OpenGLRenderer.cpp revision ddc52285ca6fd147f442a21e90e0e4702a10d304
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "ShadowTessellator.h" 40#include "utils/GLUtils.h" 41#include "Vector.h" 42#include "VertexBuffer.h" 43 44namespace android { 45namespace uirenderer { 46 47/////////////////////////////////////////////////////////////////////////////// 48// Defines 49/////////////////////////////////////////////////////////////////////////////// 50 51#define RAD_TO_DEG (180.0f / 3.14159265f) 52#define MIN_ANGLE 0.001f 53 54#define ALPHA_THRESHOLD 0 55 56static GLenum getFilter(const SkPaint* paint) { 57 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 58 return GL_LINEAR; 59 } 60 return GL_NEAREST; 61} 62 63/////////////////////////////////////////////////////////////////////////////// 64// Globals 65/////////////////////////////////////////////////////////////////////////////// 66 67/** 68 * Structure mapping Skia xfermodes to OpenGL blending factors. 69 */ 70struct Blender { 71 SkXfermode::Mode mode; 72 GLenum src; 73 GLenum dst; 74}; // struct Blender 75 76// In this array, the index of each Blender equals the value of the first 77// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 78static const Blender gBlends[] = { 79 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 81 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 82 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 84 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 86 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 88 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 90 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 92 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 93 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 94}; 95 96// This array contains the swapped version of each SkXfermode. For instance 97// this array's SrcOver blending mode is actually DstOver. You can refer to 98// createLayer() for more information on the purpose of this array. 99static const Blender gBlendsSwap[] = { 100 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 102 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 103 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 104 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 106 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 107 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 108 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 109 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 110 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 111 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 112 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 113 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 114 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 115}; 116 117/////////////////////////////////////////////////////////////////////////////// 118// Functions 119/////////////////////////////////////////////////////////////////////////////// 120 121template<typename T> 122static inline T min(T a, T b) { 123 return a < b ? a : b; 124} 125 126/////////////////////////////////////////////////////////////////////////////// 127// Constructors/destructor 128/////////////////////////////////////////////////////////////////////////////// 129 130OpenGLRenderer::OpenGLRenderer(): 131 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 132 // *set* draw modifiers to be 0 133 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 134 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 135 136 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 137 138 mFrameStarted = false; 139 mCountOverdraw = false; 140 141 mScissorOptimizationDisabled = false; 142} 143 144OpenGLRenderer::~OpenGLRenderer() { 145 // The context has already been destroyed at this point, do not call 146 // GL APIs. All GL state should be kept in Caches.h 147} 148 149void OpenGLRenderer::initProperties() { 150 char property[PROPERTY_VALUE_MAX]; 151 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 152 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 153 INIT_LOGD(" Scissor optimization %s", 154 mScissorOptimizationDisabled ? "disabled" : "enabled"); 155 } else { 156 INIT_LOGD(" Scissor optimization enabled"); 157 } 158} 159 160/////////////////////////////////////////////////////////////////////////////// 161// Setup 162/////////////////////////////////////////////////////////////////////////////// 163 164void OpenGLRenderer::setViewport(int width, int height) { 165 initViewport(width, height); 166 167 glDisable(GL_DITHER); 168 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 169 170 glEnableVertexAttribArray(Program::kBindingPosition); 171} 172 173void OpenGLRenderer::initViewport(int width, int height) { 174 mProjectionMatrix.loadOrtho(0, width, height, 0, -1, 1); 175 176 initializeViewport(width, height); 177} 178 179void OpenGLRenderer::setupFrameState(float left, float top, 180 float right, float bottom, bool opaque) { 181 mCaches.clearGarbage(); 182 183 initializeSaveStack(left, top, right, bottom); 184 mOpaque = opaque; 185 mTilingClip.set(left, top, right, bottom); 186} 187 188status_t OpenGLRenderer::startFrame() { 189 if (mFrameStarted) return DrawGlInfo::kStatusDone; 190 mFrameStarted = true; 191 192 mDirtyClip = true; 193 194 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 195 196 glViewport(0, 0, getWidth(), getHeight()); 197 198 // Functors break the tiling extension in pretty spectacular ways 199 // This ensures we don't use tiling when a functor is going to be 200 // invoked during the frame 201 mSuppressTiling = mCaches.hasRegisteredFunctors(); 202 203 startTilingCurrentClip(true); 204 205 debugOverdraw(true, true); 206 207 return clear(mTilingClip.left, mTilingClip.top, 208 mTilingClip.right, mTilingClip.bottom, mOpaque); 209} 210 211status_t OpenGLRenderer::prepareDirty(float left, float top, 212 float right, float bottom, bool opaque) { 213 214 setupFrameState(left, top, right, bottom, opaque); 215 216 // Layer renderers will start the frame immediately 217 // The framebuffer renderer will first defer the display list 218 // for each layer and wait until the first drawing command 219 // to start the frame 220 if (currentSnapshot()->fbo == 0) { 221 syncState(); 222 updateLayers(); 223 } else { 224 return startFrame(); 225 } 226 227 return DrawGlInfo::kStatusDone; 228} 229 230void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 231 // If we know that we are going to redraw the entire framebuffer, 232 // perform a discard to let the driver know we don't need to preserve 233 // the back buffer for this frame. 234 if (mExtensions.hasDiscardFramebuffer() && 235 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 236 const bool isFbo = getTargetFbo() == 0; 237 const GLenum attachments[] = { 238 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 239 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 240 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 241 } 242} 243 244status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 245 if (!opaque || mCountOverdraw) { 246 mCaches.enableScissor(); 247 mCaches.setScissor(left, currentSnapshot()->height - bottom, right - left, bottom - top); 248 glClear(GL_COLOR_BUFFER_BIT); 249 return DrawGlInfo::kStatusDrew; 250 } 251 252 mCaches.resetScissor(); 253 return DrawGlInfo::kStatusDone; 254} 255 256void OpenGLRenderer::syncState() { 257 if (mCaches.blend) { 258 glEnable(GL_BLEND); 259 } else { 260 glDisable(GL_BLEND); 261 } 262} 263 264void OpenGLRenderer::startTilingCurrentClip(bool opaque) { 265 if (!mSuppressTiling) { 266 const Snapshot* snapshot = currentSnapshot(); 267 268 const Rect* clip = &mTilingClip; 269 if (snapshot->flags & Snapshot::kFlagFboTarget) { 270 clip = &(snapshot->layer->clipRect); 271 } 272 273 startTiling(*clip, snapshot->height, opaque); 274 } 275} 276 277void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 278 if (!mSuppressTiling) { 279 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 280 clip.right - clip.left, clip.bottom - clip.top, opaque); 281 } 282} 283 284void OpenGLRenderer::endTiling() { 285 if (!mSuppressTiling) mCaches.endTiling(); 286} 287 288void OpenGLRenderer::finish() { 289 renderOverdraw(); 290 endTiling(); 291 292 // When finish() is invoked on FBO 0 we've reached the end 293 // of the current frame 294 if (getTargetFbo() == 0) { 295 mCaches.pathCache.trim(); 296 } 297 298 if (!suppressErrorChecks()) { 299#if DEBUG_OPENGL 300 GLUtils::dumpGLErrors(); 301#endif 302 303#if DEBUG_MEMORY_USAGE 304 mCaches.dumpMemoryUsage(); 305#else 306 if (mCaches.getDebugLevel() & kDebugMemory) { 307 mCaches.dumpMemoryUsage(); 308 } 309#endif 310 } 311 312 if (mCountOverdraw) { 313 countOverdraw(); 314 } 315 316 mFrameStarted = false; 317} 318 319void OpenGLRenderer::interrupt() { 320 if (mCaches.currentProgram) { 321 if (mCaches.currentProgram->isInUse()) { 322 mCaches.currentProgram->remove(); 323 mCaches.currentProgram = NULL; 324 } 325 } 326 mCaches.resetActiveTexture(); 327 mCaches.unbindMeshBuffer(); 328 mCaches.unbindIndicesBuffer(); 329 mCaches.resetVertexPointers(); 330 mCaches.disableTexCoordsVertexArray(); 331 debugOverdraw(false, false); 332} 333 334void OpenGLRenderer::resume() { 335 const Snapshot* snapshot = currentSnapshot(); 336 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 337 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 338 debugOverdraw(true, false); 339 340 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 341 342 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 343 mCaches.enableScissor(); 344 mCaches.resetScissor(); 345 dirtyClip(); 346 347 mCaches.activeTexture(0); 348 mCaches.resetBoundTextures(); 349 350 mCaches.blend = true; 351 glEnable(GL_BLEND); 352 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 353 glBlendEquation(GL_FUNC_ADD); 354} 355 356void OpenGLRenderer::resumeAfterLayer() { 357 const Snapshot* snapshot = currentSnapshot(); 358 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 359 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 360 debugOverdraw(true, false); 361 362 mCaches.resetScissor(); 363 dirtyClip(); 364} 365 366status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 367 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 368 369 Rect clip(*currentClipRect()); 370 clip.snapToPixelBoundaries(); 371 372 // Since we don't know what the functor will draw, let's dirty 373 // the entire clip region 374 if (hasLayer()) { 375 dirtyLayerUnchecked(clip, getRegion()); 376 } 377 378 DrawGlInfo info; 379 info.clipLeft = clip.left; 380 info.clipTop = clip.top; 381 info.clipRight = clip.right; 382 info.clipBottom = clip.bottom; 383 info.isLayer = hasLayer(); 384 info.width = currentSnapshot()->viewport.getWidth(); 385 info.height = currentSnapshot()->height; 386 currentTransform()->copyTo(&info.transform[0]); 387 388 bool dirtyClip = mDirtyClip; 389 // setup GL state for functor 390 if (mDirtyClip) { 391 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 392 } 393 if (mCaches.enableScissor() || dirtyClip) { 394 setScissorFromClip(); 395 } 396 interrupt(); 397 398 // call functor immediately after GL state setup 399 (*functor)(DrawGlInfo::kModeDraw, &info); 400 401 resume(); 402 return DrawGlInfo::kStatusDrew; 403} 404 405/////////////////////////////////////////////////////////////////////////////// 406// Debug 407/////////////////////////////////////////////////////////////////////////////// 408 409void OpenGLRenderer::eventMark(const char* name) const { 410 mCaches.eventMark(0, name); 411} 412 413void OpenGLRenderer::startMark(const char* name) const { 414 mCaches.startMark(0, name); 415} 416 417void OpenGLRenderer::endMark() const { 418 mCaches.endMark(); 419} 420 421void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 422 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 423 if (clear) { 424 mCaches.disableScissor(); 425 mCaches.stencil.clear(); 426 } 427 if (enable) { 428 mCaches.stencil.enableDebugWrite(); 429 } else { 430 mCaches.stencil.disable(); 431 } 432 } 433} 434 435void OpenGLRenderer::renderOverdraw() { 436 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 437 const Rect* clip = &mTilingClip; 438 439 mCaches.enableScissor(); 440 mCaches.setScissor(clip->left, firstSnapshot()->height - clip->bottom, 441 clip->right - clip->left, clip->bottom - clip->top); 442 443 // 1x overdraw 444 mCaches.stencil.enableDebugTest(2); 445 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 446 447 // 2x overdraw 448 mCaches.stencil.enableDebugTest(3); 449 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 450 451 // 3x overdraw 452 mCaches.stencil.enableDebugTest(4); 453 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 454 455 // 4x overdraw and higher 456 mCaches.stencil.enableDebugTest(4, true); 457 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 458 459 mCaches.stencil.disable(); 460 } 461} 462 463void OpenGLRenderer::countOverdraw() { 464 size_t count = getWidth() * getHeight(); 465 uint32_t* buffer = new uint32_t[count]; 466 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 467 468 size_t total = 0; 469 for (size_t i = 0; i < count; i++) { 470 total += buffer[i] & 0xff; 471 } 472 473 mOverdraw = total / float(count); 474 475 delete[] buffer; 476} 477 478/////////////////////////////////////////////////////////////////////////////// 479// Layers 480/////////////////////////////////////////////////////////////////////////////// 481 482bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 483 if (layer->deferredUpdateScheduled && layer->renderer && 484 layer->displayList.get() && layer->displayList->isRenderable()) { 485 ATRACE_CALL(); 486 487 Rect& dirty = layer->dirtyRect; 488 489 if (inFrame) { 490 endTiling(); 491 debugOverdraw(false, false); 492 } 493 494 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 495 layer->render(); 496 } else { 497 layer->defer(); 498 } 499 500 if (inFrame) { 501 resumeAfterLayer(); 502 startTilingCurrentClip(); 503 } 504 505 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 506 layer->hasDrawnSinceUpdate = false; 507 508 return true; 509 } 510 511 return false; 512} 513 514void OpenGLRenderer::updateLayers() { 515 // If draw deferring is enabled this method will simply defer 516 // the display list of each individual layer. The layers remain 517 // in the layer updates list which will be cleared by flushLayers(). 