OpenGLRenderer.cpp revision cabfcc1364eb7e4de0b15b3574fba45027b45cfc
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 <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <ui/Rect.h> 30 31#include "OpenGLRenderer.h" 32#include "DisplayListRenderer.h" 33#include "Vector.h" 34 35namespace android { 36namespace uirenderer { 37 38/////////////////////////////////////////////////////////////////////////////// 39// Defines 40/////////////////////////////////////////////////////////////////////////////// 41 42#define RAD_TO_DEG (180.0f / 3.14159265f) 43#define MIN_ANGLE 0.001f 44 45// TODO: This should be set in properties 46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 47 48/////////////////////////////////////////////////////////////////////////////// 49// Globals 50/////////////////////////////////////////////////////////////////////////////// 51 52/** 53 * Structure mapping Skia xfermodes to OpenGL blending factors. 54 */ 55struct Blender { 56 SkXfermode::Mode mode; 57 GLenum src; 58 GLenum dst; 59}; // struct Blender 60 61// In this array, the index of each Blender equals the value of the first 62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 63static const Blender gBlends[] = { 64 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 65 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 66 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 67 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 68 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 69 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 70 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 71 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 75 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 76}; 77 78// This array contains the swapped version of each SkXfermode. For instance 79// this array's SrcOver blending mode is actually DstOver. You can refer to 80// createLayer() for more information on the purpose of this array. 81static const Blender gBlendsSwap[] = { 82 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 83 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 85 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 87 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 94}; 95 96static const GLenum gTextureUnits[] = { 97 GL_TEXTURE0, 98 GL_TEXTURE1, 99 GL_TEXTURE2 100}; 101 102/////////////////////////////////////////////////////////////////////////////// 103// Constructors/destructor 104/////////////////////////////////////////////////////////////////////////////// 105 106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 107 mShader = NULL; 108 mColorFilter = NULL; 109 mHasShadow = false; 110 111 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 112 113 mFirstSnapshot = new Snapshot; 114} 115 116OpenGLRenderer::~OpenGLRenderer() { 117 // The context has already been destroyed at this point, do not call 118 // GL APIs. All GL state should be kept in Caches.h 119} 120 121/////////////////////////////////////////////////////////////////////////////// 122// Setup 123/////////////////////////////////////////////////////////////////////////////// 124 125void OpenGLRenderer::setViewport(int width, int height) { 126 glViewport(0, 0, width, height); 127 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 128 129 mWidth = width; 130 mHeight = height; 131 132 mFirstSnapshot->height = height; 133 mFirstSnapshot->viewport.set(0, 0, width, height); 134 135 mDirtyClip = false; 136} 137 138void OpenGLRenderer::prepare(bool opaque) { 139 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 140} 141 142void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 143 mCaches.clearGarbage(); 144 145 mSnapshot = new Snapshot(mFirstSnapshot, 146 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 147 mSnapshot->fbo = getTargetFbo(); 148 149 mSaveCount = 1; 150 151 glViewport(0, 0, mWidth, mHeight); 152 153 glDisable(GL_DITHER); 154 155 glEnable(GL_SCISSOR_TEST); 156 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 157 mSnapshot->setClip(left, top, right, bottom); 158 159 if (!opaque) { 160 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 161 glClear(GL_COLOR_BUFFER_BIT); 162 } 163} 164 165void OpenGLRenderer::finish() { 166#if DEBUG_OPENGL 167 GLenum status = GL_NO_ERROR; 168 while ((status = glGetError()) != GL_NO_ERROR) { 169 LOGD("GL error from OpenGLRenderer: 0x%x", status); 170 switch (status) { 171 case GL_OUT_OF_MEMORY: 172 LOGE(" OpenGLRenderer is out of memory!"); 173 break; 174 } 175 } 176#endif 177#if DEBUG_MEMORY_USAGE 178 mCaches.dumpMemoryUsage(); 179#else 180 if (mCaches.getDebugLevel() & kDebugMemory) { 181 mCaches.dumpMemoryUsage(); 182 } 183#endif 184} 185 186void OpenGLRenderer::interrupt() { 187 if (mCaches.currentProgram) { 188 if (mCaches.currentProgram->isInUse()) { 189 mCaches.currentProgram->remove(); 190 mCaches.currentProgram = NULL; 191 } 192 } 193 mCaches.unbindMeshBuffer(); 194} 195 196void OpenGLRenderer::resume() { 197 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 198 199 glEnable(GL_SCISSOR_TEST); 200 dirtyClip(); 201 202 glDisable(GL_DITHER); 203 204 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 205 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 206 207 mCaches.blend = true; 208 glEnable(GL_BLEND); 209 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 210 glBlendEquation(GL_FUNC_ADD); 211} 212 213bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 214 interrupt(); 215 if (mDirtyClip) { 216 setScissorFromClip(); 217 } 218 219#if RENDER_LAYERS_AS_REGIONS 220 // Since we don't know what the functor will draw, let's dirty 221 // tne entire clip region 222 if (hasLayer()) { 223 Rect clip(*mSnapshot->clipRect); 224 clip.snapToPixelBoundaries(); 225 dirtyLayerUnchecked(clip, getRegion()); 226 } 227#endif 228 229 float bounds[4]; 230 status_t result = (*functor)(&bounds[0], 4); 231 232 if (result != 0) { 233 Rect localDirty(bounds[0], bounds[1], bounds[2], bounds[3]); 234 dirty.unionWith(localDirty); 235 } 236 237 resume(); 238 return result != 0; 239} 240 241/////////////////////////////////////////////////////////////////////////////// 242// State management 243/////////////////////////////////////////////////////////////////////////////// 244 245int OpenGLRenderer::getSaveCount() const { 246 return mSaveCount; 247} 248 249int OpenGLRenderer::save(int flags) { 250 return saveSnapshot(flags); 251} 252 253void OpenGLRenderer::restore() { 254 if (mSaveCount > 1) { 255 restoreSnapshot(); 256 } 257} 258 259void OpenGLRenderer::restoreToCount(int saveCount) { 260 if (saveCount < 1) saveCount = 1; 261 262 while (mSaveCount > saveCount) { 263 restoreSnapshot(); 264 } 265} 266 267int OpenGLRenderer::saveSnapshot(int flags) { 268 mSnapshot = new Snapshot(mSnapshot, flags); 269 return mSaveCount++; 270} 271 272bool OpenGLRenderer::restoreSnapshot() { 273 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 274 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 275 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 276 277 sp<Snapshot> current = mSnapshot; 278 sp<Snapshot> previous = mSnapshot->previous; 279 280 if (restoreOrtho) { 281 Rect& r = previous->viewport; 282 glViewport(r.left, r.top, r.right, r.bottom); 283 mOrthoMatrix.load(current->orthoMatrix); 284 } 285 286 mSaveCount--; 287 mSnapshot = previous; 288 289 if (restoreClip) { 290 dirtyClip(); 291 } 292 293 if (restoreLayer) { 294 composeLayer(current, previous); 295 } 296 297 return restoreClip; 298} 299 300/////////////////////////////////////////////////////////////////////////////// 301// Layers 302/////////////////////////////////////////////////////////////////////////////// 303 304int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 305 SkPaint* p, int flags) { 306 const GLuint previousFbo = mSnapshot->fbo; 307 