When we're swapping, the layer is already in screen coordinates 981 if (!swap) { 982 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 983 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 984 } 985 986 layer->setFilter(GL_NEAREST, true); 987 } else { 988 layer->setFilter(GL_LINEAR, true); 989 } 990 991 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 992 layer->getTexture(), layer->getAlpha() / 255.0f, 993 layer->getMode(), layer->isBlend(), 994 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 995 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 996 997 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 998 } else { 999 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1000 drawTextureLayer(layer, rect); 1001 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1002 } 1003} 1004 1005void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1006 if (layer->region.isRect()) { 1007 layer->setRegionAsRect(); 1008 1009 composeLayerRect(layer, layer->regionRect); 1010 1011 layer->region.clear(); 1012 return; 1013 } 1014 1015 // TODO: See LayerRenderer.cpp::generateMesh() for important 1016 // information about this implementation 1017 if (CC_LIKELY(!layer->region.isEmpty())) { 1018 size_t count; 1019 const android::Rect* rects; 1020 Region safeRegion; 1021 if (CC_LIKELY(hasRectToRectTransform())) { 1022 rects = layer->region.getArray(&count); 1023 } else { 1024 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1025 rects = safeRegion.getArray(&count); 1026 } 1027 1028 const float alpha = layer->getAlpha() / 255.0f; 1029 const float texX = 1.0f / float(layer->getWidth()); 1030 const float texY = 1.0f / float(layer->getHeight()); 1031 const float height = rect.getHeight(); 1032 1033 setupDraw(); 1034 1035 // We must get (and therefore bind) the region mesh buffer 1036 // after we setup drawing in case we need to mess with the 1037 // stencil buffer in setupDraw() 1038 TextureVertex* mesh = mCaches.getRegionMesh(); 1039 GLsizei numQuads = 0; 1040 1041 setupDrawWithTexture(); 1042 setupDrawColor(alpha, alpha, alpha, alpha); 1043 setupDrawColorFilter(); 1044 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1045 setupDrawProgram(); 1046 setupDrawDirtyRegionsDisabled(); 1047 setupDrawPureColorUniforms(); 1048 setupDrawColorFilterUniforms(); 1049 setupDrawTexture(layer->getTexture()); 1050 if (currentTransform().isPureTranslate()) { 1051 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1052 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1053 1054 layer->setFilter(GL_NEAREST); 1055 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1056 } else { 1057 layer->setFilter(GL_LINEAR); 1058 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1059 } 1060 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1061 1062 for (size_t i = 0; i < count; i++) { 1063 const android::Rect* r = &rects[i]; 1064 1065 const float u1 = r->left * texX; 1066 const float v1 = (height - r->top) * texY; 1067 const float u2 = r->right * texX; 1068 const float v2 = (height - r->bottom) * texY; 1069 1070 // TODO: Reject quads outside of the clip 1071 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1072 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1073 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1074 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1075 1076 numQuads++; 1077 1078 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1079 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1080 numQuads = 0; 1081 mesh = mCaches.getRegionMesh(); 1082 } 1083 } 1084 1085 if (numQuads > 0) { 1086 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1087 } 1088 1089 finishDrawTexture(); 1090 1091#if DEBUG_LAYERS_AS_REGIONS 1092 drawRegionRects(layer->region); 1093#endif 1094 1095 layer->region.clear(); 1096 } 1097} 1098 1099void OpenGLRenderer::drawRegionRects(const Region& region) { 1100#if DEBUG_LAYERS_AS_REGIONS 1101 size_t count; 1102 const android::Rect* rects = region.getArray(&count); 1103 1104 uint32_t colors[] = { 1105 0x7fff0000, 0x7f00ff00, 1106 0x7f0000ff, 0x7fff00ff, 1107 }; 1108 1109 int offset = 0; 1110 int32_t top = rects[0].top; 1111 1112 for (size_t i = 0; i < count; i++) { 1113 if (top != rects[i].top) { 1114 offset ^= 0x2; 1115 top = rects[i].top; 1116 } 1117 1118 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1119 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1120 SkXfermode::kSrcOver_Mode); 1121 } 1122#endif 1123} 1124 1125void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1126 SkXfermode::Mode mode, bool dirty) { 1127 int count = 0; 1128 Vector<float> rects; 1129 1130 SkRegion::Iterator it(region); 1131 while (!it.done()) { 1132 const SkIRect& r = it.rect(); 1133 rects.push(r.fLeft); 1134 rects.push(r.fTop); 1135 rects.push(r.fRight); 1136 rects.push(r.fBottom); 1137 count += 4; 1138 it.next(); 1139 } 1140 1141 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1142} 1143 1144void OpenGLRenderer::dirtyLayer(const float left, const float top, 1145 const float right, const float bottom, const mat4 transform) { 1146 if (hasLayer()) { 1147 Rect bounds(left, top, right, bottom); 1148 transform.mapRect(bounds); 1149 dirtyLayerUnchecked(bounds, getRegion()); 1150 } 1151} 1152 1153void OpenGLRenderer::dirtyLayer(const float left, const float top, 1154 const float right, const float bottom) { 1155 if (hasLayer()) { 1156 Rect bounds(left, top, right, bottom); 1157 dirtyLayerUnchecked(bounds, getRegion()); 1158 } 1159} 1160 1161void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1162 if (bounds.intersect(*mSnapshot->clipRect)) { 1163 bounds.snapToPixelBoundaries(); 1164 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1165 if (!dirty.isEmpty()) { 1166 region->orSelf(dirty); 1167 } 1168 } 1169} 1170 1171void OpenGLRenderer::clearLayerRegions() { 1172 const size_t count = mLayers.size(); 1173 if (count == 0) return; 1174 1175 if (!mSnapshot->isIgnored()) { 1176 // Doing several glScissor/glClear here can negatively impact 1177 // GPUs with a tiler architecture, instead we draw quads with 1178 // the Clear blending mode 1179 1180 // The list contains bounds that have already been clipped 1181 // against their initial clip rect, and the current clip 1182 // is likely different so we need to disable clipping here 1183 bool scissorChanged = mCaches.disableScissor(); 1184 1185 Vertex mesh[count * 6]; 1186 Vertex* vertex = mesh; 1187 1188 for (uint32_t i = 0; i < count; i++) { 1189 Rect* bounds = mLayers.itemAt(i); 1190 1191 Vertex::set(vertex++, bounds->left, bounds->bottom); 1192 Vertex::set(vertex++, bounds->left, bounds->top); 1193 Vertex::set(vertex++, bounds->right, bounds->top); 1194 Vertex::set(vertex++, bounds->left, bounds->bottom); 1195 Vertex::set(vertex++, bounds->right, bounds->top); 1196 Vertex::set(vertex++, bounds->right, bounds->bottom); 1197 1198 delete bounds; 1199 } 1200 // We must clear the list of dirty rects before we 1201 // call setupDraw() to prevent stencil setup to do 1202 // the same thing again 1203 mLayers.clear(); 1204 1205 setupDraw(false); 1206 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1207 setupDrawBlending(true, SkXfermode::kClear_Mode); 1208 setupDrawProgram(); 1209 setupDrawPureColorUniforms(); 1210 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1211 setupDrawVertices(&mesh[0].position[0]); 1212 1213 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1214 1215 if (scissorChanged) mCaches.enableScissor(); 1216 } else { 1217 for (uint32_t i = 0; i < count; i++) { 1218 delete mLayers.itemAt(i); 1219 } 1220 mLayers.clear(); 1221 } 1222} 1223 1224/////////////////////////////////////////////////////////////////////////////// 1225// State Deferral 1226/////////////////////////////////////////////////////////////////////////////// 1227 1228bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state) { 1229 const Rect& currentClip = *(mSnapshot->clipRect); 1230 const mat4& currentMatrix = *(mSnapshot->transform); 1231 1232 // state only has bounds initialized in local coordinates 1233 if (!state.mBounds.isEmpty()) { 1234 currentMatrix.mapRect(state.mBounds); 1235 if (!state.mBounds.intersect(currentClip)) { 1236 // quick rejected 1237 return true; 1238 } 1239 } else { 1240 state.mBounds.set(currentClip); 1241 } 1242 1243 state.mClip.set(currentClip); 1244 state.mMatrix.load(currentMatrix); 1245 state.mDrawModifiers = mDrawModifiers; 1246 return false; 1247} 1248 1249void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state) { 1250 currentTransform().load(state.mMatrix); 1251 1252 // NOTE: a clip RECT will be saved and restored, but DeferredDisplayState doesn't support 1253 // complex clips. In the future, we should add support for deferral of operations clipped by 1254 // these. for now, we don't defer with complex clips (see OpenGLRenderer::disallowDeferral()) 1255 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1256 dirtyClip(); 1257 mDrawModifiers = state.mDrawModifiers; 1258} 1259 1260/////////////////////////////////////////////////////////////////////////////// 1261// Transforms 1262/////////////////////////////////////////////////////////////////////////////// 1263 1264void OpenGLRenderer::translate(float dx, float dy) { 1265 currentTransform().translate(dx, dy, 0.0f); 1266} 1267 1268void OpenGLRenderer::rotate(float degrees) { 1269 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1270} 1271 1272void OpenGLRenderer::scale(float sx, float sy) { 1273 currentTransform().scale(sx, sy, 1.0f); 1274} 1275 1276void OpenGLRenderer::skew(float sx, float sy) { 1277 currentTransform().skew(sx, sy); 1278} 1279 1280void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1281 if (matrix) { 1282 currentTransform().load(*matrix); 1283 } else { 1284 currentTransform().loadIdentity(); 1285 } 1286} 1287 1288bool OpenGLRenderer::hasRectToRectTransform() { 1289 return CC_LIKELY(currentTransform().rectToRect()); 1290} 1291 1292void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1293 currentTransform().copyTo(*matrix); 1294} 1295 1296void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1297 SkMatrix transform; 1298 currentTransform().copyTo(transform); 1299 transform.preConcat(*matrix); 1300 currentTransform().load(transform); 1301} 1302 1303/////////////////////////////////////////////////////////////////////////////// 1304// Clipping 1305/////////////////////////////////////////////////////////////////////////////// 1306 1307void OpenGLRenderer::setScissorFromClip() { 1308 Rect clip(*mSnapshot->clipRect); 1309 clip.snapToPixelBoundaries(); 1310 1311 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1312 clip.getWidth(), clip.getHeight())) { 1313 mDirtyClip = false; 1314 } 1315} 1316 1317void OpenGLRenderer::ensureStencilBuffer() { 1318 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1319 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1320 // just hope we have one when hasLayer() returns false. 