518 int count = mLayerUpdates.size(); 519 if (count > 0) { 520 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 521 startMark("Layer Updates"); 522 } else { 523 startMark("Defer Layer Updates"); 524 } 525 526 // Note: it is very important to update the layers in order 527 for (int i = 0; i < count; i++) { 528 Layer* layer = mLayerUpdates.itemAt(i); 529 updateLayer(layer, false); 530 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 531 mCaches.resourceCache.decrementRefcount(layer); 532 } 533 } 534 535 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 536 mLayerUpdates.clear(); 537 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 538 } 539 endMark(); 540 } 541} 542 543void OpenGLRenderer::flushLayers() { 544 int count = mLayerUpdates.size(); 545 if (count > 0) { 546 startMark("Apply Layer Updates"); 547 char layerName[12]; 548 549 // Note: it is very important to update the layers in order 550 for (int i = 0; i < count; i++) { 551 sprintf(layerName, "Layer #%d", i); 552 startMark(layerName); 553 554 ATRACE_BEGIN("flushLayer"); 555 Layer* layer = mLayerUpdates.itemAt(i); 556 layer->flush(); 557 ATRACE_END(); 558 559 mCaches.resourceCache.decrementRefcount(layer); 560 561 endMark(); 562 } 563 564 mLayerUpdates.clear(); 565 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 566 567 endMark(); 568 } 569} 570 571void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 572 if (layer) { 573 // Make sure we don't introduce duplicates. 574 // SortedVector would do this automatically but we need to respect 575 // the insertion order. The linear search is not an issue since 576 // this list is usually very short (typically one item, at most a few) 577 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 578 if (mLayerUpdates.itemAt(i) == layer) { 579 return; 580 } 581 } 582 mLayerUpdates.push_back(layer); 583 mCaches.resourceCache.incrementRefcount(layer); 584 } 585} 586 587void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 588 if (layer) { 589 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 590 if (mLayerUpdates.itemAt(i) == layer) { 591 mLayerUpdates.removeAt(i); 592 mCaches.resourceCache.decrementRefcount(layer); 593 break; 594 } 595 } 596 } 597} 598 599void OpenGLRenderer::clearLayerUpdates() { 600 size_t count = mLayerUpdates.size(); 601 if (count > 0) { 602 mCaches.resourceCache.lock(); 603 for (size_t i = 0; i < count; i++) { 604 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 605 } 606 mCaches.resourceCache.unlock(); 607 mLayerUpdates.clear(); 608 } 609} 610 611void OpenGLRenderer::flushLayerUpdates() { 612 syncState(); 613 updateLayers(); 614 flushLayers(); 615 // Wait for all the layer updates to be executed 616 AutoFence fence; 617} 618 619/////////////////////////////////////////////////////////////////////////////// 620// State management 621/////////////////////////////////////////////////////////////////////////////// 622 623void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 624 bool restoreOrtho = removed.flags & Snapshot::kFlagDirtyOrtho; 625 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 626 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 627 628 if (restoreOrtho) { 629 const Rect& r = restored.viewport; 630 glViewport(r.left, r.top, r.right, r.bottom); 631 mProjectionMatrix.load(removed.orthoMatrix); // TODO: should ortho be stored in 'restored'? 632 } 633 634 if (restoreClip) { 635 dirtyClip(); 636 } 637 638 if (restoreLayer) { 639 endMark(); // Savelayer 640 startMark("ComposeLayer"); 641 composeLayer(removed, restored); 642 endMark(); 643 } 644} 645 646/////////////////////////////////////////////////////////////////////////////// 647// Layers 648/////////////////////////////////////////////////////////////////////////////// 649 650int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 651 const SkPaint* paint, int flags, const SkPath* convexMask) { 652 const int count = saveSnapshot(flags); 653 654 if (!currentSnapshot()->isIgnored()) { 655 createLayer(left, top, right, bottom, paint, flags, convexMask); 656 } 657 658 return count; 659} 660 661void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 662 const Rect untransformedBounds(bounds); 663 664 currentTransform()->mapRect(bounds); 665 666 // Layers only make sense if they are in the framebuffer's bounds 667 if (bounds.intersect(*currentClipRect())) { 668 // We cannot work with sub-pixels in this case 669 bounds.snapToPixelBoundaries(); 670 671 // When the layer is not an FBO, we may use glCopyTexImage so we 672 // need to make sure the layer does not extend outside the bounds 673 // of the framebuffer 674 if (!bounds.intersect(currentSnapshot()->previous->viewport)) { 675 bounds.setEmpty(); 676 } else if (fboLayer) { 677 clip.set(bounds); 678 mat4 inverse; 679 inverse.loadInverse(*currentTransform()); 680 inverse.mapRect(clip); 681 clip.snapToPixelBoundaries(); 682 if (clip.intersect(untransformedBounds)) { 683 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 684 bounds.set(untransformedBounds); 685 } else { 686 clip.setEmpty(); 687 } 688 } 689 } else { 690 bounds.setEmpty(); 691 } 692} 693 694void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 695 bool fboLayer, int alpha) { 696 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 697 bounds.getHeight() > mCaches.maxTextureSize || 698 (fboLayer && clip.isEmpty())) { 699 mSnapshot->empty = fboLayer; 700 } else { 701 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 702 } 703} 704 705int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 706 const SkPaint* paint, int flags) { 707 const int count = saveSnapshot(flags); 708 709 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 710 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 711 // operations will be able to store and restore the current clip and transform info, and 712 // quick rejection will be correct (for display lists) 713 714 Rect bounds(left, top, right, bottom); 715 Rect clip; 716 calculateLayerBoundsAndClip(bounds, clip, true); 717 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 718 719 if (!currentSnapshot()->isIgnored()) { 720 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 721 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 722 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 723 } 724 } 725 726 return count; 727} 728 729/** 730 * Layers are viewed by Skia are slightly different than layers in image editing 731 * programs (for instance.) When a layer is created, previously created layers 732 * and the frame buffer still receive every drawing command. For instance, if a 733 * layer is created and a shape intersecting the bounds of the layers and the 734 * framebuffer is draw, the shape will be drawn on both (unless the layer was 735 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 736 * 737 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 738 * texture. Unfortunately, this is inefficient as it requires every primitive to 739 * be drawn n + 1 times, where n is the number of active layers. In practice this 740 * means, for every primitive: 741 * - Switch active frame buffer 742 * - Change viewport, clip and projection matrix 743 * - Issue the drawing 744 * 745 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 746 * To avoid this, layers are implemented in a different way here, at least in the 747 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 748 * is set. When this flag is set we can redirect all drawing operations into a 749 * single FBO. 750 * 751 * This implementation relies on the frame buffer being at least RGBA 8888. When 752 * a layer is created, only a texture is created, not an FBO. The content of the 753 * frame buffer contained within the layer's bounds is copied into this texture 754 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 755 * buffer and drawing continues as normal. This technique therefore treats the 756 * frame buffer as a scratch buffer for the layers. 757 * 758 * To compose the layers back onto the frame buffer, each layer texture 759 * (containing the original frame buffer data) is drawn as a simple quad over 760 * the frame buffer. The trick is that the quad is set as the composition 761 * destination in the blending equation, and the frame buffer becomes the source 762 * of the composition. 763 * 764 * Drawing layers with an alpha value requires an extra step before composition. 765 * An empty quad is drawn over the layer's region in the frame buffer. This quad 766 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 767 * quad is used to multiply the colors in the frame buffer. This is achieved by 768 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 769 * GL_ZERO, GL_SRC_ALPHA. 770 * 771 * Because glCopyTexImage2D() can be slow, an alternative implementation might 772 * be use to draw a single clipped layer. The implementation described above 773 * is correct in every case. 774 * 775 * (1) The frame buffer is actually not cleared right away. To allow the GPU 776 * to potentially optimize series of calls to glCopyTexImage2D, the frame 777 * buffer is left untouched until the first drawing operation. Only when 778 * something actually gets drawn are the layers regions cleared. 779 */ 780bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 781 const SkPaint* paint, int flags, const SkPath* convexMask) { 782 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 783 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 784 785 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 786 787 // Window coordinates of the layer 788 Rect clip; 789 Rect bounds(left, top, right, bottom); 790 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 791 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 792 793 // Bail out if we won't draw in this snapshot 794 if (currentSnapshot()->isIgnored()) { 795 return false; 796 } 797 798 mCaches.activeTexture(0); 799 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 800 if (!layer) { 801 return false; 802 } 803 804 layer->setPaint(paint); 805 layer->layer.set(bounds); 806 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 807 bounds.getWidth() / float(layer->getWidth()), 0.0f); 808 809 layer->setBlend(true); 810 layer->setDirty(false); 811 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 812 813 // Save the layer in the snapshot 814 mSnapshot->flags |= Snapshot::kFlagIsLayer; 815 mSnapshot->layer = layer; 816 817 startMark("SaveLayer"); 818 if (fboLayer) { 819 return createFboLayer(layer, bounds, clip); 820 } else { 821 // Copy the framebuffer into the layer 822 layer->bindTexture(); 823 if (!bounds.isEmpty()) { 824 if (layer->isEmpty()) { 825 // Workaround for some GL drivers. When reading pixels lying outside 826 // of the window we should get undefined values for those pixels. 827 // Unfortunately some drivers will turn the entire target texture black 828 // when reading outside of the window. 829 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 830 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 831 layer->setEmpty(false); 832 } 833 834 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 835 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 836 837 // Enqueue the buffer coordinates to clear the corresponding region later 838 mLayers.push(new Rect(bounds)); 839 } 840 } 841 842 return true; 843} 844 845bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 846 layer->clipRect.set(clip); 847 layer->setFbo(mCaches.fboCache.get()); 848 849 mSnapshot->region = &mSnapshot->layer->region; 850 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 851 Snapshot::kFlagDirtyOrtho; 852 mSnapshot->fbo = layer->getFbo(); 853 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 854 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 855 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 856 mSnapshot->height = bounds.getHeight(); 857 mSnapshot->orthoMatrix.load(mProjectionMatrix); 858 859 endTiling(); 860 debugOverdraw(false, false); 861 // Bind texture to FBO 862 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 863 layer->bindTexture(); 864 865 // Initialize the texture if needed 866 if (layer->isEmpty()) { 867 layer->allocateTexture(); 868 layer->setEmpty(false); 869 } 870 871 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 872 layer->getTexture(), 0); 873 874 startTilingCurrentClip(true); 875 876 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 877 mCaches.enableScissor(); 878 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 879 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 880 glClear(GL_COLOR_BUFFER_BIT); 881 882 dirtyClip(); 883 884 // Change the ortho projection 885 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 886 887 mProjectionMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 888 889 return true; 890} 891 892/** 893 * Read the documentation of createLayer() before doing anything in this method. 