const int count = saveSnapshot(flags); 308 309 if (!mSnapshot->isIgnored()) { 310 int alpha = 255; 311 SkXfermode::Mode mode; 312 313 if (p) { 314 alpha = p->getAlpha(); 315 if (!mCaches.extensions.hasFramebufferFetch()) { 316 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 317 if (!isMode) { 318 // Assume SRC_OVER 319 mode = SkXfermode::kSrcOver_Mode; 320 } 321 } else { 322 mode = getXfermode(p->getXfermode()); 323 } 324 } else { 325 mode = SkXfermode::kSrcOver_Mode; 326 } 327 328 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 329 } 330 331 return count; 332} 333 334int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 335 int alpha, int flags) { 336 if (alpha >= 255 - ALPHA_THRESHOLD) { 337 return saveLayer(left, top, right, bottom, NULL, flags); 338 } else { 339 SkPaint paint; 340 paint.setAlpha(alpha); 341 return saveLayer(left, top, right, bottom, &paint, flags); 342 } 343} 344 345/** 346 * Layers are viewed by Skia are slightly different than layers in image editing 347 * programs (for instance.) When a layer is created, previously created layers 348 * and the frame buffer still receive every drawing command. For instance, if a 349 * layer is created and a shape intersecting the bounds of the layers and the 350 * framebuffer is draw, the shape will be drawn on both (unless the layer was 351 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 352 * 353 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 354 * texture. Unfortunately, this is inefficient as it requires every primitive to 355 * be drawn n + 1 times, where n is the number of active layers. In practice this 356 * means, for every primitive: 357 * - Switch active frame buffer 358 * - Change viewport, clip and projection matrix 359 * - Issue the drawing 360 * 361 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 362 * To avoid this, layers are implemented in a different way here, at least in the 363 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 364 * is set. When this flag is set we can redirect all drawing operations into a 365 * single FBO. 366 * 367 * This implementation relies on the frame buffer being at least RGBA 8888. When 368 * a layer is created, only a texture is created, not an FBO. The content of the 369 * frame buffer contained within the layer's bounds is copied into this texture 370 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 371 * buffer and drawing continues as normal. This technique therefore treats the 372 * frame buffer as a scratch buffer for the layers. 373 * 374 * To compose the layers back onto the frame buffer, each layer texture 375 * (containing the original frame buffer data) is drawn as a simple quad over 376 * the frame buffer. The trick is that the quad is set as the composition 377 * destination in the blending equation, and the frame buffer becomes the source 378 * of the composition. 379 * 380 * Drawing layers with an alpha value requires an extra step before composition. 381 * An empty quad is drawn over the layer's region in the frame buffer. This quad 382 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 383 * quad is used to multiply the colors in the frame buffer. This is achieved by 384 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 385 * GL_ZERO, GL_SRC_ALPHA. 386 * 387 * Because glCopyTexImage2D() can be slow, an alternative implementation might 388 * be use to draw a single clipped layer. The implementation described above 389 * is correct in every case. 390 * 391 * (1) The frame buffer is actually not cleared right away. To allow the GPU 392 * to potentially optimize series of calls to glCopyTexImage2D, the frame 393 * buffer is left untouched until the first drawing operation. Only when 394 * something actually gets drawn are the layers regions cleared. 395 */ 396bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 397 float right, float bottom, int alpha, SkXfermode::Mode mode, 398 int flags, GLuint previousFbo) { 399 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 400 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 401 402 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 403 404 // Window coordinates of the layer 405 Rect bounds(left, top, right, bottom); 406 if (fboLayer) { 407 // Clear the previous layer regions before we change the viewport 408 clearLayerRegions(); 409 } else { 410 mSnapshot->transform->mapRect(bounds); 411 412 // Layers only make sense if they are in the framebuffer's bounds 413 bounds.intersect(*snapshot->clipRect); 414 415 // We cannot work with sub-pixels in this case 416 bounds.snapToPixelBoundaries(); 417 418 // When the layer is not an FBO, we may use glCopyTexImage so we 419 // need to make sure the layer does not extend outside the bounds 420 // of the framebuffer 421 bounds.intersect(snapshot->previous->viewport); 422 } 423 424 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 425 bounds.getHeight() > mCaches.maxTextureSize) { 426 snapshot->empty = fboLayer; 427 } else { 428 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 429 } 430 431 // Bail out if we won't draw in this snapshot 432 if (snapshot->invisible || snapshot->empty) { 433 return false; 434 } 435 436 glActiveTexture(gTextureUnits[0]); 437 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 438 if (!layer) { 439 return false; 440 } 441 442 layer->mode = mode; 443 layer->alpha = alpha; 444 layer->layer.set(bounds); 445 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 446 bounds.getWidth() / float(layer->width), 0.0f); 447 layer->colorFilter = mColorFilter; 448 449 // Save the layer in the snapshot 450 snapshot->flags |= Snapshot::kFlagIsLayer; 451 snapshot->layer = layer; 452 453 if (fboLayer) { 454 return createFboLayer(layer, bounds, snapshot, previousFbo); 455 } else { 456 // Copy the framebuffer into the layer 457 glBindTexture(GL_TEXTURE_2D, layer->texture); 458 if (!bounds.isEmpty()) { 459 if (layer->empty) { 460 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 461 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 462 layer->empty = false; 463 } else { 464 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 465 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 466 } 467 // Enqueue the buffer coordinates to clear the corresponding region later 468 mLayers.push(new Rect(bounds)); 469 } 470 } 471 472 return true; 473} 474 475bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 476 GLuint previousFbo) { 477 layer->fbo = mCaches.fboCache.get(); 478 479#if RENDER_LAYERS_AS_REGIONS 480 snapshot->region = &snapshot->layer->region; 481 snapshot->flags |= Snapshot::kFlagFboTarget; 482#endif 483 484 Rect clip(bounds); 485 snapshot->transform->mapRect(clip); 486 clip.intersect(*snapshot->clipRect); 487 clip.snapToPixelBoundaries(); 488 clip.intersect(snapshot->previous->viewport); 489 490 mat4 inverse; 491 inverse.loadInverse(*mSnapshot->transform); 492 493 inverse.mapRect(clip); 494 clip.snapToPixelBoundaries(); 495 clip.intersect(bounds); 496 clip.translate(-bounds.left, -bounds.top); 497 498 snapshot->flags |= Snapshot::kFlagIsFboLayer; 499 snapshot->fbo = layer->fbo; 500 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 501 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 502 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 503 snapshot->height = bounds.getHeight(); 504 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 505 snapshot->orthoMatrix.load(mOrthoMatrix); 506 507 // Bind texture to FBO 508 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 509 glBindTexture(GL_TEXTURE_2D, layer->texture); 510 511 // Initialize the texture if needed 512 if (layer->empty) { 513 layer->empty = false; 514 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 515 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 516 } 517 518 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 519 layer->texture, 0); 520 521#if DEBUG_LAYERS_AS_REGIONS 522 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 523 if (status != GL_FRAMEBUFFER_COMPLETE) { 524 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 525 526 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 527 glDeleteTextures(1, &layer->texture); 528 mCaches.fboCache.put(layer->fbo); 529 530 delete layer; 531 532 return false; 533 } 534#endif 535 536 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 537 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 538 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 539 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 540 glClear(GL_COLOR_BUFFER_BIT); 541 542 dirtyClip(); 543 544 // Change the ortho projection 545 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 546 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 547 548 return true; 549} 550 551/** 552 * Read the documentation of createLayer() before doing anything in this method. 