1321 if (hasLayer()) { 1322 attachStencilBufferToLayer(mSnapshot->layer); 1323 } 1324} 1325 1326void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1327 // The layer's FBO is already bound when we reach this stage 1328 if (!layer->getStencilRenderBuffer()) { 1329 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1330 // is attached after we initiated tiling. We must turn it off, 1331 // attach the new render buffer then turn tiling back on 1332 endTiling(); 1333 1334 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1335 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1336 layer->setStencilRenderBuffer(buffer); 1337 1338 startTiling(layer->clipRect, layer->layer.getHeight()); 1339 } 1340} 1341 1342void OpenGLRenderer::setStencilFromClip() { 1343 if (!mCaches.debugOverdraw) { 1344 if (!mSnapshot->clipRegion->isEmpty()) { 1345 // NOTE: The order here is important, we must set dirtyClip to false 1346 // before any draw call to avoid calling back into this method 1347 mDirtyClip = false; 1348 1349 ensureStencilBuffer(); 1350 1351 mCaches.stencil.enableWrite(); 1352 1353 // Clear the stencil but first make sure we restrict drawing 1354 // to the region's bounds 1355 bool resetScissor = mCaches.enableScissor(); 1356 if (resetScissor) { 1357 // The scissor was not set so we now need to update it 1358 setScissorFromClip(); 1359 } 1360 mCaches.stencil.clear(); 1361 if (resetScissor) mCaches.disableScissor(); 1362 1363 // NOTE: We could use the region contour path to generate a smaller mesh 1364 // Since we are using the stencil we could use the red book path 1365 // drawing technique. It might increase bandwidth usage though. 1366 1367 // The last parameter is important: we are not drawing in the color buffer 1368 // so we don't want to dirty the current layer, if any 1369 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1370 1371 mCaches.stencil.enableTest(); 1372 1373 // Draw the region used to generate the stencil if the appropriate debug 1374 // mode is enabled 1375 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1376 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1377 } 1378 } else { 1379 mCaches.stencil.disable(); 1380 } 1381 } 1382} 1383 1384const Rect& OpenGLRenderer::getClipBounds() { 1385 return mSnapshot->getLocalClip(); 1386} 1387 1388bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1389 if (mSnapshot->isIgnored()) { 1390 return true; 1391 } 1392 1393 Rect r(left, top, right, bottom); 1394 currentTransform().mapRect(r); 1395 r.snapToPixelBoundaries(); 1396 1397 Rect clipRect(*mSnapshot->clipRect); 1398 clipRect.snapToPixelBoundaries(); 1399 1400 return !clipRect.intersects(r); 1401} 1402 1403bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1404 Rect& transformed, Rect& clip) { 1405 if (mSnapshot->isIgnored()) { 1406 return true; 1407 } 1408 1409 transformed.set(left, top, right, bottom); 1410 currentTransform().mapRect(transformed); 1411 transformed.snapToPixelBoundaries(); 1412 1413 clip.set(*mSnapshot->clipRect); 1414 clip.snapToPixelBoundaries(); 1415 1416 return !clip.intersects(transformed); 1417} 1418 1419bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1420 SkPaint* paint) { 1421 if (paint->getStyle() != SkPaint::kFill_Style) { 1422 float outset = paint->getStrokeWidth() * 0.5f; 1423 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1424 } else { 1425 return quickReject(left, top, right, bottom); 1426 } 1427} 1428 1429bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1430 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1431 return true; 1432 } 1433 1434 Rect r(left, top, right, bottom); 1435 currentTransform().mapRect(r); 1436 r.snapToPixelBoundaries(); 1437 1438 Rect clipRect(*mSnapshot->clipRect); 1439 clipRect.snapToPixelBoundaries(); 1440 1441 bool rejected = !clipRect.intersects(r); 1442 if (!isDeferred() && !rejected) { 1443 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1444 } 1445 1446 return rejected; 1447} 1448 1449void OpenGLRenderer::debugClip() { 1450#if DEBUG_CLIP_REGIONS 1451 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1452 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1453 } 1454#endif 1455} 1456 1457bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1458 if (CC_LIKELY(currentTransform().rectToRect())) { 1459 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1460 if (clipped) { 1461 dirtyClip(); 1462 } 1463 return !mSnapshot->clipRect->isEmpty(); 1464 } 1465 1466 SkPath path; 1467 path.addRect(left, top, right, bottom); 1468 1469 return clipPath(&path, op); 1470} 1471 1472bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1473 SkMatrix transform; 1474 currentTransform().copyTo(transform); 1475 1476 SkPath transformed; 1477 path->transform(transform, &transformed); 1478 1479 SkRegion clip; 1480 if (!mSnapshot->clipRegion->isEmpty()) { 1481 clip.setRegion(*mSnapshot->clipRegion); 1482 } else { 1483 Rect* bounds = mSnapshot->clipRect; 1484 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1485 } 1486 1487 SkRegion region; 1488 region.setPath(transformed, clip); 1489 1490 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1491 if (clipped) { 1492 dirtyClip(); 1493 } 1494 return !mSnapshot->clipRect->isEmpty(); 1495} 1496 1497bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1498 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1499 if (clipped) { 1500 dirtyClip(); 1501 } 1502 return !mSnapshot->clipRect->isEmpty(); 1503} 1504 1505Rect* OpenGLRenderer::getClipRect() { 1506 return mSnapshot->clipRect; 1507} 1508 1509/////////////////////////////////////////////////////////////////////////////// 1510// Drawing commands 1511/////////////////////////////////////////////////////////////////////////////// 1512 1513void OpenGLRenderer::setupDraw(bool clear) { 1514 // TODO: It would be best if we could do this before quickReject() 1515 // changes the scissor test state 1516 if (clear) clearLayerRegions(); 1517 // Make sure setScissor & setStencil happen at the beginning of 1518 // this method 1519 if (mDirtyClip) { 1520 if (mCaches.scissorEnabled) { 1521 setScissorFromClip(); 1522 } 1523 setStencilFromClip(); 1524 } 1525 1526 mDescription.reset(); 1527 1528 mSetShaderColor = false; 1529 mColorSet = false; 1530 mColorA = mColorR = mColorG = mColorB = 0.0f; 1531 mTextureUnit = 0; 1532 mTrackDirtyRegions = true; 1533 1534 // Enable debug highlight when what we're about to draw is tested against 1535 // the stencil buffer and if stencil highlight debugging is on 1536 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1537 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1538 mCaches.stencil.isTestEnabled(); 1539} 1540 1541void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1542 mDescription.hasTexture = true; 1543 mDescription.hasAlpha8Texture = isAlpha8; 1544} 1545 1546void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1547 mDescription.hasTexture = true; 1548 mDescription.hasColors = true; 1549 mDescription.hasAlpha8Texture = isAlpha8; 1550} 1551 1552void OpenGLRenderer::setupDrawWithExternalTexture() { 1553 mDescription.hasExternalTexture = true; 1554} 1555 1556void OpenGLRenderer::setupDrawNoTexture() { 1557 mCaches.disableTexCoordsVertexArray(); 1558} 1559 1560void OpenGLRenderer::setupDrawAA() { 1561 mDescription.isAA = true; 1562} 1563 1564void OpenGLRenderer::setupDrawPoint(float pointSize) { 1565 mDescription.isPoint = true; 1566 mDescription.pointSize = pointSize; 1567} 1568 1569void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1570 mColorA = alpha / 255.0f; 1571 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1572 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1573 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1574 mColorSet = true; 1575 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1576} 1577 1578void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1579 mColorA = alpha / 255.0f; 1580 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1581 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1582 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1583 