OpenGLRenderer.cpp revision d67bb5015f716c094beff02b2c5e77c9bb7d11a0
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 <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "utils/TraceUtils.h" 46#include "Vector.h" 47#include "VertexBuffer.h" 48 49#if DEBUG_DETAILED_EVENTS 50 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 51#else 52 #define EVENT_LOGD(...) 53#endif 54 55namespace android { 56namespace uirenderer { 57 58static GLenum getFilter(const SkPaint* paint) { 59 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 60 return GL_LINEAR; 61 } 62 return GL_NEAREST; 63} 64 65/////////////////////////////////////////////////////////////////////////////// 66// Globals 67/////////////////////////////////////////////////////////////////////////////// 68 69/** 70 * Structure mapping Skia xfermodes to OpenGL blending factors. 71 */ 72struct Blender { 73 SkXfermode::Mode mode; 74 GLenum src; 75 GLenum dst; 76}; // struct Blender 77 78// In this array, the index of each Blender equals the value of the first 79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 80static const Blender gBlends[] = { 81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 83 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 94 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 95 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 96}; 97 98// This array contains the swapped version of each SkXfermode. For instance 99// this array's SrcOver blending mode is actually DstOver. You can refer to 100// createLayer() for more information on the purpose of this array. 101static const Blender gBlendsSwap[] = { 102 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 104 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 105 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 106 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 107 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 108 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 109 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 110 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 111 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 112 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 114 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 115 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 116 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 117}; 118 119/////////////////////////////////////////////////////////////////////////////// 120// Functions 121/////////////////////////////////////////////////////////////////////////////// 122 123template<typename T> 124static inline T min(T a, T b) { 125 return a < b ? a : b; 126} 127 128/////////////////////////////////////////////////////////////////////////////// 129// Constructors/destructor 130/////////////////////////////////////////////////////////////////////////////// 131 132OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 133 : mFrameStarted(false) 134 , mCaches(Caches::getInstance()) 135 , mExtensions(Extensions::getInstance()) 136 , mRenderState(renderState) 137 , mScissorOptimizationDisabled(false) 138 , mSuppressTiling(false) 139 , mFirstFrameAfterResize(true) 140 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 141 , mLightRadius(FLT_MIN) 142 , mAmbientShadowAlpha(0) 143 , mSpotShadowAlpha(0) { 144 // *set* draw modifiers to be 0 145 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 146 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 147 148 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 149} 150 151OpenGLRenderer::~OpenGLRenderer() { 152 // The context has already been destroyed at this point, do not call 153 // GL APIs. All GL state should be kept in Caches.h 154} 155 156void OpenGLRenderer::initProperties() { 157 char property[PROPERTY_VALUE_MAX]; 158 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 159 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 160 INIT_LOGD(" Scissor optimization %s", 161 mScissorOptimizationDisabled ? "disabled" : "enabled"); 162 } else { 163 INIT_LOGD(" Scissor optimization enabled"); 164 } 165} 166 167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 168 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 169 mLightCenter = lightCenter; 170 mLightRadius = lightRadius; 171 mAmbientShadowAlpha = ambientShadowAlpha; 172 mSpotShadowAlpha = spotShadowAlpha; 173} 174 175/////////////////////////////////////////////////////////////////////////////// 176// Setup 177/////////////////////////////////////////////////////////////////////////////// 178 179void OpenGLRenderer::onViewportInitialized() { 180 glDisable(GL_DITHER); 181 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 182 183 glEnableVertexAttribArray(Program::kBindingPosition); 184 mFirstFrameAfterResize = true; 185} 186 187void OpenGLRenderer::setupFrameState(float left, float top, 188 float right, float bottom, bool opaque) { 189 mCaches.clearGarbage(); 190 initializeSaveStack(left, top, right, bottom, mLightCenter); 191 mOpaque = opaque; 192 mTilingClip.set(left, top, right, bottom); 193} 194 195status_t OpenGLRenderer::startFrame() { 196 if (mFrameStarted) return DrawGlInfo::kStatusDone; 197 mFrameStarted = true; 198 199 mDirtyClip = true; 200 201 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 202 203 mRenderState.setViewport(getWidth(), getHeight()); 204 205 // Functors break the tiling extension in pretty spectacular ways 206 // This ensures we don't use tiling when a functor is going to be 207 // invoked during the frame 208 mSuppressTiling = mCaches.hasRegisteredFunctors() 209 || mFirstFrameAfterResize; 210 mFirstFrameAfterResize = false; 211 212 startTilingCurrentClip(true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepareDirty(float left, float top, 221 float right, float bottom, bool opaque) { 222 223 setupFrameState(left, top, right, bottom, opaque); 224 225 // Layer renderers will start the frame immediately 226 // The framebuffer renderer will first defer the display list 227 // for each layer and wait until the first drawing command 228 // to start the frame 229 if (currentSnapshot()->fbo == 0) { 230 syncState(); 231 updateLayers(); 232 } else { 233 return startFrame(); 234 } 235 236 return DrawGlInfo::kStatusDone; 237} 238 239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 240 // If we know that we are going to redraw the entire framebuffer, 241 // perform a discard to let the driver know we don't need to preserve 242 // the back buffer for this frame. 243 if (mExtensions.hasDiscardFramebuffer() && 244 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 245 const bool isFbo = getTargetFbo() == 0; 246 const GLenum attachments[] = { 247 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 248 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 249 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 250 } 251} 252 253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 254 if (!opaque) { 255 mCaches.enableScissor(); 256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 257 glClear(GL_COLOR_BUFFER_BIT); 258 return DrawGlInfo::kStatusDrew; 259 } 260 261 mCaches.resetScissor(); 262 return DrawGlInfo::kStatusDone; 263} 264 265void OpenGLRenderer::syncState() { 266 if (mCaches.blend) { 267 glEnable(GL_BLEND); 268 } else { 269 glDisable(GL_BLEND); 270 } 271} 272 273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 274 if (!mSuppressTiling) { 275 const Snapshot* snapshot = currentSnapshot(); 276 277 const Rect* clip = &mTilingClip; 278 if (snapshot->flags & Snapshot::kFlagFboTarget) { 279 clip = &(snapshot->layer->clipRect); 280 } 281 282 startTiling(*clip, getViewportHeight(), opaque, expand); 283 } 284} 285 286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 287 if (!mSuppressTiling) { 288 if(expand) { 289 // Expand the startTiling region by 1 290 int leftNotZero = (clip.left > 0) ? 1 : 0; 291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 292 293 mCaches.startTiling( 294 clip.left - leftNotZero, 295 windowHeight - clip.bottom - topNotZero, 296 clip.right - clip.left + leftNotZero + 1, 297 clip.bottom - clip.top + topNotZero + 1, 298 opaque); 299 } else { 300 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 301 clip.right - clip.left, clip.bottom - clip.top, opaque); 302 } 303 } 304} 305 306void OpenGLRenderer::endTiling() { 307 if (!mSuppressTiling) mCaches.endTiling(); 308} 309 310void OpenGLRenderer::finish() { 311 renderOverdraw(); 312 endTiling(); 313 314 for (size_t i = 0; i < mTempPaths.size(); i++) { 315 delete mTempPaths[i]; 316 } 317 mTempPaths.clear(); 318 319 // When finish() is invoked on FBO 0 we've reached the end 320 // of the current frame 321 if (getTargetFbo() == 0) { 322 mCaches.pathCache.trim(); 323 mCaches.tessellationCache.trim(); 324 } 325 326 if (!suppressErrorChecks()) { 327#if DEBUG_OPENGL 328 GLUtils::dumpGLErrors(); 329#endif 330 331#if DEBUG_MEMORY_USAGE 332 mCaches.dumpMemoryUsage(); 333#else 334 if (mCaches.getDebugLevel() & kDebugMemory) { 335 mCaches.dumpMemoryUsage(); 336 } 337#endif 338 } 339 340 mFrameStarted = false; 341} 342 343void OpenGLRenderer::resumeAfterLayer() { 344 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 345 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 346 debugOverdraw(true, false); 347 348 mCaches.resetScissor(); 349 dirtyClip(); 350} 351 352status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& /* dirty */) { 353 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 354 355 Rect clip(*currentClipRect()); 356 clip.snapToPixelBoundaries(); 357 358 // Since we don't know what the functor will draw, let's dirty 359 // the entire clip region 360 if (hasLayer()) { 361 dirtyLayerUnchecked(clip, getRegion()); 362 } 363 364 DrawGlInfo info; 365 info.clipLeft = clip.left; 366 info.clipTop = clip.top; 367 info.clipRight = clip.right; 368 info.clipBottom = clip.bottom; 369 info.isLayer = hasLayer(); 370 info.width = getViewportWidth(); 371 info.height = getViewportHeight(); 372 currentTransform()->copyTo(&info.transform[0]); 373 374 bool prevDirtyClip = mDirtyClip; 375 // setup GL state for functor 376 if (mDirtyClip) { 377 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 378 } 379 if (mCaches.enableScissor() || prevDirtyClip) { 380 setScissorFromClip(); 381 } 382 383 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 384 // Scissor may have been modified, reset dirty clip 385 dirtyClip(); 386 387 return DrawGlInfo::kStatusDrew; 388} 389 390/////////////////////////////////////////////////////////////////////////////// 391// Debug 392/////////////////////////////////////////////////////////////////////////////// 393 394void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 395#if DEBUG_DETAILED_EVENTS 396 const int BUFFER_SIZE = 256; 397 va_list ap; 398 char buf[BUFFER_SIZE]; 399 400 va_start(ap, fmt); 401 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 402 va_end(ap); 403 404 eventMark(buf); 405#else 406 (void)fmt; 407#endif 408} 409 410 411void OpenGLRenderer::eventMark(const char* name) const { 412 mCaches.eventMark(0, name); 413} 414 415void OpenGLRenderer::startMark(const char* name) const { 416 mCaches.startMark(0, name); 417} 418 419void OpenGLRenderer::endMark() const { 420 mCaches.endMark(); 421} 422 423void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 424 mRenderState.debugOverdraw(enable, clear); 425} 426 427void OpenGLRenderer::renderOverdraw() { 428 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 429 const Rect* clip = &mTilingClip; 430 431 mCaches.enableScissor(); 432 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 433 clip->right - clip->left, clip->bottom - clip->top); 434 435 // 1x overdraw 436 mCaches.stencil.enableDebugTest(2); 437 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 438 439 // 2x overdraw 440 mCaches.stencil.enableDebugTest(3); 441 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 442 443 // 3x overdraw 444 mCaches.stencil.enableDebugTest(4); 445 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 446 447 // 4x overdraw and higher 448 mCaches.stencil.enableDebugTest(4, true); 449 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 450 451 mCaches.stencil.disable(); 452 } 453} 454 455/////////////////////////////////////////////////////////////////////////////// 456// Layers 457/////////////////////////////////////////////////////////////////////////////// 458 459bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 460 if (layer->deferredUpdateScheduled && layer->renderer 461 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 462 463 if (inFrame) { 464 endTiling(); 465 debugOverdraw(false, false); 466 } 467 468 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 469 layer->render(*this); 470 } else { 471 layer->defer(*this); 472 } 473 474 if (inFrame) { 475 resumeAfterLayer(); 476 startTilingCurrentClip(); 477 } 478 479 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 480 layer->hasDrawnSinceUpdate = false; 481 482 return true; 483 } 484 485 return false; 486} 487 488void OpenGLRenderer::updateLayers() { 489 // If draw deferring is enabled this method will simply defer 490 // the display list of each individual layer. The layers remain 491 // in the layer updates list which will be cleared by flushLayers(). 492 int count = mLayerUpdates.size(); 493 if (count > 0) { 494 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 495 startMark("Layer Updates"); 496 } else { 497 startMark("Defer Layer Updates"); 498 } 499 500 // Note: it is very important to update the layers in order 501 for (int i = 0; i < count; i++) { 502 Layer* layer = mLayerUpdates.itemAt(i).get(); 503 updateLayer(layer, false); 504 } 505 506 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 507 mLayerUpdates.clear(); 508 mRenderState.bindFramebuffer(getTargetFbo()); 509 } 510 endMark(); 511 } 512} 513 514void OpenGLRenderer::flushLayers() { 515 int count = mLayerUpdates.size(); 516 if (count > 0) { 517 startMark("Apply Layer Updates"); 518 519 // Note: it is very important to update the layers in order 520 for (int i = 0; i < count; i++) { 521 mLayerUpdates.itemAt(i)->flush(); 522 } 523 524 mLayerUpdates.clear(); 525 mRenderState.bindFramebuffer(getTargetFbo()); 526 527 endMark(); 528 } 529} 530 531void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 532 if (layer) { 533 // Make sure we don't introduce duplicates. 