553 */ 554void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 555 if (!current->layer) { 556 LOGE("Attempting to compose a layer that does not exist"); 557 return; 558 } 559 560 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 561 562 if (fboLayer) { 563 // Unbind current FBO and restore previous one 564 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 565 } 566 567 Layer* layer = current->layer; 568 const Rect& rect = layer->layer; 569 570 if (!fboLayer && layer->alpha < 255) { 571 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 572 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 573 // Required below, composeLayerRect() will divide by 255 574 layer->alpha = 255; 575 } 576 577 mCaches.unbindMeshBuffer(); 578 579 glActiveTexture(gTextureUnits[0]); 580 581 // When the layer is stored in an FBO, we can save a bit of fillrate by 582 // drawing only the dirty region 583 if (fboLayer) { 584 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 585 if (layer->colorFilter) { 586 setupColorFilter(layer->colorFilter); 587 } 588 composeLayerRegion(layer, rect); 589 if (layer->colorFilter) { 590 resetColorFilter(); 591 } 592 } else { 593 if (!rect.isEmpty()) { 594 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 595 composeLayerRect(layer, rect, true); 596 } 597 } 598 599 if (fboLayer) { 600 // Detach the texture from the FBO 601 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 602 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 603 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 604 605 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 606 mCaches.fboCache.put(current->fbo); 607 } 608 609 dirtyClip(); 610 611 // Failing to add the layer to the cache should happen only if the layer is too large 612 if (!mCaches.layerCache.put(layer)) { 613 LAYER_LOGD("Deleting layer"); 614 glDeleteTextures(1, &layer->texture); 615 delete layer; 616 } 617} 618 619void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 620 const Rect& texCoords = layer->texCoords; 621 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 622 623 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 624 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 625 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 626 627 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 628} 629 630void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 631#if RENDER_LAYERS_AS_REGIONS 632 if (layer->region.isRect()) { 633 composeLayerRect(layer, rect); 634 layer->region.clear(); 635 return; 636 } 637 638 if (!layer->region.isEmpty()) { 639 size_t count; 640 const android::Rect* rects = layer->region.getArray(&count); 641 642 const float alpha = layer->alpha / 255.0f; 643 const float texX = 1.0f / float(layer->width); 644 const float texY = 1.0f / float(layer->height); 645 const float height = rect.getHeight(); 646 647 TextureVertex* mesh = mCaches.getRegionMesh(); 648 GLsizei numQuads = 0; 649 650 setupDraw(); 651 setupDrawWithTexture(); 652 setupDrawColor(alpha, alpha, alpha, alpha); 653 setupDrawColorFilter(); 654 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 655 setupDrawProgram(); 656 setupDrawDirtyRegionsDisabled(); 657 setupDrawPureColorUniforms(); 658 setupDrawColorFilterUniforms(); 659 setupDrawTexture(layer->texture); 660 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 661 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 662 663 for (size_t i = 0; i < count; i++) { 664 const android::Rect* r = &rects[i]; 665 666 const float u1 = r->left * texX; 667 const float v1 = (height - r->top) * texY; 668 const float u2 = r->right * texX; 669 const float v2 = (height - r->bottom) * texY; 670 671 // TODO: Reject quads outside of the clip 672 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 673 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 674 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 675 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 676 677 numQuads++; 678 679 if (numQuads >= REGION_MESH_QUAD_COUNT) { 680 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 681 numQuads = 0; 682 mesh = mCaches.getRegionMesh(); 683 } 684 } 685 686 if (numQuads > 0) { 687 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 688 } 689 690 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 691 finishDrawTexture(); 692 693#if DEBUG_LAYERS_AS_REGIONS 694 drawRegionRects(layer->region); 695#endif 696 697 layer->region.clear(); 698 } 699#else 700 composeLayerRect(layer, rect); 701#endif 702} 703 704void OpenGLRenderer::drawRegionRects(const Region& region) { 705#if DEBUG_LAYERS_AS_REGIONS 706 size_t count; 707 const android::Rect* rects = region.getArray(&count); 708 709 uint32_t colors[] = { 710 0x7fff0000, 0x7f00ff00, 711 0x7f0000ff, 0x7fff00ff, 712 }; 713 714 int offset = 0; 715 int32_t top = rects[0].top; 716 717 for (size_t i = 0; i < count; i++) { 718 if (top != rects[i].top) { 719 offset ^= 0x2; 720 top = rects[i].top; 721 } 722 723 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 724 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 725 SkXfermode::kSrcOver_Mode); 726 } 727#endif 728} 729 730void OpenGLRenderer::dirtyLayer(const float left, const float top, 731 const float right, const float bottom, const mat4 transform) { 732#if RENDER_LAYERS_AS_REGIONS 733 if (hasLayer()) { 734 Rect bounds(left, top, right, bottom); 735 transform.mapRect(bounds); 736 dirtyLayerUnchecked(bounds, getRegion()); 737 } 738#endif 739} 740 741void OpenGLRenderer::dirtyLayer(const float left, const float top, 742 const float right, const float bottom) { 743#if RENDER_LAYERS_AS_REGIONS 744 if (hasLayer()) { 745 Rect bounds(left, top, right, bottom); 746 dirtyLayerUnchecked(bounds, getRegion()); 747 } 748#endif 749} 750 751void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 752#if RENDER_LAYERS_AS_REGIONS 753 if (bounds.intersect(*mSnapshot->clipRect)) { 754 bounds.snapToPixelBoundaries(); 755 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 756 if (!dirty.isEmpty()) { 757 region->orSelf(dirty); 758 } 759 } 760#endif 761} 762 763void OpenGLRenderer::clearLayerRegions() { 764 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 765 766 Rect clipRect(*mSnapshot->clipRect); 767 clipRect.snapToPixelBoundaries(); 768 769 for (uint32_t i = 0; i < mLayers.size(); i++) { 770 Rect* bounds = mLayers.itemAt(i); 771 if (clipRect.intersects(*bounds)) { 772 // Clear the framebuffer where the layer will draw 773 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 774 bounds->getWidth(), bounds->getHeight()); 775 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 776 glClear(GL_COLOR_BUFFER_BIT); 777 778 // Restore the clip 779 dirtyClip(); 780 } 781 782 delete bounds; 783 } 784 785 mLayers.clear(); 786} 787 