mColorSet = true; 1584 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1585} 1586 1587void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1588 mCaches.fontRenderer->describe(mDescription, paint); 1589} 1590 1591void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1592 mColorA = a; 1593 mColorR = r; 1594 mColorG = g; 1595 mColorB = b; 1596 mColorSet = true; 1597 mSetShaderColor = mDescription.setColor(r, g, b, a); 1598} 1599 1600void OpenGLRenderer::setupDrawShader() { 1601 if (mDrawModifiers.mShader) { 1602 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1603 } 1604} 1605 1606void OpenGLRenderer::setupDrawColorFilter() { 1607 if (mDrawModifiers.mColorFilter) { 1608 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1609 } 1610} 1611 1612void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1613 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1614 mColorA = 1.0f; 1615 mColorR = mColorG = mColorB = 0.0f; 1616 mSetShaderColor = mDescription.modulate = true; 1617 } 1618} 1619 1620void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1621 // When the blending mode is kClear_Mode, we need to use a modulate color 1622 // argb=1,0,0,0 1623 accountForClear(mode); 1624 bool blend = (mColorSet && mColorA < 1.0f) || 1625 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1626 chooseBlending(blend, mode, mDescription, swapSrcDst); 1627} 1628 1629void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1630 // When the blending mode is kClear_Mode, we need to use a modulate color 1631 // argb=1,0,0,0 1632 accountForClear(mode); 1633 blend |= (mColorSet && mColorA < 1.0f) || 1634 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1635 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1636 chooseBlending(blend, mode, mDescription, swapSrcDst); 1637} 1638 1639void OpenGLRenderer::setupDrawProgram() { 1640 useProgram(mCaches.programCache.get(mDescription)); 1641} 1642 1643void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1644 mTrackDirtyRegions = false; 1645} 1646 1647void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1648 bool ignoreTransform) { 1649 mModelView.loadTranslate(left, top, 0.0f); 1650 if (!ignoreTransform) { 1651 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1652 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1653 } else { 1654 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1655 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1656 } 1657} 1658 1659void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1660 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1661} 1662 1663void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1664 bool ignoreTransform, bool ignoreModelView) { 1665 if (!ignoreModelView) { 1666 mModelView.loadTranslate(left, top, 0.0f); 1667 mModelView.scale(right - left, bottom - top, 1.0f); 1668 } else { 1669 mModelView.loadIdentity(); 1670 } 1671 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1672 if (!ignoreTransform) { 1673 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1674 if (mTrackDirtyRegions && dirty) { 1675 dirtyLayer(left, top, right, bottom, currentTransform()); 1676 } 1677 } else { 1678 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1679 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1680 } 1681} 1682 1683void OpenGLRenderer::setupDrawPointUniforms() { 1684 int slot = mCaches.currentProgram->getUniform("pointSize"); 1685 glUniform1f(slot, mDescription.pointSize); 1686} 1687 1688void OpenGLRenderer::setupDrawColorUniforms() { 1689 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1690 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1691 } 1692} 1693 1694void OpenGLRenderer::setupDrawPureColorUniforms() { 1695 if (mSetShaderColor) { 1696 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1697 } 1698} 1699 1700void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1701 if (mDrawModifiers.mShader) { 1702 if (ignoreTransform) { 1703 mModelView.loadInverse(currentTransform()); 1704 } 1705 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1706 mModelView, *mSnapshot, &mTextureUnit); 1707 } 1708} 1709 1710void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1711 if (mDrawModifiers.mShader) { 1712 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1713 mat4::identity(), *mSnapshot, &mTextureUnit); 1714 } 1715} 1716 1717void OpenGLRenderer::setupDrawColorFilterUniforms() { 1718 if (mDrawModifiers.mColorFilter) { 1719 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1720 } 1721} 1722 1723void OpenGLRenderer::setupDrawTextGammaUniforms() { 1724 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1725} 1726 1727void OpenGLRenderer::setupDrawSimpleMesh() { 1728 bool force = mCaches.bindMeshBuffer(); 1729 mCaches.bindPositionVertexPointer(force, 0); 1730 mCaches.unbindIndicesBuffer(); 1731} 1732 1733void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1734 bindTexture(texture); 1735 mTextureUnit++; 1736 mCaches.enableTexCoordsVertexArray(); 1737} 1738 1739void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1740 bindExternalTexture(texture); 1741 mTextureUnit++; 1742 mCaches.enableTexCoordsVertexArray(); 1743} 1744 1745void OpenGLRenderer::setupDrawTextureTransform() { 1746 mDescription.hasTextureTransform = true; 1747} 1748 1749void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1750 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1751 GL_FALSE, &transform.data[0]); 1752} 1753 1754void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1755 bool force = false; 1756 if (!vertices) { 1757 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1758 } else { 1759 force = mCaches.unbindMeshBuffer(); 1760 } 1761 1762 mCaches.bindPositionVertexPointer(force, vertices); 1763 if (mCaches.currentProgram->texCoords >= 0) { 1764 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1765 } 1766 1767 mCaches.unbindIndicesBuffer(); 1768} 1769 1770void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1771 bool force = mCaches.unbindMeshBuffer(); 1772 GLsizei stride = sizeof(ColorTextureVertex); 1773 1774 mCaches.bindPositionVertexPointer(force, vertices, stride); 1775 if (mCaches.currentProgram->texCoords >= 0) { 1776 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1777 } 1778 int slot = mCaches.currentProgram->getAttrib("colors"); 1779 if (slot >= 0) { 1780 glEnableVertexAttribArray(slot); 1781 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1782 } 1783 1784 mCaches.unbindIndicesBuffer(); 1785} 1786 1787void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1788 bool force = mCaches.unbindMeshBuffer(); 1789 mCaches.bindPositionVertexPointer(force, vertices); 1790 if (mCaches.currentProgram->texCoords >= 0) { 1791 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1792 } 1793} 1794 1795void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1796 bool force = mCaches.unbindMeshBuffer(); 1797 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1798 mCaches.unbindIndicesBuffer(); 1799} 1800 1801void OpenGLRenderer::finishDrawTexture() { 1802} 1803 1804/////////////////////////////////////////////////////////////////////////////// 1805// Drawing 1806/////////////////////////////////////////////////////////////////////////////// 1807 1808status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags) { 1809 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1810 // will be performed by the display list itself 1811 if (displayList && displayList->isRenderable()) { 1812 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1813 return displayList->replay(*this, dirty, flags, 0); 1814 } 1815 1816 DeferredDisplayList deferredList; 1817 return displayList->replay(*this, dirty, flags, 0, &deferredList); 1818 } 1819 1820 return DrawGlInfo::kStatusDone; 1821} 1822 1823void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1824 if (displayList) { 1825 displayList->output(1); 1826 } 1827} 1828 1829void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1830 int alpha; 1831 SkXfermode::Mode mode; 1832 getAlphaAndMode(paint, &alpha, &mode); 1833 1834 int color = paint != NULL ? paint->getColor() : 0; 1835 1836 float x = left; 1837 float y = top; 1838 1839 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1840 1841 bool ignoreTransform = false; 1842 if (currentTransform().isPureTranslate()) { 1843 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 1844 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 1845 ignoreTransform = true; 1846 1847 texture->setFilter(GL_NEAREST, true); 1848 } else { 1849 texture->setFilter(FILTER(paint), true); 1850 } 1851 1852 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1853 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1854 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1855} 1856 1857status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1858 const float right = left + bitmap->width(); 1859 const float bottom = top + bitmap->height(); 1860 1861 if (quickReject(left, top, right, bottom)) { 1862 return DrawGlInfo::kStatusDone; 1863 } 1864 1865 mCaches.activeTexture(0); 1866 Texture* texture = mCaches.textureCache.get(bitmap); 1867 if (!texture) return DrawGlInfo::kStatusDone; 1868 const AutoTexture autoCleanup(texture); 1869 1870 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1871 drawAlphaBitmap(texture, left, top, paint); 1872 } else { 1873 drawTextureRect(left, top, right, bottom, texture, paint); 1874 } 1875 1876 return DrawGlInfo::kStatusDrew; 1877} 1878 1879status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1880 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1881 const mat4 transform(*matrix); 1882 transform.mapRect(r); 1883 1884 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1885 return DrawGlInfo::kStatusDone; 1886 } 1887 1888 mCaches.activeTexture(0); 1889 Texture* texture = mCaches.textureCache.get(bitmap); 1890 if (!texture) return DrawGlInfo::kStatusDone; 1891 const AutoTexture autoCleanup(texture); 1892 1893 // This could be done in a cheaper way, all we need is pass the matrix 1894 // to the vertex shader. The save/restore is a bit overkill. 