534 // SortedVector would do this automatically but we need to respect 535 // the insertion order. The linear search is not an issue since 536 // this list is usually very short (typically one item, at most a few) 537 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 538 if (mLayerUpdates.itemAt(i) == layer) { 539 return; 540 } 541 } 542 mLayerUpdates.push_back(layer); 543 } 544} 545 546void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 547 if (layer) { 548 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 549 if (mLayerUpdates.itemAt(i) == layer) { 550 mLayerUpdates.removeAt(i); 551 break; 552 } 553 } 554 } 555} 556 557void OpenGLRenderer::flushLayerUpdates() { 558 ATRACE_NAME("Update HW Layers"); 559 syncState(); 560 updateLayers(); 561 flushLayers(); 562 // Wait for all the layer updates to be executed 563 AutoFence fence; 564} 565 566void OpenGLRenderer::markLayersAsBuildLayers() { 567 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 568 mLayerUpdates[i]->wasBuildLayered = true; 569 } 570} 571 572/////////////////////////////////////////////////////////////////////////////// 573// State management 574/////////////////////////////////////////////////////////////////////////////// 575 576void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 577 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 578 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 579 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 580 581 if (restoreViewport) { 582 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 583 } 584 585 if (restoreClip) { 586 dirtyClip(); 587 } 588 589 if (restoreLayer) { 590 endMark(); // Savelayer 591 ATRACE_END(); // SaveLayer 592 startMark("ComposeLayer"); 593 composeLayer(removed, restored); 594 endMark(); 595 } 596} 597 598/////////////////////////////////////////////////////////////////////////////// 599// Layers 600/////////////////////////////////////////////////////////////////////////////// 601 602int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 603 const SkPaint* paint, int flags, const SkPath* convexMask) { 604 // force matrix/clip isolation for layer 605 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 606 607 const int count = saveSnapshot(flags); 608 609 if (!currentSnapshot()->isIgnored()) { 610 createLayer(left, top, right, bottom, paint, flags, convexMask); 611 } 612 613 return count; 614} 615 616void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 617 const Rect untransformedBounds(bounds); 618 619 currentTransform()->mapRect(bounds); 620 621 // Layers only make sense if they are in the framebuffer's bounds 622 if (bounds.intersect(*currentClipRect())) { 623 // We cannot work with sub-pixels in this case 624 bounds.snapToPixelBoundaries(); 625 626 // When the layer is not an FBO, we may use glCopyTexImage so we 627 // need to make sure the layer does not extend outside the bounds 628 // of the framebuffer 629 const Snapshot& previous = *(currentSnapshot()->previous); 630 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 631 if (!bounds.intersect(previousViewport)) { 632 bounds.setEmpty(); 633 } else if (fboLayer) { 634 clip.set(bounds); 635 mat4 inverse; 636 inverse.loadInverse(*currentTransform()); 637 inverse.mapRect(clip); 638 clip.snapToPixelBoundaries(); 639 if (clip.intersect(untransformedBounds)) { 640 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 641 bounds.set(untransformedBounds); 642 } else { 643 clip.setEmpty(); 644 } 645 } 646 } else { 647 bounds.setEmpty(); 648 } 649} 650 651void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 652 bool fboLayer, int alpha) { 653 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 654 bounds.getHeight() > mCaches.maxTextureSize || 655 (fboLayer && clip.isEmpty())) { 656 mSnapshot->empty = fboLayer; 657 } else { 658 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 659 } 660} 661 662int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 663 const SkPaint* paint, int flags) { 664 const int count = saveSnapshot(flags); 665 666 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 667 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 668 // operations will be able to store and restore the current clip and transform info, and 669 // quick rejection will be correct (for display lists) 670 671 Rect bounds(left, top, right, bottom); 672 Rect clip; 673 calculateLayerBoundsAndClip(bounds, clip, true); 674 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 675 676 if (!currentSnapshot()->isIgnored()) { 677 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 678 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 679 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 680 mSnapshot->roundRectClipState = NULL; 681 } 682 } 683 684 return count; 685} 686 687/** 688 * Layers are viewed by Skia are slightly different than layers in image editing 689 * programs (for instance.) When a layer is created, previously created layers 690 * and the frame buffer still receive every drawing command. For instance, if a 691 * layer is created and a shape intersecting the bounds of the layers and the 692 * framebuffer is draw, the shape will be drawn on both (unless the layer was 693 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 694 * 695 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 696 * texture. Unfortunately, this is inefficient as it requires every primitive to 697 * be drawn n + 1 times, where n is the number of active layers. In practice this 698 * means, for every primitive: 699 * - Switch active frame buffer 700 * - Change viewport, clip and projection matrix 701 * - Issue the drawing 702 * 703 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 704 * To avoid this, layers are implemented in a different way here, at least in the 705 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 706 * is set. When this flag is set we can redirect all drawing operations into a 707 * single FBO. 708 * 709 * This implementation relies on the frame buffer being at least RGBA 8888. When 710 * a layer is created, only a texture is created, not an FBO. The content of the 711 * frame buffer contained within the layer's bounds is copied into this texture 712 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 713 * buffer and drawing continues as normal. This technique therefore treats the 714 * frame buffer as a scratch buffer for the layers. 715 * 716 * To compose the layers back onto the frame buffer, each layer texture 717 * (containing the original frame buffer data) is drawn as a simple quad over 718 * the frame buffer. The trick is that the quad is set as the composition 719 * destination in the blending equation, and the frame buffer becomes the source 720 * of the composition. 721 * 722 * Drawing layers with an alpha value requires an extra step before composition. 723 * An empty quad is drawn over the layer's region in the frame buffer. This quad 724 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 725 * quad is used to multiply the colors in the frame buffer. This is achieved by 726 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 727 * GL_ZERO, GL_SRC_ALPHA. 728 * 729 * Because glCopyTexImage2D() can be slow, an alternative implementation might 730 * be use to draw a single clipped layer. The implementation described above 731 * is correct in every case. 732 * 733 * (1) The frame buffer is actually not cleared right away. To allow the GPU 734 * to potentially optimize series of calls to glCopyTexImage2D, the frame 735 * buffer is left untouched until the first drawing operation. Only when 736 * something actually gets drawn are the layers regions cleared. 737 */ 738bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 739 const SkPaint* paint, int flags, const SkPath* convexMask) { 740 if (kDebugLayers) { 741 ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 742 ALOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 743 } 744 745 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 746 747 // Window coordinates of the layer 748 Rect clip; 749 Rect bounds(left, top, right, bottom); 750 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 751 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 752 753 // Bail out if we won't draw in this snapshot 754 if (currentSnapshot()->isIgnored()) { 755 return false; 756 } 757 758 mCaches.activeTexture(0); 759 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 760 if (!layer) { 761 return false; 762 } 763 764 layer->setPaint(paint); 765 layer->layer.set(bounds); 766 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 767 bounds.getWidth() / float(layer->getWidth()), 0.0f); 768 769 layer->setBlend(true); 770 layer->setDirty(false); 771 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 772 773 // Save the layer in the snapshot 774 mSnapshot->flags |= Snapshot::kFlagIsLayer; 775 mSnapshot->layer = layer; 776 777 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 778 fboLayer ? "" : "unclipped ", 779 layer->getWidth(), layer->getHeight()); 780 startMark("SaveLayer"); 781 if (fboLayer) { 782 return createFboLayer(layer, bounds, clip); 783 } else { 784 // Copy the framebuffer into the layer 785 layer->bindTexture(); 786 if (!bounds.isEmpty()) { 787 if (layer->isEmpty()) { 788 // Workaround for some GL drivers. When reading pixels lying outside 789 // of the window we should get undefined values for those pixels. 790 // Unfortunately some drivers will turn the entire target texture black 791 // when reading outside of the window. 792 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 793 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 794 layer->setEmpty(false); 795 } 796 797 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 798 bounds.left, getViewportHeight() - bounds.bottom, 799 bounds.getWidth(), bounds.getHeight()); 800 801 // Enqueue the buffer coordinates to clear the corresponding region later 802 mLayers.push(new Rect(bounds)); 803 } 804 } 805 806 return true; 807} 808 809bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 810 layer->clipRect.set(clip); 811 layer->setFbo(mCaches.fboCache.get()); 812 813 mSnapshot->region = &mSnapshot->layer->region; 814 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 815 mSnapshot->fbo = layer->getFbo(); 816 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 817 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 818 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 819 mSnapshot->roundRectClipState = NULL; 820 821 endTiling(); 822 debugOverdraw(false, false); 823 // Bind texture to FBO 824 mRenderState.bindFramebuffer(layer->getFbo()); 825 layer->bindTexture(); 826 827 // Initialize the texture if needed 828 if (layer->isEmpty()) { 829 layer->allocateTexture(); 830 layer->setEmpty(false); 831 } 832 833 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 834 layer->getTexture(), 0); 835 836 // Expand the startTiling region by 1 837 startTilingCurrentClip(true, true); 838 839 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 840 mCaches.enableScissor(); 841 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 842 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 843 glClear(GL_COLOR_BUFFER_BIT); 844 845 dirtyClip(); 846 847 // Change the ortho projection 848 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 849 return true; 850} 851 852/** 853 * Read the documentation of createLayer() before doing anything in this method. 854 */ 855void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 856 if (!removed.layer) { 857 ALOGE("Attempting to compose a layer that does not exist"); 858 return; 859 } 860 861 Layer* layer = removed.layer; 862 const Rect& rect = layer->layer; 863 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 864 865 bool clipRequired = false; 866 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 867 &clipRequired, NULL, false); // safely ignore return, should never be rejected 868 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 869 870 if (fboLayer) { 871 endTiling(); 872 873 // Detach the texture from the FBO 874 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 875 876 layer->removeFbo(false); 877 878 // Unbind current FBO and restore previous one 879 mRenderState.bindFramebuffer(restored.fbo); 880 debugOverdraw(true, false); 881 882 startTilingCurrentClip(); 883 } 884 885 if (!fboLayer && layer->getAlpha() < 255) { 886 SkPaint layerPaint; 887 layerPaint.setAlpha(layer->getAlpha()); 888 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 889 layerPaint.setColorFilter(layer->getColorFilter()); 890 891 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 892 // Required below, composeLayerRect() will divide by 255 893 layer->setAlpha(255); 894 } 895 896 mCaches.unbindMeshBuffer(); 897 898 mCaches.activeTexture(0); 899 900 // When the layer is stored in an FBO, we can save a bit of fillrate by 901 // drawing only the dirty region 902 if (fboLayer) { 903 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 904 composeLayerRegion(layer, rect); 905 } else if (!rect.isEmpty()) { 906 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 907 908 save(0); 909 // the layer contains screen buffer content that shouldn't be alpha modulated 910 // (and any necessary alpha modulation was handled drawing into the layer) 911 mSnapshot->alpha = 1.0f; 912 composeLayerRect(layer, rect, true); 913 restore(); 914 } 915 916 dirtyClip(); 917 918 // Failing to add the layer to the cache should happen only if the layer is too large 919 layer->setConvexMask(NULL); 920 if (!mCaches.layerCache.put(layer)) { 921 if (kDebugLayers) { 922 ALOGD("Deleting layer"); 923 } 924 layer->decStrong(0); 925 } 926} 927 928void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 929 float alpha = getLayerAlpha(layer); 930 931 setupDraw(); 932 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 933 setupDrawWithTexture(); 934 } else { 935 setupDrawWithExternalTexture(); 936 } 937 setupDrawTextureTransform(); 938 setupDrawColor(alpha, alpha, alpha, alpha); 939 setupDrawColorFilter(layer->getColorFilter()); 940 