OpenGLRenderer.cpp revision dccca44ffda4836b56a21da95a046c9708ffd49c
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#include <GpuMemoryTracker.h> 18#include "OpenGLRenderer.h" 19 20#include "DeferredDisplayList.h" 21#include "GammaFontRenderer.h" 22#include "Glop.h" 23#include "GlopBuilder.h" 24#include "Patch.h" 25#include "PathTessellator.h" 26#include "Properties.h" 27#include "RenderNode.h" 28#include "renderstate/MeshState.h" 29#include "renderstate/RenderState.h" 30#include "ShadowTessellator.h" 31#include "SkiaShader.h" 32#include "Vector.h" 33#include "VertexBuffer.h" 34#include "hwui/Canvas.h" 35#include "utils/GLUtils.h" 36#include "utils/PaintUtils.h" 37#include "utils/TraceUtils.h" 38 39#include <stdlib.h> 40#include <stdint.h> 41#include <sys/types.h> 42 43#include <SkColor.h> 44#include <SkPaintDefaults.h> 45#include <SkPathOps.h> 46#include <SkShader.h> 47#include <SkTypeface.h> 48 49#include <utils/Log.h> 50#include <utils/StopWatch.h> 51 52#include <private/hwui/DrawGlInfo.h> 53 54#include <ui/Rect.h> 55 56#if DEBUG_DETAILED_EVENTS 57 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 58#else 59 #define EVENT_LOGD(...) 60#endif 61 62namespace android { 63namespace uirenderer { 64 65/////////////////////////////////////////////////////////////////////////////// 66// Constructors/destructor 67/////////////////////////////////////////////////////////////////////////////// 68 69OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 70 : mState(*this) 71 , mCaches(Caches::getInstance()) 72 , mRenderState(renderState) 73 , mFrameStarted(false) 74 , mScissorOptimizationDisabled(false) 75 , mDirty(false) 76 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 77 , mLightRadius(FLT_MIN) 78 , mAmbientShadowAlpha(0) 79 , mSpotShadowAlpha(0) { 80} 81 82OpenGLRenderer::~OpenGLRenderer() { 83 // The context has already been destroyed at this point, do not call 84 // GL APIs. All GL state should be kept in Caches.h 85} 86 87void OpenGLRenderer::initProperties() { 88 char property[PROPERTY_VALUE_MAX]; 89 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 90 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 91 INIT_LOGD(" Scissor optimization %s", 92 mScissorOptimizationDisabled ? "disabled" : "enabled"); 93 } else { 94 INIT_LOGD(" Scissor optimization enabled"); 95 } 96} 97 98void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha, 99 uint8_t spotShadowAlpha) { 100 mLightRadius = lightRadius; 101 mAmbientShadowAlpha = ambientShadowAlpha; 102 mSpotShadowAlpha = spotShadowAlpha; 103} 104 105void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) { 106 mLightCenter = lightCenter; 107} 108 109/////////////////////////////////////////////////////////////////////////////// 110// Setup 111/////////////////////////////////////////////////////////////////////////////// 112 113void OpenGLRenderer::onViewportInitialized() { 114 glDisable(GL_DITHER); 115 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 116} 117 118void OpenGLRenderer::setupFrameState(int viewportWidth, int viewportHeight, 119 float left, float top, float right, float bottom, bool opaque) { 120 mCaches.clearGarbage(); 121 mState.initializeSaveStack(viewportWidth, viewportHeight, 122 left, top, right, bottom, mLightCenter); 123 mOpaque = opaque; 124 mTilingClip.set(left, top, right, bottom); 125} 126 127void OpenGLRenderer::startFrame() { 128 if (mFrameStarted) return; 129 mFrameStarted = true; 130 131 mState.setDirtyClip(true); 132 133 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 134 135 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 136 137 debugOverdraw(true, true); 138 139 clear(mTilingClip.left, mTilingClip.top, 140 mTilingClip.right, mTilingClip.bottom, mOpaque); 141} 142 143void OpenGLRenderer::prepareDirty(int viewportWidth, int viewportHeight, 144 float left, float top, float right, float bottom, bool opaque) { 145 146 setupFrameState(viewportWidth, viewportHeight, left, top, right, bottom, opaque); 147 148 // Layer renderers will start the frame immediately 149 // The framebuffer renderer will first defer the display list 150 // for each layer and wait until the first drawing command 151 // to start the frame 152 if (currentSnapshot()->fbo == 0) { 153 mRenderState.blend().syncEnabled(); 154 updateLayers(); 155 } else { 156 startFrame(); 157 } 158} 159 160void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 161 // If we know that we are going to redraw the entire framebuffer, 162 // perform a discard to let the driver know we don't need to preserve 163 // the back buffer for this frame. 164 if (mCaches.extensions().hasDiscardFramebuffer() && 165 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 166 const bool isFbo = getTargetFbo() == 0; 167 const GLenum attachments[] = { 168 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 169 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 170 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 171 } 172} 173 174void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 175 if (!opaque) { 176 mRenderState.scissor().setEnabled(true); 177 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 178 glClear(GL_COLOR_BUFFER_BIT); 179 mDirty = true; 180 return; 181 } 182 183 mRenderState.scissor().reset(); 184} 185 186bool OpenGLRenderer::finish() { 187 renderOverdraw(); 188 mTempPaths.clear(); 189 190 // When finish() is invoked on FBO 0 we've reached the end 191 // of the current frame 192 if (getTargetFbo() == 0) { 193 mCaches.pathCache.trim(); 194 mCaches.tessellationCache.trim(); 195 } 196 197 if (!suppressErrorChecks()) { 198 GL_CHECKPOINT(MODERATE); 199 200#if DEBUG_MEMORY_USAGE 201 mCaches.dumpMemoryUsage(); 202 GPUMemoryTracker::dump(); 203#else 204 if (Properties::debugLevel & kDebugMemory) { 205 mCaches.dumpMemoryUsage(); 206 } 207#endif 208 } 209 210 mFrameStarted = false; 211 212 return reportAndClearDirty(); 213} 214 215void OpenGLRenderer::resumeAfterLayer() { 216 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 217 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 218 debugOverdraw(true, false); 219 220 mRenderState.scissor().reset(); 221 dirtyClip(); 222} 223 224void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 225 if (mState.currentlyIgnored()) return; 226 227 Rect clip(mState.currentRenderTargetClip()); 228 clip.snapToPixelBoundaries(); 229 230 // Since we don't know what the functor will draw, let's dirty 231 // the entire clip region 232 if (hasLayer()) { 233 dirtyLayerUnchecked(clip, getRegion()); 234 } 235 236 DrawGlInfo info; 237 info.clipLeft = clip.left; 238 info.clipTop = clip.top; 239 info.clipRight = clip.right; 240 info.clipBottom = clip.bottom; 241 info.isLayer = hasLayer(); 242 info.width = getViewportWidth(); 243 info.height = getViewportHeight(); 244 currentTransform()->copyTo(&info.transform[0]); 245 246 bool prevDirtyClip = mState.getDirtyClip(); 247 // setup GL state for functor 248 if (mState.getDirtyClip()) { 249 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 250 } 251 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 252 setScissorFromClip(); 253 } 254 255 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 256 // Scissor may have been modified, reset dirty clip 257 dirtyClip(); 258 259 mDirty = true; 260} 261 262/////////////////////////////////////////////////////////////////////////////// 263// Debug 264/////////////////////////////////////////////////////////////////////////////// 265 266void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 267#if DEBUG_DETAILED_EVENTS 268 const int BUFFER_SIZE = 256; 269 va_list ap; 270 char buf[BUFFER_SIZE]; 271 272 va_start(ap, fmt); 273 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 274 va_end(ap); 275 276 eventMark(buf); 277#endif 278} 279 280 281void OpenGLRenderer::eventMark(const char* name) const { 282 mCaches.eventMark(0, name); 283} 284 285void OpenGLRenderer::startMark(const char* name) const { 286 mCaches.startMark(0, name); 287} 288 289void OpenGLRenderer::endMark() const { 290 mCaches.endMark(); 291} 292 293void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 294 mRenderState.debugOverdraw(enable, clear); 295} 296 297void OpenGLRenderer::renderOverdraw() { 298 if (Properties::debugOverdraw && getTargetFbo() == 0) { 299 const Rect* clip = &mTilingClip; 300 301 mRenderState.scissor().setEnabled(true); 302 mRenderState.scissor().set(clip->left, 303 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 304 clip->right - clip->left, 305 clip->bottom - clip->top); 306 307 // 1x overdraw 308 mRenderState.stencil().enableDebugTest(2); 309 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 310 311 // 2x overdraw 312 mRenderState.stencil().enableDebugTest(3); 313 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 314 315 // 3x overdraw 316 mRenderState.stencil().enableDebugTest(4); 317 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 318 319 // 4x overdraw and higher 320 mRenderState.stencil().enableDebugTest(4, true); 321 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 322 323 mRenderState.stencil().disable(); 324 } 325} 326 327/////////////////////////////////////////////////////////////////////////////// 328// Layers 329/////////////////////////////////////////////////////////////////////////////// 330 331bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 332 if (layer->deferredUpdateScheduled && layer->renderer 333 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 334 335 if (inFrame) { 336 debugOverdraw(false, false); 337 } 338 339 if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) { 340 layer->render(*this); 341 } else { 342 layer->defer(*this); 343 } 344 345 if (inFrame) { 346 resumeAfterLayer(); 347 } 348 349 layer->debugDrawUpdate = Properties::debugLayersUpdates; 350 layer->hasDrawnSinceUpdate = false; 351 352 return true; 353 } 354 355 return false; 356} 357 358void OpenGLRenderer::updateLayers() { 359 // If draw deferring is enabled this method will simply defer 360 // the display list of each individual layer. The layers remain 361 // in the layer updates list which will be cleared by flushLayers(). 