1895 save(SkCanvas::kMatrix_SaveFlag); 1896 concatMatrix(matrix); 1897 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1898 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 1899 } else { 1900 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1901 } 1902 restore(); 1903 1904 return DrawGlInfo::kStatusDrew; 1905} 1906 1907status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1908 const float right = left + bitmap->width(); 1909 const float bottom = top + bitmap->height(); 1910 1911 if (quickReject(left, top, right, bottom)) { 1912 return DrawGlInfo::kStatusDone; 1913 } 1914 1915 mCaches.activeTexture(0); 1916 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1917 const AutoTexture autoCleanup(texture); 1918 1919 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1920 drawAlphaBitmap(texture, left, top, paint); 1921 } else { 1922 drawTextureRect(left, top, right, bottom, texture, paint); 1923 } 1924 1925 return DrawGlInfo::kStatusDrew; 1926} 1927 1928status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1929 float* vertices, int* colors, SkPaint* paint) { 1930 if (!vertices || mSnapshot->isIgnored()) { 1931 return DrawGlInfo::kStatusDone; 1932 } 1933 1934 float left = FLT_MAX; 1935 float top = FLT_MAX; 1936 float right = FLT_MIN; 1937 float bottom = FLT_MIN; 1938 1939 const uint32_t count = meshWidth * meshHeight * 6; 1940 1941 ColorTextureVertex mesh[count]; 1942 ColorTextureVertex* vertex = mesh; 1943 1944 bool cleanupColors = false; 1945 if (!colors) { 1946 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1947 colors = new int[colorsCount]; 1948 memset(colors, 0xff, colorsCount * sizeof(int)); 1949 cleanupColors = true; 1950 } 1951 1952 for (int32_t y = 0; y < meshHeight; y++) { 1953 for (int32_t x = 0; x < meshWidth; x++) { 1954 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1955 1956 float u1 = float(x) / meshWidth; 1957 float u2 = float(x + 1) / meshWidth; 1958 float v1 = float(y) / meshHeight; 1959 float v2 = float(y + 1) / meshHeight; 1960 1961 int ax = i + (meshWidth + 1) * 2; 1962 int ay = ax + 1; 1963 int bx = i; 1964 int by = bx + 1; 1965 int cx = i + 2; 1966 int cy = cx + 1; 1967 int dx = i + (meshWidth + 1) * 2 + 2; 1968 int dy = dx + 1; 1969 1970 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1971 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1972 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1973 1974 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1975 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1976 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1977 1978 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1979 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1980 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1981 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1982 } 1983 } 1984 1985 if (quickReject(left, top, right, bottom)) { 1986 if (cleanupColors) delete[] colors; 1987 return DrawGlInfo::kStatusDone; 1988 } 1989 1990 mCaches.activeTexture(0); 1991 Texture* texture = mCaches.textureCache.get(bitmap); 1992 if (!texture) { 1993 if (cleanupColors) delete[] colors; 1994 return DrawGlInfo::kStatusDone; 1995 } 1996 const AutoTexture autoCleanup(texture); 1997 1998 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1999 texture->setFilter(FILTER(paint), true); 2000 2001 int alpha; 2002 SkXfermode::Mode mode; 2003 getAlphaAndMode(paint, &alpha, &mode); 2004 2005 float a = alpha / 255.0f; 2006 2007 if (hasLayer()) { 2008 dirtyLayer(left, top, right, bottom, currentTransform()); 2009 } 2010 2011 setupDraw(); 2012 setupDrawWithTextureAndColor(); 2013 setupDrawColor(a, a, a, a); 2014 setupDrawColorFilter(); 2015 setupDrawBlending(true, mode, false); 2016 setupDrawProgram(); 2017 setupDrawDirtyRegionsDisabled(); 2018 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2019 setupDrawTexture(texture->id); 2020 setupDrawPureColorUniforms(); 2021 setupDrawColorFilterUniforms(); 2022 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2023 2024 glDrawArrays(GL_TRIANGLES, 0, count); 2025 2026 finishDrawTexture(); 2027 2028 int slot = mCaches.currentProgram->getAttrib("colors"); 2029 if (slot >= 0) { 2030 glDisableVertexAttribArray(slot); 2031 } 2032 2033 if (cleanupColors) delete[] colors; 2034 2035 return DrawGlInfo::kStatusDrew; 2036} 2037 2038status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2039 float srcLeft, float srcTop, float srcRight, float srcBottom, 2040 float dstLeft, float dstTop, float dstRight, float dstBottom, 2041 SkPaint* paint) { 2042 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2043 return DrawGlInfo::kStatusDone; 2044 } 2045 2046 mCaches.activeTexture(0); 2047 Texture* texture = mCaches.textureCache.get(bitmap); 2048 if (!texture) return DrawGlInfo::kStatusDone; 2049 const AutoTexture autoCleanup(texture); 2050 2051 const float width = texture->width; 2052 const float height = texture->height; 2053 2054 const float u1 = fmax(0.0f, srcLeft / width); 2055 const float v1 = fmax(0.0f, srcTop / height); 2056 const float u2 = fmin(1.0f, srcRight / width); 2057 const float v2 = fmin(1.0f, srcBottom / height); 2058 2059 mCaches.unbindMeshBuffer(); 2060 resetDrawTextureTexCoords(u1, v1, u2, v2); 2061 2062 int alpha; 2063 SkXfermode::Mode mode; 2064 getAlphaAndMode(paint, &alpha, &mode); 2065 2066 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2067 2068 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2069 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2070 2071 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2072 // Apply a scale transform on the canvas only when a shader is in use 2073 // Skia handles the ratio between the dst and src rects as a scale factor 2074 // when a shader is set 2075 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2076 bool ignoreTransform = false; 2077 2078 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2079 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2080 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2081 2082 dstRight = x + (dstRight - dstLeft); 2083 dstBottom = y + (dstBottom - dstTop); 2084 2085 dstLeft = x; 2086 dstTop = y; 2087 2088 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2089 ignoreTransform = true; 2090 } else { 2091 texture->setFilter(FILTER(paint), true); 2092 } 2093 2094 if (CC_UNLIKELY(useScaleTransform)) { 2095 save(SkCanvas::kMatrix_SaveFlag); 2096 translate(dstLeft, dstTop); 2097 scale(scaleX, scaleY); 2098 2099 dstLeft = 0.0f; 2100 dstTop = 0.0f; 2101 2102 dstRight = srcRight - srcLeft; 2103 dstBottom = srcBottom - srcTop; 2104 } 2105 2106 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2107 int color = paint ? paint->getColor() : 0; 2108 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2109 texture->id, paint != NULL, color, alpha, mode, 2110 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2111 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2112 } else { 2113 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2114 texture->id, alpha / 255.0f, mode, texture->blend, 2115 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2116 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2117 } 2118 2119 if (CC_UNLIKELY(useScaleTransform)) { 2120 restore(); 2121 } 2122 2123 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2124 2125 return DrawGlInfo::kStatusDrew; 2126} 2127 2128status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2129 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2130 float left, float top, float right, float bottom, SkPaint* paint) { 2131 int alpha; 2132 SkXfermode::Mode mode; 2133 getAlphaAndModeDirect(paint, &alpha, &mode); 2134 2135 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 2136 left, top, right, bottom, alpha, mode); 2137} 2138 2139status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2140 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2141 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 2142 if (quickReject(left, top, right, bottom)) { 2143 return DrawGlInfo::kStatusDone; 2144 } 2145 2146 alpha *= mSnapshot->alpha; 2147 2148 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 2149 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 2150 2151 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2152 mCaches.activeTexture(0); 2153 Texture* texture = mCaches.textureCache.get(bitmap); 2154 if (!texture) return DrawGlInfo::kStatusDone; 2155 const AutoTexture autoCleanup(texture); 2156 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2157 texture->setFilter(GL_LINEAR, true); 2158 2159 const bool pureTranslate = currentTransform().isPureTranslate(); 2160 // Mark the current layer dirty where we are going to draw the patch 2161 if (hasLayer() && mesh->hasEmptyQuads) { 2162 const float offsetX = left + currentTransform().getTranslateX(); 2163 const float offsetY = top + currentTransform().getTranslateY(); 2164 const size_t count = mesh->quads.size(); 2165 