788/////////////////////////////////////////////////////////////////////////////// 789// Transforms 790/////////////////////////////////////////////////////////////////////////////// 791 792void OpenGLRenderer::translate(float dx, float dy) { 793 mSnapshot->transform->translate(dx, dy, 0.0f); 794} 795 796void OpenGLRenderer::rotate(float degrees) { 797 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 798} 799 800void OpenGLRenderer::scale(float sx, float sy) { 801 mSnapshot->transform->scale(sx, sy, 1.0f); 802} 803 804void OpenGLRenderer::skew(float sx, float sy) { 805 mSnapshot->transform->skew(sx, sy); 806} 807 808void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 809 mSnapshot->transform->load(*matrix); 810} 811 812const float* OpenGLRenderer::getMatrix() const { 813 if (mSnapshot->fbo != 0) { 814 return &mSnapshot->transform->data[0]; 815 } 816 return &mIdentity.data[0]; 817} 818 819void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 820 mSnapshot->transform->copyTo(*matrix); 821} 822 823void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 824 SkMatrix transform; 825 mSnapshot->transform->copyTo(transform); 826 transform.preConcat(*matrix); 827 mSnapshot->transform->load(transform); 828} 829 830/////////////////////////////////////////////////////////////////////////////// 831// Clipping 832/////////////////////////////////////////////////////////////////////////////// 833 834void OpenGLRenderer::setScissorFromClip() { 835 Rect clip(*mSnapshot->clipRect); 836 clip.snapToPixelBoundaries(); 837 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 838 mDirtyClip = false; 839} 840 841const Rect& OpenGLRenderer::getClipBounds() { 842 return mSnapshot->getLocalClip(); 843} 844 845bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 846 if (mSnapshot->isIgnored()) { 847 return true; 848 } 849 850 Rect r(left, top, right, bottom); 851 mSnapshot->transform->mapRect(r); 852 r.snapToPixelBoundaries(); 853 854 Rect clipRect(*mSnapshot->clipRect); 855 clipRect.snapToPixelBoundaries(); 856 857 return !clipRect.intersects(r); 858} 859 860bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 861 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 862 if (clipped) { 863 dirtyClip(); 864 } 865 return !mSnapshot->clipRect->isEmpty(); 866} 867 868/////////////////////////////////////////////////////////////////////////////// 869// Drawing commands 870/////////////////////////////////////////////////////////////////////////////// 871 872void OpenGLRenderer::setupDraw() { 873 clearLayerRegions(); 874 if (mDirtyClip) { 875 setScissorFromClip(); 876 } 877 mDescription.reset(); 878 mSetShaderColor = false; 879 mColorSet = false; 880 mColorA = mColorR = mColorG = mColorB = 0.0f; 881 mTextureUnit = 0; 882 mTrackDirtyRegions = true; 883 mTexCoordsSlot = -1; 884} 885 886void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 887 mDescription.hasTexture = true; 888 mDescription.hasAlpha8Texture = isAlpha8; 889} 890 891void OpenGLRenderer::setupDrawColor(int color) { 892 setupDrawColor(color, (color >> 24) & 0xFF); 893} 894 895void OpenGLRenderer::setupDrawColor(int color, int alpha) { 896 mColorA = alpha / 255.0f; 897 const float a = mColorA / 255.0f; 898 mColorR = a * ((color >> 16) & 0xFF); 899 mColorG = a * ((color >> 8) & 0xFF); 900 mColorB = a * ((color ) & 0xFF); 901 mColorSet = true; 902 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 903} 904 905void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 906 mColorA = alpha / 255.0f; 907 const float a = mColorA / 255.0f; 908 mColorR = a * ((color >> 16) & 0xFF); 909 mColorG = a * ((color >> 8) & 0xFF); 910 mColorB = a * ((color ) & 0xFF); 911 mColorSet = true; 912 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 913} 914 915void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 916 mColorA = a; 917 mColorR = r; 918 mColorG = g; 919 mColorB = b; 920 mColorSet = true; 921 mSetShaderColor = mDescription.setColor(r, g, b, a); 922} 923 924void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 925 mColorA = a; 926 mColorR = r; 927 mColorG = g; 928 mColorB = b; 929 mColorSet = true; 930 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 931} 932 933void OpenGLRenderer::setupDrawShader() { 934 if (mShader) { 935 mShader->describe(mDescription, mCaches.extensions); 936 } 937} 938 939void OpenGLRenderer::setupDrawColorFilter() { 940 if (mColorFilter) { 941 mColorFilter->describe(mDescription, mCaches.extensions); 942 } 943} 944 945void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 946 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 947 mDescription, swapSrcDst); 948} 949 950void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 951 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 952 mDescription, swapSrcDst); 953} 954 955void OpenGLRenderer::setupDrawProgram() { 956 useProgram(mCaches.programCache.get(mDescription)); 957} 958 959void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 960 mTrackDirtyRegions = false; 961} 962 963void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 964 bool ignoreTransform) { 965 mModelView.loadTranslate(left, top, 0.0f); 966 if (!ignoreTransform) { 967 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 968 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 969 } else { 970 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 971 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 972 } 973} 974 975void OpenGLRenderer::setupDrawModelViewIdentity() { 976 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 977} 978 979void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 980 bool ignoreTransform, bool ignoreModelView) { 981 if (!ignoreModelView) { 982 mModelView.loadTranslate(left, top, 0.0f); 983 mModelView.scale(right - left, bottom - top, 1.0f); 984 } else { 985 mModelView.loadIdentity(); 986 } 987 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 988 if (!ignoreTransform) { 989 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 990 if (mTrackDirtyRegions && dirty) { 991 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 992 } 993 } else { 994 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 995 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 996 } 997} 998 999void OpenGLRenderer::setupDrawColorUniforms() { 1000 if (mColorSet || (mShader && mSetShaderColor)) { 1001 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1002 } 1003} 1004 1005void OpenGLRenderer::setupDrawPureColorUniforms() { 1006 if (mSetShaderColor) { 1007 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1008 } 1009} 1010 1011void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1012 if (mShader) { 1013 if (ignoreTransform) { 1014 mModelView.loadInverse(*mSnapshot->transform); 1015 } 1016 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1017 } 1018} 1019 1020void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1021 if (mShader) { 1022 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1023 } 1024} 1025 1026void OpenGLRenderer::setupDrawColorFilterUniforms() { 1027 if (mColorFilter) { 1028 mColorFilter->setupProgram(mCaches.currentProgram); 1029 } 1030} 1031 1032void OpenGLRenderer::setupDrawSimpleMesh() { 1033 mCaches.bindMeshBuffer(); 1034 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1035 gMeshStride, 0); 1036} 1037 1038void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1039 bindTexture(texture); 1040 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1041 1042 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1043 glEnableVertexAttribArray(mTexCoordsSlot); 1044} 1045 1046void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1047 if (!vertices) { 1048 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1049 } else { 1050 mCaches.unbindMeshBuffer(); 1051 } 1052 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1053 