362 int count = mLayerUpdates.size(); 363 if (count > 0) { 364 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 365 startMark("Layer Updates"); 366 } else { 367 startMark("Defer Layer Updates"); 368 } 369 370 // Note: it is very important to update the layers in order 371 for (int i = 0; i < count; i++) { 372 Layer* layer = mLayerUpdates[i].get(); 373 updateLayer(layer, false); 374 } 375 376 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 377 mLayerUpdates.clear(); 378 mRenderState.bindFramebuffer(getTargetFbo()); 379 } 380 endMark(); 381 } 382} 383 384void OpenGLRenderer::flushLayers() { 385 int count = mLayerUpdates.size(); 386 if (count > 0) { 387 startMark("Apply Layer Updates"); 388 389 // Note: it is very important to update the layers in order 390 for (int i = 0; i < count; i++) { 391 mLayerUpdates[i]->flush(); 392 } 393 394 mLayerUpdates.clear(); 395 mRenderState.bindFramebuffer(getTargetFbo()); 396 397 endMark(); 398 } 399} 400 401void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 402 if (layer) { 403 // Make sure we don't introduce duplicates. 404 // SortedVector would do this automatically but we need to respect 405 // the insertion order. The linear search is not an issue since 406 // this list is usually very short (typically one item, at most a few) 407 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 408 if (mLayerUpdates[i] == layer) { 409 return; 410 } 411 } 412 mLayerUpdates.push_back(layer); 413 } 414} 415 416void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 417 if (layer) { 418 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 419 if (mLayerUpdates[i] == layer) { 420 mLayerUpdates.erase(mLayerUpdates.begin() + i); 421 break; 422 } 423 } 424 } 425} 426 427void OpenGLRenderer::flushLayerUpdates() { 428 ATRACE_NAME("Update HW Layers"); 429 mRenderState.blend().syncEnabled(); 430 updateLayers(); 431 flushLayers(); 432 // Wait for all the layer updates to be executed 433 glFinish(); 434} 435 436void OpenGLRenderer::markLayersAsBuildLayers() { 437 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 438 mLayerUpdates[i]->wasBuildLayered = true; 439 } 440} 441 442/////////////////////////////////////////////////////////////////////////////// 443// State management 444/////////////////////////////////////////////////////////////////////////////// 445 446void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 447 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 448 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 449 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 450 451 if (restoreViewport) { 452 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 453 } 454 455 if (restoreClip) { 456 dirtyClip(); 457 } 458 459 if (restoreLayer) { 460 endMark(); // Savelayer 461 ATRACE_END(); // SaveLayer 462 startMark("ComposeLayer"); 463 composeLayer(removed, restored); 464 endMark(); 465 } 466} 467 468/////////////////////////////////////////////////////////////////////////////// 469// Layers 470/////////////////////////////////////////////////////////////////////////////// 471 472int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 473 const SkPaint* paint, int flags, const SkPath* convexMask) { 474 // force matrix/clip isolation for layer 475 flags |= SaveFlags::MatrixClip; 476 477 const int count = mState.saveSnapshot(flags); 478 479 if (!mState.currentlyIgnored()) { 480 createLayer(left, top, right, bottom, paint, flags, convexMask); 481 } 482 483 return count; 484} 485 486void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 487 const Rect untransformedBounds(bounds); 488 489 currentTransform()->mapRect(bounds); 490 491 // Layers only make sense if they are in the framebuffer's bounds 492 bounds.doIntersect(mState.currentRenderTargetClip()); 493 if (!bounds.isEmpty()) { 494 // We cannot work with sub-pixels in this case 495 bounds.snapToPixelBoundaries(); 496 497 // When the layer is not an FBO, we may use glCopyTexImage so we 498 // need to make sure the layer does not extend outside the bounds 499 // of the framebuffer 500 const Snapshot& previous = *(currentSnapshot()->previous); 501 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 502 503 bounds.doIntersect(previousViewport); 504 if (!bounds.isEmpty() && fboLayer) { 505 clip.set(bounds); 506 mat4 inverse; 507 inverse.loadInverse(*currentTransform()); 508 inverse.mapRect(clip); 509 clip.snapToPixelBoundaries(); 510 clip.doIntersect(untransformedBounds); 511 if (!clip.isEmpty()) { 512 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 513 bounds.set(untransformedBounds); 514 } 515 } 516 } 517} 518 519void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 520 bool fboLayer, int alpha) { 521 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 522 bounds.getHeight() > mCaches.maxTextureSize || 523 (fboLayer && clip.isEmpty())) { 524 writableSnapshot()->empty = fboLayer; 525 } else { 526 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 527 } 528} 529 530int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 531 const SkPaint* paint, int flags) { 532 const int count = mState.saveSnapshot(flags); 533 534 if (!mState.currentlyIgnored() && (flags & SaveFlags::ClipToLayer)) { 535 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 536 // operations will be able to store and restore the current clip and transform info, and 537 // quick rejection will be correct (for display lists) 538 539 Rect bounds(left, top, right, bottom); 540 Rect clip; 541 calculateLayerBoundsAndClip(bounds, clip, true); 542 updateSnapshotIgnoreForLayer(bounds, clip, true, PaintUtils::getAlphaDirect(paint)); 543 544 if (!mState.currentlyIgnored()) { 545 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 546 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 547 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 548 writableSnapshot()->roundRectClipState = nullptr; 549 } 550 } 551 552 return count; 553} 554 555/** 556 * Layers are viewed by Skia are slightly different than layers in image editing 557 * programs (for instance.) When a layer is created, previously created layers 558 * and the frame buffer still receive every drawing command. For instance, if a 559 * layer is created and a shape intersecting the bounds of the layers and the 560 * framebuffer is draw, the shape will be drawn on both (unless the layer was 561 * created with the SaveFlags::ClipToLayer flag.) 562 * 563 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 564 * texture. Unfortunately, this is inefficient as it requires every primitive to 565 * be drawn n + 1 times, where n is the number of active layers. In practice this 566 * means, for every primitive: 567 * - Switch active frame buffer 568 * - Change viewport, clip and projection matrix 569 * - Issue the drawing 570 * 571 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 572 * To avoid this, layers are implemented in a different way here, at least in the 573 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 574 * is set. When this flag is set we can redirect all drawing operations into a 575 * single FBO. 576 * 577 * This implementation relies on the frame buffer being at least RGBA 8888. When 578 * a layer is created, only a texture is created, not an FBO. The content of the 579 * frame buffer contained within the layer's bounds is copied into this texture 580 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 581 * buffer and drawing continues as normal. This technique therefore treats the 582 * frame buffer as a scratch buffer for the layers. 583 * 584 * To compose the layers back onto the frame buffer, each layer texture 585 * (containing the original frame buffer data) is drawn as a simple quad over 586 * the frame buffer. The trick is that the quad is set as the composition 587 * destination in the blending equation, and the frame buffer becomes the source 588 * of the composition. 589 * 590 * Drawing layers with an alpha value requires an extra step before composition. 591 * An empty quad is drawn over the layer's region in the frame buffer. This quad 592 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 593 * quad is used to multiply the colors in the frame buffer. This is achieved by 594 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 595 * GL_ZERO, GL_SRC_ALPHA. 596 * 597 * Because glCopyTexImage2D() can be slow, an alternative implementation might 598 * be use to draw a single clipped layer. The implementation described above 599 * is correct in every case. 600 * 601 * (1) The frame buffer is actually not cleared right away. To allow the GPU 602 * to potentially optimize series of calls to glCopyTexImage2D, the frame 603 * buffer is left untouched until the first drawing operation. Only when 604 * something actually gets drawn are the layers regions cleared. 605 */ 606bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 607 const SkPaint* paint, int flags, const SkPath* convexMask) { 608 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 609 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 610 611 const bool fboLayer = flags & SaveFlags::ClipToLayer; 612 613 // Window coordinates of the layer 614 Rect clip; 615 Rect bounds(left, top, right, bottom); 616 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 617 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, PaintUtils::getAlphaDirect(paint)); 618 619 // Bail out if we won't draw in this snapshot 620 if (mState.currentlyIgnored()) { 621 return false; 622 } 623 624 mCaches.textureState().activateTexture(0); 625 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 626 if (!layer) { 627 return false; 628 } 629 630 layer->setPaint(paint); 631 layer->layer.set(bounds); 632 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 633 bounds.getWidth() / float(layer->getWidth()), 0.0f); 634 635 layer->setBlend(true); 636 layer->setDirty(false); 637 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 638 639 // Save the layer in the snapshot 640 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 641 writableSnapshot()->layer = layer; 642 643 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 644 fboLayer ? "" : "unclipped ", 645 layer->getWidth(), layer->getHeight()); 646 startMark("SaveLayer"); 647 if (fboLayer) { 648 return createFboLayer(layer, bounds, clip); 649 } else { 650 // Copy the framebuffer into the layer 651 layer->bindTexture(); 652 if (!bounds.isEmpty()) { 653 if (layer->isEmpty()) { 654 // Workaround for some GL drivers. When reading pixels lying outside 655 // of the window we should get undefined values for those pixels. 