894 */ 895void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 896 if (!removed.layer) { 897 ALOGE("Attempting to compose a layer that does not exist"); 898 return; 899 } 900 901 Layer* layer = removed.layer; 902 const Rect& rect = layer->layer; 903 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 904 905 bool clipRequired = false; 906 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 907 &clipRequired, false); // safely ignore return, should never be rejected 908 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 909 910 if (fboLayer) { 911 endTiling(); 912 913 // Detach the texture from the FBO 914 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 915 916 layer->removeFbo(false); 917 918 // Unbind current FBO and restore previous one 919 glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo); 920 debugOverdraw(true, false); 921 922 startTilingCurrentClip(); 923 } 924 925 if (!fboLayer && layer->getAlpha() < 255) { 926 SkPaint layerPaint; 927 layerPaint.setAlpha(layer->getAlpha()); 928 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 929 layerPaint.setColorFilter(layer->getColorFilter()); 930 931 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 932 // Required below, composeLayerRect() will divide by 255 933 layer->setAlpha(255); 934 } 935 936 mCaches.unbindMeshBuffer(); 937 938 mCaches.activeTexture(0); 939 940 // When the layer is stored in an FBO, we can save a bit of fillrate by 941 // drawing only the dirty region 942 if (fboLayer) { 943 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 944 composeLayerRegion(layer, rect); 945 } else if (!rect.isEmpty()) { 946 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 947 948 save(0); 949 // the layer contains screen buffer content that shouldn't be alpha modulated 950 // (and any necessary alpha modulation was handled drawing into the layer) 951 mSnapshot->alpha = 1.0f; 952 composeLayerRect(layer, rect, true); 953 restore(); 954 } 955 956 dirtyClip(); 957 958 // Failing to add the layer to the cache should happen only if the layer is too large 959 layer->setConvexMask(NULL); 960 if (!mCaches.layerCache.put(layer)) { 961 LAYER_LOGD("Deleting layer"); 962 Caches::getInstance().resourceCache.decrementRefcount(layer); 963 } 964} 965 966void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 967 float alpha = getLayerAlpha(layer); 968 969 setupDraw(); 970 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 971 setupDrawWithTexture(); 972 } else { 973 setupDrawWithExternalTexture(); 974 } 975 setupDrawTextureTransform(); 976 setupDrawColor(alpha, alpha, alpha, alpha); 977 setupDrawColorFilter(layer->getColorFilter()); 978 setupDrawBlending(layer); 979 setupDrawProgram(); 980 setupDrawPureColorUniforms(); 981 setupDrawColorFilterUniforms(layer->getColorFilter()); 982 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 983 setupDrawTexture(layer->getTexture()); 984 } else { 985 setupDrawExternalTexture(layer->getTexture()); 986 } 987 if (currentTransform()->isPureTranslate() && 988 !layer->getForceFilter() && 989 layer->getWidth() == (uint32_t) rect.getWidth() && 990 layer->getHeight() == (uint32_t) rect.getHeight()) { 991 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 992 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 993 994 layer->setFilter(GL_NEAREST); 995 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 996 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 997 } else { 998 layer->setFilter(GL_LINEAR); 999 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 1000 rect.left, rect.top, rect.right, rect.bottom); 1001 } 1002 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1003 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1004 1005 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1006} 1007 1008void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1009 if (!layer->isTextureLayer()) { 1010 const Rect& texCoords = layer->texCoords; 1011 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1012 texCoords.right, texCoords.bottom); 1013 1014 float x = rect.left; 1015 float y = rect.top; 1016 bool simpleTransform = currentTransform()->isPureTranslate() && 1017 layer->getWidth() == (uint32_t) rect.getWidth() && 1018 layer->getHeight() == (uint32_t) rect.getHeight(); 1019 1020 if (simpleTransform) { 1021 // When we're swapping, the layer is already in screen coordinates 1022 if (!swap) { 1023 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1024 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1025 } 1026 1027 layer->setFilter(GL_NEAREST, true); 1028 } else { 1029 layer->setFilter(GL_LINEAR, true); 1030 } 1031 1032 SkPaint layerPaint; 1033 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1034 layerPaint.setXfermodeMode(layer->getMode()); 1035 layerPaint.setColorFilter(layer->getColorFilter()); 1036 1037 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1038 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1039 layer->getTexture(), &layerPaint, blend, 1040 &mMeshVertices[0].x, &mMeshVertices[0].u, 1041 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1042 1043 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1044 } else { 1045 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1046 drawTextureLayer(layer, rect); 1047 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1048 } 1049} 1050 1051/** 1052 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1053 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1054 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1055 * by saveLayer's restore 1056 */ 1057#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1058 DRAW_COMMAND; \ 1059 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1060 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1061 DRAW_COMMAND; \ 1062 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1063 } \ 1064 } 1065 1066#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1067 1068void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1069 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1070 1071 if (layer->getConvexMask()) { 1072 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1073 1074 // clip to the area of the layer the mask can be larger 1075 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1076 1077 SkPaint paint; 1078 paint.setAntiAlias(true); 1079 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1080 1081 SkiaShader* oldShader = mDrawModifiers.mShader; 1082 1083 // create LayerShader to map SaveLayer content into subsequent draw 1084 SkMatrix shaderMatrix; 1085 shaderMatrix.setTranslate(rect.left, rect.bottom); 1086 shaderMatrix.preScale(1, -1); 1087 SkiaLayerShader layerShader(layer, &shaderMatrix); 1088 mDrawModifiers.mShader = &layerShader; 1089 1090 // Since the drawing primitive is defined in local drawing space, 1091 // we don't need to modify the draw matrix 1092 const SkPath* maskPath = layer->getConvexMask(); 1093 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1094 1095 mDrawModifiers.mShader = oldShader; 1096 restore(); 1097 1098 return; 1099 } 1100 1101 if (layer->region.isRect()) { 1102 layer->setRegionAsRect(); 1103 1104 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1105 1106 layer->region.clear(); 1107 return; 1108 } 1109 1110 // standard Region based draw 1111 size_t count; 1112 const android::Rect* rects; 1113 Region safeRegion; 1114 if (CC_LIKELY(hasRectToRectTransform())) { 1115 rects = layer->region.getArray(&count); 1116 } else { 1117 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1118 rects = safeRegion.getArray(&count); 1119 } 1120 1121 const float alpha = getLayerAlpha(layer); 1122 const float texX = 1.0f / float(layer->getWidth()); 1123 const float texY = 1.0f / float(layer->getHeight()); 1124 const float height = rect.getHeight(); 1125 1126 setupDraw(); 1127 1128 // We must get (and therefore bind) the region mesh buffer 1129 // after we setup drawing in case we need to mess with the 1130 // stencil buffer in setupDraw() 1131 TextureVertex* mesh = mCaches.getRegionMesh(); 1132 uint32_t numQuads = 0; 1133 1134 setupDrawWithTexture(); 1135 setupDrawColor(alpha, alpha, alpha, alpha); 1136 setupDrawColorFilter(layer->getColorFilter()); 1137 setupDrawBlending(layer); 1138 setupDrawProgram(); 1139 setupDrawDirtyRegionsDisabled(); 1140 setupDrawPureColorUniforms(); 1141 setupDrawColorFilterUniforms(layer->getColorFilter()); 1142 setupDrawTexture(layer->getTexture()); 1143 if (currentTransform()->isPureTranslate()) { 1144 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1145 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1146 1147 layer->setFilter(GL_NEAREST); 1148 setupDrawModelView(kModelViewMode_Translate, false, 1149 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1150 } else { 1151 layer->setFilter(GL_LINEAR); 1152 setupDrawModelView(kModelViewMode_Translate, false, 1153 rect.left, rect.top, rect.right, rect.bottom); 1154 } 1155 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1156 1157 for (size_t i = 0; i < count; i++) { 1158 const android::Rect* r = &rects[i]; 1159 1160 const float u1 = r->left * texX; 1161 const float v1 = (height - r->top) * texY; 1162 const float u2 = r->right * texX; 1163 const float v2 = (height - r->bottom) * texY; 1164 1165 // TODO: Reject quads outside of the clip 1166 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1167 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1168 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1169 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1170 1171 numQuads++; 1172 1173 if (numQuads >= gMaxNumberOfQuads) { 1174 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1175 GL_UNSIGNED_SHORT, NULL)); 1176 numQuads = 0; 1177 mesh = mCaches.getRegionMesh(); 1178 } 1179 } 1180 1181 if (numQuads > 0) { 1182 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1183 GL_UNSIGNED_SHORT, NULL)); 1184 } 1185 1186#if DEBUG_LAYERS_AS_REGIONS 1187 drawRegionRectsDebug(layer->region); 1188#endif 1189 1190 layer->region.clear(); 1191} 1192 1193#if DEBUG_LAYERS_AS_REGIONS 1194void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1195 size_t count; 1196 const android::Rect* rects = region.getArray(&count); 1197 1198 uint32_t colors[] = { 1199 0x7fff0000, 0x7f00ff00, 1200 0x7f0000ff, 0x7fff00ff, 1201 }; 1202 1203 int offset = 0; 1204 int32_t top = rects[0].top; 1205 1206 for (size_t i = 0; i < count; i++) { 1207 if (top != rects[i].top) { 1208 offset ^= 0x2; 1209 top = rects[i].top; 1210 } 1211 1212 SkPaint paint; 1213 paint.setColor(colors[offset + (i & 0x1)]); 1214 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1215 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1216 } 1217} 1218#endif 1219 1220void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1221 Vector<float> rects; 1222 1223 SkRegion::Iterator it(region); 1224 while (!it.done()) { 1225 const SkIRect& r = it.rect(); 1226 rects.push(r.fLeft); 1227 rects.push(r.fTop); 1228 rects.push(r.fRight); 1229 rects.push(r.fBottom); 1230 it.next(); 1231 } 1232 1233 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1234} 1235 1236void OpenGLRenderer::dirtyLayer(const float left, const float top, 1237 const float right, const float bottom, const mat4 transform) { 1238 if (hasLayer()) { 1239 Rect bounds(left, top, right, bottom); 1240 transform.mapRect(bounds); 1241 dirtyLayerUnchecked(bounds, getRegion()); 1242 } 1243} 1244 1245void OpenGLRenderer::dirtyLayer(const float left, const float top, 1246 const float right, const float bottom) { 1247 if (hasLayer()) { 1248 Rect bounds(left, top, right, bottom); 1249 dirtyLayerUnchecked(bounds, getRegion()); 1250 } 1251} 1252 1253void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1254 if (bounds.intersect(*currentClipRect())) { 1255 bounds.snapToPixelBoundaries(); 1256 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1257 if (!dirty.isEmpty()) { 1258 region->orSelf(dirty); 1259 } 1260 } 1261} 1262 1263void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1264 GLsizei elementsCount = quadsCount * 6; 1265 while (elementsCount > 0) { 1266 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1267 1268 setupDrawIndexedVertices(&mesh[0].x); 1269 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1270 1271 elementsCount -= drawCount; 1272 // Though there are 4 vertices in a quad, we use 6 indices per 1273 // quad to draw with GL_TRIANGLES 1274 mesh += (drawCount / 6) * 4; 1275 } 1276} 1277 1278void OpenGLRenderer::clearLayerRegions() { 1279 const size_t count = mLayers.size(); 1280 if (count == 0) return; 1281 1282 if (!currentSnapshot()->isIgnored()) { 1283 // Doing several glScissor/glClear here can negatively impact 1284 // GPUs with a tiler architecture, instead we draw quads with 1285 // the Clear blending mode 1286 1287 // The list contains bounds that have already been clipped 1288 // against their initial clip rect, and the current clip 1289 // is likely different so we need to disable clipping here 1290 bool scissorChanged = mCaches.disableScissor(); 1291 1292 Vertex mesh[count * 4]; 1293 Vertex* vertex = mesh; 1294 1295 for (uint32_t i = 0; i < count; i++) { 1296 Rect* bounds = mLayers.itemAt(i); 1297 1298 Vertex::set(vertex++, bounds->left, bounds->top); 1299 Vertex::set(vertex++, bounds->right, bounds->top); 1300 Vertex::set(vertex++, bounds->left, bounds->bottom); 1301 Vertex::set(vertex++, bounds->right, bounds->bottom); 1302 1303 delete bounds; 1304 } 1305 // We must clear the list of dirty rects before we 1306 // call setupDraw() to prevent stencil setup to do 1307 // the same thing again 1308 mLayers.clear(); 1309 1310 SkPaint clearPaint; 1311 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1312 1313 setupDraw(false); 1314 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1315 setupDrawBlending(&clearPaint, true); 1316 setupDrawProgram(); 1317 setupDrawPureColorUniforms(); 1318 setupDrawModelView(kModelViewMode_Translate, false, 1319 0.0f, 0.0f, 0.0f, 0.0f, true); 1320 1321 issueIndexedQuadDraw(&mesh[0], count); 1322 1323 if (scissorChanged) mCaches.enableScissor(); 1324 } else { 1325 for (uint32_t i = 0; i < count; i++) { 1326 delete mLayers.itemAt(i); 1327 } 1328 mLayers.clear(); 1329 } 1330} 1331 1332/////////////////////////////////////////////////////////////////////////////// 1333// State Deferral 1334/////////////////////////////////////////////////////////////////////////////// 1335 1336bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1337 const Rect* currentClip = currentClipRect(); 1338 const mat4* currentMatrix = currentTransform(); 1339 1340 if (stateDeferFlags & kStateDeferFlag_Draw) { 1341 // state has bounds initialized in local coordinates 1342 if (!state.mBounds.isEmpty()) { 1343 currentMatrix->mapRect(state.mBounds); 1344 Rect clippedBounds(state.mBounds); 1345 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1346 // is used, it should more closely duplicate the quickReject logic (in how it uses 1347 // snapToPixelBoundaries) 1348 1349 if(!clippedBounds.intersect(*currentClip)) { 1350 // quick rejected 1351 return true; 1352 } 1353 1354 state.mClipSideFlags = kClipSide_None; 1355 if (!currentClip->contains(state.mBounds)) { 1356 int& flags = state.mClipSideFlags; 1357 // op partially clipped, so record which sides are clipped for clip-aware merging 1358 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1359 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1360 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1361 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1362 } 1363 state.mBounds.set(clippedBounds); 1364 } else { 1365 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1366 // overdraw avoidance (since we don't know what it overlaps) 1367 state.mClipSideFlags = kClipSide_ConservativeFull; 1368 state.mBounds.set(*currentClip); 1369 } 1370 } 1371 1372 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1373 if (state.mClipValid) { 1374 state.mClip.set(*currentClip); 1375 } 1376 1377 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1378 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1379 state.mMatrix.load(*currentMatrix); 1380 state.mDrawModifiers = mDrawModifiers; 1381 state.mAlpha = currentSnapshot()->alpha; 1382 return false; 1383} 1384 1385void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1386 setMatrix(state.mMatrix); 1387 mSnapshot->alpha = state.mAlpha; 1388 mDrawModifiers = state.mDrawModifiers; 1389 1390 if (state.mClipValid && !skipClipRestore) { 1391 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1392 state.mClip.right, state.mClip.bottom); 1393 dirtyClip(); 1394 } 1395} 1396 1397/** 1398 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1399 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1400 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1401 * 1402 * This method should be called when restoreDisplayState() won't be restoring the clip 1403 */ 1404void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1405 if (clipRect != NULL) { 1406 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1407 } else { 1408 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1409 } 1410 dirtyClip(); 1411 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1412} 1413 1414/////////////////////////////////////////////////////////////////////////////// 1415// Clipping 1416/////////////////////////////////////////////////////////////////////////////// 1417 1418void OpenGLRenderer::setScissorFromClip() { 1419 Rect clip(*currentClipRect()); 1420 clip.snapToPixelBoundaries(); 1421 1422 if (mCaches.setScissor(clip.left, currentSnapshot()->height - clip.bottom, 1423 clip.getWidth(), clip.getHeight())) { 1424 mDirtyClip = false; 1425 } 1426} 1427 1428void OpenGLRenderer::ensureStencilBuffer() { 1429 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1430 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1431 // just hope we have one when hasLayer() returns false. 