gMeshStride, vertices); 1054 if (mTexCoordsSlot >= 0) { 1055 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1056 } 1057} 1058 1059void OpenGLRenderer::finishDrawTexture() { 1060 glDisableVertexAttribArray(mTexCoordsSlot); 1061} 1062 1063/////////////////////////////////////////////////////////////////////////////// 1064// Drawing 1065/////////////////////////////////////////////////////////////////////////////// 1066 1067bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, uint32_t level) { 1068 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1069 // will be performed by the display list itself 1070 if (displayList) { 1071 return displayList->replay(*this, dirty, level); 1072 } 1073 return false; 1074} 1075 1076void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1077 const float right = left + bitmap->width(); 1078 const float bottom = top + bitmap->height(); 1079 1080 if (quickReject(left, top, right, bottom)) { 1081 return; 1082 } 1083 1084 glActiveTexture(gTextureUnits[0]); 1085 Texture* texture = mCaches.textureCache.get(bitmap); 1086 if (!texture) return; 1087 const AutoTexture autoCleanup(texture); 1088 1089 drawTextureRect(left, top, right, bottom, texture, paint); 1090} 1091 1092void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1093 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1094 const mat4 transform(*matrix); 1095 transform.mapRect(r); 1096 1097 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1098 return; 1099 } 1100 1101 glActiveTexture(gTextureUnits[0]); 1102 Texture* texture = mCaches.textureCache.get(bitmap); 1103 if (!texture) return; 1104 const AutoTexture autoCleanup(texture); 1105 1106 // This could be done in a cheaper way, all we need is pass the matrix 1107 // to the vertex shader. The save/restore is a bit overkill. 1108 save(SkCanvas::kMatrix_SaveFlag); 1109 concatMatrix(matrix); 1110 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1111 restore(); 1112} 1113 1114void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1115 float* vertices, int* colors, SkPaint* paint) { 1116 // TODO: Do a quickReject 1117 if (!vertices || mSnapshot->isIgnored()) { 1118 return; 1119 } 1120 1121 glActiveTexture(gTextureUnits[0]); 1122 Texture* texture = mCaches.textureCache.get(bitmap); 1123 if (!texture) return; 1124 const AutoTexture autoCleanup(texture); 1125 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1126 1127 int alpha; 1128 SkXfermode::Mode mode; 1129 getAlphaAndMode(paint, &alpha, &mode); 1130 1131 const uint32_t count = meshWidth * meshHeight * 6; 1132 1133 float left = FLT_MAX; 1134 float top = FLT_MAX; 1135 float right = FLT_MIN; 1136 float bottom = FLT_MIN; 1137 1138#if RENDER_LAYERS_AS_REGIONS 1139 bool hasActiveLayer = hasLayer(); 1140#else 1141 bool hasActiveLayer = false; 1142#endif 1143 1144 // TODO: Support the colors array 1145 TextureVertex mesh[count]; 1146 TextureVertex* vertex = mesh; 1147 for (int32_t y = 0; y < meshHeight; y++) { 1148 for (int32_t x = 0; x < meshWidth; x++) { 1149 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1150 1151 float u1 = float(x) / meshWidth; 1152 float u2 = float(x + 1) / meshWidth; 1153 float v1 = float(y) / meshHeight; 1154 float v2 = float(y + 1) / meshHeight; 1155 1156 int ax = i + (meshWidth + 1) * 2; 1157 int ay = ax + 1; 1158 int bx = i; 1159 int by = bx + 1; 1160 int cx = i + 2; 1161 int cy = cx + 1; 1162 int dx = i + (meshWidth + 1) * 2 + 2; 1163 int dy = dx + 1; 1164 1165 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1166 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1167 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1168 1169 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1170 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1171 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1172 1173#if RENDER_LAYERS_AS_REGIONS 1174 if (hasActiveLayer) { 1175 // TODO: This could be optimized to avoid unnecessary ops 1176 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1177 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1178 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1179 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1180 } 1181#endif 1182 } 1183 } 1184 1185#if RENDER_LAYERS_AS_REGIONS 1186 if (hasActiveLayer) { 1187 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1188 } 1189#endif 1190 1191 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1192 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1193 GL_TRIANGLES, count, false, false, 0, false, false); 1194} 1195 1196void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1197 float srcLeft, float srcTop, float srcRight, float srcBottom, 1198 float dstLeft, float dstTop, float dstRight, float dstBottom, 1199 SkPaint* paint) { 1200 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1201 return; 1202 } 1203 1204 glActiveTexture(gTextureUnits[0]); 1205 Texture* texture = mCaches.textureCache.get(bitmap); 1206 if (!texture) return; 1207 const AutoTexture autoCleanup(texture); 1208 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1209 1210 const float width = texture->width; 1211 const float height = texture->height; 1212 1213 const float u1 = srcLeft / width; 1214 const float v1 = srcTop / height; 1215 const float u2 = srcRight / width; 1216 const float v2 = srcBottom / height; 1217 1218 mCaches.unbindMeshBuffer(); 1219 resetDrawTextureTexCoords(u1, v1, u2, v2); 1220 1221 int alpha; 1222 SkXfermode::Mode mode; 1223 getAlphaAndMode(paint, &alpha, &mode); 1224 1225 if (mSnapshot->transform->isPureTranslate()) { 1226 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1227 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1228 1229 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1230 texture->id, alpha / 255.0f, mode, texture->blend, 1231 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1232 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1233 } else { 1234 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1235 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1236 GL_TRIANGLE_STRIP, gMeshCount); 1237 } 1238 1239 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1240} 1241 1242void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1243 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1244 float left, float top, float right, float bottom, SkPaint* paint) { 1245 if (quickReject(left, top, right, bottom)) { 1246 return; 1247 } 1248 1249 glActiveTexture(gTextureUnits[0]); 1250 Texture* texture = mCaches.textureCache.get(bitmap); 1251 if (!texture) return; 1252 const AutoTexture autoCleanup(texture); 1253 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1254 1255 int alpha; 1256 SkXfermode::Mode mode; 1257 getAlphaAndMode(paint, &alpha, &mode); 1258 1259 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1260 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1261 1262 if (mesh && mesh->verticesCount > 0) { 1263 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1264#if RENDER_LAYERS_AS_REGIONS 1265 // Mark the current layer dirty where we are going to draw the patch 1266 if (hasLayer() && mesh->hasEmptyQuads) { 1267 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1268 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1269 const size_t count = mesh->quads.size(); 1270 for (size_t i = 0; i < count; i++) { 1271 const Rect& bounds = mesh->quads.itemAt(i); 1272 if (pureTranslate) { 1273 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1274 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1275 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1276 } else { 1277 dirtyLayer(left + bounds.left, top + bounds.top, 1278 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1279 } 1280 } 1281 } 1282#endif 1283 1284 if (pureTranslate) { 1285 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1286 