setupDrawBlending(layer); 941 setupDrawProgram(); 942 setupDrawPureColorUniforms(); 943 setupDrawColorFilterUniforms(layer->getColorFilter()); 944 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 945 setupDrawTexture(layer->getTexture()); 946 } else { 947 setupDrawExternalTexture(layer->getTexture()); 948 } 949 if (currentTransform()->isPureTranslate() && 950 !layer->getForceFilter() && 951 layer->getWidth() == (uint32_t) rect.getWidth() && 952 layer->getHeight() == (uint32_t) rect.getHeight()) { 953 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 954 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 955 956 layer->setFilter(GL_NEAREST); 957 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 958 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 959 } else { 960 layer->setFilter(GL_LINEAR); 961 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 962 rect.left, rect.top, rect.right, rect.bottom); 963 } 964 setupDrawTextureTransformUniforms(layer->getTexTransform()); 965 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 966 967 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 968} 969 970void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 971 if (layer->isTextureLayer()) { 972 EVENT_LOGD("composeTextureLayerRect"); 973 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 974 drawTextureLayer(layer, rect); 975 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 976 } else { 977 EVENT_LOGD("composeHardwareLayerRect"); 978 const Rect& texCoords = layer->texCoords; 979 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 980 texCoords.right, texCoords.bottom); 981 982 float x = rect.left; 983 float y = rect.top; 984 bool simpleTransform = currentTransform()->isPureTranslate() && 985 layer->getWidth() == (uint32_t) rect.getWidth() && 986 layer->getHeight() == (uint32_t) rect.getHeight(); 987 988 if (simpleTransform) { 989 // When we're swapping, the layer is already in screen coordinates 990 if (!swap) { 991 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 992 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 993 } 994 995 layer->setFilter(GL_NEAREST, true); 996 } else { 997 layer->setFilter(GL_LINEAR, true); 998 } 999 1000 SkPaint layerPaint; 1001 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1002 layerPaint.setXfermodeMode(layer->getMode()); 1003 layerPaint.setColorFilter(layer->getColorFilter()); 1004 1005 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1006 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1007 layer->getTexture(), &layerPaint, blend, 1008 &mMeshVertices[0].x, &mMeshVertices[0].u, 1009 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1010 1011 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1012 } 1013} 1014 1015/** 1016 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1017 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1018 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1019 * by saveLayer's restore 1020 */ 1021#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1022 DRAW_COMMAND; \ 1023 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1024 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1025 DRAW_COMMAND; \ 1026 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1027 } \ 1028 } 1029 1030#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1031 1032// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1033// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1034class LayerShader : public SkShader { 1035public: 1036 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1037 : INHERITED(localMatrix) 1038 , mLayer(layer) { 1039 } 1040 1041 virtual bool asACustomShader(void** data) const { 1042 if (data) { 1043 *data = static_cast<void*>(mLayer); 1044 } 1045 return true; 1046 } 1047 1048 virtual bool isOpaque() const { 1049 return !mLayer->isBlend(); 1050 } 1051 1052protected: 1053 virtual void shadeSpan(int /* x */, int /* y */, SkPMColor[], int /* count */) { 1054 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1055 } 1056 1057 virtual void flatten(SkWriteBuffer&) const { 1058 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1059 } 1060 1061 virtual Factory getFactory() const { 1062 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1063 return NULL; 1064 } 1065private: 1066 // Unowned. 1067 Layer* mLayer; 1068 typedef SkShader INHERITED; 1069}; 1070 1071void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1072 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1073 1074 if (layer->getConvexMask()) { 1075 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1076 1077 // clip to the area of the layer the mask can be larger 1078 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1079 1080 SkPaint paint; 1081 paint.setAntiAlias(true); 1082 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1083 1084 // create LayerShader to map SaveLayer content into subsequent draw 1085 SkMatrix shaderMatrix; 1086 shaderMatrix.setTranslate(rect.left, rect.bottom); 1087 shaderMatrix.preScale(1, -1); 1088 LayerShader layerShader(layer, &shaderMatrix); 1089 paint.setShader(&layerShader); 1090 1091 // Since the drawing primitive is defined in local drawing space, 1092 // we don't need to modify the draw matrix 1093 const SkPath* maskPath = layer->getConvexMask(); 1094 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1095 1096 paint.setShader(NULL); 1097 restore(); 1098 1099 return; 1100 } 1101 1102 if (layer->region.isRect()) { 1103 layer->setRegionAsRect(); 1104 1105 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1106 1107 layer->region.clear(); 1108 return; 1109 } 1110 1111 EVENT_LOGD("composeLayerRegion"); 1112 // standard Region based draw 1113 size_t count; 1114 const android::Rect* rects; 1115 Region safeRegion; 1116 if (CC_LIKELY(hasRectToRectTransform())) { 1117 rects = layer->region.getArray(&count); 1118 } else { 1119 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1120 rects = safeRegion.getArray(&count); 1121 } 1122 1123 const float alpha = getLayerAlpha(layer); 1124 const float texX = 1.0f / float(layer->getWidth()); 1125 const float texY = 1.0f / float(layer->getHeight()); 1126 const float height = rect.getHeight(); 1127 1128 setupDraw(); 1129 1130 // We must get (and therefore bind) the region mesh buffer 1131 // after we setup drawing in case we need to mess with the 1132 // stencil buffer in setupDraw() 1133 TextureVertex* mesh = mCaches.getRegionMesh(); 1134 uint32_t numQuads = 0; 1135 1136 setupDrawWithTexture(); 1137 setupDrawColor(alpha, alpha, alpha, alpha); 1138 setupDrawColorFilter(layer->getColorFilter()); 1139 setupDrawBlending(layer); 1140 setupDrawProgram(); 1141 setupDrawDirtyRegionsDisabled(); 1142 setupDrawPureColorUniforms(); 1143 setupDrawColorFilterUniforms(layer->getColorFilter()); 1144 setupDrawTexture(layer->getTexture()); 1145 if (currentTransform()->isPureTranslate()) { 1146 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1147 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1148 1149 layer->setFilter(GL_NEAREST); 1150 setupDrawModelView(kModelViewMode_Translate, false, 1151 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1152 } else { 1153 layer->setFilter(GL_LINEAR); 1154 setupDrawModelView(kModelViewMode_Translate, false, 1155 rect.left, rect.top, rect.right, rect.bottom); 1156 } 1157 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1158 1159 for (size_t i = 0; i < count; i++) { 1160 const android::Rect* r = &rects[i]; 1161 1162 const float u1 = r->left * texX; 1163 const float v1 = (height - r->top) * texY; 1164 const float u2 = r->right * texX; 1165 const float v2 = (height - r->bottom) * texY; 1166 1167 // TODO: Reject quads outside of the clip 1168 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1169 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1170 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1171 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1172 1173 numQuads++; 1174 1175 if (numQuads >= gMaxNumberOfQuads) { 1176 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1177 GL_UNSIGNED_SHORT, NULL)); 1178 numQuads = 0; 1179 mesh = mCaches.getRegionMesh(); 1180 } 1181 } 1182 1183 if (numQuads > 0) { 1184 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1185 GL_UNSIGNED_SHORT, NULL)); 1186 } 1187 1188#if DEBUG_LAYERS_AS_REGIONS 1189 drawRegionRectsDebug(layer->region); 1190#endif 1191 1192 layer->region.clear(); 1193} 1194 1195#if DEBUG_LAYERS_AS_REGIONS 1196void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1197 size_t count; 1198 const android::Rect* rects = region.getArray(&count); 1199 1200 uint32_t colors[] = { 1201 0x7fff0000, 0x7f00ff00, 1202 0x7f0000ff, 0x7fff00ff, 1203 }; 1204 1205 int offset = 0; 1206 int32_t top = rects[0].top; 1207 1208 for (size_t i = 0; i < count; i++) { 1209 if (top != rects[i].top) { 1210 offset ^= 0x2; 1211 top = rects[i].top; 1212 } 1213 1214 SkPaint paint; 1215 paint.setColor(colors[offset + (i & 0x1)]); 1216 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1217 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1218 } 1219} 1220#endif 1221 1222void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1223 Vector<float> rects; 1224 1225 SkRegion::Iterator it(region); 1226 while (!it.done()) { 1227 const SkIRect& r = it.rect(); 1228 rects.push(r.fLeft); 1229 rects.push(r.fTop); 1230 rects.push(r.fRight); 1231 rects.push(r.fBottom); 1232 it.next(); 1233 } 1234 1235 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1236} 1237 1238void OpenGLRenderer::dirtyLayer(const float left, const float top, 1239 const float right, const float bottom, const mat4 transform) { 1240 if (hasLayer()) { 1241 Rect bounds(left, top, right, bottom); 1242 transform.mapRect(bounds); 1243 dirtyLayerUnchecked(bounds, getRegion()); 1244 } 1245} 1246 1247void OpenGLRenderer::dirtyLayer(const float left, const float top, 1248 const float right, const float bottom) { 1249 if (hasLayer()) { 1250 Rect bounds(left, top, right, bottom); 1251 dirtyLayerUnchecked(bounds, getRegion()); 1252 } 1253} 1254 1255void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1256 if (bounds.intersect(*currentClipRect())) { 1257 bounds.snapToPixelBoundaries(); 1258 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1259 if (!dirty.isEmpty()) { 1260 region->orSelf(dirty); 1261 } 1262 } 1263} 1264 1265void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1266 GLsizei elementsCount = quadsCount * 6; 1267 while (elementsCount > 0) { 1268 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1269 1270 setupDrawIndexedVertices(&mesh[0].x); 1271 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1272 1273 elementsCount -= drawCount; 1274 // Though there are 4 vertices in a quad, we use 6 indices per 1275 // quad to draw with GL_TRIANGLES 1276 mesh += (drawCount / 6) * 4; 1277 } 1278} 1279 1280void OpenGLRenderer::clearLayerRegions() { 1281 const size_t count = mLayers.size(); 1282 if (count == 0) return; 1283 1284 if (!currentSnapshot()->isIgnored()) { 1285 EVENT_LOGD("clearLayerRegions"); 1286 // Doing several glScissor/glClear here can negatively impact 1287 // GPUs with a tiler architecture, instead we draw quads with 1288 // the Clear blending mode 1289 1290 // The list contains bounds that have already been clipped 1291 // against their initial clip rect, and the current clip 1292 // is likely different so we need to disable clipping here 1293 bool scissorChanged = mCaches.disableScissor(); 1294 1295 Vertex mesh[count * 4]; 1296 Vertex* vertex = mesh; 1297 1298 for (uint32_t i = 0; i < count; i++) { 1299 Rect* bounds = mLayers.itemAt(i); 1300 1301 Vertex::set(vertex++, bounds->left, bounds->top); 1302 Vertex::set(vertex++, bounds->right, bounds->top); 1303 Vertex::set(vertex++, bounds->left, bounds->bottom); 1304 Vertex::set(vertex++, bounds->right, bounds->bottom); 1305 1306 delete bounds; 1307 } 1308 // We must clear the list of dirty rects before we 1309 // call setupDraw() to prevent stencil setup to do 1310 // the same thing again 1311 mLayers.clear(); 1312 1313 SkPaint clearPaint; 1314 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1315 1316 setupDraw(false); 1317 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1318 setupDrawBlending(&clearPaint, true); 1319 setupDrawProgram(); 1320 setupDrawPureColorUniforms(); 1321 setupDrawModelView(kModelViewMode_Translate, false, 1322 0.0f, 0.0f, 0.0f, 0.0f, true); 1323 1324 issueIndexedQuadDraw(&mesh[0], count); 1325 1326 if (scissorChanged) mCaches.enableScissor(); 1327 } else { 1328 for (uint32_t i = 0; i < count; i++) { 1329 delete mLayers.itemAt(i); 1330 } 1331 mLayers.clear(); 1332 } 1333} 1334 1335/////////////////////////////////////////////////////////////////////////////// 1336// State Deferral 1337/////////////////////////////////////////////////////////////////////////////// 1338 1339bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1340 const Rect* currentClip = currentClipRect(); 1341 const mat4* currentMatrix = currentTransform(); 1342 1343 if (stateDeferFlags & kStateDeferFlag_Draw) { 1344 // state has bounds initialized in local coordinates 1345 if (!state.mBounds.isEmpty()) { 1346 currentMatrix->mapRect(state.mBounds); 1347 Rect clippedBounds(state.mBounds); 1348 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1349 // is used, it should more closely duplicate the quickReject logic (in how it uses 1350 // snapToPixelBoundaries) 1351 1352 if(!clippedBounds.intersect(*currentClip)) { 1353 // quick rejected 1354 return true; 1355 } 1356 1357 state.mClipSideFlags = kClipSide_None; 1358 if (!currentClip->contains(state.mBounds)) { 1359 int& flags = state.mClipSideFlags; 1360 // op partially clipped, so record which sides are clipped for clip-aware merging 1361 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1362 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1363 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1364 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1365 } 1366 state.mBounds.set(clippedBounds); 1367 } else { 1368 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1369 // overdraw avoidance (since we don't know what it overlaps) 1370 state.mClipSideFlags = kClipSide_ConservativeFull; 1371 state.mBounds.set(*currentClip); 