for (size_t i = 0; i < count; i++) { 2166 const Rect& bounds = mesh->quads.itemAt(i); 2167 if (CC_LIKELY(pureTranslate)) { 2168 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2169 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2170 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2171 } else { 2172 dirtyLayer(left + bounds.left, top + bounds.top, 2173 left + bounds.right, top + bounds.bottom, currentTransform()); 2174 } 2175 } 2176 } 2177 2178 if (CC_LIKELY(pureTranslate)) { 2179 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2180 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2181 2182 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 2183 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2184 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 2185 true, !mesh->hasEmptyQuads); 2186 } else { 2187 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2188 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2189 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 2190 true, !mesh->hasEmptyQuads); 2191 } 2192 } 2193 2194 return DrawGlInfo::kStatusDrew; 2195} 2196 2197status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2198 bool useOffset) { 2199 if (!vertexBuffer.getSize()) { 2200 // no vertices to draw 2201 return DrawGlInfo::kStatusDone; 2202 } 2203 2204 int color = paint->getColor(); 2205 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2206 bool isAA = paint->isAntiAlias(); 2207 2208 setupDraw(); 2209 setupDrawNoTexture(); 2210 if (isAA) setupDrawAA(); 2211 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2212 setupDrawColorFilter(); 2213 setupDrawShader(); 2214 setupDrawBlending(isAA, mode); 2215 setupDrawProgram(); 2216 setupDrawModelViewIdentity(useOffset); 2217 setupDrawColorUniforms(); 2218 setupDrawColorFilterUniforms(); 2219 setupDrawShaderIdentityUniforms(); 2220 2221 void* vertices = vertexBuffer.getBuffer(); 2222 bool force = mCaches.unbindMeshBuffer(); 2223 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2224 mCaches.resetTexCoordsVertexPointer(); 2225 mCaches.unbindIndicesBuffer(); 2226 2227 int alphaSlot = -1; 2228 if (isAA) { 2229 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2230 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2231 2232 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2233 glEnableVertexAttribArray(alphaSlot); 2234 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2235 } 2236 2237 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2238 2239 if (isAA) { 2240 glDisableVertexAttribArray(alphaSlot); 2241 } 2242 2243 return DrawGlInfo::kStatusDrew; 2244} 2245 2246/** 2247 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2248 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2249 * screen space in all directions. However, instead of using a fragment shader to compute the 2250 * translucency of the color from its position, we simply use a varying parameter to define how far 2251 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2252 * 2253 * Doesn't yet support joins, caps, or path effects. 2254 */ 2255status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2256 VertexBuffer vertexBuffer; 2257 // TODO: try clipping large paths to viewport 2258 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2259 2260 SkRect bounds = path.getBounds(); 2261 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2262 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2263 2264 return drawVertexBuffer(vertexBuffer, paint); 2265} 2266 2267/** 2268 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2269 * and additional geometry for defining an alpha slope perimeter. 2270 * 2271 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2272 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2273 * in-shader alpha region, but found it to be taxing on some GPUs. 2274 * 2275 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2276 * memory transfer by removing need for degenerate vertices. 2277 */ 2278status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2279 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2280 2281 count &= ~0x3; // round down to nearest four 2282 2283 VertexBuffer buffer; 2284 SkRect bounds; 2285 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2286 2287 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2288 return DrawGlInfo::kStatusDone; 2289 } 2290 2291 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2292 2293 bool useOffset = !paint->isAntiAlias(); 2294 return drawVertexBuffer(buffer, paint, useOffset); 2295} 2296 2297status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2298 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2299 2300 // TODO: The paint's cap style defines whether the points are square or circular 2301 // TODO: Handle AA for round points 2302 2303 // A stroke width of 0 has a special meaning in Skia: 2304 // it draws an unscaled 1px point 2305 float strokeWidth = paint->getStrokeWidth(); 2306 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2307 if (isHairLine) { 2308 // Now that we know it's hairline, we can set the effective width, to be used later 2309 strokeWidth = 1.0f; 2310 } 2311 const float halfWidth = strokeWidth / 2; 2312 2313 int alpha; 2314 SkXfermode::Mode mode; 2315 getAlphaAndMode(paint, &alpha, &mode); 2316 2317 int verticesCount = count >> 1; 2318 int generatedVerticesCount = 0; 2319 2320 TextureVertex pointsData[verticesCount]; 2321 TextureVertex* vertex = &pointsData[0]; 2322 2323 // TODO: We should optimize this method to not generate vertices for points 2324 // that lie outside of the clip. 2325 mCaches.enableScissor(); 2326 2327 setupDraw(); 2328 setupDrawNoTexture(); 2329 setupDrawPoint(strokeWidth); 2330 setupDrawColor(paint->getColor(), alpha); 2331 setupDrawColorFilter(); 2332 setupDrawShader(); 2333 setupDrawBlending(mode); 2334 setupDrawProgram(); 2335 setupDrawModelViewIdentity(true); 2336 setupDrawColorUniforms(); 2337 setupDrawColorFilterUniforms(); 2338 setupDrawPointUniforms(); 2339 setupDrawShaderIdentityUniforms(); 2340 setupDrawMesh(vertex); 2341 2342 for (int i = 0; i < count; i += 2) { 2343 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2344 generatedVerticesCount++; 2345 2346 float left = points[i] - halfWidth; 2347 float right = points[i] + halfWidth; 2348 float top = points[i + 1] - halfWidth; 2349 float bottom = points [i + 1] + halfWidth; 2350 2351 dirtyLayer(left, top, right, bottom, currentTransform()); 2352 } 2353 2354 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2355 2356 return DrawGlInfo::kStatusDrew; 2357} 2358 2359status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2360 // No need to check against the clip, we fill the clip region 2361 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2362 2363 Rect& clip(*mSnapshot->clipRect); 2364 clip.snapToPixelBoundaries(); 2365 2366 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2367 2368 return DrawGlInfo::kStatusDrew; 2369} 2370 2371status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2372 SkPaint* paint) { 2373 if (!texture) return DrawGlInfo::kStatusDone; 2374 const AutoTexture autoCleanup(texture); 2375 2376 const float x = left + texture->left - texture->offset; 2377 const float y = top + texture->top - texture->offset; 2378 2379 drawPathTexture(texture, x, y, paint); 2380 2381 return DrawGlInfo::kStatusDrew; 2382} 2383 2384status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2385 float rx, float ry, SkPaint* p) { 2386 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2387 return DrawGlInfo::kStatusDone; 2388 } 2389 2390 if (p->getPathEffect() != 0) { 2391 mCaches.activeTexture(0); 2392 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2393 right - left, bottom - top, rx, ry, p); 2394 return drawShape(left, top, texture, p); 2395 } 2396 2397 SkPath path; 2398 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2399 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2400 float outset = p->getStrokeWidth() / 2; 2401 rect.outset(outset, outset); 2402 rx += outset; 2403 ry += outset; 2404 } 2405 path.addRoundRect(rect, rx, ry); 2406 return drawConvexPath(path, p); 2407} 2408 2409status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2410 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2411 x + radius, y + radius, p)) { 2412 return DrawGlInfo::kStatusDone; 2413 } 2414 if (p->getPathEffect() != 0) { 2415 mCaches.activeTexture(0); 2416 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2417 return drawShape(x - radius, y - radius, texture, p); 2418 } 2419 2420 SkPath path; 2421 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2422 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2423 } else { 2424 path.addCircle(x, y, radius); 2425 } 2426 return drawConvexPath(path, p); 2427} 2428 2429status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2430 SkPaint* p) { 2431 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2432 return DrawGlInfo::kStatusDone; 2433 } 2434 2435 if (p->getPathEffect() != 0) { 2436 mCaches.activeTexture(0); 2437 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2438 return drawShape(left, top, texture, p); 2439 } 2440 2441 SkPath path; 2442 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2443 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2444 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2445 } 2446 path.addOval(rect); 2447 return drawConvexPath(path, p); 2448} 2449 2450status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2451 