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1287 1288 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1289 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1290 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1291 true, !mesh->hasEmptyQuads); 1292 } else { 1293 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1294 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1295 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1296 true, !mesh->hasEmptyQuads); 1297 } 1298 } 1299} 1300 1301void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1302 if (mSnapshot->isIgnored()) return; 1303 1304 const bool isAA = paint->isAntiAlias(); 1305 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1306 // A stroke width of 0 has a special meaningin Skia: 1307 // it draws an unscaled 1px wide line 1308 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1309 1310 int alpha; 1311 SkXfermode::Mode mode; 1312 getAlphaAndMode(paint, &alpha, &mode); 1313 1314 int verticesCount = count >> 2; 1315 int generatedVerticesCount = 0; 1316 if (!isHairLine) { 1317 // TODO: AA needs more vertices 1318 verticesCount *= 6; 1319 } else { 1320 // TODO: AA will be different 1321 verticesCount *= 2; 1322 } 1323 1324 TextureVertex lines[verticesCount]; 1325 TextureVertex* vertex = &lines[0]; 1326 1327 setupDraw(); 1328 setupDrawColor(paint->getColor(), alpha); 1329 setupDrawColorFilter(); 1330 setupDrawShader(); 1331 setupDrawBlending(mode); 1332 setupDrawProgram(); 1333 setupDrawModelViewIdentity(); 1334 setupDrawColorUniforms(); 1335 setupDrawColorFilterUniforms(); 1336 setupDrawShaderIdentityUniforms(); 1337 setupDrawMesh(vertex); 1338 1339 if (!isHairLine) { 1340 // TODO: Handle the AA case 1341 for (int i = 0; i < count; i += 4) { 1342 // a = start point, b = end point 1343 vec2 a(points[i], points[i + 1]); 1344 vec2 b(points[i + 2], points[i + 3]); 1345 1346 // Bias to snap to the same pixels as Skia 1347 a += 0.375; 1348 b += 0.375; 1349 1350 // Find the normal to the line 1351 vec2 n = (b - a).copyNormalized() * strokeWidth; 1352 float x = n.x; 1353 n.x = -n.y; 1354 n.y = x; 1355 1356 // Four corners of the rectangle defining a thick line 1357 vec2 p1 = a - n; 1358 vec2 p2 = a + n; 1359 vec2 p3 = b + n; 1360 vec2 p4 = b - n; 1361 1362 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1363 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1364 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1365 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1366 1367 if (!quickReject(left, top, right, bottom)) { 1368 // Draw the line as 2 triangles, could be optimized 1369 // by using only 4 vertices and the correct indices 1370 // Also we should probably used non textured vertices 1371 // when line AA is disabled to save on bandwidth 1372 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1373 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1374 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1375 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1376 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1377 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1378 1379 generatedVerticesCount += 6; 1380 1381 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1382 } 1383 } 1384 1385 if (generatedVerticesCount > 0) { 1386 // GL_LINE does not give the result we want to match Skia 1387 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1388 } 1389 } else { 1390 // TODO: Handle the AA case 1391 for (int i = 0; i < count; i += 4) { 1392 const float left = fmin(points[i], points[i + 1]); 1393 const float right = fmax(points[i], points[i + 1]); 1394 const float top = fmin(points[i + 2], points[i + 3]); 1395 const float bottom = fmax(points[i + 2], points[i + 3]); 1396 1397 if (!quickReject(left, top, right, bottom)) { 1398 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1399 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1400 1401 generatedVerticesCount += 2; 1402 1403 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1404 } 1405 } 1406 1407 if (generatedVerticesCount > 0) { 1408 glLineWidth(1.0f); 1409 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1410 } 1411 } 1412} 1413 1414void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1415 // No need to check against the clip, we fill the clip region 1416 if (mSnapshot->isIgnored()) return; 1417 1418 Rect& clip(*mSnapshot->clipRect); 1419 clip.snapToPixelBoundaries(); 1420 1421 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1422} 1423 1424void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1425 if (!texture) return; 1426 const AutoTexture autoCleanup(texture); 1427 1428 const float x = left + texture->left - texture->offset; 1429 const float y = top + texture->top - texture->offset; 1430 1431 drawPathTexture(texture, x, y, paint); 1432} 1433 1434void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1435 float rx, float ry, SkPaint* paint) { 1436 if (mSnapshot->isIgnored()) return; 1437 1438 glActiveTexture(gTextureUnits[0]); 1439 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1440 right - left, bottom - top, rx, ry, paint); 1441 drawShape(left, top, texture, paint); 1442} 1443 1444void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1445 if (mSnapshot->isIgnored()) return; 1446 1447 glActiveTexture(gTextureUnits[0]); 1448 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1449 drawShape(x - radius, y - radius, texture, paint); 1450} 1451 1452void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1453 if (mSnapshot->isIgnored()) return; 1454 1455 glActiveTexture(gTextureUnits[0]); 1456 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1457 drawShape(left, top, texture, paint); 1458} 1459 1460void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1461 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1462 if (mSnapshot->isIgnored()) return; 1463 1464 if (fabs(sweepAngle) >= 360.0f) { 1465 drawOval(left, top, right, bottom, paint); 1466 return; 1467 } 1468 1469 glActiveTexture(gTextureUnits[0]); 1470 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1471 startAngle, sweepAngle, useCenter, paint); 1472 drawShape(left, top, texture, paint); 1473} 1474 1475void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1476 SkPaint* paint) { 1477 if (mSnapshot->isIgnored()) return; 1478 1479 glActiveTexture(gTextureUnits[0]); 1480 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1481 drawShape(left, top, texture, paint); 1482} 1483 1484void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1485 if (p->getStyle() != SkPaint::kFill_Style) { 1486 drawRectAsShape(left, top, right, bottom, p); 1487 return; 1488 } 1489 1490 if (quickReject(left, top, right, bottom)) { 1491 return; 1492 } 1493 1494 SkXfermode::Mode mode; 1495 if (!mCaches.extensions.hasFramebufferFetch()) { 1496 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1497 if (!isMode) { 1498 // Assume SRC_OVER 1499 mode = SkXfermode::kSrcOver_Mode; 1500 } 1501 } else { 1502 mode = getXfermode(p->getXfermode()); 1503 } 1504 1505 int color = p->getColor(); 1506 drawColorRect(left, top, right, bottom, color, mode); 1507} 1508 1509void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1510 float x, float y, SkPaint* paint) { 1511 if (text == NULL || count == 0) { 1512 return; 1513 } 1514 if (mSnapshot->isIgnored()) return; 1515 1516 paint->setAntiAlias(true); 1517 1518 float length = -1.0f; 1519 switch (paint->getTextAlign()) { 1520 case SkPaint::kCenter_Align: 1521 length = paint->measureText(text, bytesCount); 1522 x -= length / 2.0f; 1523 break; 1524 case SkPaint::kRight_Align: 1525 length = paint->measureText(text, bytesCount); 1526 x -= length; 1527 break; 1528 default: 1529 break; 1530 } 1531 1532 const float oldX = x; 1533 const float oldY = y; 1534 