1372 } 1373 } 1374 1375 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1376 if (state.mClipValid) { 1377 state.mClip.set(*currentClip); 1378 } 1379 1380 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1381 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1382 state.mMatrix.load(*currentMatrix); 1383 state.mDrawModifiers = mDrawModifiers; 1384 state.mAlpha = currentSnapshot()->alpha; 1385 1386 // always store/restore, since it's just a pointer 1387 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1388 return false; 1389} 1390 1391void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1392 setMatrix(state.mMatrix); 1393 mSnapshot->alpha = state.mAlpha; 1394 mDrawModifiers = state.mDrawModifiers; 1395 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1396 1397 if (state.mClipValid && !skipClipRestore) { 1398 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1399 state.mClip.right, state.mClip.bottom); 1400 dirtyClip(); 1401 } 1402} 1403 1404/** 1405 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1406 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1407 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1408 * 1409 * This method should be called when restoreDisplayState() won't be restoring the clip 1410 */ 1411void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1412 if (clipRect != NULL) { 1413 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1414 } else { 1415 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1416 } 1417 dirtyClip(); 1418 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1419} 1420 1421/////////////////////////////////////////////////////////////////////////////// 1422// Clipping 1423/////////////////////////////////////////////////////////////////////////////// 1424 1425void OpenGLRenderer::setScissorFromClip() { 1426 Rect clip(*currentClipRect()); 1427 clip.snapToPixelBoundaries(); 1428 1429 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1430 clip.getWidth(), clip.getHeight())) { 1431 mDirtyClip = false; 1432 } 1433} 1434 1435void OpenGLRenderer::ensureStencilBuffer() { 1436 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1437 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1438 // just hope we have one when hasLayer() returns false. 1439 if (hasLayer()) { 1440 attachStencilBufferToLayer(currentSnapshot()->layer); 1441 } 1442} 1443 1444void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1445 // The layer's FBO is already bound when we reach this stage 1446 if (!layer->getStencilRenderBuffer()) { 1447 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1448 // is attached after we initiated tiling. We must turn it off, 1449 // attach the new render buffer then turn tiling back on 1450 endTiling(); 1451 1452 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1453 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1454 layer->setStencilRenderBuffer(buffer); 1455 1456 startTiling(layer->clipRect, layer->layer.getHeight()); 1457 } 1458} 1459 1460void OpenGLRenderer::setStencilFromClip() { 1461 if (!mCaches.debugOverdraw) { 1462 if (!currentSnapshot()->clipRegion->isEmpty()) { 1463 EVENT_LOGD("setStencilFromClip - enabling"); 1464 1465 // NOTE: The order here is important, we must set dirtyClip to false 1466 // before any draw call to avoid calling back into this method 1467 mDirtyClip = false; 1468 1469 ensureStencilBuffer(); 1470 1471 mCaches.stencil.enableWrite(); 1472 1473 // Clear and update the stencil, but first make sure we restrict drawing 1474 // to the region's bounds 1475 bool resetScissor = mCaches.enableScissor(); 1476 if (resetScissor) { 1477 // The scissor was not set so we now need to update it 1478 setScissorFromClip(); 1479 } 1480 mCaches.stencil.clear(); 1481 1482 // stash and disable the outline clip state, since stencil doesn't account for outline 1483 bool storedSkipOutlineClip = mSkipOutlineClip; 1484 mSkipOutlineClip = true; 1485 1486 SkPaint paint; 1487 paint.setColor(SK_ColorBLACK); 1488 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1489 1490 // NOTE: We could use the region contour path to generate a smaller mesh 1491 // Since we are using the stencil we could use the red book path 1492 // drawing technique. It might increase bandwidth usage though. 1493 1494 // The last parameter is important: we are not drawing in the color buffer 1495 // so we don't want to dirty the current layer, if any 1496 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1497 if (resetScissor) mCaches.disableScissor(); 1498 mSkipOutlineClip = storedSkipOutlineClip; 1499 1500 mCaches.stencil.enableTest(); 1501 1502 // Draw the region used to generate the stencil if the appropriate debug 1503 // mode is enabled 1504 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1505 paint.setColor(0x7f0000ff); 1506 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1507 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1508 } 1509 } else { 1510 EVENT_LOGD("setStencilFromClip - disabling"); 1511 mCaches.stencil.disable(); 1512 } 1513 } 1514} 1515 1516/** 1517 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1518 * 1519 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1520 * style, and tessellated AA ramp 1521 */ 1522bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1523 const SkPaint* paint) { 1524 bool snapOut = paint && paint->isAntiAlias(); 1525 1526 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1527 float outset = paint->getStrokeWidth() * 0.5f; 1528 left -= outset; 1529 top -= outset; 1530 right += outset; 1531 bottom += outset; 1532 } 1533 1534 bool clipRequired = false; 1535 bool roundRectClipRequired = false; 1536 if (calculateQuickRejectForScissor(left, top, right, bottom, 1537 &clipRequired, &roundRectClipRequired, snapOut)) { 1538 return true; 1539 } 1540 1541 // not quick rejected, so enable the scissor if clipRequired 1542 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1543 mSkipOutlineClip = !roundRectClipRequired; 1544 return false; 1545} 1546 1547void OpenGLRenderer::debugClip() { 1548#if DEBUG_CLIP_REGIONS 1549 if (!currentSnapshot()->clipRegion->isEmpty()) { 1550 SkPaint paint; 1551 paint.setColor(0x7f00ff00); 1552 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1553 1554 } 1555#endif 1556} 1557 1558/////////////////////////////////////////////////////////////////////////////// 1559// Drawing commands 1560/////////////////////////////////////////////////////////////////////////////// 1561 1562void OpenGLRenderer::setupDraw(bool clearLayer) { 1563 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1564 // changes the scissor test state 1565 if (clearLayer) clearLayerRegions(); 1566 // Make sure setScissor & setStencil happen at the beginning of 1567 // this method 1568 if (mDirtyClip) { 1569 if (mCaches.scissorEnabled) { 1570 setScissorFromClip(); 1571 } 1572 1573 setStencilFromClip(); 1574 } 1575 1576 mDescription.reset(); 1577 1578 mSetShaderColor = false; 1579 mColorSet = false; 1580 mColorA = mColorR = mColorG = mColorB = 0.0f; 1581 mTextureUnit = 0; 1582 mTrackDirtyRegions = true; 1583 1584 // Enable debug highlight when what we're about to draw is tested against 1585 // the stencil buffer and if stencil highlight debugging is on 1586 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1587 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1588 mCaches.stencil.isTestEnabled(); 1589} 1590 1591void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1592 mDescription.hasTexture = true; 1593 mDescription.hasAlpha8Texture = isAlpha8; 1594} 1595 1596void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1597 mDescription.hasTexture = true; 1598 mDescription.hasColors = true; 1599 mDescription.hasAlpha8Texture = isAlpha8; 1600} 1601 1602void OpenGLRenderer::setupDrawWithExternalTexture() { 1603 mDescription.hasExternalTexture = true; 1604} 1605 1606void OpenGLRenderer::setupDrawNoTexture() { 1607 mCaches.disableTexCoordsVertexArray(); 1608} 1609 1610void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1611 mDescription.hasVertexAlpha = true; 1612 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1613} 1614 1615void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1616 mColorA = alpha / 255.0f; 1617 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1618 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1619 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1620 mColorSet = true; 1621 mSetShaderColor = mDescription.setColorModulate(mColorA); 1622} 1623 1624void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1625 mColorA = alpha / 255.0f; 1626 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1627 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1628 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1629 mColorSet = true; 1630 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1631} 1632 1633void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1634 mCaches.fontRenderer->describe(mDescription, paint); 1635} 1636 1637void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1638 mColorA = a; 1639 mColorR = r; 1640 mColorG = g; 1641 mColorB = b; 1642 mColorSet = true; 1643 mSetShaderColor = mDescription.setColorModulate(a); 1644} 1645 1646void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1647 if (shader != NULL) { 1648 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1649 } 1650} 1651 1652void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1653 if (filter == NULL) { 1654 return; 1655 } 1656 1657 SkXfermode::Mode mode; 1658 if (filter->asColorMode(NULL, &mode)) { 1659 mDescription.colorOp = ProgramDescription::kColorBlend; 1660 mDescription.colorMode = mode; 1661 } else if (filter->asColorMatrix(NULL)) { 1662 mDescription.colorOp = ProgramDescription::kColorMatrix; 1663 } 1664} 1665 1666void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1667 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1668 mColorA = 1.0f; 1669 mColorR = mColorG = mColorB = 0.0f; 1670 mSetShaderColor = mDescription.modulate = true; 1671 } 1672} 1673 1674void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1675 SkXfermode::Mode mode = layer->getMode(); 1676 // When the blending mode is kClear_Mode, we need to use a modulate color 1677 // argb=1,0,0,0 1678 accountForClear(mode); 1679 // TODO: check shader blending, once we have shader drawing support for layers. 1680 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1681 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1682 chooseBlending(blend, mode, mDescription, swapSrcDst); 1683} 1684 1685void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1686 SkXfermode::Mode mode = getXfermodeDirect(paint); 1687 // When the blending mode is kClear_Mode, we need to use a modulate color 1688 // argb=1,0,0,0 1689 accountForClear(mode); 1690 blend |= (mColorSet && mColorA < 1.0f) || 1691 (getShader(paint) && !getShader(paint)->isOpaque()) || 1692 isBlendedColorFilter(getColorFilter(paint)); 1693 chooseBlending(blend, mode, mDescription, swapSrcDst); 1694} 1695 1696void OpenGLRenderer::setupDrawProgram() { 1697 useProgram(mCaches.programCache.get(mDescription)); 1698 if (mDescription.hasRoundRectClip) { 1699 // TODO: avoid doing this repeatedly, stashing state pointer in program 1700 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1701 const Rect& innerRect = state->innerRect; 1702 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1703 innerRect.left, innerRect.top, 1704 innerRect.right, innerRect.bottom); 1705 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1706 1, GL_FALSE, &state->matrix.data[0]); 1707 1708 // add half pixel to round out integer rect space to cover pixel centers 1709 float roundedOutRadius = state->radius + 0.5f; 1710 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1711 roundedOutRadius); 1712 } 1713} 1714 1715void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1716 mTrackDirtyRegions = false; 1717} 1718 1719void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1720 float left, float top, float right, float bottom, bool ignoreTransform) { 1721 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1722 if (mode == kModelViewMode_TranslateAndScale) { 1723 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1724 } 1725 1726 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1727 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1728 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1729 if (dirty && mTrackDirtyRegions) { 1730 if (!ignoreTransform) { 1731 dirtyLayer(left, top, right, bottom, *currentTransform()); 1732 } else { 1733 dirtyLayer(left, top, right, bottom); 1734 } 1735 } 1736} 1737 1738void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1739 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1740 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1741 } 1742} 1743 1744void OpenGLRenderer::setupDrawPureColorUniforms() { 1745 if (mSetShaderColor) { 1746 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1747 } 1748} 1749 1750void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1751 if (shader == NULL) { 1752 return; 1753 } 1754 1755 if (ignoreTransform) { 1756 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1757 // because it was built into modelView / the geometry, and the description needs to 1758 // compensate. 