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2452 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2453 return DrawGlInfo::kStatusDone; 2454 } 2455 2456 if (fabs(sweepAngle) >= 360.0f) { 2457 return drawOval(left, top, right, bottom, p); 2458 } 2459 2460 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2461 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2462 mCaches.activeTexture(0); 2463 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2464 startAngle, sweepAngle, useCenter, p); 2465 return drawShape(left, top, texture, p); 2466 } 2467 2468 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2469 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2470 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2471 } 2472 2473 SkPath path; 2474 if (useCenter) { 2475 path.moveTo(rect.centerX(), rect.centerY()); 2476 } 2477 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2478 if (useCenter) { 2479 path.close(); 2480 } 2481 return drawConvexPath(path, p); 2482} 2483 2484// See SkPaintDefaults.h 2485#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2486 2487status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2488 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2489 return DrawGlInfo::kStatusDone; 2490 } 2491 2492 if (p->getStyle() != SkPaint::kFill_Style) { 2493 // only fill style is supported by drawConvexPath, since others have to handle joins 2494 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2495 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2496 mCaches.activeTexture(0); 2497 const PathTexture* texture = 2498 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2499 return drawShape(left, top, texture, p); 2500 } 2501 2502 SkPath path; 2503 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2504 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2505 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2506 } 2507 path.addRect(rect); 2508 return drawConvexPath(path, p); 2509 } 2510 2511 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2512 SkPath path; 2513 path.addRect(left, top, right, bottom); 2514 return drawConvexPath(path, p); 2515 } else { 2516 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2517 return DrawGlInfo::kStatusDrew; 2518 } 2519} 2520 2521void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2522 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2523 float x, float y) { 2524 mCaches.activeTexture(0); 2525 2526 // NOTE: The drop shadow will not perform gamma correction 2527 // if shader-based correction is enabled 2528 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2529 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2530 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2531 const AutoTexture autoCleanup(shadow); 2532 2533 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2534 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2535 2536 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2537 int shadowColor = mDrawModifiers.mShadowColor; 2538 if (mDrawModifiers.mShader) { 2539 shadowColor = 0xffffffff; 2540 } 2541 2542 setupDraw(); 2543 setupDrawWithTexture(true); 2544 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2545 setupDrawColorFilter(); 2546 setupDrawShader(); 2547 setupDrawBlending(true, mode); 2548 setupDrawProgram(); 2549 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2550 setupDrawTexture(shadow->id); 2551 setupDrawPureColorUniforms(); 2552 setupDrawColorFilterUniforms(); 2553 setupDrawShaderUniforms(); 2554 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2555 2556 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2557} 2558 2559bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2560 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2561 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2562} 2563 2564status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2565 const float* positions, SkPaint* paint) { 2566 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2567 return DrawGlInfo::kStatusDone; 2568 } 2569 2570 // NOTE: Skia does not support perspective transform on drawPosText yet 2571 if (!currentTransform().isSimple()) { 2572 return DrawGlInfo::kStatusDone; 2573 } 2574 2575 float x = 0.0f; 2576 float y = 0.0f; 2577 const bool pureTranslate = currentTransform().isPureTranslate(); 2578 if (pureTranslate) { 2579 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2580 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2581 } 2582 2583 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2584 fontRenderer.setFont(paint, mat4::identity()); 2585 2586 int alpha; 2587 SkXfermode::Mode mode; 2588 getAlphaAndMode(paint, &alpha, &mode); 2589 2590 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2591 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2592 alpha, mode, 0.0f, 0.0f); 2593 } 2594 2595 // Pick the appropriate texture filtering 2596 bool linearFilter = currentTransform().changesBounds(); 2597 if (pureTranslate && !linearFilter) { 2598 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2599 } 2600 2601 mCaches.activeTexture(0); 2602 setupDraw(); 2603 setupDrawTextGamma(paint); 2604 setupDrawDirtyRegionsDisabled(); 2605 setupDrawWithTexture(true); 2606 setupDrawAlpha8Color(paint->getColor(), alpha); 2607 setupDrawColorFilter(); 2608 setupDrawShader(); 2609 setupDrawBlending(true, mode); 2610 setupDrawProgram(); 2611 setupDrawModelView(x, y, x, y, pureTranslate, true); 2612 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2613 setupDrawPureColorUniforms(); 2614 setupDrawColorFilterUniforms(); 2615 setupDrawShaderUniforms(pureTranslate); 2616 setupDrawTextGammaUniforms(); 2617 2618 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2619 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2620 2621 const bool hasActiveLayer = hasLayer(); 2622 2623 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2624 positions, hasActiveLayer ? &bounds : NULL)) { 2625 if (hasActiveLayer) { 2626 if (!pureTranslate) { 2627 currentTransform().mapRect(bounds); 2628 } 2629 dirtyLayerUnchecked(bounds, getRegion()); 2630 } 2631 } 2632 2633 return DrawGlInfo::kStatusDrew; 2634} 2635 2636mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2637 mat4 fontTransform; 2638 if (CC_LIKELY(transform.isPureTranslate())) { 2639 fontTransform = mat4::identity(); 2640 } else { 2641 if (CC_UNLIKELY(transform.isPerspective())) { 2642 fontTransform = mat4::identity(); 2643 } else { 2644 float sx, sy; 2645 currentTransform().decomposeScale(sx, sy); 2646 fontTransform.loadScale(sx, sy, 1.0f); 2647 } 2648 } 2649 return fontTransform; 2650} 2651 2652status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2653 float x, float y, const float* positions, SkPaint* paint, float length) { 2654 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2655 return DrawGlInfo::kStatusDone; 2656 } 2657 2658 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2659 switch (paint->getTextAlign()) { 2660 case SkPaint::kCenter_Align: 2661 x -= length / 2.0f; 2662 break; 2663 case SkPaint::kRight_Align: 2664 x -= length; 2665 break; 2666 default: 2667 break; 2668 } 2669 2670 SkPaint::FontMetrics metrics; 2671 paint->getFontMetrics(&metrics, 0.0f); 2672 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2673 return DrawGlInfo::kStatusDone; 2674 } 2675 2676 const float oldX = x; 2677 const float oldY = y; 2678 2679 const mat4& transform = currentTransform(); 2680 const bool pureTranslate = transform.isPureTranslate(); 2681 2682 if (CC_LIKELY(pureTranslate)) { 2683 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2684 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2685 } 2686 2687 int alpha; 2688 SkXfermode::Mode mode; 2689 getAlphaAndMode(paint, &alpha, &mode); 2690 2691 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2692 2693 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2694 fontRenderer.setFont(paint, mat4::identity()); 2695 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2696 alpha, mode, oldX, oldY); 2697 } 2698 2699 const bool hasActiveLayer = hasLayer(); 2700 2701 // We only pass a partial transform to the font renderer. That partial 2702 // matrix defines how glyphs are rasterized. Typically we want glyphs 2703 // to be rasterized at their final size on screen, which means the partial 2704 // matrix needs to take the scale factor into account. 2705 // When a partial matrix is used to transform glyphs during rasterization, 2706 // the mesh is generated with the inverse transform (in the case of scale, 2707 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2708 // apply the full transform matrix at draw time in the vertex shader. 2709 // Applying the full matrix in the shader is the easiest way to handle 2710 // rotation and perspective and allows us to always generated quads in the 2711 // font renderer which greatly simplifies the code, clipping in particular. 