656 // Unfortunately some drivers will turn the entire target texture black 657 // when reading outside of the window. 658 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 659 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 660 layer->setEmpty(false); 661 } 662 663 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 664 bounds.left, getViewportHeight() - bounds.bottom, 665 bounds.getWidth(), bounds.getHeight()); 666 667 // Enqueue the buffer coordinates to clear the corresponding region later 668 mLayers.push_back(Rect(bounds)); 669 } 670 } 671 672 return true; 673} 674 675bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 676 layer->clipRect.set(clip); 677 layer->setFbo(mRenderState.createFramebuffer()); 678 679 writableSnapshot()->region = &writableSnapshot()->layer->region; 680 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 681 writableSnapshot()->fbo = layer->getFbo(); 682 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 683 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 684 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 685 writableSnapshot()->roundRectClipState = nullptr; 686 687 debugOverdraw(false, false); 688 // Bind texture to FBO 689 mRenderState.bindFramebuffer(layer->getFbo()); 690 layer->bindTexture(); 691 692 // Initialize the texture if needed 693 if (layer->isEmpty()) { 694 layer->allocateTexture(); 695 layer->setEmpty(false); 696 } 697 698 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 699 layer->getTextureId(), 0); 700 701 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 702 mRenderState.scissor().setEnabled(true); 703 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 704 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 705 glClear(GL_COLOR_BUFFER_BIT); 706 707 dirtyClip(); 708 709 // Change the ortho projection 710 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 711 return true; 712} 713 714/** 715 * Read the documentation of createLayer() before doing anything in this method. 716 */ 717void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 718 if (!removed.layer) { 719 ALOGE("Attempting to compose a layer that does not exist"); 720 return; 721 } 722 723 Layer* layer = removed.layer; 724 const Rect& rect = layer->layer; 725 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 726 727 bool clipRequired = false; 728 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 729 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 730 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 731 732 if (fboLayer) { 733 // Detach the texture from the FBO 734 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 735 736 layer->removeFbo(false); 737 738 // Unbind current FBO and restore previous one 739 mRenderState.bindFramebuffer(restored.fbo); 740 debugOverdraw(true, false); 741 } 742 743 if (!fboLayer && layer->getAlpha() < 255) { 744 SkPaint layerPaint; 745 layerPaint.setAlpha(layer->getAlpha()); 746 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 747 layerPaint.setColorFilter(layer->getColorFilter()); 748 749 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 750 // Required below, composeLayerRect() will divide by 255 751 layer->setAlpha(255); 752 } 753 754 mRenderState.meshState().unbindMeshBuffer(); 755 756 mCaches.textureState().activateTexture(0); 757 758 // When the layer is stored in an FBO, we can save a bit of fillrate by 759 // drawing only the dirty region 760 if (fboLayer) { 761 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 762 composeLayerRegion(layer, rect); 763 } else if (!rect.isEmpty()) { 764 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 765 766 save(0); 767 // the layer contains screen buffer content that shouldn't be alpha modulated 768 // (and any necessary alpha modulation was handled drawing into the layer) 769 writableSnapshot()->alpha = 1.0f; 770 composeLayerRectSwapped(layer, rect); 771 restore(); 772 } 773 774 dirtyClip(); 775 776 // Failing to add the layer to the cache should happen only if the layer is too large 777 layer->setConvexMask(nullptr); 778 if (!mCaches.layerCache.put(layer)) { 779 LAYER_LOGD("Deleting layer"); 780 layer->decStrong(nullptr); 781 } 782} 783 784void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 785 const bool tryToSnap = !layer->getForceFilter() 786 && layer->getWidth() == (uint32_t) rect.getWidth() 787 && layer->getHeight() == (uint32_t) rect.getHeight(); 788 Glop glop; 789 GlopBuilder(mRenderState, mCaches, &glop) 790 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 791 .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 792 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 793 .setTransform(*currentSnapshot(), TransformFlags::None) 794 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 795 .build(); 796 renderGlop(glop); 797} 798 799void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) { 800 Glop glop; 801 GlopBuilder(mRenderState, mCaches, &glop) 802 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 803 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 804 .setFillLayer(layer->getTexture(), layer->getColorFilter(), 805 getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap) 806 .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform) 807 .setModelViewMapUnitToRect(rect) 808 .build(); 809 renderGlop(glop); 810} 811 812void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) { 813 if (layer->isTextureLayer()) { 814 EVENT_LOGD("composeTextureLayerRect"); 815 drawTextureLayer(layer, rect); 816 } else { 817 EVENT_LOGD("composeHardwareLayerRect"); 818 819 const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth()) 820 && layer->getHeight() == static_cast<uint32_t>(rect.getHeight()); 821 Glop glop; 822 GlopBuilder(mRenderState, mCaches, &glop) 823 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 824 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 825 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 826 .setTransform(*currentSnapshot(), TransformFlags::None) 827 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 828 .build(); 829 renderGlop(glop); 830 } 831} 832 833/** 834 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 835 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 836 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 837 * by saveLayer's restore 838 */ 839#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 840 DRAW_COMMAND; \ 841 if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \ 842 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 843 DRAW_COMMAND; \ 844 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 845 } \ 846 } 847 848#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 849 850// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 851// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 852class LayerShader : public SkShader { 853public: 854 LayerShader(Layer* layer, const SkMatrix* localMatrix) 855 : INHERITED(localMatrix) 856 , mLayer(layer) { 857 } 858 859 virtual bool asACustomShader(void** data) const override { 860 if (data) { 861 *data = static_cast<void*>(mLayer); 862 } 863 return true; 864 } 865 866 virtual bool isOpaque() const override { 867 return !mLayer->isBlend(); 868 } 869 870protected: 871 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 872 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 873 } 874 875 virtual void flatten(SkWriteBuffer&) const override { 876 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 877 } 878 879 virtual Factory getFactory() const override { 880 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 881 return nullptr; 882 } 883private: 884 // Unowned. 885 Layer* mLayer; 886 typedef SkShader INHERITED; 887}; 888 889void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 890 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 891 892 if (layer->getConvexMask()) { 893 save(SaveFlags::MatrixClip); 894 895 // clip to the area of the layer the mask can be larger 896 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 897 898 SkPaint paint; 899 paint.setAntiAlias(true); 900 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 901 902 // create LayerShader to map SaveLayer content into subsequent draw 903 SkMatrix shaderMatrix; 904 shaderMatrix.setTranslate(rect.left, rect.bottom); 905 shaderMatrix.preScale(1, -1); 906 LayerShader layerShader(layer, &shaderMatrix); 907 paint.setShader(&layerShader); 908 909 // Since the drawing primitive is defined in local drawing space, 910 // we don't need to modify the draw matrix 911 const SkPath* maskPath = layer->getConvexMask(); 912 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 913 914 paint.setShader(nullptr); 915 restore(); 916 917 return; 918 } 919 920 if (layer->region.isRect()) { 921 layer->setRegionAsRect(); 922 923 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 924 925 layer->region.clear(); 926 return; 927 } 928 929 EVENT_LOGD("composeLayerRegion"); 930 // standard Region based draw 931 size_t count; 932 const android::Rect* rects; 933 Region safeRegion; 934 if (CC_LIKELY(hasRectToRectTransform())) { 935 rects = layer->region.getArray(&count); 936 } else { 937 safeRegion = Region::createTJunctionFreeRegion(layer->region); 938 rects = safeRegion.getArray(&count); 939 } 940 941 const float texX = 1.0f / float(layer->getWidth()); 942 const float texY = 1.0f / float(layer->getHeight()); 943 const float height = rect.getHeight(); 944 945 TextureVertex quadVertices[count * 4]; 946 TextureVertex* mesh = &quadVertices[0]; 947 for (size_t i = 0; i < count; i++) { 948 const android::Rect* r = &rects[i]; 949 950 const float u1 = r->left * texX; 951 const float v1 = (height - r->top) * texY; 952 const float u2 = r->right * texX; 953 const float v2 = (height - r->bottom) * texY; 954 955 // TODO: Reject quads outside of the clip 956 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 957 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 958 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 959 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 960 } 961 Rect modelRect = Rect(rect.getWidth(), rect.getHeight()); 962 Glop glop; 963 GlopBuilder(mRenderState, mCaches, &glop) 964 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 965 .