1432 if (hasLayer()) { 1433 attachStencilBufferToLayer(currentSnapshot()->layer); 1434 } 1435} 1436 1437void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1438 // The layer's FBO is already bound when we reach this stage 1439 if (!layer->getStencilRenderBuffer()) { 1440 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1441 // is attached after we initiated tiling. We must turn it off, 1442 // attach the new render buffer then turn tiling back on 1443 endTiling(); 1444 1445 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1446 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1447 layer->setStencilRenderBuffer(buffer); 1448 1449 startTiling(layer->clipRect, layer->layer.getHeight()); 1450 } 1451} 1452 1453void OpenGLRenderer::setStencilFromClip() { 1454 if (!mCaches.debugOverdraw) { 1455 if (!currentSnapshot()->clipRegion->isEmpty()) { 1456 // NOTE: The order here is important, we must set dirtyClip to false 1457 // before any draw call to avoid calling back into this method 1458 mDirtyClip = false; 1459 1460 ensureStencilBuffer(); 1461 1462 mCaches.stencil.enableWrite(); 1463 1464 // Clear the stencil but first make sure we restrict drawing 1465 // to the region's bounds 1466 bool resetScissor = mCaches.enableScissor(); 1467 if (resetScissor) { 1468 // The scissor was not set so we now need to update it 1469 setScissorFromClip(); 1470 } 1471 mCaches.stencil.clear(); 1472 if (resetScissor) mCaches.disableScissor(); 1473 1474 SkPaint paint; 1475 paint.setColor(0xff000000); 1476 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1477 1478 // NOTE: We could use the region contour path to generate a smaller mesh 1479 // Since we are using the stencil we could use the red book path 1480 // drawing technique. It might increase bandwidth usage though. 1481 1482 // The last parameter is important: we are not drawing in the color buffer 1483 // so we don't want to dirty the current layer, if any 1484 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1485 1486 mCaches.stencil.enableTest(); 1487 1488 // Draw the region used to generate the stencil if the appropriate debug 1489 // mode is enabled 1490 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1491 paint.setColor(0x7f0000ff); 1492 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1493 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1494 } 1495 } else { 1496 mCaches.stencil.disable(); 1497 } 1498 } 1499} 1500 1501/** 1502 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1503 * 1504 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1505 * style, and tessellated AA ramp 1506 */ 1507bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1508 const SkPaint* paint) { 1509 bool clipRequired = false; 1510 bool snapOut = paint && paint->isAntiAlias(); 1511 1512 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1513 float outset = paint->getStrokeWidth() * 0.5f; 1514 left -= outset; 1515 top -= outset; 1516 right += outset; 1517 bottom += outset; 1518 } 1519 1520 if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) { 1521 return true; 1522 } 1523 1524 if (!isRecording()) { 1525 // not quick rejected, so enable the scissor if clipRequired 1526 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1527 } 1528 return false; 1529} 1530 1531void OpenGLRenderer::debugClip() { 1532#if DEBUG_CLIP_REGIONS 1533 if (!isRecording() && !currentSnapshot()->clipRegion->isEmpty()) { 1534 SkPaint paint; 1535 paint.setColor(0x7f00ff00); 1536 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1537 1538 } 1539#endif 1540} 1541 1542/////////////////////////////////////////////////////////////////////////////// 1543// Drawing commands 1544/////////////////////////////////////////////////////////////////////////////// 1545 1546void OpenGLRenderer::setupDraw(bool clear) { 1547 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1548 // changes the scissor test state 1549 if (clear) clearLayerRegions(); 1550 // Make sure setScissor & setStencil happen at the beginning of 1551 // this method 1552 if (mDirtyClip) { 1553 if (mCaches.scissorEnabled) { 1554 setScissorFromClip(); 1555 } 1556 setStencilFromClip(); 1557 } 1558 1559 mDescription.reset(); 1560 1561 mSetShaderColor = false; 1562 mColorSet = false; 1563 mColorA = mColorR = mColorG = mColorB = 0.0f; 1564 mTextureUnit = 0; 1565 mTrackDirtyRegions = true; 1566 1567 // Enable debug highlight when what we're about to draw is tested against 1568 // the stencil buffer and if stencil highlight debugging is on 1569 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1570 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1571 mCaches.stencil.isTestEnabled(); 1572 1573 mDescription.emulateStencil = mCountOverdraw; 1574} 1575 1576void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1577 mDescription.hasTexture = true; 1578 mDescription.hasAlpha8Texture = isAlpha8; 1579} 1580 1581void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1582 mDescription.hasTexture = true; 1583 mDescription.hasColors = true; 1584 mDescription.hasAlpha8Texture = isAlpha8; 1585} 1586 1587void OpenGLRenderer::setupDrawWithExternalTexture() { 1588 mDescription.hasExternalTexture = true; 1589} 1590 1591void OpenGLRenderer::setupDrawNoTexture() { 1592 mCaches.disableTexCoordsVertexArray(); 1593} 1594 1595void OpenGLRenderer::setupDrawAA() { 1596 mDescription.isAA = true; 1597} 1598 1599void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1600 mColorA = alpha / 255.0f; 1601 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1602 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1603 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1604 mColorSet = true; 1605 mSetShaderColor = mDescription.setColorModulate(mColorA); 1606} 1607 1608void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1609 mColorA = alpha / 255.0f; 1610 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1611 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1612 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1613 mColorSet = true; 1614 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1615} 1616 1617void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1618 mCaches.fontRenderer->describe(mDescription, paint); 1619} 1620 1621void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1622 mColorA = a; 1623 mColorR = r; 1624 mColorG = g; 1625 mColorB = b; 1626 mColorSet = true; 1627 mSetShaderColor = mDescription.setColorModulate(a); 1628} 1629 1630void OpenGLRenderer::setupDrawShader() { 1631 if (mDrawModifiers.mShader) { 1632 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1633 } 1634} 1635 1636void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1637 if (filter == NULL) { 1638 return; 1639 } 1640 1641 SkXfermode::Mode mode; 1642 if (filter->asColorMode(NULL, &mode)) { 1643 mDescription.colorOp = ProgramDescription::kColorBlend; 1644 mDescription.colorMode = mode; 1645 } else if (filter->asColorMatrix(NULL)) { 1646 mDescription.colorOp = ProgramDescription::kColorMatrix; 1647 } 1648} 1649 1650void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1651 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1652 mColorA = 1.0f; 1653 mColorR = mColorG = mColorB = 0.0f; 1654 mSetShaderColor = mDescription.modulate = true; 1655 } 1656} 1657 1658void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1659 SkXfermode::Mode mode = layer->getMode(); 1660 // When the blending mode is kClear_Mode, we need to use a modulate color 1661 // argb=1,0,0,0 1662 accountForClear(mode); 1663 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1664 (mColorSet && mColorA < 1.0f) || 1665 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1666 layer->getColorFilter(); 1667 chooseBlending(blend, mode, mDescription, swapSrcDst); 1668} 1669 1670void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1671 SkXfermode::Mode mode = getXfermodeDirect(paint); 1672 // When the blending mode is kClear_Mode, we need to use a modulate color 1673 // argb=1,0,0,0 1674 accountForClear(mode); 1675 blend |= (mColorSet && mColorA < 1.0f) || 1676 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1677 (paint && paint->getColorFilter()); 1678 chooseBlending(blend, mode, mDescription, swapSrcDst); 1679} 1680 1681void OpenGLRenderer::setupDrawProgram() { 1682 useProgram(mCaches.programCache.get(mDescription)); 1683} 1684 1685void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1686 mTrackDirtyRegions = false; 1687} 1688 1689void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1690 float left, float top, float right, float bottom, bool ignoreTransform) { 1691 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1692 if (mode == kModelViewMode_TranslateAndScale) { 1693 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1694 } 1695 1696 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1697 if (!ignoreTransform) { 1698 mCaches.currentProgram->set(mProjectionMatrix, mModelViewMatrix, *currentTransform(), offset); 1699 if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *currentTransform()); 1700 } else { 1701 mCaches.currentProgram->set(mProjectionMatrix, mModelViewMatrix, mat4::identity(), offset); 1702 if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1703 } 1704} 1705 1706void OpenGLRenderer::setupDrawColorUniforms() { 1707 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1708 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1709 } 1710} 1711 1712void OpenGLRenderer::setupDrawPureColorUniforms() { 1713 if (mSetShaderColor) { 1714 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1715 } 1716} 1717 1718void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1719 if (mDrawModifiers.mShader) { 1720 if (ignoreTransform) { 1721 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1722 // because it was built into modelView / the geometry, and the SkiaShader needs to 1723 // compensate. 1724 mat4 modelViewWithoutTransform; 1725 modelViewWithoutTransform.loadInverse(*currentTransform()); 1726 modelViewWithoutTransform.multiply(mModelViewMatrix); 1727 mModelViewMatrix.load(modelViewWithoutTransform); 1728 } 1729 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1730 mModelViewMatrix, *mSnapshot, &mTextureUnit); 1731 } 1732} 1733 1734void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1735 if (NULL == filter) { 1736 return; 1737 } 1738 1739 SkColor color; 1740 SkXfermode::Mode mode; 1741 if (filter->asColorMode(&color, &mode)) { 1742 const int alpha = SkColorGetA(color); 1743 const GLfloat a = alpha / 255.0f; 1744 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1745 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1746 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1747 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1748 return; 1749 } 1750 1751 SkScalar srcColorMatrix[20]; 1752 if (filter->asColorMatrix(srcColorMatrix)) { 1753 1754 float colorMatrix[16]; 1755 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1756 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1757 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1758 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1759 1760 // Skia uses the range [0..255] for the addition vector, but we need 1761 // the [0..1] range to apply the vector in GLSL 1762 float colorVector[4]; 1763 colorVector[0] = srcColorMatrix[4] / 255.0f; 1764 colorVector[1] = srcColorMatrix[9] / 255.0f; 1765 colorVector[2] = srcColorMatrix[14] / 255.0f; 1766 colorVector[3] = srcColorMatrix[19] / 255.0f; 1767 1768 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1769 GL_FALSE, colorMatrix); 1770 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1771 return; 1772 } 1773 1774 // it is an error if we ever get here 1775} 1776 1777void OpenGLRenderer::setupDrawTextGammaUniforms() { 1778 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1779} 1780 1781void OpenGLRenderer::setupDrawSimpleMesh() { 1782 bool force = mCaches.bindMeshBuffer(); 1783 mCaches.bindPositionVertexPointer(force, 0); 1784 mCaches.unbindIndicesBuffer(); 1785} 1786 1787void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1788 if (texture) bindTexture(texture); 1789 mTextureUnit++; 1790 mCaches.enableTexCoordsVertexArray(); 1791} 1792 1793void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1794 bindExternalTexture(texture); 1795 mTextureUnit++; 1796 mCaches.enableTexCoordsVertexArray(); 1797} 1798 1799void OpenGLRenderer::setupDrawTextureTransform() { 1800 mDescription.hasTextureTransform = true; 1801} 1802 1803void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1804 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1805 GL_FALSE, &transform.data[0]); 1806} 1807 1808void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1809 const GLvoid* texCoords, GLuint vbo) { 1810 bool force = false; 1811 if (!vertices || vbo) { 1812 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1813 } else { 1814 force = mCaches.unbindMeshBuffer(); 1815 } 1816 1817 mCaches.bindPositionVertexPointer(force, vertices); 1818 if (mCaches.currentProgram->texCoords >= 0) { 1819 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1820 } 1821 1822 mCaches.unbindIndicesBuffer(); 1823} 1824 1825void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1826 const GLvoid* texCoords, const GLvoid* colors) { 1827 bool force = mCaches.unbindMeshBuffer(); 1828 GLsizei stride = sizeof(ColorTextureVertex); 1829 1830 mCaches.bindPositionVertexPointer(force, vertices, stride); 1831 if (mCaches.currentProgram->texCoords >= 0) { 1832 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1833 } 1834 int slot = mCaches.currentProgram->getAttrib("colors"); 1835 if (slot >= 0) { 1836 glEnableVertexAttribArray(slot); 1837 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1838 } 1839 1840 mCaches.unbindIndicesBuffer(); 1841} 1842 1843void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1844 const GLvoid* texCoords, GLuint vbo) { 1845 bool force = false; 1846 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1847 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1848 // use the default VBO found in Caches 1849 if (!vertices || vbo) { 1850 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1851 } else { 1852 force = mCaches.unbindMeshBuffer(); 1853 } 1854 mCaches.bindQuadIndicesBuffer(); 1855 1856 mCaches.bindPositionVertexPointer(force, vertices); 1857 if (mCaches.currentProgram->texCoords >= 0) { 1858 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1859 } 1860} 1861 1862void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1863 bool force = mCaches.unbindMeshBuffer(); 1864 mCaches.bindQuadIndicesBuffer(); 1865 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1866} 1867 1868/////////////////////////////////////////////////////////////////////////////// 1869// Drawing 1870/////////////////////////////////////////////////////////////////////////////// 1871 1872status_t OpenGLRenderer::drawDisplayList(RenderNode* displayList, Rect& dirty, 1873 int32_t replayFlags) { 1874 status_t status; 1875 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1876 // will be performed by the display list itself 1877 if (displayList && displayList->isRenderable()) { 1878 // compute 3d ordering 1879 displayList->computeOrdering(); 1880 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1881 status = startFrame(); 1882 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1883 displayList->replayNodeTree(replayStruct); 1884 return status | replayStruct.mDrawGlStatus; 1885 } 1886 1887 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1888 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1889 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1890 displayList->deferNodeTree(deferStruct); 1891 1892 flushLayers(); 1893 status = startFrame(); 1894 1895 return deferredList.flush(*this, dirty) | status; 1896 } 1897 1898 return DrawGlInfo::kStatusDone; 1899} 1900 1901void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1902 int color = paint != NULL ? paint->getColor() : 0; 1903 1904 float x = left; 1905 float y = top; 1906 1907 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1908 1909 bool ignoreTransform = false; 1910 if (currentTransform()->isPureTranslate()) { 1911 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1912 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1913 ignoreTransform = true; 1914 1915 texture->setFilter(GL_NEAREST, true); 1916 } else { 1917 texture->setFilter(getFilter(paint), true); 1918 } 1919 1920 // No need to check for a UV mapper on the texture object, only ARGB_8888 1921 // bitmaps get packed in the atlas 1922 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1923 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1924 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1925} 1926 1927/** 1928 * Important note: this method is intended to draw batches of bitmaps and 1929 * will not set the scissor enable or dirty the current layer, if any. 1930 * The caller is responsible for properly dirtying the current layer. 1931 */ 1932status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1933 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1934 const Rect& bounds, const SkPaint* paint) { 1935 mCaches.activeTexture(0); 1936 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1937 if (!texture) return DrawGlInfo::kStatusDone; 1938 1939 const AutoTexture autoCleanup(texture); 1940 1941 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1942 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1943 1944 const float x = (int) floorf(bounds.left + 0.5f); 1945 const float y = (int) floorf(bounds.top + 0.5f); 1946 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 1947 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1948 texture->id, paint, &vertices[0].x, &vertices[0].u, 1949 GL_TRIANGLES, bitmapCount * 6, true, 1950 kModelViewMode_Translate, false); 1951 } else { 1952 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1953 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1954 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1955 kModelViewMode_Translate, false); 1956 } 1957 1958 return DrawGlInfo::kStatusDrew; 1959} 1960 1961status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top, 1962 const SkPaint* paint) { 1963 const float right = left + bitmap->width(); 1964 const float bottom = top + bitmap->height(); 1965 1966 if (quickRejectSetupScissor(left, top, right, bottom)) { 1967 return DrawGlInfo::kStatusDone; 1968 } 1969 1970 mCaches.activeTexture(0); 1971 Texture* texture = getTexture(bitmap); 1972 if (!texture) return DrawGlInfo::kStatusDone; 1973 const AutoTexture autoCleanup(texture); 1974 1975 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 1976 drawAlphaBitmap(texture, left, top, paint); 1977 } else { 1978 drawTextureRect(left, top, right, bottom, texture, paint); 1979 } 1980 1981 return DrawGlInfo::kStatusDrew; 1982} 1983 1984status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix, 1985 const SkPaint* paint) { 1986 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1987 const mat4 transform(*matrix); 1988 transform.mapRect(r); 1989 1990 if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) { 1991 return DrawGlInfo::kStatusDone; 1992 } 1993 1994 mCaches.activeTexture(0); 1995 Texture* texture = getTexture(bitmap); 1996 if (!texture) return DrawGlInfo::kStatusDone; 1997 const AutoTexture autoCleanup(texture); 1998 1999 // This could be done in a cheaper way, all we need is pass the matrix 2000 // to the vertex shader. The save/restore is a bit overkill. 2001 save(SkCanvas::kMatrix_SaveFlag); 2002 concatMatrix(matrix); 2003 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2004 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2005 } else { 2006 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2007 } 2008 restore(); 2009 2010 return DrawGlInfo::kStatusDrew; 2011} 2012 2013status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top, 2014 const SkPaint* paint) { 2015 const float right = left + bitmap->width(); 2016 const float bottom = top + bitmap->height(); 2017 2018 if (quickRejectSetupScissor(left, top, right, bottom)) { 2019 return DrawGlInfo::kStatusDone; 2020 } 2021 2022 mCaches.activeTexture(0); 2023 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2024 const AutoTexture autoCleanup(texture); 2025 2026 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2027 drawAlphaBitmap(texture, left, top, paint); 2028 } else { 2029 drawTextureRect(left, top, right, bottom, texture, paint); 2030 } 2031 2032 return DrawGlInfo::kStatusDrew; 2033} 2034 2035status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2036 const float* vertices, const int* colors, const SkPaint* paint) { 2037 if (!vertices || currentSnapshot()->isIgnored()) { 2038 return DrawGlInfo::kStatusDone; 2039 } 2040 2041 // TODO: use quickReject on bounds from vertices 2042 mCaches.enableScissor(); 2043 2044 float left = FLT_MAX; 2045 float top = FLT_MAX; 2046 float right = FLT_MIN; 2047 float bottom = FLT_MIN; 2048 2049 const uint32_t count = meshWidth * meshHeight * 6; 2050 2051 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2052 mesh.setCapacity(count); 2053 ColorTextureVertex* vertex = mesh.editArray(); 2054 2055 bool cleanupColors = false; 2056 if (!colors) { 2057 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2058 int* newColors = new int[colorsCount]; 2059 memset(newColors, 0xff, colorsCount * sizeof(int)); 2060 colors = newColors; 2061 cleanupColors = true; 2062 } 2063 2064 mCaches.activeTexture(0); 2065 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2066 const UvMapper& mapper(getMapper(texture)); 2067 2068 for (int32_t y = 0; y < meshHeight; y++) { 2069 for (int32_t x = 0; x < meshWidth; x++) { 2070 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2071 2072 float u1 = float(x) / meshWidth; 2073 float u2 = float(x + 1) / meshWidth; 2074 float v1 = float(y) / meshHeight; 2075 float v2 = float(y + 1) / meshHeight; 2076 2077 mapper.map(u1, v1, u2, v2); 2078 2079 int ax = i + (meshWidth + 1) * 2; 2080 int ay = ax + 1; 2081 int bx = i; 2082 int by = bx + 1; 2083 int cx = i + 2; 2084 int cy = cx + 1; 2085 int dx = i + (meshWidth + 1) * 2 + 2; 2086 int dy = dx + 1; 2087 2088 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2089 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2090 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2091 2092 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2093 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2094 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2095 2096 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2097 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2098 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2099 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2100 } 2101 } 2102 2103 if (quickRejectSetupScissor(left, top, right, bottom)) { 2104 if (cleanupColors) delete[] colors; 2105 return DrawGlInfo::kStatusDone; 2106 } 2107 2108 if (!texture) { 2109 texture = mCaches.textureCache.get(bitmap); 2110 if (!texture) { 2111 if (cleanupColors) delete[] colors; 2112 return DrawGlInfo::kStatusDone; 2113 } 2114 } 2115 const AutoTexture autoCleanup(texture); 2116 2117 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2118 texture->setFilter(getFilter(paint), true); 2119 2120 int alpha; 2121 SkXfermode::Mode mode; 2122 getAlphaAndMode(paint, &alpha, &mode); 2123 2124 float a = alpha / 255.0f; 2125 2126 if (hasLayer()) { 2127 dirtyLayer(left, top, right, bottom, *currentTransform()); 2128 } 2129 2130 setupDraw(); 2131 setupDrawWithTextureAndColor(); 2132 setupDrawColor(a, a, a, a); 2133 setupDrawColorFilter(getColorFilter(paint)); 2134 setupDrawBlending(paint, true); 2135 setupDrawProgram(); 2136 setupDrawDirtyRegionsDisabled(); 2137 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2138 setupDrawTexture(texture->id); 2139 setupDrawPureColorUniforms(); 2140 setupDrawColorFilterUniforms(getColorFilter(paint)); 2141 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2142 2143 glDrawArrays(GL_TRIANGLES, 0, count); 2144 2145 int slot = mCaches.currentProgram->getAttrib("colors"); 2146 if (slot >= 0) { 2147 glDisableVertexAttribArray(slot); 2148 } 2149 2150 if (cleanupColors) delete[] colors; 2151 2152 return DrawGlInfo::kStatusDrew; 2153} 2154 2155status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2156 float srcLeft, float srcTop, float srcRight, float srcBottom, 2157 float dstLeft, float dstTop, float dstRight, float dstBottom, 2158 const SkPaint* paint) { 2159 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2160 return DrawGlInfo::kStatusDone; 2161 } 2162 2163 mCaches.activeTexture(0); 2164 Texture* texture = getTexture(bitmap); 2165 if (!texture) return DrawGlInfo::kStatusDone; 2166 const AutoTexture autoCleanup(texture); 2167 2168 const float width = texture->width; 2169 const float height = texture->height; 2170 2171 float u1 = fmax(0.0f, srcLeft / width); 2172 float v1 = fmax(0.0f, srcTop / height); 2173 float u2 = fmin(1.0f, srcRight / width); 2174 float v2 = fmin(1.0f, srcBottom / height); 2175 2176 getMapper(texture).map(u1, v1, u2, v2); 2177 2178 mCaches.unbindMeshBuffer(); 2179 resetDrawTextureTexCoords(u1, v1, u2, v2); 2180 2181 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2182 2183 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2184 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2185 2186 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2187 // Apply a scale transform on the canvas only when a shader is in use 2188 // Skia handles the ratio between the dst and src rects as a scale factor 2189 // when a shader is set 2190 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2191 bool ignoreTransform = false; 2192 2193 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2194 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2195 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2196 2197 dstRight = x + (dstRight - dstLeft); 2198 dstBottom = y + (dstBottom - dstTop); 2199 2200 dstLeft = x; 2201 dstTop = y; 2202 2203 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2204 ignoreTransform = true; 2205 } else { 2206 texture->setFilter(getFilter(paint), true); 2207 } 2208 2209 if (CC_UNLIKELY(useScaleTransform)) { 2210 save(SkCanvas::kMatrix_SaveFlag); 2211 translate(dstLeft, dstTop); 2212 scale(scaleX, scaleY); 2213 2214 dstLeft = 0.0f; 2215 dstTop = 0.0f; 2216 2217 dstRight = srcRight - srcLeft; 2218 dstBottom = srcBottom - srcTop; 2219 } 2220 2221 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2222 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2223 texture->id, paint, 2224 &mMeshVertices[0].x, &mMeshVertices[0].u, 2225 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2226 } else { 2227 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2228 texture->id, paint, texture->blend, 2229 &mMeshVertices[0].x, &mMeshVertices[0].u, 2230 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2231 } 2232 2233 if (CC_UNLIKELY(useScaleTransform)) { 2234 restore(); 2235 } 2236 2237 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2238 2239 return DrawGlInfo::kStatusDrew; 2240} 2241 2242status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2243 float left, float top, float right, float bottom, const SkPaint* paint) { 2244 if (quickRejectSetupScissor(left, top, right, bottom)) { 2245 return DrawGlInfo::kStatusDone; 2246 } 2247 2248 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2249 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2250 right - left, bottom - top, patch); 2251 2252 