1759 mat4 modelViewWithoutTransform; 1760 modelViewWithoutTransform.loadInverse(*currentTransform()); 1761 modelViewWithoutTransform.multiply(mModelViewMatrix); 1762 mModelViewMatrix.load(modelViewWithoutTransform); 1763 } 1764 1765 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1766} 1767 1768void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1769 if (NULL == filter) { 1770 return; 1771 } 1772 1773 SkColor color; 1774 SkXfermode::Mode mode; 1775 if (filter->asColorMode(&color, &mode)) { 1776 const int alpha = SkColorGetA(color); 1777 const GLfloat a = alpha / 255.0f; 1778 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1779 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1780 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1781 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1782 return; 1783 } 1784 1785 SkScalar srcColorMatrix[20]; 1786 if (filter->asColorMatrix(srcColorMatrix)) { 1787 1788 float colorMatrix[16]; 1789 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1790 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1791 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1792 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1793 1794 // Skia uses the range [0..255] for the addition vector, but we need 1795 // the [0..1] range to apply the vector in GLSL 1796 float colorVector[4]; 1797 colorVector[0] = srcColorMatrix[4] / 255.0f; 1798 colorVector[1] = srcColorMatrix[9] / 255.0f; 1799 colorVector[2] = srcColorMatrix[14] / 255.0f; 1800 colorVector[3] = srcColorMatrix[19] / 255.0f; 1801 1802 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1803 GL_FALSE, colorMatrix); 1804 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1805 return; 1806 } 1807 1808 // it is an error if we ever get here 1809} 1810 1811void OpenGLRenderer::setupDrawTextGammaUniforms() { 1812 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1813} 1814 1815void OpenGLRenderer::setupDrawSimpleMesh() { 1816 bool force = mCaches.bindMeshBuffer(); 1817 mCaches.bindPositionVertexPointer(force, 0); 1818 mCaches.unbindIndicesBuffer(); 1819} 1820 1821void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1822 if (texture) bindTexture(texture); 1823 mTextureUnit++; 1824 mCaches.enableTexCoordsVertexArray(); 1825} 1826 1827void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1828 bindExternalTexture(texture); 1829 mTextureUnit++; 1830 mCaches.enableTexCoordsVertexArray(); 1831} 1832 1833void OpenGLRenderer::setupDrawTextureTransform() { 1834 mDescription.hasTextureTransform = true; 1835} 1836 1837void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1838 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1839 GL_FALSE, &transform.data[0]); 1840} 1841 1842void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1843 const GLvoid* texCoords, GLuint vbo) { 1844 bool force = false; 1845 if (!vertices || vbo) { 1846 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1847 } else { 1848 force = mCaches.unbindMeshBuffer(); 1849 } 1850 1851 mCaches.bindPositionVertexPointer(force, vertices); 1852 if (mCaches.currentProgram->texCoords >= 0) { 1853 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1854 } 1855 1856 mCaches.unbindIndicesBuffer(); 1857} 1858 1859void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1860 const GLvoid* texCoords, const GLvoid* colors) { 1861 bool force = mCaches.unbindMeshBuffer(); 1862 GLsizei stride = sizeof(ColorTextureVertex); 1863 1864 mCaches.bindPositionVertexPointer(force, vertices, stride); 1865 if (mCaches.currentProgram->texCoords >= 0) { 1866 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1867 } 1868 int slot = mCaches.currentProgram->getAttrib("colors"); 1869 if (slot >= 0) { 1870 glEnableVertexAttribArray(slot); 1871 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1872 } 1873 1874 mCaches.unbindIndicesBuffer(); 1875} 1876 1877void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1878 const GLvoid* texCoords, GLuint vbo) { 1879 bool force = false; 1880 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1881 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1882 // use the default VBO found in Caches 1883 if (!vertices || vbo) { 1884 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1885 } else { 1886 force = mCaches.unbindMeshBuffer(); 1887 } 1888 mCaches.bindQuadIndicesBuffer(); 1889 1890 mCaches.bindPositionVertexPointer(force, vertices); 1891 if (mCaches.currentProgram->texCoords >= 0) { 1892 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1893 } 1894} 1895 1896void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1897 bool force = mCaches.unbindMeshBuffer(); 1898 mCaches.bindQuadIndicesBuffer(); 1899 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1900} 1901 1902/////////////////////////////////////////////////////////////////////////////// 1903// Drawing 1904/////////////////////////////////////////////////////////////////////////////// 1905 1906status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1907 status_t status; 1908 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1909 // will be performed by the display list itself 1910 if (renderNode && renderNode->isRenderable()) { 1911 // compute 3d ordering 1912 renderNode->computeOrdering(); 1913 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1914 status = startFrame(); 1915 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1916 renderNode->replay(replayStruct, 0); 1917 return status | replayStruct.mDrawGlStatus; 1918 } 1919 1920 DeferredDisplayList deferredList(*currentClipRect()); 1921 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1922 renderNode->defer(deferStruct, 0); 1923 1924 flushLayers(); 1925 status = startFrame(); 1926 1927 return deferredList.flush(*this, dirty) | status; 1928 } 1929 1930 // Even if there is no drawing command(Ex: invisible), 1931 // it still needs startFrame to clear buffer and start tiling. 1932 return startFrame(); 1933} 1934 1935void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1936 float x = left; 1937 float y = top; 1938 1939 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1940 1941 bool ignoreTransform = false; 1942 if (currentTransform()->isPureTranslate()) { 1943 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1944 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1945 ignoreTransform = true; 1946 1947 texture->setFilter(GL_NEAREST, true); 1948 } else { 1949 texture->setFilter(getFilter(paint), true); 1950 } 1951 1952 // No need to check for a UV mapper on the texture object, only ARGB_8888 1953 // bitmaps get packed in the atlas 1954 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1955 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1956 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1957} 1958 1959/** 1960 * Important note: this method is intended to draw batches of bitmaps and 1961 * will not set the scissor enable or dirty the current layer, if any. 1962 * The caller is responsible for properly dirtying the current layer. 1963 */ 1964status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1965 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1966 const Rect& bounds, const SkPaint* paint) { 1967 mCaches.activeTexture(0); 1968 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1969 if (!texture) return DrawGlInfo::kStatusDone; 1970 1971 const AutoTexture autoCleanup(texture); 1972 1973 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1974 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1975 1976 const float x = (int) floorf(bounds.left + 0.5f); 1977 const float y = (int) floorf(bounds.top + 0.5f); 1978 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1979 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1980 texture->id, paint, &vertices[0].x, &vertices[0].u, 1981 GL_TRIANGLES, bitmapCount * 6, true, 1982 kModelViewMode_Translate, false); 1983 } else { 1984 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1985 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1986 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1987 kModelViewMode_Translate, false); 1988 } 1989 1990 return DrawGlInfo::kStatusDrew; 1991} 1992 1993status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1994 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1995 return DrawGlInfo::kStatusDone; 1996 } 1997 1998 mCaches.activeTexture(0); 1999 Texture* texture = getTexture(bitmap); 2000 if (!texture) return DrawGlInfo::kStatusDone; 2001 const AutoTexture autoCleanup(texture); 2002 2003 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2004 drawAlphaBitmap(texture, 0, 0, paint); 2005 } else { 2006 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2007 } 2008 2009 return DrawGlInfo::kStatusDrew; 2010} 2011 2012status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2013 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2014 return DrawGlInfo::kStatusDone; 2015 } 2016 2017 mCaches.activeTexture(0); 2018 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2019 const AutoTexture autoCleanup(texture); 2020 2021 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2022 drawAlphaBitmap(texture, 0, 0, paint); 2023 } else { 2024 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2025 } 2026 2027 return DrawGlInfo::kStatusDrew; 2028} 2029 2030status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2031 const float* vertices, const int* colors, const SkPaint* paint) { 2032 if (!vertices || currentSnapshot()->isIgnored()) { 2033 return DrawGlInfo::kStatusDone; 2034 } 2035 2036 // TODO: use quickReject on bounds from vertices 2037 mCaches.enableScissor(); 2038 2039 float left = FLT_MAX; 2040 float top = FLT_MAX; 2041 float right = FLT_MIN; 2042 float bottom = FLT_MIN; 2043 2044 const uint32_t count = meshWidth * meshHeight * 6; 2045 2046 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2047 mesh.setCapacity(count); 2048 ColorTextureVertex* vertex = mesh.editArray(); 2049 2050 bool cleanupColors = false; 2051 if (!colors) { 2052 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2053 int* newColors = new int[colorsCount]; 2054 memset(newColors, 0xff, colorsCount * sizeof(int)); 2055 colors = newColors; 2056 cleanupColors = true; 2057 } 2058 2059 mCaches.activeTexture(0); 2060 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2061 const UvMapper& mapper(getMapper(texture)); 2062 2063 for (int32_t y = 0; y < meshHeight; y++) { 2064 for (int32_t x = 0; x < meshWidth; x++) { 2065 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2066 2067 float u1 = float(x) / meshWidth; 2068 float u2 = float(x + 1) / meshWidth; 2069 float v1 = float(y) / meshHeight; 2070 float v2 = float(y + 1) / meshHeight; 2071 2072 mapper.map(u1, v1, u2, v2); 2073 2074 int ax = i + (meshWidth + 1) * 2; 2075 int ay = ax + 1; 2076 int bx = i; 2077 int by = bx + 1; 2078 int cx = i + 2; 2079 int cy = cx + 1; 2080 int dx = i + (meshWidth + 1) * 2 + 2; 2081 int dy = dx + 1; 2082 2083 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2084 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2085 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2086 2087 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2088 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2089 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2090 2091 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2092 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2093 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2094 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2095 } 2096 } 2097 2098 if (quickRejectSetupScissor(left, top, right, bottom)) { 2099 if (cleanupColors) delete[] colors; 2100 return DrawGlInfo::kStatusDone; 2101 } 2102 2103 if (!texture) { 2104 texture = mCaches.textureCache.get(bitmap); 2105 if (!texture) { 2106 if (cleanupColors) delete[] colors; 2107 return DrawGlInfo::kStatusDone; 2108 } 2109 } 2110 const AutoTexture autoCleanup(texture); 2111 2112 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2113 texture->setFilter(getFilter(paint), true); 2114 2115 int alpha; 2116 SkXfermode::Mode mode; 2117 getAlphaAndMode(paint, &alpha, &mode); 2118 2119 float a = alpha / 255.0f; 2120 2121 if (hasLayer()) { 2122 dirtyLayer(left, top, right, bottom, *currentTransform()); 2123 } 2124 2125 setupDraw(); 2126 setupDrawWithTextureAndColor(); 2127 setupDrawColor(a, a, a, a); 2128 setupDrawColorFilter(getColorFilter(paint)); 2129 setupDrawBlending(paint, true); 2130 setupDrawProgram(); 2131 setupDrawDirtyRegionsDisabled(); 2132 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2133 setupDrawTexture(texture->id); 2134 setupDrawPureColorUniforms(); 2135 setupDrawColorFilterUniforms(getColorFilter(paint)); 2136 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2137 2138 glDrawArrays(GL_TRIANGLES, 0, count); 2139 2140 int slot = mCaches.currentProgram->getAttrib("colors"); 2141 if (slot >= 0) { 2142 glDisableVertexAttribArray(slot); 2143 } 2144 2145 if (cleanupColors) delete[] colors; 2146 2147 return DrawGlInfo::kStatusDrew; 2148} 2149 2150status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2151 float srcLeft, float srcTop, float srcRight, float srcBottom, 2152 float dstLeft, float dstTop, float dstRight, float dstBottom, 2153 const SkPaint* paint) { 2154 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2155 return DrawGlInfo::kStatusDone; 2156 } 2157 2158 mCaches.activeTexture(0); 2159 Texture* texture = getTexture(bitmap); 2160 if (!texture) return DrawGlInfo::kStatusDone; 2161 const AutoTexture autoCleanup(texture); 2162 2163 const float width = texture->width; 2164 const float height = texture->height; 2165 2166 float u1 = fmax(0.0f, srcLeft / width); 2167 float v1 = fmax(0.0f, srcTop / height); 2168 float u2 = fmin(1.0f, srcRight / width); 2169 float v2 = fmin(1.0f, srcBottom / height); 2170 2171 getMapper(texture).map(u1, v1, u2, v2); 2172 2173 mCaches.unbindMeshBuffer(); 2174 resetDrawTextureTexCoords(u1, v1, u2, v2); 2175 2176 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2177 2178 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2179 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2180 2181 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2182 // Apply a scale transform on the canvas only when a shader is in use 2183 // Skia handles the ratio between the dst and src rects as a scale factor 2184 // when a shader is set 2185 bool useScaleTransform = getShader(paint) && scaled; 2186 bool ignoreTransform = false; 2187 2188 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2189 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2190 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2191 2192 dstRight = x + (dstRight - dstLeft); 2193 dstBottom = y + (dstBottom - dstTop); 2194 2195 dstLeft = x; 2196 dstTop = y; 2197 2198 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2199 ignoreTransform = true; 2200 } else { 2201 texture->setFilter(getFilter(paint), true); 2202 } 2203 2204 if (CC_UNLIKELY(useScaleTransform)) { 2205 save(SkCanvas::kMatrix_SaveFlag); 2206 translate(dstLeft, dstTop); 2207 scale(scaleX, scaleY); 2208 2209 dstLeft = 0.0f; 2210 dstTop = 0.0f; 2211 2212 dstRight = srcRight - srcLeft; 2213 