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6) 966 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 967 .setTransform(*currentSnapshot(), TransformFlags::None) 968 .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect) 969 .build(); 970 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 971 972#if DEBUG_LAYERS_AS_REGIONS 973 drawRegionRectsDebug(layer->region); 974#endif 975 976 layer->region.clear(); 977} 978 979#if DEBUG_LAYERS_AS_REGIONS 980void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 981 size_t count; 982 const android::Rect* rects = region.getArray(&count); 983 984 uint32_t colors[] = { 985 0x7fff0000, 0x7f00ff00, 986 0x7f0000ff, 0x7fff00ff, 987 }; 988 989 int offset = 0; 990 int32_t top = rects[0].top; 991 992 for (size_t i = 0; i < count; i++) { 993 if (top != rects[i].top) { 994 offset ^= 0x2; 995 top = rects[i].top; 996 } 997 998 SkPaint paint; 999 paint.setColor(colors[offset + (i & 0x1)]); 1000 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1001 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1002 } 1003} 1004#endif 1005 1006void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1007 Vector<float> rects; 1008 1009 SkRegion::Iterator it(region); 1010 while (!it.done()) { 1011 const SkIRect& r = it.rect(); 1012 rects.push(r.fLeft); 1013 rects.push(r.fTop); 1014 rects.push(r.fRight); 1015 rects.push(r.fBottom); 1016 it.next(); 1017 } 1018 1019 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1020} 1021 1022void OpenGLRenderer::dirtyLayer(const float left, const float top, 1023 const float right, const float bottom, const Matrix4& transform) { 1024 if (hasLayer()) { 1025 Rect bounds(left, top, right, bottom); 1026 transform.mapRect(bounds); 1027 dirtyLayerUnchecked(bounds, getRegion()); 1028 } 1029} 1030 1031void OpenGLRenderer::dirtyLayer(const float left, const float top, 1032 const float right, const float bottom) { 1033 if (hasLayer()) { 1034 Rect bounds(left, top, right, bottom); 1035 dirtyLayerUnchecked(bounds, getRegion()); 1036 } 1037} 1038 1039void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1040 bounds.doIntersect(mState.currentRenderTargetClip()); 1041 if (!bounds.isEmpty()) { 1042 bounds.snapToPixelBoundaries(); 1043 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1044 if (!dirty.isEmpty()) { 1045 region->orSelf(dirty); 1046 } 1047 } 1048} 1049 1050void OpenGLRenderer::clearLayerRegions() { 1051 const size_t quadCount = mLayers.size(); 1052 if (quadCount == 0) return; 1053 1054 if (!mState.currentlyIgnored()) { 1055 EVENT_LOGD("clearLayerRegions"); 1056 // Doing several glScissor/glClear here can negatively impact 1057 // GPUs with a tiler architecture, instead we draw quads with 1058 // the Clear blending mode 1059 1060 // The list contains bounds that have already been clipped 1061 // against their initial clip rect, and the current clip 1062 // is likely different so we need to disable clipping here 1063 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1064 1065 Vertex mesh[quadCount * 4]; 1066 Vertex* vertex = mesh; 1067 1068 for (uint32_t i = 0; i < quadCount; i++) { 1069 const Rect& bounds = mLayers[i]; 1070 1071 Vertex::set(vertex++, bounds.left, bounds.top); 1072 Vertex::set(vertex++, bounds.right, bounds.top); 1073 Vertex::set(vertex++, bounds.left, bounds.bottom); 1074 Vertex::set(vertex++, bounds.right, bounds.bottom); 1075 } 1076 // We must clear the list of dirty rects before we 1077 // call clearLayerRegions() in renderGlop to prevent 1078 // stencil setup from doing the same thing again 1079 mLayers.clear(); 1080 1081 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1082 Glop glop; 1083 GlopBuilder(mRenderState, mCaches, &glop) 1084 .setRoundRectClipState(nullptr) // clear ignores clip state 1085 .setMeshIndexedQuads(&mesh[0], quadCount) 1086 .setFillClear() 1087 .setTransform(*currentSnapshot(), transformFlags) 1088 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getRenderTargetClip())) 1089 .build(); 1090 renderGlop(glop, GlopRenderType::LayerClear); 1091 1092 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1093 } else { 1094 mLayers.clear(); 1095 } 1096} 1097 1098/////////////////////////////////////////////////////////////////////////////// 1099// State Deferral 1100/////////////////////////////////////////////////////////////////////////////// 1101 1102bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1103 const Rect& currentClip = mState.currentRenderTargetClip(); 1104 const mat4* currentMatrix = currentTransform(); 1105 1106 if (stateDeferFlags & kStateDeferFlag_Draw) { 1107 // state has bounds initialized in local coordinates 1108 if (!state.mBounds.isEmpty()) { 1109 currentMatrix->mapRect(state.mBounds); 1110 Rect clippedBounds(state.mBounds); 1111 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1112 // is used, it should more closely duplicate the quickReject logic (in how it uses 1113 // snapToPixelBoundaries) 1114 1115 clippedBounds.doIntersect(currentClip); 1116 if (clippedBounds.isEmpty()) { 1117 // quick rejected 1118 return true; 1119 } 1120 1121 state.mClipSideFlags = kClipSide_None; 1122 if (!currentClip.contains(state.mBounds)) { 1123 int& flags = state.mClipSideFlags; 1124 // op partially clipped, so record which sides are clipped for clip-aware merging 1125 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1126 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1127 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1128 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1129 } 1130 state.mBounds.set(clippedBounds); 1131 } else { 1132 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1133 // overdraw avoidance (since we don't know what it overlaps) 1134 state.mClipSideFlags = kClipSide_ConservativeFull; 1135 state.mBounds.set(currentClip); 1136 } 1137 } 1138 1139 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1140 if (state.mClipValid) { 1141 state.mClip.set(currentClip); 1142 } 1143 1144 // Transform and alpha always deferred, since they are used by state operations 1145 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1146 state.mMatrix = *currentMatrix; 1147 state.mAlpha = currentSnapshot()->alpha; 1148 1149 // always store/restore, since these are just pointers 1150 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1151#if !HWUI_NEW_OPS 1152 state.mProjectionPathMask = currentSnapshot()->projectionPathMask; 1153#endif 1154 return false; 1155} 1156 1157void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1158 setGlobalMatrix(state.mMatrix); 1159 writableSnapshot()->alpha = state.mAlpha; 1160 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1161#if !HWUI_NEW_OPS 1162 writableSnapshot()->projectionPathMask = state.mProjectionPathMask; 1163#endif 1164 1165 if (state.mClipValid && !skipClipRestore) { 1166 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1167 state.mClip.right, state.mClip.bottom); 1168 dirtyClip(); 1169 } 1170} 1171 1172/** 1173 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1174 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1175 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1176 * 1177 * This method should be called when restoreDisplayState() won't be restoring the clip 1178 */ 1179void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1180 if (clipRect != nullptr) { 1181 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1182 } else { 1183 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1184 } 1185 dirtyClip(); 1186 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1187 mRenderState.scissor().setEnabled(enableScissor); 1188} 1189 1190/////////////////////////////////////////////////////////////////////////////// 1191// Clipping 1192/////////////////////////////////////////////////////////////////////////////// 1193 1194void OpenGLRenderer::setScissorFromClip() { 1195 Rect clip(mState.currentRenderTargetClip()); 1196 clip.snapToPixelBoundaries(); 1197 1198 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1199 clip.getWidth(), clip.getHeight())) { 1200 mState.setDirtyClip(false); 1201 } 1202} 1203 1204void OpenGLRenderer::ensureStencilBuffer() { 1205 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1206 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1207 // just hope we have one when hasLayer() returns false. 1208 if (hasLayer()) { 1209 attachStencilBufferToLayer(currentSnapshot()->layer); 1210 } 1211} 1212 1213void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1214 // The layer's FBO is already bound when we reach this stage 1215 if (!layer->getStencilRenderBuffer()) { 1216 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1217 Stencil::getLayerStencilFormat(), 1218 layer->getWidth(), layer->getHeight()); 1219 layer->setStencilRenderBuffer(buffer); 1220 } 1221} 1222 1223static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1224 float x, float y) { 1225 Vertex v; 1226 v.x = x; 1227 v.y = y; 1228 transform.mapPoint(v.x, v.y); 1229 rectangleVertices.push_back(v); 1230} 1231 1232static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1233 Vertex v; 1234 v.x = x; 1235 v.y = y; 1236 rectangleVertices.push_back(v); 1237} 1238 1239void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1240 int quadCount = rectangleList.getTransformedRectanglesCount(); 1241 std::vector<Vertex> rectangleVertices(quadCount * 4); 1242 Rect scissorBox = rectangleList.calculateBounds(); 1243 scissorBox.snapToPixelBoundaries(); 1244 for (int i = 0; i < quadCount; ++i) { 1245 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1246 const Matrix4& transform = tr.getTransform(); 1247 Rect bounds = tr.getBounds(); 1248 if (transform.rectToRect()) { 1249 transform.mapRect(bounds); 1250 bounds.doIntersect(scissorBox); 1251 if (!bounds.isEmpty()) { 1252 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1253 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1254 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1255 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1256 } 1257 } else { 1258 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1259 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1260 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1261 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1262 } 1263 } 1264 1265 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1266 scissorBox.getWidth(), scissorBox.getHeight()); 1267 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1268 Glop glop; 1269 Vertex* vertices = &rectangleVertices[0]; 1270 GlopBuilder(mRenderState, mCaches, &glop) 1271 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1272 .