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1535 if (pureTranslate) { 1536 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1537 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1538 } 1539 1540 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1541 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1542 paint->getTextSize()); 1543 1544 int alpha; 1545 SkXfermode::Mode mode; 1546 getAlphaAndMode(paint, &alpha, &mode); 1547 1548 if (mHasShadow) { 1549 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1550 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1551 count, mShadowRadius); 1552 const AutoTexture autoCleanup(shadow); 1553 1554 const float sx = x - shadow->left + mShadowDx; 1555 const float sy = y - shadow->top + mShadowDy; 1556 1557 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1558 1559 glActiveTexture(gTextureUnits[0]); 1560 setupDraw(); 1561 setupDrawWithTexture(true); 1562 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1563 setupDrawBlending(true, mode); 1564 setupDrawProgram(); 1565 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1566 setupDrawTexture(shadow->id); 1567 setupDrawPureColorUniforms(); 1568 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1569 1570 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1571 finishDrawTexture(); 1572 } 1573 1574 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1575 return; 1576 } 1577 1578 // Pick the appropriate texture filtering 1579 bool linearFilter = mSnapshot->transform->changesBounds(); 1580 if (pureTranslate && !linearFilter) { 1581 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1582 } 1583 1584 glActiveTexture(gTextureUnits[0]); 1585 setupDraw(); 1586 setupDrawDirtyRegionsDisabled(); 1587 setupDrawWithTexture(true); 1588 setupDrawAlpha8Color(paint->getColor(), alpha); 1589 setupDrawColorFilter(); 1590 setupDrawShader(); 1591 setupDrawBlending(true, mode); 1592 setupDrawProgram(); 1593 setupDrawModelView(x, y, x, y, pureTranslate, true); 1594 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1595 setupDrawPureColorUniforms(); 1596 setupDrawColorFilterUniforms(); 1597 setupDrawShaderUniforms(pureTranslate); 1598 1599 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1600 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1601 1602#if RENDER_LAYERS_AS_REGIONS 1603 bool hasActiveLayer = hasLayer(); 1604#else 1605 bool hasActiveLayer = false; 1606#endif 1607 mCaches.unbindMeshBuffer(); 1608 1609 // Tell font renderer the locations of position and texture coord 1610 // attributes so it can bind its data properly 1611 int positionSlot = mCaches.currentProgram->position; 1612 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1613 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1614 hasActiveLayer ? &bounds : NULL)) { 1615#if RENDER_LAYERS_AS_REGIONS 1616 if (hasActiveLayer) { 1617 if (!pureTranslate) { 1618 mSnapshot->transform->mapRect(bounds); 1619 } 1620 dirtyLayerUnchecked(bounds, getRegion()); 1621 } 1622#endif 1623 } 1624 1625 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1626 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1627 1628 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1629} 1630 1631void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1632 if (mSnapshot->isIgnored()) return; 1633 1634 glActiveTexture(gTextureUnits[0]); 1635 1636 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1637 if (!texture) return; 1638 const AutoTexture autoCleanup(texture); 1639 1640 const float x = texture->left - texture->offset; 1641 const float y = texture->top - texture->offset; 1642 1643 drawPathTexture(texture, x, y, paint); 1644} 1645 1646void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1647 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1648 return; 1649 } 1650 1651 glActiveTexture(gTextureUnits[0]); 1652 1653 int alpha; 1654 SkXfermode::Mode mode; 1655 getAlphaAndMode(paint, &alpha, &mode); 1656 1657 layer->alpha = alpha; 1658 layer->mode = mode; 1659 1660#if RENDER_LAYERS_AS_REGIONS 1661 if (!layer->region.isEmpty()) { 1662 if (layer->region.isRect()) { 1663 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1664 composeLayerRect(layer, r); 1665 } else if (layer->mesh) { 1666 const float a = alpha / 255.0f; 1667 const Rect& rect = layer->layer; 1668 1669 setupDraw(); 1670 setupDrawWithTexture(); 1671 setupDrawColor(a, a, a, a); 1672 setupDrawColorFilter(); 1673 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1674 setupDrawProgram(); 1675 setupDrawPureColorUniforms(); 1676 setupDrawColorFilterUniforms(); 1677 setupDrawTexture(layer->texture); 1678 // TODO: The current layer, if any, will be dirtied with the bounding box 1679 // of the layer we are drawing. Since the layer we are drawing has 1680 // a mesh, we know the dirty region, we should use it instead 1681 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1682 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1683 1684 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1685 GL_UNSIGNED_SHORT, layer->meshIndices); 1686 1687 finishDrawTexture(); 1688 1689#if DEBUG_LAYERS_AS_REGIONS 1690 drawRegionRects(layer->region); 1691#endif 1692 } 1693 } 1694#else 1695 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1696 composeLayerRect(layer, r); 1697#endif 1698} 1699 1700/////////////////////////////////////////////////////////////////////////////// 1701// Shaders 1702/////////////////////////////////////////////////////////////////////////////// 1703 1704void OpenGLRenderer::resetShader() { 1705 mShader = NULL; 1706} 1707 1708void OpenGLRenderer::setupShader(SkiaShader* shader) { 1709 mShader = shader; 1710 if (mShader) { 1711 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1712 } 1713} 1714 1715/////////////////////////////////////////////////////////////////////////////// 1716// Color filters 1717/////////////////////////////////////////////////////////////////////////////// 1718 1719void OpenGLRenderer::resetColorFilter() { 1720 mColorFilter = NULL; 1721} 1722 1723void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1724 mColorFilter = filter; 1725} 1726 1727/////////////////////////////////////////////////////////////////////////////// 1728// Drop shadow 1729/////////////////////////////////////////////////////////////////////////////// 1730 1731void OpenGLRenderer::resetShadow() { 1732 mHasShadow = false; 1733} 1734 1735void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1736 mHasShadow = true; 1737 mShadowRadius = radius; 1738 mShadowDx = dx; 1739 mShadowDy = dy; 1740 mShadowColor = color; 1741} 1742 1743/////////////////////////////////////////////////////////////////////////////// 1744// Drawing implementation 1745/////////////////////////////////////////////////////////////////////////////// 1746 1747void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1748 float x, float y, SkPaint* paint) { 1749 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1750 return; 1751 } 1752 1753 int alpha; 1754 SkXfermode::Mode mode; 1755 getAlphaAndMode(paint, &alpha, &mode); 1756 1757 setupDraw(); 1758 setupDrawWithTexture(true); 1759 setupDrawAlpha8Color(paint->getColor(), alpha); 1760 setupDrawColorFilter(); 1761 setupDrawShader(); 1762 setupDrawBlending(true, mode); 1763 setupDrawProgram(); 1764 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1765 setupDrawTexture(texture->id); 1766 setupDrawPureColorUniforms(); 1767 setupDrawColorFilterUniforms(); 1768 setupDrawShaderUniforms(); 1769 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1770 1771 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1772 1773 finishDrawTexture(); 1774} 1775 1776// Same values used by Skia 1777#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1778#define kStdUnderline_Offset (1.0f / 9.0f) 1779#define kStdUnderline_Thickness (1.0f / 18.0f) 1780 1781void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1782 float x, float y, SkPaint* paint) { 1783 // Handle underline and strike-through 1784 uint32_t flags = paint->getFlags(); 1785 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1786 float underlineWidth = length; 1787 // If length is > 0.0f, we already measured the text for the text alignment 1788 if (length <= 0.0f) { 1789 underlineWidth = paint->measureText(text, bytesCount); 1790 } 1791 1792 float offsetX = 0; 1793 switch (paint->getTextAlign()) { 1794 case SkPaint::kCenter_Align: 1795 offsetX = underlineWidth * 0.5f; 1796 break; 1797 case SkPaint::kRight_Align: 1798 offsetX = underlineWidth; 1799 break; 1800 default: 1801 break; 1802 } 1803 1804 if (underlineWidth > 0.0f) { 1805 const float textSize = paint->getTextSize(); 1806 // TODO: Support stroke width < 1.0f when we have AA lines 1807 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 1808 1809 const float left = x - offsetX; 1810 float top = 0.0f; 1811 1812 int linesCount = 0; 1813 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 1814 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 1815 1816 const int pointsCount = 4 * linesCount; 1817 float points[pointsCount]; 1818 int currentPoint = 0; 1819 1820 if (flags & SkPaint::kUnderlineText_Flag) { 1821 top = y + textSize * kStdUnderline_Offset; 1822 points[currentPoint++] = left; 1823 points[currentPoint++] = top; 1824 points[currentPoint++] = left + underlineWidth; 1825 points[currentPoint++] = top; 1826 } 1827 1828 if (flags & SkPaint::kStrikeThruText_Flag) { 1829 top = y + textSize * kStdStrikeThru_Offset; 1830 points[currentPoint++] = left; 1831 points[currentPoint++] = top; 1832 points[currentPoint++] = left + underlineWidth; 1833 points[currentPoint++] = top; 1834 } 1835 1836 SkPaint linesPaint(*paint); 1837 linesPaint.setStrokeWidth(strokeWidth); 1838 1839 drawLines(&points[0], pointsCount, &linesPaint); 1840 } 1841 } 1842} 1843 1844void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1845 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1846 // If a shader is set, preserve only the alpha 1847 if (mShader) { 1848 color |= 0x00ffffff; 1849 } 1850 1851 setupDraw(); 1852 setupDrawColor(color); 1853 setupDrawShader(); 1854 setupDrawColorFilter(); 1855 setupDrawBlending(mode); 1856 setupDrawProgram(); 1857 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1858 setupDrawColorUniforms(); 1859 setupDrawShaderUniforms(ignoreTransform); 1860 setupDrawColorFilterUniforms(); 1861 setupDrawSimpleMesh(); 1862 1863 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1864} 1865 1866void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1867 Texture* texture, SkPaint* paint) { 1868 int alpha; 1869 SkXfermode::Mode mode; 1870 getAlphaAndMode(paint, &alpha, &mode); 1871 1872 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1873 1874 if (mSnapshot->transform->isPureTranslate()) { 1875 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1876 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1877 1878 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1879 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1880 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1881 } else { 1882 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1883 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1884 GL_TRIANGLE_STRIP, gMeshCount); 1885 } 1886} 1887 1888void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1889 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1890 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1891 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1892} 1893 1894void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1895 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1896 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1897 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1898 1899 setupDraw(); 1900 setupDrawWithTexture(); 1901 setupDrawColor(alpha, alpha, alpha, alpha); 1902 setupDrawColorFilter(); 1903 setupDrawBlending(blend, mode, swapSrcDst); 1904 setupDrawProgram(); 1905 if (!dirty) { 1906 setupDrawDirtyRegionsDisabled(); 1907 } 1908 if (!ignoreScale) { 1909 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1910 } else { 1911 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1912 } 1913 setupDrawPureColorUniforms(); 1914 setupDrawColorFilterUniforms(); 1915 setupDrawTexture(texture); 1916 setupDrawMesh(vertices, texCoords, vbo); 1917 1918 glDrawArrays(drawMode, 0, elementsCount); 1919 1920 finishDrawTexture(); 1921} 1922 1923void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1924 ProgramDescription& description, bool swapSrcDst) { 1925 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1926 if (blend) { 1927 if (mode < SkXfermode::kPlus_Mode) { 1928 if (!mCaches.blend) { 1929 glEnable(GL_BLEND); 1930 } 1931 1932 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1933 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1934 1935 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1936 glBlendFunc(sourceMode, destMode); 1937 mCaches.lastSrcMode = sourceMode; 1938 mCaches.lastDstMode = destMode; 1939 } 1940 } else { 1941 // These blend modes are not supported by OpenGL directly and have 1942 // to be implemented using shaders. Since the shader will perform 1943 // the blending, turn blending off here 1944 if (mCaches.extensions.hasFramebufferFetch()) { 1945 description.framebufferMode = mode; 1946 description.swapSrcDst = swapSrcDst; 1947 } 1948 1949 if (mCaches.blend) { 1950 glDisable(GL_BLEND); 1951 } 1952 blend = false; 1953 } 1954 } else if (mCaches.blend) { 1955 glDisable(GL_BLEND); 1956 } 1957 mCaches.blend = blend; 1958} 1959 1960bool OpenGLRenderer::useProgram(Program* program) { 1961 if (!program->isInUse()) { 1962 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1963 program->use(); 1964 mCaches.currentProgram = program; 1965 return false; 1966 } 1967 return true; 1968} 1969 1970void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1971 TextureVertex* v = &mMeshVertices[0]; 1972 TextureVertex::setUV(v++, u1, v1); 1973 TextureVertex::setUV(v++, u2, v1); 1974 TextureVertex::setUV(v++, u1, v2); 1975 TextureVertex::setUV(v++, u2, v2); 1976} 1977 1978void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1979 if (paint) { 1980 if (!mCaches.extensions.hasFramebufferFetch()) { 1981 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1982 if (!isMode) { 1983 // Assume SRC_OVER 1984 *mode = SkXfermode::kSrcOver_Mode; 1985 } 1986 } else { 1987 *mode = getXfermode(paint->getXfermode()); 1988 } 1989 1990 // Skia draws using the color's alpha channel if < 255 1991 // Otherwise, it uses the paint's alpha 1992 int color = paint->getColor(); 1993 *alpha = (color >> 24) & 0xFF; 1994 if (*alpha == 255) { 1995 *alpha = paint->getAlpha(); 1996 } 1997 } else { 1998 *mode = SkXfermode::kSrcOver_Mode; 1999 *alpha = 255; 2000 } 2001} 2002 2003SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2004 // In the future we should look at unifying the Porter-Duff modes and 2005 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 2006 if (mode == NULL) { 2007 return SkXfermode::kSrcOver_Mode; 2008 } 2009 return mode->fMode; 2010} 2011 2012void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2013 bool bound = false; 2014 if (wrapS != texture->wrapS) { 2015 glBindTexture(GL_TEXTURE_2D, texture->id); 2016 bound = true; 2017 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2018 texture->wrapS = wrapS; 2019 } 2020 if (wrapT != texture->wrapT) { 2021 if (!bound) { 2022 glBindTexture(GL_TEXTURE_2D, texture->id); 2023 } 2024 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2025 texture->wrapT = wrapT; 2026 } 2027} 2028 2029}; // namespace uirenderer 2030}; // namespace android 2031