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2253} 2254 2255status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2256 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2257 const SkPaint* paint) { 2258 if (quickRejectSetupScissor(left, top, right, bottom)) { 2259 return DrawGlInfo::kStatusDone; 2260 } 2261 2262 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2263 mCaches.activeTexture(0); 2264 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2265 if (!texture) return DrawGlInfo::kStatusDone; 2266 const AutoTexture autoCleanup(texture); 2267 2268 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2269 texture->setFilter(GL_LINEAR, true); 2270 2271 const bool pureTranslate = currentTransform()->isPureTranslate(); 2272 // Mark the current layer dirty where we are going to draw the patch 2273 if (hasLayer() && mesh->hasEmptyQuads) { 2274 const float offsetX = left + currentTransform()->getTranslateX(); 2275 const float offsetY = top + currentTransform()->getTranslateY(); 2276 const size_t count = mesh->quads.size(); 2277 for (size_t i = 0; i < count; i++) { 2278 const Rect& bounds = mesh->quads.itemAt(i); 2279 if (CC_LIKELY(pureTranslate)) { 2280 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2281 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2282 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2283 } else { 2284 dirtyLayer(left + bounds.left, top + bounds.top, 2285 left + bounds.right, top + bounds.bottom, *currentTransform()); 2286 } 2287 } 2288 } 2289 2290 bool ignoreTransform = false; 2291 if (CC_LIKELY(pureTranslate)) { 2292 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2293 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2294 2295 right = x + right - left; 2296 bottom = y + bottom - top; 2297 left = x; 2298 top = y; 2299 ignoreTransform = true; 2300 } 2301 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2302 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2303 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2304 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2305 } 2306 2307 return DrawGlInfo::kStatusDrew; 2308} 2309 2310/** 2311 * Important note: this method is intended to draw batches of 9-patch objects and 2312 * will not set the scissor enable or dirty the current layer, if any. 2313 * The caller is responsible for properly dirtying the current layer. 2314 */ 2315status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2316 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2317 mCaches.activeTexture(0); 2318 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2319 if (!texture) return DrawGlInfo::kStatusDone; 2320 const AutoTexture autoCleanup(texture); 2321 2322 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2323 texture->setFilter(GL_LINEAR, true); 2324 2325 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2326 texture->blend, &vertices[0].x, &vertices[0].u, 2327 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2328 2329 return DrawGlInfo::kStatusDrew; 2330} 2331 2332status_t OpenGLRenderer::drawVertexBuffer(VertexBufferMode mode, 2333 const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) { 2334 // not missing call to quickReject/dirtyLayer, always done at a higher level 2335 if (!vertexBuffer.getVertexCount()) { 2336 // no vertices to draw 2337 return DrawGlInfo::kStatusDone; 2338 } 2339 2340 int color = paint->getColor(); 2341 bool isAA = paint->isAntiAlias(); 2342 2343 setupDraw(); 2344 setupDrawNoTexture(); 2345 if (isAA) setupDrawAA(); 2346 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2347 setupDrawColorFilter(getColorFilter(paint)); 2348 setupDrawShader(); 2349 setupDrawBlending(paint, isAA); 2350 setupDrawProgram(); 2351 setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0); 2352 setupDrawColorUniforms(); 2353 setupDrawColorFilterUniforms(getColorFilter(paint)); 2354 setupDrawShaderUniforms(); 2355 2356 const void* vertices = vertexBuffer.getBuffer(); 2357 bool force = mCaches.unbindMeshBuffer(); 2358 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2359 mCaches.resetTexCoordsVertexPointer(); 2360 2361 2362 int alphaSlot = -1; 2363 if (isAA) { 2364 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2365 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2366 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2367 glEnableVertexAttribArray(alphaSlot); 2368 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2369 } 2370 2371 if (mode == kVertexBufferMode_Standard) { 2372 mCaches.unbindIndicesBuffer(); 2373 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2374 } else if (mode == kVertexBufferMode_OnePolyRingShadow) { 2375 mCaches.bindShadowIndicesBuffer(); 2376 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2377 } else if (mode == kVertexBufferMode_TwoPolyRingShadow) { 2378 mCaches.bindShadowIndicesBuffer(); 2379 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2380 } 2381 2382 if (isAA) { 2383 glDisableVertexAttribArray(alphaSlot); 2384 } 2385 2386 return DrawGlInfo::kStatusDrew; 2387} 2388 2389/** 2390 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2391 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2392 * screen space in all directions. However, instead of using a fragment shader to compute the 2393 * translucency of the color from its position, we simply use a varying parameter to define how far 2394 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2395 * 2396 * Doesn't yet support joins, caps, or path effects. 2397 */ 2398status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2399 VertexBuffer vertexBuffer; 2400 // TODO: try clipping large paths to viewport 2401 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2402 2403 if (hasLayer()) { 2404 SkRect bounds = path.getBounds(); 2405 PathTessellator::expandBoundsForStroke(bounds, paint); 2406 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2407 } 2408 2409 return drawVertexBuffer(kVertexBufferMode_Standard, vertexBuffer, paint); 2410} 2411 2412/** 2413 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2414 * and additional geometry for defining an alpha slope perimeter. 2415 * 2416 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2417 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2418 * in-shader alpha region, but found it to be taxing on some GPUs. 2419 * 2420 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2421 * memory transfer by removing need for degenerate vertices. 2422 */ 2423status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2424 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2425 2426 count &= ~0x3; // round down to nearest four 2427 2428 VertexBuffer buffer; 2429 SkRect bounds; 2430 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), bounds, buffer); 2431 2432 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2433 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2434 return DrawGlInfo::kStatusDone; 2435 } 2436 2437 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2438 2439 bool useOffset = !paint->isAntiAlias(); 2440 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2441} 2442 2443status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2444 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2445 2446 count &= ~0x1; // round down to nearest two 2447 2448 VertexBuffer buffer; 2449 SkRect bounds; 2450 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), bounds, buffer); 2451 2452 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2453 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2454 return DrawGlInfo::kStatusDone; 2455 } 2456 2457 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2458 2459 bool useOffset = !paint->isAntiAlias(); 2460 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2461} 2462 2463status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2464 // No need to check against the clip, we fill the clip region 2465 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2466 2467 Rect clip(*currentClipRect()); 2468 clip.snapToPixelBoundaries(); 2469 2470 SkPaint paint; 2471 paint.setColor(color); 2472 paint.setXfermodeMode(mode); 2473 2474 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2475 2476 return DrawGlInfo::kStatusDrew; 2477} 2478 2479status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2480 const SkPaint* paint) { 2481 if (!texture) return DrawGlInfo::kStatusDone; 2482 const AutoTexture autoCleanup(texture); 2483 2484 const float x = left + texture->left - texture->offset; 2485 const float y = top + texture->top - texture->offset; 2486 2487 drawPathTexture(texture, x, y, paint); 2488 2489 return DrawGlInfo::kStatusDrew; 2490} 2491 2492status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2493 float rx, float ry, const SkPaint* p) { 2494 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2495 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2496 return DrawGlInfo::kStatusDone; 2497 } 2498 2499 if (p->getPathEffect() != 0) { 2500 mCaches.activeTexture(0); 2501 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2502 right - left, bottom - top, rx, ry, p); 2503 return drawShape(left, top, texture, p); 2504 } 2505 2506 SkPath path; 2507 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2508 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2509 float outset = p->getStrokeWidth() / 2; 2510 rect.outset(outset, outset); 2511 rx += outset; 2512 ry += outset; 2513 } 2514 path.addRoundRect(rect, rx, ry); 2515 return drawConvexPath(path, p); 2516} 2517 2518status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2519 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius, 2520 x + radius, y + radius, p) || 2521 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2522 return DrawGlInfo::kStatusDone; 2523 } 2524 if (p->getPathEffect() != 0) { 2525 mCaches.activeTexture(0); 2526 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2527 return drawShape(x - radius, y - radius, texture, p); 2528 } 2529 2530 SkPath path; 2531 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2532 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2533 } else { 2534 path.addCircle(x, y, radius); 2535 } 2536 return drawConvexPath(path, p); 2537} 2538 2539status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2540 const SkPaint* p) { 2541 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2542 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2543 return DrawGlInfo::kStatusDone; 2544 } 2545 2546 if (p->getPathEffect() != 0) { 2547 mCaches.activeTexture(0); 2548 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2549 return drawShape(left, top, texture, p); 2550 } 2551 2552 SkPath path; 2553 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2554 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2555 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2556 } 2557 path.addOval(rect); 2558 return drawConvexPath(path, p); 2559} 2560 2561status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2562 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2563 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2564 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2565 return DrawGlInfo::kStatusDone; 2566 } 2567 2568 if (fabs(sweepAngle) >= 360.0f) { 2569 return drawOval(left, top, right, bottom, p); 2570 } 2571 2572 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2573 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2574 mCaches.activeTexture(0); 2575 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2576 startAngle, sweepAngle, useCenter, p); 2577 return drawShape(left, top, texture, p); 2578 } 2579 2580 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2581 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2582 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2583 } 2584 2585 SkPath path; 2586 if (useCenter) { 2587 path.moveTo(rect.centerX(), rect.centerY()); 2588 } 2589 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2590 if (useCenter) { 2591 path.close(); 2592 } 2593 return drawConvexPath(path, p); 2594} 2595 2596// See SkPaintDefaults.h 2597#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2598 2599status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2600 const SkPaint* p) { 2601 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2602 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2603 return DrawGlInfo::kStatusDone; 2604 } 2605 2606 if (p->getStyle() != SkPaint::kFill_Style) { 2607 // only fill style is supported by drawConvexPath, since others have to handle joins 2608 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2609 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2610 mCaches.activeTexture(0); 2611 const PathTexture* texture = 2612 mCaches.pathCache.getRect(right - left, bottom - top, p); 2613 return drawShape(left, top, texture, p); 2614 } 2615 2616 SkPath path; 2617 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2618 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2619 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2620 } 2621 path.addRect(rect); 2622 return drawConvexPath(path, p); 2623 } 2624 2625 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2626 SkPath path; 2627 path.addRect(left, top, right, bottom); 2628 return drawConvexPath(path, p); 2629 } else { 2630 drawColorRect(left, top, right, bottom, p); 2631 return DrawGlInfo::kStatusDrew; 2632 } 2633} 2634 2635void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2636 int bytesCount, int count, const float* positions, 2637 FontRenderer& fontRenderer, int alpha, float x, float y) { 2638 mCaches.activeTexture(0); 2639 2640 TextShadow textShadow; 2641 if (!getTextShadow(paint, &textShadow)) { 2642 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2643 } 2644 2645 // NOTE: The drop shadow will not perform gamma correction 2646 // if shader-based correction is enabled 2647 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2648 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2649 paint, text, bytesCount, count, textShadow.radius, positions); 2650 // If the drop shadow exceeds the max texture size or couldn't be 2651 // allocated, skip drawing 2652 if (!shadow) return; 2653 const AutoTexture autoCleanup(shadow); 2654 2655 const float sx = x - shadow->left + textShadow.dx; 2656 const float sy = y - shadow->top + textShadow.dy; 2657 2658 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2659 if (mDrawModifiers.mShader) { 2660 textShadow.color = SK_ColorWHITE; 2661 } 2662 2663 setupDraw(); 2664 setupDrawWithTexture(true); 2665 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2666 