dstBottom = srcBottom - srcTop; 2214 } 2215 2216 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2217 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2218 texture->id, paint, 2219 &mMeshVertices[0].x, &mMeshVertices[0].u, 2220 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2221 } else { 2222 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2223 texture->id, paint, texture->blend, 2224 &mMeshVertices[0].x, &mMeshVertices[0].u, 2225 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2226 } 2227 2228 if (CC_UNLIKELY(useScaleTransform)) { 2229 restore(); 2230 } 2231 2232 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2233 2234 return DrawGlInfo::kStatusDrew; 2235} 2236 2237status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2238 float left, float top, float right, float bottom, const SkPaint* paint) { 2239 if (quickRejectSetupScissor(left, top, right, bottom)) { 2240 return DrawGlInfo::kStatusDone; 2241 } 2242 2243 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2244 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2245 right - left, bottom - top, patch); 2246 2247 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2248} 2249 2250status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2251 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2252 const SkPaint* paint) { 2253 if (quickRejectSetupScissor(left, top, right, bottom)) { 2254 return DrawGlInfo::kStatusDone; 2255 } 2256 2257 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2258 mCaches.activeTexture(0); 2259 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2260 if (!texture) return DrawGlInfo::kStatusDone; 2261 const AutoTexture autoCleanup(texture); 2262 2263 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2264 texture->setFilter(GL_LINEAR, true); 2265 2266 const bool pureTranslate = currentTransform()->isPureTranslate(); 2267 // Mark the current layer dirty where we are going to draw the patch 2268 if (hasLayer() && mesh->hasEmptyQuads) { 2269 const float offsetX = left + currentTransform()->getTranslateX(); 2270 const float offsetY = top + currentTransform()->getTranslateY(); 2271 const size_t count = mesh->quads.size(); 2272 for (size_t i = 0; i < count; i++) { 2273 const Rect& bounds = mesh->quads.itemAt(i); 2274 if (CC_LIKELY(pureTranslate)) { 2275 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2276 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2277 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2278 } else { 2279 dirtyLayer(left + bounds.left, top + bounds.top, 2280 left + bounds.right, top + bounds.bottom, *currentTransform()); 2281 } 2282 } 2283 } 2284 2285 bool ignoreTransform = false; 2286 if (CC_LIKELY(pureTranslate)) { 2287 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2288 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2289 2290 right = x + right - left; 2291 bottom = y + bottom - top; 2292 left = x; 2293 top = y; 2294 ignoreTransform = true; 2295 } 2296 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2297 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2298 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2299 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2300 } 2301 2302 return DrawGlInfo::kStatusDrew; 2303} 2304 2305/** 2306 * Important note: this method is intended to draw batches of 9-patch objects and 2307 * will not set the scissor enable or dirty the current layer, if any. 2308 * The caller is responsible for properly dirtying the current layer. 2309 */ 2310status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2311 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2312 mCaches.activeTexture(0); 2313 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2314 if (!texture) return DrawGlInfo::kStatusDone; 2315 const AutoTexture autoCleanup(texture); 2316 2317 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2318 texture->setFilter(GL_LINEAR, true); 2319 2320 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2321 texture->blend, &vertices[0].x, &vertices[0].u, 2322 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2323 2324 return DrawGlInfo::kStatusDrew; 2325} 2326 2327status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2328 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2329 // not missing call to quickReject/dirtyLayer, always done at a higher level 2330 if (!vertexBuffer.getVertexCount()) { 2331 // no vertices to draw 2332 return DrawGlInfo::kStatusDone; 2333 } 2334 2335 Rect bounds(vertexBuffer.getBounds()); 2336 bounds.translate(translateX, translateY); 2337 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2338 2339 int color = paint->getColor(); 2340 bool isAA = paint->isAntiAlias(); 2341 2342 setupDraw(); 2343 setupDrawNoTexture(); 2344 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2345 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2346 setupDrawColorFilter(getColorFilter(paint)); 2347 setupDrawShader(getShader(paint)); 2348 setupDrawBlending(paint, isAA); 2349 setupDrawProgram(); 2350 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2351 translateX, translateY, 0, 0); 2352 setupDrawColorUniforms(getShader(paint)); 2353 setupDrawColorFilterUniforms(getColorFilter(paint)); 2354 setupDrawShaderUniforms(getShader(paint)); 2355 2356 const void* vertices = vertexBuffer.getBuffer(); 2357 mCaches.unbindMeshBuffer(); 2358 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2359 mCaches.resetTexCoordsVertexPointer(); 2360 2361 int alphaSlot = -1; 2362 if (isAA) { 2363 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2364 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2365 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2366 glEnableVertexAttribArray(alphaSlot); 2367 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2368 } 2369 2370 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2371 if (mode == VertexBuffer::kStandard) { 2372 mCaches.unbindIndicesBuffer(); 2373 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2374 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2375 mCaches.bindShadowIndicesBuffer(); 2376 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2377 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2378 mCaches.bindShadowIndicesBuffer(); 2379 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2380 } else if (mode == VertexBuffer::kIndices) { 2381 mCaches.unbindIndicesBuffer(); 2382 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT, 2383 vertexBuffer.getIndices()); 2384 } 2385 2386 if (isAA) { 2387 glDisableVertexAttribArray(alphaSlot); 2388 } 2389 2390 return DrawGlInfo::kStatusDrew; 2391} 2392 2393/** 2394 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2395 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2396 * screen space in all directions. However, instead of using a fragment shader to compute the 2397 * translucency of the color from its position, we simply use a varying parameter to define how far 2398 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2399 * 2400 * Doesn't yet support joins, caps, or path effects. 2401 */ 2402status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2403 VertexBuffer vertexBuffer; 2404 // TODO: try clipping large paths to viewport 2405 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2406 return drawVertexBuffer(vertexBuffer, paint); 2407} 2408 2409/** 2410 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2411 * and additional geometry for defining an alpha slope perimeter. 2412 * 2413 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2414 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2415 * in-shader alpha region, but found it to be taxing on some GPUs. 2416 * 2417 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2418 * memory transfer by removing need for degenerate vertices. 2419 */ 2420status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2421 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2422 2423 count &= ~0x3; // round down to nearest four 2424 2425 VertexBuffer buffer; 2426 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2427 const Rect& bounds = buffer.getBounds(); 2428 2429 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2430 return DrawGlInfo::kStatusDone; 2431 } 2432 2433 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2434 return drawVertexBuffer(buffer, paint, displayFlags); 2435} 2436 2437status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2438 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2439 2440 count &= ~0x1; // round down to nearest two 2441 2442 VertexBuffer buffer; 2443 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2444 2445 const Rect& bounds = buffer.getBounds(); 2446 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2447 return DrawGlInfo::kStatusDone; 2448 } 2449 2450 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2451 return drawVertexBuffer(buffer, paint, displayFlags); 2452} 2453 2454status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2455 // No need to check against the clip, we fill the clip region 2456 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2457 2458 Rect clip(*currentClipRect()); 2459 clip.snapToPixelBoundaries(); 2460 2461 SkPaint paint; 2462 paint.setColor(color); 2463 paint.setXfermodeMode(mode); 2464 2465 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2466 2467 return DrawGlInfo::kStatusDrew; 2468} 2469 2470status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2471 const SkPaint* paint) { 2472 if (!texture) return DrawGlInfo::kStatusDone; 2473 const AutoTexture autoCleanup(texture); 2474 2475 const float x = left + texture->left - texture->offset; 2476 const float y = top + texture->top - texture->offset; 2477 2478 drawPathTexture(texture, x, y, paint); 2479 2480 return DrawGlInfo::kStatusDrew; 2481} 2482 2483status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2484 float rx, float ry, const SkPaint* p) { 2485 if (currentSnapshot()->isIgnored() 2486 || quickRejectSetupScissor(left, top, right, bottom, p) 2487 || paintWillNotDraw(*p)) { 2488 return DrawGlInfo::kStatusDone; 2489 } 2490 2491 if (p->getPathEffect() != 0) { 2492 mCaches.activeTexture(0); 2493 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2494 right - left, bottom - top, rx, ry, p); 2495 return drawShape(left, top, texture, p); 2496 } 2497 2498 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2499 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2500 return drawVertexBuffer(left, top, *vertexBuffer, p); 2501} 2502 2503status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2504 if (currentSnapshot()->isIgnored() 2505 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2506 || paintWillNotDraw(*p)) { 2507 return DrawGlInfo::kStatusDone; 2508 } 2509 if (p->getPathEffect() != 0) { 2510 mCaches.activeTexture(0); 2511 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2512 return drawShape(x - radius, y - radius, texture, p); 2513 } 2514 2515 SkPath path; 2516 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2517 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2518 } else { 2519 path.addCircle(x, y, radius); 2520 } 2521 return drawConvexPath(path, p); 2522} 2523 2524status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2525 const SkPaint* p) { 2526 if (currentSnapshot()->isIgnored() 2527 || quickRejectSetupScissor(left, top, right, bottom, p) 2528 || paintWillNotDraw(*p)) { 2529 return DrawGlInfo::kStatusDone; 2530 } 2531 2532 if (p->getPathEffect() != 0) { 2533 mCaches.activeTexture(0); 2534 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2535 return drawShape(left, top, texture, p); 2536 } 2537 2538 SkPath path; 2539 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2540 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2541 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2542 } 2543 path.addOval(rect); 2544 return drawConvexPath(path, p); 2545} 2546 2547status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2548 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2549 if (currentSnapshot()->isIgnored() 2550 || quickRejectSetupScissor(left, top, right, bottom, p) 2551 || paintWillNotDraw(*p)) { 2552 return DrawGlInfo::kStatusDone; 2553 } 2554 2555 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2556 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2557 mCaches.activeTexture(0); 2558 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2559 startAngle, sweepAngle, useCenter, p); 2560 return drawShape(left, top, texture, p); 2561 } 2562 2563 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2564 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2565 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2566 } 2567 2568 SkPath path; 2569 if (useCenter) { 2570 path.moveTo(rect.centerX(), rect.centerY()); 2571 } 2572 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2573 if (useCenter) { 2574 path.close(); 2575 } 2576 return drawConvexPath(path, p); 2577} 2578 2579// See SkPaintDefaults.h 2580#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2581 2582status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2583 const SkPaint* p) { 2584 if (currentSnapshot()->isIgnored() 2585 || quickRejectSetupScissor(left, top, right, bottom, p) 2586 || paintWillNotDraw(*p)) { 2587 return DrawGlInfo::kStatusDone; 2588 } 2589 2590 if (p->getStyle() != SkPaint::kFill_Style) { 2591 // only fill style is supported by drawConvexPath, since others have to handle joins 2592 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2593 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2594 mCaches.activeTexture(0); 2595 const PathTexture* texture = 2596 mCaches.pathCache.getRect(right - left, bottom - top, p); 2597 return drawShape(left, top, texture, p); 2598 } 2599 2600 SkPath path; 2601 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2602 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2603 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2604 } 2605 path.addRect(rect); 2606 return drawConvexPath(path, p); 2607 } 2608 2609 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2610 SkPath path; 2611 path.addRect(left, top, right, bottom); 2612 return drawConvexPath(path, p); 2613 } else { 2614 drawColorRect(left, top, right, bottom, p); 