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4) 1273 .setFillBlack() 1274 .setTransform(*currentSnapshot(), transformFlags) 1275 .setModelViewOffsetRect(0, 0, scissorBox) 1276 .build(); 1277 renderGlop(glop); 1278} 1279 1280void OpenGLRenderer::setStencilFromClip() { 1281 if (!Properties::debugOverdraw) { 1282 if (!currentSnapshot()->clipIsSimple()) { 1283 int incrementThreshold; 1284 EVENT_LOGD("setStencilFromClip - enabling"); 1285 1286 // NOTE: The order here is important, we must set dirtyClip to false 1287 // before any draw call to avoid calling back into this method 1288 mState.setDirtyClip(false); 1289 1290 ensureStencilBuffer(); 1291 1292 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1293 1294 bool isRectangleList = clipArea.isRectangleList(); 1295 if (isRectangleList) { 1296 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1297 } else { 1298 incrementThreshold = 0; 1299 } 1300 1301 mRenderState.stencil().enableWrite(incrementThreshold); 1302 1303 // Clean and update the stencil, but first make sure we restrict drawing 1304 // to the region's bounds 1305 bool resetScissor = mRenderState.scissor().setEnabled(true); 1306 if (resetScissor) { 1307 // The scissor was not set so we now need to update it 1308 setScissorFromClip(); 1309 } 1310 1311 mRenderState.stencil().clear(); 1312 1313 // stash and disable the outline clip state, since stencil doesn't account for outline 1314 bool storedSkipOutlineClip = mSkipOutlineClip; 1315 mSkipOutlineClip = true; 1316 1317 SkPaint paint; 1318 paint.setColor(SK_ColorBLACK); 1319 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1320 1321 if (isRectangleList) { 1322 drawRectangleList(clipArea.getRectangleList()); 1323 } else { 1324 // NOTE: We could use the region contour path to generate a smaller mesh 1325 // Since we are using the stencil we could use the red book path 1326 // drawing technique. It might increase bandwidth usage though. 1327 1328 // The last parameter is important: we are not drawing in the color buffer 1329 // so we don't want to dirty the current layer, if any 1330 drawRegionRects(clipArea.getClipRegion(), paint, false); 1331 } 1332 if (resetScissor) mRenderState.scissor().setEnabled(false); 1333 mSkipOutlineClip = storedSkipOutlineClip; 1334 1335 mRenderState.stencil().enableTest(incrementThreshold); 1336 1337 // Draw the region used to generate the stencil if the appropriate debug 1338 // mode is enabled 1339 // TODO: Implement for rectangle list clip areas 1340 if (Properties::debugStencilClip == StencilClipDebug::ShowRegion 1341 && !clipArea.isRectangleList()) { 1342 paint.setColor(0x7f0000ff); 1343 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1344 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1345 } 1346 } else { 1347 EVENT_LOGD("setStencilFromClip - disabling"); 1348 mRenderState.stencil().disable(); 1349 } 1350 } 1351} 1352 1353/** 1354 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1355 * 1356 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1357 * style, and tessellated AA ramp 1358 */ 1359bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1360 const SkPaint* paint) { 1361 bool snapOut = paint && paint->isAntiAlias(); 1362 1363 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1364 float outset = paint->getStrokeWidth() * 0.5f; 1365 left -= outset; 1366 top -= outset; 1367 right += outset; 1368 bottom += outset; 1369 } 1370 1371 bool clipRequired = false; 1372 bool roundRectClipRequired = false; 1373 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1374 &clipRequired, &roundRectClipRequired, snapOut)) { 1375 return true; 1376 } 1377 1378 // not quick rejected, so enable the scissor if clipRequired 1379 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1380 mSkipOutlineClip = !roundRectClipRequired; 1381 return false; 1382} 1383 1384void OpenGLRenderer::debugClip() { 1385#if DEBUG_CLIP_REGIONS 1386 if (!currentSnapshot()->clipRegion->isEmpty()) { 1387 SkPaint paint; 1388 paint.setColor(0x7f00ff00); 1389 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1390 1391 } 1392#endif 1393} 1394 1395void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) { 1396 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1397 // changes the scissor test state 1398 if (type != GlopRenderType::LayerClear) { 1399 // Regular draws need to clear the dirty area on the layer before they start drawing on top 1400 // of it. If this draw *is* a layer clear, it skips the clear step (since it would 1401 // infinitely recurse) 1402 clearLayerRegions(); 1403 } 1404 1405 if (mState.getDirtyClip()) { 1406 if (mRenderState.scissor().isEnabled()) { 1407 setScissorFromClip(); 1408 } 1409 1410 setStencilFromClip(); 1411 } 1412 mRenderState.render(glop, currentSnapshot()->getOrthoMatrix()); 1413 if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) { 1414 // TODO: specify more clearly when a draw should dirty the layer. 1415 // is writing to the stencil the only time we should ignore this? 1416 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1417 mDirty = true; 1418 } 1419} 1420 1421/////////////////////////////////////////////////////////////////////////////// 1422// Drawing 1423/////////////////////////////////////////////////////////////////////////////// 1424 1425void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1426 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1427 // will be performed by the display list itself 1428 if (renderNode && renderNode->isRenderable()) { 1429 // compute 3d ordering 1430 renderNode->computeOrdering(); 1431 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 1432 startFrame(); 1433 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1434 renderNode->replay(replayStruct, 0); 1435 return; 1436 } 1437 1438 DeferredDisplayList deferredList(mState.currentRenderTargetClip()); 1439 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1440 renderNode->defer(deferStruct, 0); 1441 1442 flushLayers(); 1443 startFrame(); 1444 1445 deferredList.flush(*this, dirty); 1446 } else { 1447 // Even if there is no drawing command(Ex: invisible), 1448 // it still needs startFrame to clear buffer and start tiling. 1449 startFrame(); 1450 } 1451} 1452 1453/** 1454 * Important note: this method is intended to draw batches of bitmaps and 1455 * will not set the scissor enable or dirty the current layer, if any. 1456 * The caller is responsible for properly dirtying the current layer. 1457 */ 1458void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1459 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1460 const Rect& bounds, const SkPaint* paint) { 1461 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1462 if (!texture) return; 1463 1464 const AutoTexture autoCleanup(texture); 1465 1466 // TODO: remove layer dirty in multi-draw callers 1467 // TODO: snap doesn't need to touch transform, only texture filter. 1468 bool snap = pureTranslate; 1469 const float x = floorf(bounds.left + 0.5f); 1470 const float y = floorf(bounds.top + 0.5f); 1471 1472 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1473 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1474 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1475 Glop glop; 1476 GlopBuilder(mRenderState, mCaches, &glop) 1477 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1478 .setMeshTexturedMesh(vertices, bitmapCount * 6) 1479 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1480 .setTransform(*currentSnapshot(), transformFlags) 1481 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(bounds.getWidth(), bounds.getHeight())) 1482 .build(); 1483 renderGlop(glop, GlopRenderType::Multi); 1484} 1485 1486void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1487 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1488 return; 1489 } 1490 1491 mCaches.textureState().activateTexture(0); 1492 Texture* texture = getTexture(bitmap); 1493 if (!texture) return; 1494 const AutoTexture autoCleanup(texture); 1495 1496 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1497 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1498 Glop glop; 1499 GlopBuilder(mRenderState, mCaches, &glop) 1500 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1501 .setMeshTexturedUnitQuad(texture->uvMapper) 1502 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1503 .setTransform(*currentSnapshot(), TransformFlags::None) 1504 .setModelViewMapUnitToRectSnap(Rect(texture->width(), texture->height())) 1505 .build(); 1506 renderGlop(glop); 1507} 1508 1509void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 1510 const float* vertices, const int* colors, const SkPaint* paint) { 1511 if (!vertices || mState.currentlyIgnored()) { 1512 return; 1513 } 1514 1515 float left = FLT_MAX; 1516 float top = FLT_MAX; 1517 float right = FLT_MIN; 1518 float bottom = FLT_MIN; 1519 1520 const uint32_t elementCount = meshWidth * meshHeight * 6; 1521 1522 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 1523 ColorTextureVertex* vertex = &mesh[0]; 1524 1525 std::unique_ptr<int[]> tempColors; 1526 if (!colors) { 1527 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1528 tempColors.reset(new int[colorsCount]); 1529 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 1530 colors = tempColors.get(); 1531 } 1532 1533 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef()); 1534 const UvMapper& mapper(getMapper(texture)); 1535 1536 for (int32_t y = 0; y < meshHeight; y++) { 1537 for (int32_t x = 0; x < meshWidth; x++) { 1538 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1539 1540 float u1 = float(x) / meshWidth; 1541 float u2 = float(x + 1) / meshWidth; 1542 float v1 = float(y) / meshHeight; 1543 float v2 = float(y + 1) / meshHeight; 1544 1545 mapper.map(u1, v1, u2, v2); 1546 1547 int ax = i + (meshWidth + 1) * 2; 1548 int ay = ax + 1; 1549 int bx = i; 1550 int by = bx + 1; 1551 int cx = i + 2; 1552 int cy = cx + 1; 1553 int dx = i + (meshWidth + 1) * 2 + 2; 1554 int dy = dx + 1; 1555 1556 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1557 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1558 