setupDrawColorFilter(getColorFilter(paint)); 2667 setupDrawShader(); 2668 setupDrawBlending(paint, true); 2669 setupDrawProgram(); 2670 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2671 sx, sy, sx + shadow->width, sy + shadow->height); 2672 setupDrawTexture(shadow->id); 2673 setupDrawPureColorUniforms(); 2674 setupDrawColorFilterUniforms(getColorFilter(paint)); 2675 setupDrawShaderUniforms(); 2676 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2677 2678 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2679} 2680 2681bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2682 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2683 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2684} 2685 2686status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2687 const float* positions, const SkPaint* paint) { 2688 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2689 return DrawGlInfo::kStatusDone; 2690 } 2691 2692 // NOTE: Skia does not support perspective transform on drawPosText yet 2693 if (!currentTransform()->isSimple()) { 2694 return DrawGlInfo::kStatusDone; 2695 } 2696 2697 mCaches.enableScissor(); 2698 2699 float x = 0.0f; 2700 float y = 0.0f; 2701 const bool pureTranslate = currentTransform()->isPureTranslate(); 2702 if (pureTranslate) { 2703 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2704 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2705 } 2706 2707 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2708 fontRenderer.setFont(paint, mat4::identity()); 2709 2710 int alpha; 2711 SkXfermode::Mode mode; 2712 getAlphaAndMode(paint, &alpha, &mode); 2713 2714 if (CC_UNLIKELY(hasTextShadow(paint))) { 2715 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2716 alpha, 0.0f, 0.0f); 2717 } 2718 2719 // Pick the appropriate texture filtering 2720 bool linearFilter = currentTransform()->changesBounds(); 2721 if (pureTranslate && !linearFilter) { 2722 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2723 } 2724 fontRenderer.setTextureFiltering(linearFilter); 2725 2726 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2727 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2728 2729 const bool hasActiveLayer = hasLayer(); 2730 2731 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2732 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2733 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2734 if (hasActiveLayer) { 2735 if (!pureTranslate) { 2736 currentTransform()->mapRect(bounds); 2737 } 2738 dirtyLayerUnchecked(bounds, getRegion()); 2739 } 2740 } 2741 2742 return DrawGlInfo::kStatusDrew; 2743} 2744 2745mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2746 mat4 fontTransform; 2747 if (CC_LIKELY(transform.isPureTranslate())) { 2748 fontTransform = mat4::identity(); 2749 } else { 2750 if (CC_UNLIKELY(transform.isPerspective())) { 2751 fontTransform = mat4::identity(); 2752 } else { 2753 float sx, sy; 2754 currentTransform()->decomposeScale(sx, sy); 2755 fontTransform.loadScale(sx, sy, 1.0f); 2756 } 2757 } 2758 return fontTransform; 2759} 2760 2761status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2762 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2763 DrawOpMode drawOpMode) { 2764 2765 if (drawOpMode == kDrawOpMode_Immediate) { 2766 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2767 // drawing as ops from DeferredDisplayList are already filtered for these 2768 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2769 quickRejectSetupScissor(bounds)) { 2770 return DrawGlInfo::kStatusDone; 2771 } 2772 } 2773 2774 const float oldX = x; 2775 const float oldY = y; 2776 2777 const mat4& transform = *currentTransform(); 2778 const bool pureTranslate = transform.isPureTranslate(); 2779 2780 if (CC_LIKELY(pureTranslate)) { 2781 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2782 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2783 } 2784 2785 int alpha; 2786 SkXfermode::Mode mode; 2787 getAlphaAndMode(paint, &alpha, &mode); 2788 2789 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2790 2791 if (CC_UNLIKELY(hasTextShadow(paint))) { 2792 fontRenderer.setFont(paint, mat4::identity()); 2793 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2794 alpha, oldX, oldY); 2795 } 2796 2797 const bool hasActiveLayer = hasLayer(); 2798 2799 // We only pass a partial transform to the font renderer. That partial 2800 // matrix defines how glyphs are rasterized. Typically we want glyphs 2801 // to be rasterized at their final size on screen, which means the partial 2802 // matrix needs to take the scale factor into account. 2803 // When a partial matrix is used to transform glyphs during rasterization, 2804 // the mesh is generated with the inverse transform (in the case of scale, 2805 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2806 // apply the full transform matrix at draw time in the vertex shader. 2807 // Applying the full matrix in the shader is the easiest way to handle 2808 // rotation and perspective and allows us to always generated quads in the 2809 // font renderer which greatly simplifies the code, clipping in particular. 2810 mat4 fontTransform = findBestFontTransform(transform); 2811 fontRenderer.setFont(paint, fontTransform); 2812 2813 // Pick the appropriate texture filtering 2814 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2815 fontRenderer.setTextureFiltering(linearFilter); 2816 2817 // TODO: Implement better clipping for scaled/rotated text 2818 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2819 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2820 2821 bool status; 2822 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2823 2824 // don't call issuedrawcommand, do it at end of batch 2825 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2826 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2827 SkPaint paintCopy(*paint); 2828 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2829 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2830 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2831 } else { 2832 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2833 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2834 } 2835 2836 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2837 if (!pureTranslate) { 2838 transform.mapRect(layerBounds); 2839 } 2840 dirtyLayerUnchecked(layerBounds, getRegion()); 2841 } 2842 2843 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2844 2845 return DrawGlInfo::kStatusDrew; 2846} 2847 2848status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2849 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2850 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2851 return DrawGlInfo::kStatusDone; 2852 } 2853 2854 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2855 mCaches.enableScissor(); 2856 2857 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2858 fontRenderer.setFont(paint, mat4::identity()); 2859 fontRenderer.setTextureFiltering(true); 2860 2861 int alpha; 2862 SkXfermode::Mode mode; 2863 getAlphaAndMode(paint, &alpha, &mode); 2864 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2865 2866 const Rect* clip = &mSnapshot->getLocalClip(); 2867 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2868 2869 const bool hasActiveLayer = hasLayer(); 2870 2871 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2872 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2873 if (hasActiveLayer) { 2874 currentTransform()->mapRect(bounds); 2875 dirtyLayerUnchecked(bounds, getRegion()); 2876 } 2877 } 2878 2879 return DrawGlInfo::kStatusDrew; 2880} 2881 2882status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2883 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2884 2885 mCaches.activeTexture(0); 2886 2887 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2888 if (!texture) return DrawGlInfo::kStatusDone; 2889 const AutoTexture autoCleanup(texture); 2890 2891 const float x = texture->left - texture->offset; 2892 const float y = texture->top - texture->offset; 2893 2894 drawPathTexture(texture, x, y, paint); 2895 2896 return DrawGlInfo::kStatusDrew; 2897} 2898 2899status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2900 if (!layer) { 2901 return DrawGlInfo::kStatusDone; 2902 } 2903 2904 mat4* transform = NULL; 2905 if (layer->isTextureLayer()) { 2906 transform = &layer->getTransform(); 2907 if (!transform->isIdentity()) { 2908 save(SkCanvas::kMatrix_SaveFlag); 2909 concatMatrix(*transform); 2910 } 2911 } 2912 2913 bool clipRequired = false; 2914 const bool rejected = calculateQuickRejectForScissor(x, y, 2915 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false); 2916 2917 if (rejected) { 2918 if (transform && !transform->isIdentity()) { 2919 restore(); 2920 } 2921 return DrawGlInfo::kStatusDone; 2922 } 2923 2924 updateLayer(layer, true); 2925 2926 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2927 mCaches.activeTexture(0); 2928 2929 if (CC_LIKELY(!layer->region.isEmpty())) { 2930 if (layer->region.isRect()) { 2931 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2932 composeLayerRect(layer, layer->regionRect)); 2933 } else if (layer->mesh) { 2934 2935 const float a = getLayerAlpha(layer); 2936 setupDraw(); 2937 setupDrawWithTexture(); 2938 setupDrawColor(a, a, a, a); 2939 setupDrawColorFilter(layer->getColorFilter()); 2940 setupDrawBlending(layer); 2941 setupDrawProgram(); 2942 setupDrawPureColorUniforms(); 2943 setupDrawColorFilterUniforms(layer->getColorFilter()); 2944 setupDrawTexture(layer->getTexture()); 2945 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2946 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2947 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2948 2949 layer->setFilter(GL_NEAREST); 2950 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2951 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2952 } else { 2953 layer->setFilter(GL_LINEAR); 2954 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2955 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2956 } 2957 2958 TextureVertex* mesh = &layer->mesh[0]; 2959 GLsizei elementsCount = layer->meshElementCount; 2960 2961 while (elementsCount > 0) { 2962 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2963 2964 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2965 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2966 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2967 2968 elementsCount -= drawCount; 2969 // Though there are 4 vertices in a quad, we use 6 indices per 2970 // quad to draw with GL_TRIANGLES 2971 mesh += (drawCount / 6) * 4; 2972 } 2973 2974#if DEBUG_LAYERS_AS_REGIONS 2975 drawRegionRectsDebug(layer->region); 2976#endif 2977 } 2978 2979 if (layer->debugDrawUpdate) { 2980 layer->debugDrawUpdate = false; 2981 2982 SkPaint paint; 2983 paint.setColor(0x7f00ff00); 2984 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2985 } 2986 } 2987 layer->hasDrawnSinceUpdate = true; 2988 2989 if (transform && !transform->isIdentity()) { 2990 restore(); 2991 } 2992 2993 return DrawGlInfo::kStatusDrew; 2994} 2995 2996/////////////////////////////////////////////////////////////////////////////// 2997// Shaders 2998/////////////////////////////////////////////////////////////////////////////// 2999 3000void OpenGLRenderer::resetShader() { 3001 mDrawModifiers.mShader = NULL; 3002} 3003 3004void OpenGLRenderer::setupShader(SkiaShader* shader) { 3005 mDrawModifiers.mShader = shader; 3006 if (mDrawModifiers.mShader) { 3007 mDrawModifiers.mShader->setCaches(mCaches); 3008 } 3009} 3010 3011/////////////////////////////////////////////////////////////////////////////// 3012// Draw filters 3013/////////////////////////////////////////////////////////////////////////////// 3014 3015void OpenGLRenderer::resetPaintFilter() { 3016 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3017 // comparison, see MergingDrawBatch::canMergeWith 3018 mDrawModifiers.mHasDrawFilter = false; 3019 mDrawModifiers.mPaintFilterClearBits = 0; 3020 mDrawModifiers.mPaintFilterSetBits = 0; 3021} 3022 3023void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3024 mDrawModifiers.mHasDrawFilter = true; 3025 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3026 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3027} 3028 3029const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3030 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3031 return paint; 3032 } 3033 3034 uint32_t flags = paint->getFlags(); 3035 3036 mFilteredPaint = *paint; 3037 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3038 mDrawModifiers.mPaintFilterSetBits); 3039 3040 return &mFilteredPaint; 3041} 3042 3043/////////////////////////////////////////////////////////////////////////////// 3044// Drawing implementation 3045/////////////////////////////////////////////////////////////////////////////// 3046 3047Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3048 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3049 if (!texture) { 3050 return mCaches.textureCache.get(bitmap); 3051 } 3052 return texture; 3053} 3054 3055void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3056 float x, float y, const SkPaint* paint) { 3057 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3058 return; 3059 } 3060 3061 int alpha; 3062 SkXfermode::Mode mode; 3063 getAlphaAndMode(paint, &alpha, &mode); 3064 3065 setupDraw(); 3066 setupDrawWithTexture(true); 3067 setupDrawAlpha8Color(paint->getColor(), alpha); 3068 setupDrawColorFilter(getColorFilter(paint)); 3069 setupDrawShader(); 3070 setupDrawBlending(paint, true); 3071 setupDrawProgram(); 3072 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3073 x, y, x + texture->width, y + texture->height); 3074 setupDrawTexture(texture->id); 3075 setupDrawPureColorUniforms(); 3076 setupDrawColorFilterUniforms(getColorFilter(paint)); 3077 setupDrawShaderUniforms(); 3078 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3079 3080 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3081} 3082 3083// Same values used by Skia 3084#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3085#define kStdUnderline_Offset (1.0f / 9.0f) 3086#define kStdUnderline_Thickness (1.0f / 18.0f) 3087 3088void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3089 const SkPaint* paint) { 3090 // Handle underline and strike-through 3091 uint32_t flags = paint->getFlags(); 3092 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3093 SkPaint paintCopy(*paint); 3094 3095 if (CC_LIKELY(underlineWidth > 0.0f)) { 3096 const float textSize = paintCopy.getTextSize(); 3097 