2615 return DrawGlInfo::kStatusDrew; 2616 } 2617} 2618 2619void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2620 int bytesCount, int count, const float* positions, 2621 FontRenderer& fontRenderer, int alpha, float x, float y) { 2622 mCaches.activeTexture(0); 2623 2624 TextShadow textShadow; 2625 if (!getTextShadow(paint, &textShadow)) { 2626 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2627 } 2628 2629 // NOTE: The drop shadow will not perform gamma correction 2630 // if shader-based correction is enabled 2631 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2632 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2633 paint, text, bytesCount, count, textShadow.radius, positions); 2634 // If the drop shadow exceeds the max texture size or couldn't be 2635 // allocated, skip drawing 2636 if (!shadow) return; 2637 const AutoTexture autoCleanup(shadow); 2638 2639 const float sx = x - shadow->left + textShadow.dx; 2640 const float sy = y - shadow->top + textShadow.dy; 2641 2642 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2643 if (getShader(paint)) { 2644 textShadow.color = SK_ColorWHITE; 2645 } 2646 2647 setupDraw(); 2648 setupDrawWithTexture(true); 2649 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2650 setupDrawColorFilter(getColorFilter(paint)); 2651 setupDrawShader(getShader(paint)); 2652 setupDrawBlending(paint, true); 2653 setupDrawProgram(); 2654 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2655 sx, sy, sx + shadow->width, sy + shadow->height); 2656 setupDrawTexture(shadow->id); 2657 setupDrawPureColorUniforms(); 2658 setupDrawColorFilterUniforms(getColorFilter(paint)); 2659 setupDrawShaderUniforms(getShader(paint)); 2660 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2661 2662 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2663} 2664 2665bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2666 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2667 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2668} 2669 2670status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2671 const float* positions, const SkPaint* paint) { 2672 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2673 return DrawGlInfo::kStatusDone; 2674 } 2675 2676 // NOTE: Skia does not support perspective transform on drawPosText yet 2677 if (!currentTransform()->isSimple()) { 2678 return DrawGlInfo::kStatusDone; 2679 } 2680 2681 mCaches.enableScissor(); 2682 2683 float x = 0.0f; 2684 float y = 0.0f; 2685 const bool pureTranslate = currentTransform()->isPureTranslate(); 2686 if (pureTranslate) { 2687 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2688 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2689 } 2690 2691 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2692 fontRenderer.setFont(paint, SkMatrix::I()); 2693 2694 int alpha; 2695 SkXfermode::Mode mode; 2696 getAlphaAndMode(paint, &alpha, &mode); 2697 2698 if (CC_UNLIKELY(hasTextShadow(paint))) { 2699 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2700 alpha, 0.0f, 0.0f); 2701 } 2702 2703 // Pick the appropriate texture filtering 2704 bool linearFilter = currentTransform()->changesBounds(); 2705 if (pureTranslate && !linearFilter) { 2706 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2707 } 2708 fontRenderer.setTextureFiltering(linearFilter); 2709 2710 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2711 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2712 2713 const bool hasActiveLayer = hasLayer(); 2714 2715 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2716 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2717 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2718 if (hasActiveLayer) { 2719 if (!pureTranslate) { 2720 currentTransform()->mapRect(bounds); 2721 } 2722 dirtyLayerUnchecked(bounds, getRegion()); 2723 } 2724 } 2725 2726 return DrawGlInfo::kStatusDrew; 2727} 2728 2729bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2730 if (CC_LIKELY(transform.isPureTranslate())) { 2731 outMatrix->setIdentity(); 2732 return false; 2733 } else if (CC_UNLIKELY(transform.isPerspective())) { 2734 outMatrix->setIdentity(); 2735 return true; 2736 } 2737 2738 /** 2739 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2740 * with values rounded to the nearest int. 2741 */ 2742 float sx, sy; 2743 transform.decomposeScale(sx, sy); 2744 outMatrix->setScale( 2745 roundf(fmaxf(1.0f, sx)), 2746 roundf(fmaxf(1.0f, sy))); 2747 return true; 2748} 2749 2750status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2751 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2752 DrawOpMode drawOpMode) { 2753 2754 if (drawOpMode == kDrawOpMode_Immediate) { 2755 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2756 // drawing as ops from DeferredDisplayList are already filtered for these 2757 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2758 quickRejectSetupScissor(bounds)) { 2759 return DrawGlInfo::kStatusDone; 2760 } 2761 } 2762 2763 const float oldX = x; 2764 const float oldY = y; 2765 2766 const mat4& transform = *currentTransform(); 2767 const bool pureTranslate = transform.isPureTranslate(); 2768 2769 if (CC_LIKELY(pureTranslate)) { 2770 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2771 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2772 } 2773 2774 int alpha; 2775 SkXfermode::Mode mode; 2776 getAlphaAndMode(paint, &alpha, &mode); 2777 2778 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2779 2780 if (CC_UNLIKELY(hasTextShadow(paint))) { 2781 fontRenderer.setFont(paint, SkMatrix::I()); 2782 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2783 alpha, oldX, oldY); 2784 } 2785 2786 const bool hasActiveLayer = hasLayer(); 2787 2788 // We only pass a partial transform to the font renderer. That partial 2789 // matrix defines how glyphs are rasterized. Typically we want glyphs 2790 // to be rasterized at their final size on screen, which means the partial 2791 // matrix needs to take the scale factor into account. 2792 // When a partial matrix is used to transform glyphs during rasterization, 2793 // the mesh is generated with the inverse transform (in the case of scale, 2794 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2795 // apply the full transform matrix at draw time in the vertex shader. 2796 // Applying the full matrix in the shader is the easiest way to handle 2797 // rotation and perspective and allows us to always generated quads in the 2798 // font renderer which greatly simplifies the code, clipping in particular. 2799 SkMatrix fontTransform; 2800 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2801 || fabs(y - (int) y) > 0.0f 2802 || fabs(x - (int) x) > 0.0f; 2803 fontRenderer.setFont(paint, fontTransform); 2804 fontRenderer.setTextureFiltering(linearFilter); 2805 2806 // TODO: Implement better clipping for scaled/rotated text 2807 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2808 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2809 2810 bool status; 2811 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2812 2813 // don't call issuedrawcommand, do it at end of batch 2814 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2815 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2816 SkPaint paintCopy(*paint); 2817 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2818 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2819 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2820 } else { 2821 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2822 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2823 } 2824 2825 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2826 if (!pureTranslate) { 2827 transform.mapRect(layerBounds); 2828 } 2829 dirtyLayerUnchecked(layerBounds, getRegion()); 2830 } 2831 2832 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2833 2834 return DrawGlInfo::kStatusDrew; 2835} 2836 2837status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2838 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2839 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2840 return DrawGlInfo::kStatusDone; 2841 } 2842 2843 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2844 mCaches.enableScissor(); 2845 2846 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2847 fontRenderer.setFont(paint, SkMatrix::I()); 2848 fontRenderer.setTextureFiltering(true); 2849 2850 int alpha; 2851 SkXfermode::Mode mode; 2852 getAlphaAndMode(paint, &alpha, &mode); 2853 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2854 2855 const Rect* clip = &mSnapshot->getLocalClip(); 2856 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2857 2858 const bool hasActiveLayer = hasLayer(); 2859 2860 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2861 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2862 if (hasActiveLayer) { 2863 currentTransform()->mapRect(bounds); 2864 dirtyLayerUnchecked(bounds, getRegion()); 2865 } 2866 } 2867 2868 return DrawGlInfo::kStatusDrew; 2869} 2870 2871status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2872 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2873 2874 mCaches.activeTexture(0); 2875 2876 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2877 if (!texture) return DrawGlInfo::kStatusDone; 2878 const AutoTexture autoCleanup(texture); 2879 2880 const float x = texture->left - texture->offset; 2881 const float y = texture->top - texture->offset; 2882 2883 drawPathTexture(texture, x, y, paint); 2884 2885 return DrawGlInfo::kStatusDrew; 2886} 2887 2888status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2889 if (!layer) { 2890 return DrawGlInfo::kStatusDone; 2891 } 2892 2893 mat4* transform = NULL; 2894 if (layer->isTextureLayer()) { 2895 transform = &layer->getTransform(); 2896 if (!transform->isIdentity()) { 2897 save(SkCanvas::kMatrix_SaveFlag); 2898 concatMatrix(*transform); 2899 } 2900 } 2901 2902 bool clipRequired = false; 2903 const bool rejected = calculateQuickRejectForScissor(x, y, 2904 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2905 2906 if (rejected) { 2907 if (transform && !transform->isIdentity()) { 2908 restore(); 2909 } 2910 return DrawGlInfo::kStatusDone; 2911 } 2912 2913 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2914 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2915 2916 updateLayer(layer, true); 2917 2918 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2919 mCaches.activeTexture(0); 2920 2921 if (CC_LIKELY(!layer->region.isEmpty())) { 2922 if (layer->region.isRect()) { 2923 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2924 composeLayerRect(layer, layer->regionRect)); 2925 } else if (layer->mesh) { 2926 2927 const float a = getLayerAlpha(layer); 2928 setupDraw(); 2929 setupDrawWithTexture(); 2930 setupDrawColor(a, a, a, a); 2931 setupDrawColorFilter(layer->getColorFilter()); 2932 setupDrawBlending(layer); 2933 setupDrawProgram(); 2934 setupDrawPureColorUniforms(); 2935 setupDrawColorFilterUniforms(layer->getColorFilter()); 2936 setupDrawTexture(layer->getTexture()); 2937 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2938 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2939 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2940 2941 layer->setFilter(GL_NEAREST); 2942 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2943 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2944 } else { 2945 layer->setFilter(GL_LINEAR); 2946 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2947 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2948 } 2949 2950 TextureVertex* mesh = &layer->mesh[0]; 2951 GLsizei elementsCount = layer->meshElementCount; 2952 2953 while (elementsCount > 0) { 2954 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2955 2956 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2957 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2958 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2959 2960 elementsCount -= drawCount; 2961 // Though there are 4 vertices in a quad, we use 6 indices per 2962 // quad to draw with GL_TRIANGLES 2963 mesh += (drawCount / 6) * 4; 2964 } 2965 2966#if DEBUG_LAYERS_AS_REGIONS 2967 drawRegionRectsDebug(layer->region); 2968#endif 2969 } 2970 2971 if (layer->debugDrawUpdate) { 2972 layer->debugDrawUpdate = false; 2973 2974 SkPaint paint; 2975 paint.setColor(0x7f00ff00); 2976 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2977 } 2978 } 2979 layer->hasDrawnSinceUpdate = true; 2980 2981 if (transform && !transform->isIdentity()) { 2982 restore(); 2983 } 2984 2985 return DrawGlInfo::kStatusDrew; 2986} 2987 2988/////////////////////////////////////////////////////////////////////////////// 2989// Draw filters 2990/////////////////////////////////////////////////////////////////////////////// 2991 2992void OpenGLRenderer::resetPaintFilter() { 2993 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 2994 // comparison, see MergingDrawBatch::canMergeWith 2995 mDrawModifiers.mHasDrawFilter = false; 2996 mDrawModifiers.mPaintFilterClearBits = 0; 2997 mDrawModifiers.mPaintFilterSetBits = 0; 2998} 2999 3000void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3001 // TODO: don't bother with boolean, it's redundant with clear/set bits 3002 mDrawModifiers.mHasDrawFilter = true; 3003 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3004 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3005} 3006 3007const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3008 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp 3009 // to avoid clobbering 0x02 paint flag 3010 3011 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG. 3012 static const uint32_t sFilterBitmapFlag = 0x02; 3013 3014 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3015 return paint; 3016 } 3017 3018 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits; 3019 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits; 3020 3021 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits; 3022 mFilteredPaint = *paint; 3023 mFilteredPaint.setFlags(flags); 3024 3025 // check if paint filter trying to override bitmap filter 3026 if ((clearBits | setBits) & sFilterBitmapFlag) { 3027 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag 3028 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel); 