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1559 1560 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1561 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1562 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1563 1564 left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx]))); 1565 top = std::min(top, std::min(vertices[ay], std::min(vertices[by], vertices[cy]))); 1566 right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx]))); 1567 bottom = std::max(bottom, std::max(vertices[ay], std::max(vertices[by], vertices[cy]))); 1568 } 1569 } 1570 1571 if (quickRejectSetupScissor(left, top, right, bottom)) { 1572 return; 1573 } 1574 1575 if (!texture) { 1576 texture = mCaches.textureCache.get(bitmap); 1577 if (!texture) { 1578 return; 1579 } 1580 } 1581 const AutoTexture autoCleanup(texture); 1582 1583 /* 1584 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 1585 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 1586 */ 1587 const int textureFillFlags = TextureFillFlags::None; 1588 Glop glop; 1589 GlopBuilder(mRenderState, mCaches, &glop) 1590 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1591 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 1592 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1593 .setTransform(*currentSnapshot(), TransformFlags::None) 1594 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 1595 .build(); 1596 renderGlop(glop); 1597} 1598 1599void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 1600 if (quickRejectSetupScissor(dst)) { 1601 return; 1602 } 1603 1604 Texture* texture = getTexture(bitmap); 1605 if (!texture) return; 1606 const AutoTexture autoCleanup(texture); 1607 1608 Rect uv(std::max(0.0f, src.left / texture->width()), 1609 std::max(0.0f, src.top / texture->height()), 1610 std::min(1.0f, src.right / texture->width()), 1611 std::min(1.0f, src.bottom / texture->height())); 1612 1613 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1614 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1615 const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth()) 1616 && MathUtils::areEqual(src.getHeight(), dst.getHeight()); 1617 Glop glop; 1618 GlopBuilder(mRenderState, mCaches, &glop) 1619 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1620 .setMeshTexturedUvQuad(texture->uvMapper, uv) 1621 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1622 .setTransform(*currentSnapshot(), TransformFlags::None) 1623 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst) 1624 .build(); 1625 renderGlop(glop); 1626} 1627 1628void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 1629 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 1630 const SkPaint* paint) { 1631 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 1632 return; 1633 } 1634 1635 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1636 if (!texture) return; 1637 const AutoTexture autoCleanup(texture); 1638 1639 // 9 patches are built for stretching - always filter 1640 int textureFillFlags = TextureFillFlags::ForceFilter; 1641 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1642 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1643 } 1644 Glop glop; 1645 GlopBuilder(mRenderState, mCaches, &glop) 1646 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1647 .setMeshPatchQuads(*mesh) 1648 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1649 .setTransform(*currentSnapshot(), TransformFlags::None) 1650 .setModelViewOffsetRectSnap(left, top, Rect(right - left, bottom - top)) // TODO: get minimal bounds from patch 1651 .build(); 1652 renderGlop(glop); 1653} 1654 1655/** 1656 * Important note: this method is intended to draw batches of 9-patch objects and 1657 * will not set the scissor enable or dirty the current layer, if any. 1658 * The caller is responsible for properly dirtying the current layer. 1659 */ 1660void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1661 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 1662 mCaches.textureState().activateTexture(0); 1663 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1664 if (!texture) return; 1665 const AutoTexture autoCleanup(texture); 1666 1667 // TODO: get correct bounds from caller 1668 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1669 // 9 patches are built for stretching - always filter 1670 int textureFillFlags = TextureFillFlags::ForceFilter; 1671 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1672 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1673 } 1674 Glop glop; 1675 GlopBuilder(mRenderState, mCaches, &glop) 1676 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1677 .setMeshTexturedIndexedQuads(vertices, elementCount) 1678 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1679 .setTransform(*currentSnapshot(), transformFlags) 1680 .setModelViewOffsetRect(0, 0, Rect()) 1681 .build(); 1682 renderGlop(glop, GlopRenderType::Multi); 1683} 1684 1685void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 1686 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 1687 // not missing call to quickReject/dirtyLayer, always done at a higher level 1688 if (!vertexBuffer.getVertexCount()) { 1689 // no vertices to draw 1690 return; 1691 } 1692 1693 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 1694 const int transformFlags = TransformFlags::OffsetByFudgeFactor; 1695 Glop glop; 1696 GlopBuilder(mRenderState, mCaches, &glop) 1697 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1698 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 1699 .setFillPaint(*paint, currentSnapshot()->alpha) 1700 .setTransform(*currentSnapshot(), transformFlags) 1701 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 1702 .build(); 1703 renderGlop(glop); 1704} 1705 1706/** 1707 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1708 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1709 * screen space in all directions. However, instead of using a fragment shader to compute the 1710 * translucency of the color from its position, we simply use a varying parameter to define how far 1711 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1712 * 1713 * Doesn't yet support joins, caps, or path effects. 1714 */ 1715void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 1716 VertexBuffer vertexBuffer; 1717 // TODO: try clipping large paths to viewport 1718 1719 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 1720 drawVertexBuffer(vertexBuffer, paint); 1721} 1722 1723/** 1724 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 1725 * and additional geometry for defining an alpha slope perimeter. 1726 * 1727 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 1728 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 1729 * in-shader alpha region, but found it to be taxing on some GPUs. 1730 * 1731 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 1732 * memory transfer by removing need for degenerate vertices. 1733 */ 1734void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 1735 if (mState.currentlyIgnored() || count < 4) return; 1736 1737 count &= ~0x3; // round down to nearest four 1738 1739 VertexBuffer buffer; 1740 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 1741 const Rect& bounds = buffer.getBounds(); 1742 1743 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1744 return; 1745 } 1746 1747 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1748 drawVertexBuffer(buffer, paint, displayFlags); 1749} 1750 1751void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 1752 if (mState.currentlyIgnored() || count < 2) return; 1753 1754 count &= ~0x1; // round down to nearest two 1755 1756 VertexBuffer buffer; 1757 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 1758 1759 const Rect& bounds = buffer.getBounds(); 1760 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1761 return; 1762 } 1763 1764 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1765 drawVertexBuffer(buffer, paint, displayFlags); 1766 1767 mDirty = true; 1768} 1769 1770void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1771 // No need to check against the clip, we fill the clip region 1772 if (mState.currentlyIgnored()) return; 1773 1774 Rect clip(mState.currentRenderTargetClip()); 1775 clip.snapToPixelBoundaries(); 1776 1777 SkPaint paint; 1778 paint.setColor(color); 1779 paint.setXfermodeMode(mode); 1780 1781 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 1782 1783 mDirty = true; 1784} 1785 1786void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 1787 const SkPaint* paint) { 1788 if (!texture) return; 1789 const AutoTexture autoCleanup(texture); 1790 1791 const float x = left + texture->left - texture->offset; 1792 const float y = top + texture->top - texture->offset; 1793 1794 drawPathTexture(texture, x, y, paint); 1795 1796 mDirty = true; 1797} 1798 1799void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1800 float rx, float ry, const SkPaint* p) { 1801 if (mState.currentlyIgnored() 1802 || quickRejectSetupScissor(left, top, right, bottom, p) 1803 || PaintUtils::paintWillNotDraw(*p)) { 1804 return; 1805 } 1806 1807 if (p->getPathEffect() != nullptr) { 1808 mCaches.textureState().activateTexture(0); 1809 PathTexture* texture = mCaches.pathCache.getRoundRect( 1810 right - left, bottom - top, rx, ry, p); 1811 drawShape(left, top, texture, p); 1812 } else { 1813 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 1814 *currentTransform(), *p, right - left, bottom - top, rx, ry); 1815 drawVertexBuffer(left, top, *vertexBuffer, p); 1816 } 1817} 1818 1819void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 1820 if (mState.currentlyIgnored() 1821 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 1822 || PaintUtils::paintWillNotDraw(*p)) { 1823 return; 1824 } 1825 1826 if (p->getPathEffect() != nullptr) { 1827 mCaches.textureState().activateTexture(0); 1828 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 1829 drawShape(x - radius, y - radius, texture, p); 1830 return; 1831 } 1832 1833 SkPath path; 1834 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1835 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 1836 } else { 1837 path.addCircle(x, y, radius); 1838 } 1839 1840#if !HWUI_NEW_OPS 1841 if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) { 1842 // mask ripples with projection mask 1843 SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask); 1844 1845 Matrix4 screenSpaceTransform; 1846 currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform); 1847 1848 Matrix4 totalTransform; 1849 totalTransform.loadInverse(screenSpaceTransform); 1850 totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform); 1851 1852 SkMatrix skTotalTransform; 1853 totalTransform.copyTo(skTotalTransform); 1854 maskPath.transform(skTotalTransform); 1855 1856 // Mask the ripple path by the projection mask, now that it's 1857 // in local space. Note that this can create CCW paths. 