2712 mat4 fontTransform = findBestFontTransform(transform); 2713 fontRenderer.setFont(paint, fontTransform); 2714 2715 // Pick the appropriate texture filtering 2716 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2717 2718 // The font renderer will always use texture unit 0 2719 mCaches.activeTexture(0); 2720 setupDraw(); 2721 setupDrawTextGamma(paint); 2722 setupDrawDirtyRegionsDisabled(); 2723 setupDrawWithTexture(true); 2724 setupDrawAlpha8Color(paint->getColor(), alpha); 2725 setupDrawColorFilter(); 2726 setupDrawShader(); 2727 setupDrawBlending(true, mode); 2728 setupDrawProgram(); 2729 setupDrawModelView(x, y, x, y, pureTranslate, true); 2730 // See comment above; the font renderer must use texture unit 0 2731 // assert(mTextureUnit == 0) 2732 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2733 setupDrawPureColorUniforms(); 2734 setupDrawColorFilterUniforms(); 2735 setupDrawShaderUniforms(pureTranslate); 2736 setupDrawTextGammaUniforms(); 2737 2738 // TODO: Implement better clipping for scaled/rotated text 2739 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2740 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2741 2742 bool status; 2743 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2744 SkPaint paintCopy(*paint); 2745 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2746 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2747 positions, hasActiveLayer ? &bounds : NULL); 2748 } else { 2749 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2750 positions, hasActiveLayer ? &bounds : NULL); 2751 } 2752 2753 if (status && hasActiveLayer) { 2754 if (!pureTranslate) { 2755 transform.mapRect(bounds); 2756 } 2757 dirtyLayerUnchecked(bounds, getRegion()); 2758 } 2759 2760 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2761 2762 return DrawGlInfo::kStatusDrew; 2763} 2764 2765status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2766 float hOffset, float vOffset, SkPaint* paint) { 2767 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2768 return DrawGlInfo::kStatusDone; 2769 } 2770 2771 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2772 fontRenderer.setFont(paint, mat4::identity()); 2773 2774 int alpha; 2775 SkXfermode::Mode mode; 2776 getAlphaAndMode(paint, &alpha, &mode); 2777 2778 mCaches.activeTexture(0); 2779 setupDraw(); 2780 setupDrawTextGamma(paint); 2781 setupDrawDirtyRegionsDisabled(); 2782 setupDrawWithTexture(true); 2783 setupDrawAlpha8Color(paint->getColor(), alpha); 2784 setupDrawColorFilter(); 2785 setupDrawShader(); 2786 setupDrawBlending(true, mode); 2787 setupDrawProgram(); 2788 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2789 setupDrawTexture(fontRenderer.getTexture(true)); 2790 setupDrawPureColorUniforms(); 2791 setupDrawColorFilterUniforms(); 2792 setupDrawShaderUniforms(false); 2793 setupDrawTextGammaUniforms(); 2794 2795 const Rect* clip = &mSnapshot->getLocalClip(); 2796 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2797 2798 const bool hasActiveLayer = hasLayer(); 2799 2800 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2801 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2802 if (hasActiveLayer) { 2803 currentTransform().mapRect(bounds); 2804 dirtyLayerUnchecked(bounds, getRegion()); 2805 } 2806 } 2807 2808 return DrawGlInfo::kStatusDrew; 2809} 2810 2811status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2812 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2813 2814 mCaches.activeTexture(0); 2815 2816 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2817 if (!texture) return DrawGlInfo::kStatusDone; 2818 const AutoTexture autoCleanup(texture); 2819 2820 const float x = texture->left - texture->offset; 2821 const float y = texture->top - texture->offset; 2822 2823 drawPathTexture(texture, x, y, paint); 2824 2825 return DrawGlInfo::kStatusDrew; 2826} 2827 2828status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2829 if (!layer) { 2830 return DrawGlInfo::kStatusDone; 2831 } 2832 2833 mat4* transform = NULL; 2834 if (layer->isTextureLayer()) { 2835 transform = &layer->getTransform(); 2836 if (!transform->isIdentity()) { 2837 save(0); 2838 currentTransform().multiply(*transform); 2839 } 2840 } 2841 2842 Rect transformed; 2843 Rect clip; 2844 const bool rejected = quickRejectNoScissor(x, y, 2845 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2846 2847 if (rejected) { 2848 if (transform && !transform->isIdentity()) { 2849 restore(); 2850 } 2851 return DrawGlInfo::kStatusDone; 2852 } 2853 2854 updateLayer(layer, true); 2855 2856 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2857 mCaches.activeTexture(0); 2858 2859 if (CC_LIKELY(!layer->region.isEmpty())) { 2860 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 2861 mDrawModifiers.mColorFilter = layer->getColorFilter(); 2862 2863 if (layer->region.isRect()) { 2864 composeLayerRect(layer, layer->regionRect); 2865 } else if (layer->mesh) { 2866 const float a = layer->getAlpha() / 255.0f; 2867 setupDraw(); 2868 setupDrawWithTexture(); 2869 setupDrawColor(a, a, a, a); 2870 setupDrawColorFilter(); 2871 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2872 setupDrawProgram(); 2873 setupDrawPureColorUniforms(); 2874 setupDrawColorFilterUniforms(); 2875 setupDrawTexture(layer->getTexture()); 2876 if (CC_LIKELY(currentTransform().isPureTranslate())) { 2877 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2878 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2879 2880 layer->setFilter(GL_NEAREST); 2881 setupDrawModelViewTranslate(tx, ty, 2882 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2883 } else { 2884 layer->setFilter(GL_LINEAR); 2885 setupDrawModelViewTranslate(x, y, 2886 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2887 } 2888 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2889 2890 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2891 GL_UNSIGNED_SHORT, layer->meshIndices); 2892 2893 finishDrawTexture(); 2894 2895#if DEBUG_LAYERS_AS_REGIONS 2896 drawRegionRects(layer->region); 2897#endif 2898 } 2899 2900 mDrawModifiers.mColorFilter = oldFilter; 2901 2902 if (layer->debugDrawUpdate) { 2903 layer->debugDrawUpdate = false; 2904 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2905 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2906 } 2907 } 2908 2909 if (transform && !transform->isIdentity()) { 2910 restore(); 2911 } 2912 2913 return DrawGlInfo::kStatusDrew; 2914} 2915 2916/////////////////////////////////////////////////////////////////////////////// 2917// Shaders 2918/////////////////////////////////////////////////////////////////////////////// 2919 2920void OpenGLRenderer::resetShader() { 2921 mDrawModifiers.mShader = NULL; 2922} 2923 2924void OpenGLRenderer::setupShader(SkiaShader* shader) { 2925 mDrawModifiers.mShader = shader; 2926 if (mDrawModifiers.mShader) { 2927 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2928 } 2929} 2930 2931/////////////////////////////////////////////////////////////////////////////// 2932// Color filters 2933/////////////////////////////////////////////////////////////////////////////// 2934 2935void OpenGLRenderer::resetColorFilter() { 2936 mDrawModifiers.mColorFilter = NULL; 2937} 2938 2939void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2940 mDrawModifiers.mColorFilter = filter; 2941} 2942 2943/////////////////////////////////////////////////////////////////////////////// 2944// Drop shadow 2945/////////////////////////////////////////////////////////////////////////////// 2946 2947void OpenGLRenderer::resetShadow() { 2948 mDrawModifiers.mHasShadow = false; 2949} 2950 2951void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2952 mDrawModifiers.mHasShadow = true; 2953 mDrawModifiers.mShadowRadius = radius; 2954 mDrawModifiers.mShadowDx = dx; 2955 mDrawModifiers.mShadowDy = dy; 2956 mDrawModifiers.mShadowColor = color; 2957} 2958 2959/////////////////////////////////////////////////////////////////////////////// 2960// Draw filters 2961/////////////////////////////////////////////////////////////////////////////// 2962 2963void OpenGLRenderer::resetPaintFilter() { 2964 mDrawModifiers.mHasDrawFilter = false; 2965} 2966 2967void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2968 mDrawModifiers.mHasDrawFilter = true; 2969 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2970 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2971} 2972 2973SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint, bool alwaysCopy) { 2974 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 2975 if (CC_UNLIKELY(alwaysCopy)) { 2976 mFilteredPaint = *paint; 2977 return &mFilteredPaint; 2978 } 2979 return paint; 2980 } 2981 2982 uint32_t flags = paint->getFlags(); 2983 2984 mFilteredPaint = *paint; 2985 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 2986 mDrawModifiers.mPaintFilterSetBits); 2987 2988 return &mFilteredPaint; 2989} 2990 2991/////////////////////////////////////////////////////////////////////////////// 2992// Drawing implementation 2993/////////////////////////////////////////////////////////////////////////////// 2994 2995void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2996 float x, float y, SkPaint* paint) { 2997 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2998 return; 2999 } 3000 3001 int alpha; 3002 SkXfermode::Mode mode; 3003 getAlphaAndMode(paint, &alpha, &mode); 3004 3005 setupDraw(); 3006 setupDrawWithTexture(true); 3007 setupDrawAlpha8Color(paint->getColor(), alpha); 3008 setupDrawColorFilter(); 3009 setupDrawShader(); 3010 setupDrawBlending(true, mode); 3011 setupDrawProgram(); 3012 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3013 setupDrawTexture(texture->id); 3014 setupDrawPureColorUniforms(); 3015 setupDrawColorFilterUniforms(); 3016 setupDrawShaderUniforms(); 3017 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3018 3019 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3020 3021 finishDrawTexture(); 3022} 3023 3024// Same values used by Skia 3025#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3026#define kStdUnderline_Offset (1.0f / 9.0f) 3027#define kStdUnderline_Thickness (1.0f / 18.0f) 3028 