3029 } 3030 3031 return &mFilteredPaint; 3032} 3033 3034/////////////////////////////////////////////////////////////////////////////// 3035// Drawing implementation 3036/////////////////////////////////////////////////////////////////////////////// 3037 3038Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3039 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3040 if (!texture) { 3041 return mCaches.textureCache.get(bitmap); 3042 } 3043 return texture; 3044} 3045 3046void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3047 float x, float y, const SkPaint* paint) { 3048 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3049 return; 3050 } 3051 3052 int alpha; 3053 SkXfermode::Mode mode; 3054 getAlphaAndMode(paint, &alpha, &mode); 3055 3056 setupDraw(); 3057 setupDrawWithTexture(true); 3058 setupDrawAlpha8Color(paint->getColor(), alpha); 3059 setupDrawColorFilter(getColorFilter(paint)); 3060 setupDrawShader(getShader(paint)); 3061 setupDrawBlending(paint, true); 3062 setupDrawProgram(); 3063 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3064 x, y, x + texture->width, y + texture->height); 3065 setupDrawTexture(texture->id); 3066 setupDrawPureColorUniforms(); 3067 setupDrawColorFilterUniforms(getColorFilter(paint)); 3068 setupDrawShaderUniforms(getShader(paint)); 3069 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3070 3071 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3072} 3073 3074// Same values used by Skia 3075#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3076#define kStdUnderline_Offset (1.0f / 9.0f) 3077#define kStdUnderline_Thickness (1.0f / 18.0f) 3078 3079void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3080 const SkPaint* paint) { 3081 // Handle underline and strike-through 3082 uint32_t flags = paint->getFlags(); 3083 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3084 SkPaint paintCopy(*paint); 3085 3086 if (CC_LIKELY(underlineWidth > 0.0f)) { 3087 const float textSize = paintCopy.getTextSize(); 3088 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3089 3090 const float left = x; 3091 float top = 0.0f; 3092 3093 int linesCount = 0; 3094 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3095 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3096 3097 const int pointsCount = 4 * linesCount; 3098 float points[pointsCount]; 3099 int currentPoint = 0; 3100 3101 if (flags & SkPaint::kUnderlineText_Flag) { 3102 top = y + textSize * kStdUnderline_Offset; 3103 points[currentPoint++] = left; 3104 points[currentPoint++] = top; 3105 points[currentPoint++] = left + underlineWidth; 3106 points[currentPoint++] = top; 3107 } 3108 3109 if (flags & SkPaint::kStrikeThruText_Flag) { 3110 top = y + textSize * kStdStrikeThru_Offset; 3111 points[currentPoint++] = left; 3112 points[currentPoint++] = top; 3113 points[currentPoint++] = left + underlineWidth; 3114 points[currentPoint++] = top; 3115 } 3116 3117 paintCopy.setStrokeWidth(strokeWidth); 3118 3119 drawLines(&points[0], pointsCount, &paintCopy); 3120 } 3121 } 3122} 3123 3124status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3125 if (currentSnapshot()->isIgnored()) { 3126 return DrawGlInfo::kStatusDone; 3127 } 3128 3129 return drawColorRects(rects, count, paint, false, true, true); 3130} 3131 3132status_t OpenGLRenderer::drawShadow(float casterAlpha, 3133 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3134 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3135 3136 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3137 mCaches.enableScissor(); 3138 3139 SkPaint paint; 3140 paint.setAntiAlias(true); // want to use AlphaVertex 3141 3142 // The caller has made sure casterAlpha > 0. 3143 float ambientShadowAlpha = mAmbientShadowAlpha; 3144 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3145 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3146 } 3147 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3148 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3149 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3150 } 3151 3152 float spotShadowAlpha = mSpotShadowAlpha; 3153 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3154 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3155 } 3156 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3157 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3158 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3159 } 3160 3161 return DrawGlInfo::kStatusDrew; 3162} 3163 3164status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3165 bool ignoreTransform, bool dirty, bool clip) { 3166 if (count == 0) { 3167 return DrawGlInfo::kStatusDone; 3168 } 3169 3170 int color = paint->getColor(); 3171 // If a shader is set, preserve only the alpha 3172 if (getShader(paint)) { 3173 color |= 0x00ffffff; 3174 } 3175 3176 float left = FLT_MAX; 3177 float top = FLT_MAX; 3178 float right = FLT_MIN; 3179 float bottom = FLT_MIN; 3180 3181 Vertex mesh[count]; 3182 Vertex* vertex = mesh; 3183 3184 for (int index = 0; index < count; index += 4) { 3185 float l = rects[index + 0]; 3186 float t = rects[index + 1]; 3187 float r = rects[index + 2]; 3188 float b = rects[index + 3]; 3189 3190 Vertex::set(vertex++, l, t); 3191 Vertex::set(vertex++, r, t); 3192 Vertex::set(vertex++, l, b); 3193 Vertex::set(vertex++, r, b); 3194 3195 left = fminf(left, l); 3196 top = fminf(top, t); 3197 right = fmaxf(right, r); 3198 bottom = fmaxf(bottom, b); 3199 } 3200 3201 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3202 return DrawGlInfo::kStatusDone; 3203 } 3204 3205 setupDraw(); 3206 setupDrawNoTexture(); 3207 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3208 setupDrawShader(getShader(paint)); 3209 setupDrawColorFilter(getColorFilter(paint)); 3210 setupDrawBlending(paint); 3211 setupDrawProgram(); 3212 setupDrawDirtyRegionsDisabled(); 3213 setupDrawModelView(kModelViewMode_Translate, false, 3214 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3215 setupDrawColorUniforms(getShader(paint)); 3216 setupDrawShaderUniforms(getShader(paint)); 3217 setupDrawColorFilterUniforms(getColorFilter(paint)); 3218 3219 if (dirty && hasLayer()) { 3220 dirtyLayer(left, top, right, bottom, *currentTransform()); 3221 } 3222 3223 issueIndexedQuadDraw(&mesh[0], count / 4); 3224 3225 return DrawGlInfo::kStatusDrew; 3226} 3227 3228void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3229 const SkPaint* paint, bool ignoreTransform) { 3230 int color = paint->getColor(); 3231 // If a shader is set, preserve only the alpha 3232 if (getShader(paint)) { 3233 color |= 0x00ffffff; 3234 } 3235 3236 setupDraw(); 3237 setupDrawNoTexture(); 3238 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3239 setupDrawShader(getShader(paint)); 3240 setupDrawColorFilter(getColorFilter(paint)); 3241 setupDrawBlending(paint); 3242 setupDrawProgram(); 3243 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3244 left, top, right, bottom, ignoreTransform); 3245 setupDrawColorUniforms(getShader(paint)); 3246 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3247 setupDrawColorFilterUniforms(getColorFilter(paint)); 3248 setupDrawSimpleMesh(); 3249 3250 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3251} 3252 3253void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3254 Texture* texture, const SkPaint* paint) { 3255 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3256 3257 GLvoid* vertices = (GLvoid*) NULL; 3258 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3259 3260 if (texture->uvMapper) { 3261 vertices = &mMeshVertices[0].x; 3262 texCoords = &mMeshVertices[0].u; 3263 3264 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3265 texture->uvMapper->map(uvs); 3266 3267 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3268 } 3269 3270 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3271 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3272 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3273 3274 texture->setFilter(GL_NEAREST, true); 3275 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3276 paint, texture->blend, vertices, texCoords, 3277 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3278 } else { 3279 texture->setFilter(getFilter(paint), true); 3280 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3281 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3282 } 3283 3284 if (texture->uvMapper) { 3285 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3286 } 3287} 3288 3289void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3290 GLuint texture, const SkPaint* paint, bool blend, 3291 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3292 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3293 ModelViewMode modelViewMode, bool dirty) { 3294 3295 int a; 3296 SkXfermode::Mode mode; 3297 getAlphaAndMode(paint, &a, &mode); 3298 const float alpha = a / 255.0f; 3299 3300 setupDraw(); 3301 setupDrawWithTexture(); 3302 setupDrawColor(alpha, alpha, alpha, alpha); 3303 setupDrawColorFilter(getColorFilter(paint)); 3304 setupDrawBlending(paint, blend, swapSrcDst); 3305 setupDrawProgram(); 3306 if (!dirty) setupDrawDirtyRegionsDisabled(); 3307 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3308 setupDrawTexture(texture); 3309 setupDrawPureColorUniforms(); 3310 setupDrawColorFilterUniforms(getColorFilter(paint)); 3311 setupDrawMesh(vertices, texCoords, vbo); 3312 3313 glDrawArrays(drawMode, 0, elementsCount); 3314} 3315 3316void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3317 GLuint texture, const SkPaint* paint, bool blend, 3318 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3319 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3320 ModelViewMode modelViewMode, bool dirty) { 3321 3322 int a; 3323 SkXfermode::Mode mode; 3324 getAlphaAndMode(paint, &a, &mode); 3325 const float alpha = a / 255.0f; 3326 3327 setupDraw(); 3328 setupDrawWithTexture(); 3329 setupDrawColor(alpha, alpha, alpha, alpha); 3330 setupDrawColorFilter(getColorFilter(paint)); 3331 setupDrawBlending(paint, blend, swapSrcDst); 3332 setupDrawProgram(); 3333 if (!dirty) setupDrawDirtyRegionsDisabled(); 3334 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3335 setupDrawTexture(texture); 3336 setupDrawPureColorUniforms(); 3337 setupDrawColorFilterUniforms(getColorFilter(paint)); 3338 setupDrawMeshIndices(vertices, texCoords, vbo); 3339 3340 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3341} 3342 3343void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3344 GLuint texture, const SkPaint* paint, 3345 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3346 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3347 3348 int color = paint != NULL ? paint->getColor() : 0; 3349 int alpha; 3350 SkXfermode::Mode mode; 3351 getAlphaAndMode(paint, &alpha, &mode); 3352 3353 setupDraw(); 3354 setupDrawWithTexture(true); 3355 if (paint != NULL) { 3356 setupDrawAlpha8Color(color, alpha); 3357 } 3358 setupDrawColorFilter(getColorFilter(paint)); 3359 setupDrawShader(getShader(paint)); 3360 setupDrawBlending(paint, true); 3361 setupDrawProgram(); 3362 if (!dirty) setupDrawDirtyRegionsDisabled(); 3363 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3364 setupDrawTexture(texture); 3365 setupDrawPureColorUniforms(); 3366 setupDrawColorFilterUniforms(getColorFilter(paint)); 3367 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3368 setupDrawMesh(vertices, texCoords); 3369 3370 glDrawArrays(drawMode, 0, elementsCount); 3371} 3372 3373void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3374 ProgramDescription& description, bool swapSrcDst) { 3375 3376 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3377 blend = true; 3378 mDescription.hasRoundRectClip = true; 3379 } 3380 mSkipOutlineClip = true; 3381 3382 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3383 3384 if (blend) { 3385 // These blend modes are not supported by OpenGL directly and have 3386 // to be implemented using shaders. Since the shader will perform 3387 // the blending, turn blending off here 3388 // If the blend mode cannot be implemented using shaders, fall 3389 // back to the default SrcOver blend mode instead 3390 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3391 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3392 description.framebufferMode = mode; 3393 description.swapSrcDst = swapSrcDst; 3394 3395 if (mCaches.blend) { 3396 glDisable(GL_BLEND); 3397 mCaches.blend = false; 3398 } 3399 3400 return; 3401 } else { 3402 mode = SkXfermode::kSrcOver_Mode; 3403 } 3404 } 3405 3406 if (!mCaches.blend) { 3407 glEnable(GL_BLEND); 3408 } 3409 3410 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3411 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3412 3413 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3414 glBlendFunc(sourceMode, destMode); 3415 mCaches.lastSrcMode = sourceMode; 3416 mCaches.lastDstMode = destMode; 3417 } 3418 } else if (mCaches.blend) { 3419 glDisable(GL_BLEND); 3420 } 3421 mCaches.blend = blend; 3422} 3423 3424bool OpenGLRenderer::useProgram(Program* program) { 3425 if (!program->isInUse()) { 3426 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3427 program->use(); 3428 mCaches.currentProgram = program; 3429 return false; 3430 } 3431 return true; 3432} 3433 3434void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3435 TextureVertex* v = &mMeshVertices[0]; 3436 TextureVertex::setUV(v++, u1, v1); 3437 TextureVertex::setUV(v++, u2, v1); 3438 TextureVertex::setUV(v++, u1, v2); 3439 TextureVertex::setUV(v++, u2, v2); 3440} 3441 3442void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3443 getAlphaAndModeDirect(paint, alpha, mode); 3444 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3445 // if drawing a layer, ignore the paint's alpha 3446 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3447 } 3448 *alpha *= currentSnapshot()->alpha; 3449} 3450 3451float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3452 float alpha; 3453 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3454 alpha = mDrawModifiers.mOverrideLayerAlpha; 3455 } else { 3456 alpha = layer->getAlpha() / 255.0f; 3457 } 3458 return alpha * currentSnapshot()->alpha; 3459} 3460 3461}; // namespace uirenderer 3462}; // namespace android 3463