1858 Op(path, maskPath, kIntersect_SkPathOp, &path); 1859 } 1860#endif 1861 drawConvexPath(path, p); 1862} 1863 1864void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 1865 const SkPaint* p) { 1866 if (mState.currentlyIgnored() 1867 || quickRejectSetupScissor(left, top, right, bottom, p) 1868 || PaintUtils::paintWillNotDraw(*p)) { 1869 return; 1870 } 1871 1872 if (p->getPathEffect() != nullptr) { 1873 mCaches.textureState().activateTexture(0); 1874 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 1875 drawShape(left, top, texture, p); 1876 } else { 1877 SkPath path; 1878 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1879 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1880 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1881 } 1882 path.addOval(rect); 1883 drawConvexPath(path, p); 1884 } 1885} 1886 1887void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1888 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 1889 if (mState.currentlyIgnored() 1890 || quickRejectSetupScissor(left, top, right, bottom, p) 1891 || PaintUtils::paintWillNotDraw(*p)) { 1892 return; 1893 } 1894 1895 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 1896 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 1897 mCaches.textureState().activateTexture(0); 1898 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 1899 startAngle, sweepAngle, useCenter, p); 1900 drawShape(left, top, texture, p); 1901 return; 1902 } 1903 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1904 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1905 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1906 } 1907 1908 SkPath path; 1909 if (useCenter) { 1910 path.moveTo(rect.centerX(), rect.centerY()); 1911 } 1912 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 1913 if (useCenter) { 1914 path.close(); 1915 } 1916 drawConvexPath(path, p); 1917} 1918 1919void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 1920 const SkPaint* p) { 1921 if (mState.currentlyIgnored() 1922 || quickRejectSetupScissor(left, top, right, bottom, p) 1923 || PaintUtils::paintWillNotDraw(*p)) { 1924 return; 1925 } 1926 1927 if (p->getStyle() != SkPaint::kFill_Style) { 1928 // only fill style is supported by drawConvexPath, since others have to handle joins 1929 static_assert(SkPaintDefaults_MiterLimit == 4.0f, "Miter limit has changed"); 1930 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 1931 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 1932 mCaches.textureState().activateTexture(0); 1933 PathTexture* texture = 1934 mCaches.pathCache.getRect(right - left, bottom - top, p); 1935 drawShape(left, top, texture, p); 1936 } else { 1937 SkPath path; 1938 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1939 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1940 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1941 } 1942 path.addRect(rect); 1943 drawConvexPath(path, p); 1944 } 1945 } else { 1946 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 1947 SkPath path; 1948 path.addRect(left, top, right, bottom); 1949 drawConvexPath(path, p); 1950 } else { 1951 drawColorRect(left, top, right, bottom, p); 1952 1953 mDirty = true; 1954 } 1955 } 1956} 1957 1958void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const glyph_t* glyphs, 1959 int count, const float* positions, 1960 FontRenderer& fontRenderer, int alpha, float x, float y) { 1961 mCaches.textureState().activateTexture(0); 1962 1963 PaintUtils::TextShadow textShadow; 1964 if (!PaintUtils::getTextShadow(paint, &textShadow)) { 1965 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 1966 } 1967 1968 // NOTE: The drop shadow will not perform gamma correction 1969 // if shader-based correction is enabled 1970 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1971 ShadowTexture* texture = mCaches.dropShadowCache.get( 1972 paint, glyphs, count, textShadow.radius, positions); 1973 // If the drop shadow exceeds the max texture size or couldn't be 1974 // allocated, skip drawing 1975 if (!texture) return; 1976 const AutoTexture autoCleanup(texture); 1977 1978 const float sx = x - texture->left + textShadow.dx; 1979 const float sy = y - texture->top + textShadow.dy; 1980 1981 Glop glop; 1982 GlopBuilder(mRenderState, mCaches, &glop) 1983 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1984 .setMeshTexturedUnitQuad(nullptr) 1985 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 1986 .setTransform(*currentSnapshot(), TransformFlags::None) 1987 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width(), sy + texture->height())) 1988 .build(); 1989 renderGlop(glop); 1990} 1991 1992// TODO: remove this, once mState.currentlyIgnored captures snapshot alpha 1993bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 1994 float alpha = (PaintUtils::hasTextShadow(paint) 1995 ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 1996 return MathUtils::isZero(alpha) 1997 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 1998} 1999 2000bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2001 if (CC_LIKELY(transform.isPureTranslate())) { 2002 outMatrix->setIdentity(); 2003 return false; 2004 } else if (CC_UNLIKELY(transform.isPerspective())) { 2005 outMatrix->setIdentity(); 2006 return true; 2007 } 2008 2009 /** 2010 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2011 * with values rounded to the nearest int. 2012 */ 2013 float sx, sy; 2014 transform.decomposeScale(sx, sy); 2015 outMatrix->setScale( 2016 roundf(std::max(1.0f, sx)), 2017 roundf(std::max(1.0f, sy))); 2018 return true; 2019} 2020 2021int OpenGLRenderer::getSaveCount() const { 2022 return mState.getSaveCount(); 2023} 2024 2025int OpenGLRenderer::save(int flags) { 2026 return mState.save(flags); 2027} 2028 2029void OpenGLRenderer::restore() { 2030 mState.restore(); 2031} 2032 2033void OpenGLRenderer::restoreToCount(int saveCount) { 2034 mState.restoreToCount(saveCount); 2035} 2036 2037 2038void OpenGLRenderer::translate(float dx, float dy, float dz) { 2039 mState.translate(dx, dy, dz); 2040} 2041 2042void OpenGLRenderer::rotate(float degrees) { 2043 mState.rotate(degrees); 2044} 2045 2046void OpenGLRenderer::scale(float sx, float sy) { 2047 mState.scale(sx, sy); 2048} 2049 2050void OpenGLRenderer::skew(float sx, float sy) { 2051 mState.skew(sx, sy); 2052} 2053 2054void OpenGLRenderer::setLocalMatrix(const Matrix4& matrix) { 2055 mState.setMatrix(mBaseTransform); 2056 mState.concatMatrix(matrix); 2057} 2058 2059void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) { 2060 mState.setMatrix(mBaseTransform); 2061 mState.concatMatrix(matrix); 2062} 2063 2064void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2065 mState.concatMatrix(matrix); 2066} 2067 2068bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2069 return mState.clipRect(left, top, right, bottom, op); 2070} 2071 2072bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2073 return mState.clipPath(path, op); 2074} 2075 2076bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2077 return mState.clipRegion(region, op); 2078} 2079 2080void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2081 mState.setClippingOutline(allocator, outline); 2082} 2083 2084void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2085 const Rect& rect, float radius, bool highPriority) { 2086 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2087} 2088 2089void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) { 2090 mState.setProjectionPathMask(allocator, path); 2091} 2092 2093void OpenGLRenderer::drawText(const glyph_t* glyphs, int bytesCount, int count, float x, float y, 2094 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2095 DrawOpMode drawOpMode) { 2096 2097 if (drawOpMode == DrawOpMode::kImmediate) { 2098 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2099 // drawing as ops from DeferredDisplayList are already filtered for these 2100 if (glyphs == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2101 quickRejectSetupScissor(bounds)) { 2102 return; 2103 } 2104 } 2105 2106 const float oldX = x; 2107 const float oldY = y; 2108 2109 const mat4& transform = *currentTransform(); 2110 const bool pureTranslate = transform.isPureTranslate(); 2111 2112 if (CC_LIKELY(pureTranslate)) { 2113 x = floorf(x + transform.getTranslateX() + 0.5f); 2114 y = floorf(y + transform.getTranslateY() + 0.5f); 2115 } 2116 2117 int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha; 2118 SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint); 2119 2120 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(); 2121 2122 if (CC_UNLIKELY(PaintUtils::hasTextShadow(paint))) { 2123 fontRenderer.setFont(paint, SkMatrix::I()); 2124 drawTextShadow(paint, glyphs, count, positions, fontRenderer, 2125 alpha, oldX, oldY); 2126 } 2127 2128 const bool hasActiveLayer = hasLayer(); 2129 2130 // We only pass a partial transform to the font renderer. That partial 2131 // matrix defines how glyphs are rasterized. Typically we want glyphs 2132 // to be rasterized at their final size on screen, which means the partial 2133 // matrix needs to take the scale factor into account. 2134 // When a partial matrix is used to transform glyphs during rasterization, 2135 // the mesh is generated with the inverse transform (in the case of scale, 2136 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2137 // apply the full transform matrix at draw time in the vertex shader. 2138 // Applying the full matrix in the shader is the easiest way to handle 2139 // rotation and perspective and allows us to always generated quads in the 2140 // font renderer which greatly simplifies the code, clipping in particular. 