3029void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 3030 float x, float y, SkPaint* paint) { 3031 // Handle underline and strike-through 3032 uint32_t flags = paint->getFlags(); 3033 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3034 SkPaint paintCopy(*paint); 3035 float underlineWidth = length; 3036 // If length is > 0.0f, we already measured the text for the text alignment 3037 if (length <= 0.0f) { 3038 underlineWidth = paintCopy.measureText(text, bytesCount); 3039 } 3040 3041 if (CC_LIKELY(underlineWidth > 0.0f)) { 3042 const float textSize = paintCopy.getTextSize(); 3043 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3044 3045 const float left = x; 3046 float top = 0.0f; 3047 3048 int linesCount = 0; 3049 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3050 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3051 3052 const int pointsCount = 4 * linesCount; 3053 float points[pointsCount]; 3054 int currentPoint = 0; 3055 3056 if (flags & SkPaint::kUnderlineText_Flag) { 3057 top = y + textSize * kStdUnderline_Offset; 3058 points[currentPoint++] = left; 3059 points[currentPoint++] = top; 3060 points[currentPoint++] = left + underlineWidth; 3061 points[currentPoint++] = top; 3062 } 3063 3064 if (flags & SkPaint::kStrikeThruText_Flag) { 3065 top = y + textSize * kStdStrikeThru_Offset; 3066 points[currentPoint++] = left; 3067 points[currentPoint++] = top; 3068 points[currentPoint++] = left + underlineWidth; 3069 points[currentPoint++] = top; 3070 } 3071 3072 paintCopy.setStrokeWidth(strokeWidth); 3073 3074 drawLines(&points[0], pointsCount, &paintCopy); 3075 } 3076 } 3077} 3078 3079status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3080 if (mSnapshot->isIgnored()) { 3081 return DrawGlInfo::kStatusDone; 3082 } 3083 3084 int color = paint->getColor(); 3085 // If a shader is set, preserve only the alpha 3086 if (mDrawModifiers.mShader) { 3087 color |= 0x00ffffff; 3088 } 3089 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3090 3091 return drawColorRects(rects, count, color, mode); 3092} 3093 3094status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3095 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3096 if (count == 0) { 3097 return DrawGlInfo::kStatusDone; 3098 } 3099 3100 float left = FLT_MAX; 3101 float top = FLT_MAX; 3102 float right = FLT_MIN; 3103 float bottom = FLT_MIN; 3104 3105 int vertexCount = 0; 3106 Vertex mesh[count * 6]; 3107 Vertex* vertex = mesh; 3108 3109 for (int index = 0; index < count; index += 4) { 3110 float l = rects[index + 0]; 3111 float t = rects[index + 1]; 3112 float r = rects[index + 2]; 3113 float b = rects[index + 3]; 3114 3115 Vertex::set(vertex++, l, b); 3116 Vertex::set(vertex++, l, t); 3117 Vertex::set(vertex++, r, t); 3118 Vertex::set(vertex++, l, b); 3119 Vertex::set(vertex++, r, t); 3120 Vertex::set(vertex++, r, b); 3121 3122 vertexCount += 6; 3123 3124 left = fminf(left, l); 3125 top = fminf(top, t); 3126 right = fmaxf(right, r); 3127 bottom = fmaxf(bottom, b); 3128 } 3129 3130 if (clip && quickReject(left, top, right, bottom)) { 3131 return DrawGlInfo::kStatusDone; 3132 } 3133 3134 setupDraw(); 3135 setupDrawNoTexture(); 3136 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3137 setupDrawShader(); 3138 setupDrawColorFilter(); 3139 setupDrawBlending(mode); 3140 setupDrawProgram(); 3141 setupDrawDirtyRegionsDisabled(); 3142 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3143 setupDrawColorUniforms(); 3144 setupDrawShaderUniforms(); 3145 setupDrawColorFilterUniforms(); 3146 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3147 3148 if (dirty && hasLayer()) { 3149 dirtyLayer(left, top, right, bottom, currentTransform()); 3150 } 3151 3152 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3153 3154 return DrawGlInfo::kStatusDrew; 3155} 3156 3157void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3158 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3159 // If a shader is set, preserve only the alpha 3160 if (mDrawModifiers.mShader) { 3161 color |= 0x00ffffff; 3162 } 3163 3164 setupDraw(); 3165 setupDrawNoTexture(); 3166 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3167 setupDrawShader(); 3168 setupDrawColorFilter(); 3169 setupDrawBlending(mode); 3170 setupDrawProgram(); 3171 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3172 setupDrawColorUniforms(); 3173 setupDrawShaderUniforms(ignoreTransform); 3174 setupDrawColorFilterUniforms(); 3175 setupDrawSimpleMesh(); 3176 3177 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3178} 3179 3180void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3181 Texture* texture, SkPaint* paint) { 3182 int alpha; 3183 SkXfermode::Mode mode; 3184 getAlphaAndMode(paint, &alpha, &mode); 3185 3186 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3187 3188 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3189 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3190 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3191 3192 texture->setFilter(GL_NEAREST, true); 3193 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3194 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3195 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3196 } else { 3197 texture->setFilter(FILTER(paint), true); 3198 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3199 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3200 GL_TRIANGLE_STRIP, gMeshCount); 3201 } 3202} 3203 3204void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3205 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3206 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3207 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3208} 3209 3210void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3211 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3212 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3213 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3214 3215 setupDraw(); 3216 setupDrawWithTexture(); 3217 setupDrawColor(alpha, alpha, alpha, alpha); 3218 setupDrawColorFilter(); 3219 setupDrawBlending(blend, mode, swapSrcDst); 3220 setupDrawProgram(); 3221 if (!dirty) setupDrawDirtyRegionsDisabled(); 3222 if (!ignoreScale) { 3223 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3224 } else { 3225 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3226 } 3227 setupDrawTexture(texture); 3228 setupDrawPureColorUniforms(); 3229 setupDrawColorFilterUniforms(); 3230 setupDrawMesh(vertices, texCoords, vbo); 3231 3232 glDrawArrays(drawMode, 0, elementsCount); 3233 3234 finishDrawTexture(); 3235} 3236 3237void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3238 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3239 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3240 bool ignoreTransform, bool dirty) { 3241 3242 setupDraw(); 3243 setupDrawWithTexture(true); 3244 if (hasColor) { 3245 setupDrawAlpha8Color(color, alpha); 3246 } 3247 setupDrawColorFilter(); 3248 setupDrawShader(); 3249 setupDrawBlending(true, mode); 3250 setupDrawProgram(); 3251 if (!dirty) setupDrawDirtyRegionsDisabled(); 3252 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3253 setupDrawTexture(texture); 3254 setupDrawPureColorUniforms(); 3255 setupDrawColorFilterUniforms(); 3256 setupDrawShaderUniforms(); 3257 setupDrawMesh(vertices, texCoords); 3258 3259 glDrawArrays(drawMode, 0, elementsCount); 3260 3261 finishDrawTexture(); 3262} 3263 3264void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3265 ProgramDescription& description, bool swapSrcDst) { 3266 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3267 3268 if (blend) { 3269 // These blend modes are not supported by OpenGL directly and have 3270 // to be implemented using shaders. Since the shader will perform 3271 // the blending, turn blending off here 3272 // If the blend mode cannot be implemented using shaders, fall 3273 // back to the default SrcOver blend mode instead 3274 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3275 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3276 description.framebufferMode = mode; 3277 description.swapSrcDst = swapSrcDst; 3278 3279 if (mCaches.blend) { 3280 glDisable(GL_BLEND); 3281 mCaches.blend = false; 3282 } 3283 3284 return; 3285 } else { 3286 mode = SkXfermode::kSrcOver_Mode; 3287 } 3288 } 3289 3290 if (!mCaches.blend) { 3291 glEnable(GL_BLEND); 3292 } 3293 3294 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3295 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3296 3297 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3298 glBlendFunc(sourceMode, destMode); 3299 mCaches.lastSrcMode = sourceMode; 3300 mCaches.lastDstMode = destMode; 3301 } 3302 } else if (mCaches.blend) { 3303 glDisable(GL_BLEND); 3304 } 3305 mCaches.blend = blend; 3306} 3307 3308bool OpenGLRenderer::useProgram(Program* program) { 3309 if (!program->isInUse()) { 3310 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3311 program->use(); 3312 mCaches.currentProgram = program; 3313 return false; 3314 } 3315 return true; 3316} 3317 3318void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3319 TextureVertex* v = &mMeshVertices[0]; 3320 TextureVertex::setUV(v++, u1, v1); 3321 TextureVertex::setUV(v++, u2, v1); 3322 TextureVertex::setUV(v++, u1, v2); 3323 TextureVertex::setUV(v++, u2, v2); 3324} 3325 3326void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3327 getAlphaAndModeDirect(paint, alpha, mode); 3328 *alpha *= mSnapshot->alpha; 3329} 3330 3331}; // namespace uirenderer 3332}; // namespace android 3333