2141 SkMatrix fontTransform; 2142 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2143 || fabs(y - (int) y) > 0.0f 2144 || fabs(x - (int) x) > 0.0f; 2145 fontRenderer.setFont(paint, fontTransform); 2146 fontRenderer.setTextureFiltering(linearFilter); 2147 2148 // TODO: Implement better clipping for scaled/rotated text 2149 const Rect* clip = !pureTranslate ? nullptr : &mState.currentRenderTargetClip(); 2150 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2151 2152 bool status; 2153#if HWUI_NEW_OPS 2154 LOG_ALWAYS_FATAL("unsupported"); 2155 TextDrawFunctor functor(nullptr, nullptr, nullptr, x, y, pureTranslate, alpha, mode, paint); 2156#else 2157 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2158#endif 2159 2160 // don't call issuedrawcommand, do it at end of batch 2161 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 2162 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2163 SkPaint paintCopy(*paint); 2164 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2165 status = fontRenderer.renderPosText(&paintCopy, clip, glyphs, count, x, y, 2166 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2167 } else { 2168 status = fontRenderer.renderPosText(paint, clip, glyphs, count, x, y, 2169 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2170 } 2171 2172 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 2173 if (!pureTranslate) { 2174 transform.mapRect(layerBounds); 2175 } 2176 dirtyLayerUnchecked(layerBounds, getRegion()); 2177 } 2178 2179 mDirty = true; 2180} 2181 2182void OpenGLRenderer::drawTextOnPath(const glyph_t* glyphs, int bytesCount, int count, 2183 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2184 if (glyphs == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2185 return; 2186 } 2187 2188 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2189 mRenderState.scissor().setEnabled(true); 2190 2191 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(); 2192 fontRenderer.setFont(paint, SkMatrix::I()); 2193 fontRenderer.setTextureFiltering(true); 2194 2195 int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha; 2196 SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint); 2197#if HWUI_NEW_OPS 2198 LOG_ALWAYS_FATAL("unsupported"); 2199 TextDrawFunctor functor(nullptr, nullptr, nullptr, 0.0f, 0.0f, false, alpha, mode, paint); 2200#else 2201 TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2202#endif 2203 2204 const Rect* clip = &writableSnapshot()->getLocalClip(); 2205 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2206 2207 if (fontRenderer.renderTextOnPath(paint, clip, glyphs, count, path, 2208 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 2209 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2210 mDirty = true; 2211 } 2212} 2213 2214void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2215 if (mState.currentlyIgnored()) return; 2216 2217 mCaches.textureState().activateTexture(0); 2218 2219 PathTexture* texture = mCaches.pathCache.get(path, paint); 2220 if (!texture) return; 2221 2222 const float x = texture->left - texture->offset; 2223 const float y = texture->top - texture->offset; 2224 2225 drawPathTexture(texture, x, y, paint); 2226 2227 if (texture->cleanup) { 2228 mCaches.pathCache.remove(path, paint); 2229 } 2230 mDirty = true; 2231} 2232 2233void OpenGLRenderer::drawLayer(Layer* layer) { 2234 if (!layer) { 2235 return; 2236 } 2237 2238 mat4* transform = nullptr; 2239 if (layer->isTextureLayer()) { 2240 transform = &layer->getTransform(); 2241 if (!transform->isIdentity()) { 2242 save(SaveFlags::Matrix); 2243 concatMatrix(*transform); 2244 } 2245 } 2246 2247 bool clipRequired = false; 2248 const bool rejected = mState.calculateQuickRejectForScissor( 2249 0, 0, layer->layer.getWidth(), layer->layer.getHeight(), 2250 &clipRequired, nullptr, false); 2251 2252 if (rejected) { 2253 if (transform && !transform->isIdentity()) { 2254 restore(); 2255 } 2256 return; 2257 } 2258 2259 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2260 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2261 2262 updateLayer(layer, true); 2263 2264 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2265 mCaches.textureState().activateTexture(0); 2266 2267 if (CC_LIKELY(!layer->region.isEmpty())) { 2268 if (layer->region.isRect()) { 2269 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2270 composeLayerRect(layer, layer->regionRect)); 2271 } else if (layer->mesh) { 2272 Glop glop; 2273 GlopBuilder(mRenderState, mCaches, &glop) 2274 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2275 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 2276 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 2277 .setTransform(*currentSnapshot(), TransformFlags::None) 2278 .setModelViewOffsetRectSnap(0, 0, Rect(layer->layer.getWidth(), layer->layer.getHeight())) 2279 .build(); 2280 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 2281#if DEBUG_LAYERS_AS_REGIONS 2282 drawRegionRectsDebug(layer->region); 2283#endif 2284 } 2285 2286 if (layer->debugDrawUpdate) { 2287 layer->debugDrawUpdate = false; 2288 2289 SkPaint paint; 2290 paint.setColor(0x7f00ff00); 2291 drawColorRect(0, 0, layer->layer.getWidth(), layer->layer.getHeight(), &paint); 2292 } 2293 } 2294 layer->hasDrawnSinceUpdate = true; 2295 2296 if (transform && !transform->isIdentity()) { 2297 restore(); 2298 } 2299 2300 mDirty = true; 2301} 2302 2303/////////////////////////////////////////////////////////////////////////////// 2304// Draw filters 2305/////////////////////////////////////////////////////////////////////////////// 2306void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 2307 // We should never get here since we apply the draw filter when stashing 2308 // the paints in the DisplayList. 2309 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 2310} 2311 2312/////////////////////////////////////////////////////////////////////////////// 2313// Drawing implementation 2314/////////////////////////////////////////////////////////////////////////////// 2315 2316Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 2317 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef()); 2318 if (!texture) { 2319 return mCaches.textureCache.get(bitmap); 2320 } 2321 return texture; 2322} 2323 2324void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 2325 const SkPaint* paint) { 2326 if (quickRejectSetupScissor(x, y, x + texture->width(), y + texture->height())) { 2327 return; 2328 } 2329 2330 Glop glop; 2331 GlopBuilder(mRenderState, mCaches, &glop) 2332 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2333 .setMeshTexturedUnitQuad(nullptr) 2334 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 2335 .setTransform(*currentSnapshot(), TransformFlags::None) 2336 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width(), y + texture->height())) 2337 .build(); 2338 renderGlop(glop); 2339} 2340 2341void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 2342 if (mState.currentlyIgnored()) { 2343 return; 2344 } 2345 2346 drawColorRects(rects, count, paint, false, true, true); 2347} 2348 2349void OpenGLRenderer::drawShadow(float casterAlpha, 2350 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 2351 if (mState.currentlyIgnored()) return; 2352 2353 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 2354 mRenderState.scissor().setEnabled(true); 2355 2356 SkPaint paint; 2357 paint.setAntiAlias(true); // want to use AlphaVertex 2358 2359 // The caller has made sure casterAlpha > 0. 2360 float ambientShadowAlpha = mAmbientShadowAlpha; 2361 if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) { 2362 ambientShadowAlpha = Properties::overrideAmbientShadowStrength; 2363 } 2364 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 2365 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 2366 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2367 } 2368 2369 float spotShadowAlpha = mSpotShadowAlpha; 2370 if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) { 2371 spotShadowAlpha = Properties::overrideSpotShadowStrength; 2372 } 2373 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 2374 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 2375 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2376 } 2377 2378 mDirty=true; 2379} 2380 2381void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 2382 bool ignoreTransform, bool dirty, bool clip) { 2383 if (count == 0) { 2384 return; 2385 } 2386 2387 float left = FLT_MAX; 2388 float top = FLT_MAX; 2389 float right = FLT_MIN; 2390 float bottom = FLT_MIN; 2391 2392 Vertex mesh[count]; 2393 Vertex* vertex = mesh; 2394 2395 for (int index = 0; index < count; index += 4) { 2396 float l = rects[index + 0]; 2397 float t = rects[index + 1]; 2398 float r = rects[index + 2]; 2399 float b = rects[index + 3]; 2400 2401 Vertex::set(vertex++, l, t); 2402 Vertex::set(vertex++, r, t); 2403 Vertex::set(vertex++, l, b); 2404 Vertex::set(vertex++, r, b); 2405 2406 left = std::min(left, l); 2407 top = std::min(top, t); 2408 right = std::max(right, r); 2409 bottom = std::max(bottom, b); 2410 } 2411 2412 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 2413 return; 2414 } 2415 2416 const int transformFlags = ignoreTransform 2417 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2418 Glop glop; 2419 GlopBuilder(mRenderState, mCaches, &glop) 2420 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2421 .setMeshIndexedQuads(&mesh[0], count / 4) 2422 .setFillPaint(*paint, currentSnapshot()->alpha) 2423 .setTransform(*currentSnapshot(), transformFlags) 2424 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2425 .build(); 2426 renderGlop(glop); 2427} 2428 2429void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2430 const SkPaint* paint, bool ignoreTransform) { 2431 const int transformFlags = ignoreTransform 2432 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2433 Glop glop; 2434 GlopBuilder(mRenderState, mCaches, &glop) 2435 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2436 .setMeshUnitQuad() 2437 .setFillPaint(*paint, currentSnapshot()->alpha) 2438 .setTransform(*currentSnapshot(), transformFlags) 2439 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 2440 .build(); 2441 renderGlop(glop); 2442} 2443 2444float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 2445 return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha; 2446} 2447 2448}; // namespace uirenderer 2449}; // namespace android 2450