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3098 3099 const float left = x; 3100 float top = 0.0f; 3101 3102 int linesCount = 0; 3103 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3104 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3105 3106 const int pointsCount = 4 * linesCount; 3107 float points[pointsCount]; 3108 int currentPoint = 0; 3109 3110 if (flags & SkPaint::kUnderlineText_Flag) { 3111 top = y + textSize * kStdUnderline_Offset; 3112 points[currentPoint++] = left; 3113 points[currentPoint++] = top; 3114 points[currentPoint++] = left + underlineWidth; 3115 points[currentPoint++] = top; 3116 } 3117 3118 if (flags & SkPaint::kStrikeThruText_Flag) { 3119 top = y + textSize * kStdStrikeThru_Offset; 3120 points[currentPoint++] = left; 3121 points[currentPoint++] = top; 3122 points[currentPoint++] = left + underlineWidth; 3123 points[currentPoint++] = top; 3124 } 3125 3126 paintCopy.setStrokeWidth(strokeWidth); 3127 3128 drawLines(&points[0], pointsCount, &paintCopy); 3129 } 3130 } 3131} 3132 3133status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3134 if (currentSnapshot()->isIgnored()) { 3135 return DrawGlInfo::kStatusDone; 3136 } 3137 3138 return drawColorRects(rects, count, paint, false, true, true); 3139} 3140 3141static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3142 // map z coordinate with true 3d matrix 3143 point.z = transformZ.mapZ(point); 3144 3145 // map x,y coordinates with draw/Skia matrix 3146 transformXY.mapPoint(point.x, point.y); 3147} 3148 3149status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& casterTransformZ, 3150 float casterAlpha, bool casterUnclipped, const SkPath* casterPerimeter) { 3151 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3152 3153 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3154 mCaches.enableScissor(); 3155 3156 SkPaint paint; 3157 paint.setAntiAlias(true); // want to use AlphaVertex 3158 3159 // tessellate caster outline into a 2d polygon 3160 Vector<Vertex> casterVertices2d; 3161 const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value 3162 PathTessellator::approximatePathOutlineVertices(*casterPerimeter, 3163 casterRefinementThresholdSquared, casterVertices2d); 3164 if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) { 3165 ShadowTessellator::reverseVertexArray(casterVertices2d.editArray(), 3166 casterVertices2d.size()); 3167 } 3168 3169 if (casterVertices2d.size() == 0) { 3170 // empty caster polygon computed from path 3171 return DrawGlInfo::kStatusDone; 3172 } 3173 3174 // map 2d caster poly into 3d 3175 const int casterVertexCount = casterVertices2d.size(); 3176 Vector3 casterPolygon[casterVertexCount]; 3177 float minZ = FLT_MAX; 3178 float maxZ = -FLT_MAX; 3179 for (int i = 0; i < casterVertexCount; i++) { 3180 const Vertex& point2d = casterVertices2d[i]; 3181 casterPolygon[i] = Vector3(point2d.x, point2d.y, 0); 3182 mapPointFakeZ(casterPolygon[i], casterTransformXY, casterTransformZ); 3183 minZ = fmin(minZ, casterPolygon[i].z); 3184 maxZ = fmax(maxZ, casterPolygon[i].z); 3185 } 3186 3187 // map the centroid of the caster into 3d 3188 Vector2 centroid = ShadowTessellator::centroid2d( 3189 reinterpret_cast<const Vector2*>(casterVertices2d.array()), 3190 casterVertexCount); 3191 Vector3 centroid3d(centroid.x, centroid.y, 0); 3192 mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ); 3193 3194 // if the caster intersects the z=0 plane, lift it in Z so it doesn't 3195 if (minZ < SHADOW_MIN_CASTER_Z) { 3196 float casterLift = SHADOW_MIN_CASTER_Z - minZ; 3197 for (int i = 0; i < casterVertexCount; i++) { 3198 casterPolygon[i].z += casterLift; 3199 } 3200 centroid3d.z += casterLift; 3201 } 3202 3203 // Check whether we want to draw the shadow at all by checking the caster's 3204 // bounds against clip. 3205 // We only have ortho projection, so we can just ignore the Z in caster for 3206 // simple rejection calculation. 3207 Rect localClip = mSnapshot->getLocalClip(); 3208 Rect casterBounds(casterPerimeter->getBounds()); 3209 casterTransformXY.mapRect(casterBounds); 3210 3211 bool isCasterOpaque = (casterAlpha == 1.0f) && casterUnclipped; 3212 // draw caster's shadows 3213 if (mCaches.propertyAmbientShadowStrength > 0) { 3214 paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0); 3215 VertexBuffer ambientShadowVertexBuffer; 3216 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateAmbientShadow( 3217 isCasterOpaque, casterPolygon, casterVertexCount, centroid3d, 3218 casterBounds, localClip, maxZ, ambientShadowVertexBuffer); 3219 drawVertexBuffer(vertexBufferMode, ambientShadowVertexBuffer, &paint); 3220 } 3221 3222 if (mCaches.propertySpotShadowStrength > 0) { 3223 paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0); 3224 VertexBuffer spotShadowVertexBuffer; 3225 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateSpotShadow( 3226 isCasterOpaque, casterPolygon, casterVertexCount, 3227 *currentTransform(), getWidth(), getHeight(), casterBounds, localClip, 3228 spotShadowVertexBuffer); 3229 drawVertexBuffer(vertexBufferMode, spotShadowVertexBuffer, &paint); 3230 } 3231 3232 return DrawGlInfo::kStatusDrew; 3233} 3234 3235status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3236 bool ignoreTransform, bool dirty, bool clip) { 3237 if (count == 0) { 3238 return DrawGlInfo::kStatusDone; 3239 } 3240 3241 int color = paint->getColor(); 3242 // If a shader is set, preserve only the alpha 3243 if (mDrawModifiers.mShader) { 3244 color |= 0x00ffffff; 3245 } 3246 3247 float left = FLT_MAX; 3248 float top = FLT_MAX; 3249 float right = FLT_MIN; 3250 float bottom = FLT_MIN; 3251 3252 Vertex mesh[count]; 3253 Vertex* vertex = mesh; 3254 3255 for (int index = 0; index < count; index += 4) { 3256 float l = rects[index + 0]; 3257 float t = rects[index + 1]; 3258 float r = rects[index + 2]; 3259 float b = rects[index + 3]; 3260 3261 Vertex::set(vertex++, l, t); 3262 Vertex::set(vertex++, r, t); 3263 Vertex::set(vertex++, l, b); 3264 Vertex::set(vertex++, r, b); 3265 3266 left = fminf(left, l); 3267 top = fminf(top, t); 3268 right = fmaxf(right, r); 3269 bottom = fmaxf(bottom, b); 3270 } 3271 3272 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3273 return DrawGlInfo::kStatusDone; 3274 } 3275 3276 setupDraw(); 3277 setupDrawNoTexture(); 3278 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3279 setupDrawShader(); 3280 setupDrawColorFilter(getColorFilter(paint)); 3281 setupDrawBlending(paint); 3282 setupDrawProgram(); 3283 setupDrawDirtyRegionsDisabled(); 3284 setupDrawModelView(kModelViewMode_Translate, false, 3285 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3286 setupDrawColorUniforms(); 3287 setupDrawShaderUniforms(); 3288 setupDrawColorFilterUniforms(getColorFilter(paint)); 3289 3290 if (dirty && hasLayer()) { 3291 dirtyLayer(left, top, right, bottom, *currentTransform()); 3292 } 3293 3294 issueIndexedQuadDraw(&mesh[0], count / 4); 3295 3296 return DrawGlInfo::kStatusDrew; 3297} 3298 3299void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3300 const SkPaint* paint, bool ignoreTransform) { 3301 int color = paint->getColor(); 3302 // If a shader is set, preserve only the alpha 3303 if (mDrawModifiers.mShader) { 3304 color |= 0x00ffffff; 3305 } 3306 3307 setupDraw(); 3308 setupDrawNoTexture(); 3309 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3310 setupDrawShader(); 3311 setupDrawColorFilter(getColorFilter(paint)); 3312 setupDrawBlending(paint); 3313 setupDrawProgram(); 3314 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3315 left, top, right, bottom, ignoreTransform); 3316 setupDrawColorUniforms(); 3317 setupDrawShaderUniforms(ignoreTransform); 3318 setupDrawColorFilterUniforms(getColorFilter(paint)); 3319 setupDrawSimpleMesh(); 3320 3321 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3322} 3323 3324void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3325 Texture* texture, const SkPaint* paint) { 3326 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3327 3328 GLvoid* vertices = (GLvoid*) NULL; 3329 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3330 3331 if (texture->uvMapper) { 3332 vertices = &mMeshVertices[0].x; 3333 texCoords = &mMeshVertices[0].u; 3334 3335 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3336 texture->uvMapper->map(uvs); 3337 3338 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3339 } 3340 3341 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3342 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3343 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3344 3345 texture->setFilter(GL_NEAREST, true); 3346 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3347 paint, texture->blend, vertices, texCoords, 3348 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3349 } else { 3350 texture->setFilter(getFilter(paint), true); 3351 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3352 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3353 } 3354 3355 if (texture->uvMapper) { 3356 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3357 } 3358} 3359 3360void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3361 GLuint texture, const SkPaint* paint, bool blend, 3362 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3363 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3364 ModelViewMode modelViewMode, bool dirty) { 3365 3366 int a; 3367 SkXfermode::Mode mode; 3368 getAlphaAndMode(paint, &a, &mode); 3369 const float alpha = a / 255.0f; 3370 3371 setupDraw(); 3372 setupDrawWithTexture(); 3373 setupDrawColor(alpha, alpha, alpha, alpha); 3374 setupDrawColorFilter(getColorFilter(paint)); 3375 setupDrawBlending(paint, blend, swapSrcDst); 3376 setupDrawProgram(); 3377 if (!dirty) setupDrawDirtyRegionsDisabled(); 3378 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3379 setupDrawTexture(texture); 3380 setupDrawPureColorUniforms(); 3381 setupDrawColorFilterUniforms(getColorFilter(paint)); 3382 setupDrawMesh(vertices, texCoords, vbo); 3383 3384 glDrawArrays(drawMode, 0, elementsCount); 3385} 3386 3387void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3388 GLuint texture, const SkPaint* paint, bool blend, 3389 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3390 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3391 ModelViewMode modelViewMode, bool dirty) { 3392 3393 int a; 3394 SkXfermode::Mode mode; 3395 getAlphaAndMode(paint, &a, &mode); 3396 const float alpha = a / 255.0f; 3397 3398 setupDraw(); 3399 setupDrawWithTexture(); 3400 setupDrawColor(alpha, alpha, alpha, alpha); 3401 setupDrawColorFilter(getColorFilter(paint)); 3402 setupDrawBlending(paint, blend, swapSrcDst); 3403 setupDrawProgram(); 3404 if (!dirty) setupDrawDirtyRegionsDisabled(); 3405 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3406 setupDrawTexture(texture); 3407 setupDrawPureColorUniforms(); 3408 setupDrawColorFilterUniforms(getColorFilter(paint)); 3409 setupDrawMeshIndices(vertices, texCoords, vbo); 3410 3411 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3412} 3413 3414void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3415 GLuint texture, const SkPaint* paint, 3416 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3417 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3418 3419 int color = paint != NULL ? paint->getColor() : 0; 3420 int alpha; 3421 SkXfermode::Mode mode; 3422 getAlphaAndMode(paint, &alpha, &mode); 3423 3424 setupDraw(); 3425 setupDrawWithTexture(true); 3426 if (paint != NULL) { 3427 setupDrawAlpha8Color(color, alpha); 3428 } 3429 setupDrawColorFilter(getColorFilter(paint)); 3430 setupDrawShader(); 3431 setupDrawBlending(paint, true); 3432 setupDrawProgram(); 3433 if (!dirty) setupDrawDirtyRegionsDisabled(); 3434 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3435 setupDrawTexture(texture); 3436 setupDrawPureColorUniforms(); 3437 setupDrawColorFilterUniforms(getColorFilter(paint)); 3438 setupDrawShaderUniforms(ignoreTransform); 3439 setupDrawMesh(vertices, texCoords); 3440 3441 glDrawArrays(drawMode, 0, elementsCount); 3442} 3443 3444void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3445 ProgramDescription& description, bool swapSrcDst) { 3446 if (mCountOverdraw) { 3447 if (!mCaches.blend) glEnable(GL_BLEND); 3448 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3449 glBlendFunc(GL_ONE, GL_ONE); 3450 } 3451 3452 mCaches.blend = true; 3453 mCaches.lastSrcMode = GL_ONE; 3454 mCaches.lastDstMode = GL_ONE; 3455 3456 return; 3457 } 3458 3459 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3460 3461 if (blend) { 3462 // These blend modes are not supported by OpenGL directly and have 3463 // to be implemented using shaders. Since the shader will perform 3464 // the blending, turn blending off here 3465 // If the blend mode cannot be implemented using shaders, fall 3466 // back to the default SrcOver blend mode instead 3467 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3468 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3469 description.framebufferMode = mode; 3470 description.swapSrcDst = swapSrcDst; 3471 3472 if (mCaches.blend) { 3473 glDisable(GL_BLEND); 3474 mCaches.blend = false; 3475 } 3476 3477 return; 3478 } else { 3479 mode = SkXfermode::kSrcOver_Mode; 3480 } 3481 } 3482 3483 if (!mCaches.blend) { 3484 glEnable(GL_BLEND); 3485 } 3486 3487 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3488 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3489 3490 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3491 glBlendFunc(sourceMode, destMode); 3492 mCaches.lastSrcMode = sourceMode; 3493 mCaches.lastDstMode = destMode; 3494 } 3495 } else if (mCaches.blend) { 3496 glDisable(GL_BLEND); 3497 } 3498 mCaches.blend = blend; 3499} 3500 3501bool OpenGLRenderer::useProgram(Program* program) { 3502 if (!program->isInUse()) { 3503 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3504 program->use(); 3505 mCaches.currentProgram = program; 3506 return false; 3507 } 3508 return true; 3509} 3510 3511void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3512 TextureVertex* v = &mMeshVertices[0]; 3513 TextureVertex::setUV(v++, u1, v1); 3514 TextureVertex::setUV(v++, u2, v1); 3515 TextureVertex::setUV(v++, u1, v2); 3516 TextureVertex::setUV(v++, u2, v2); 3517} 3518 3519void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3520 getAlphaAndModeDirect(paint, alpha, mode); 3521 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3522 // if drawing a layer, ignore the paint's alpha 3523 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3524 } 3525 *alpha *= currentSnapshot()->alpha; 3526} 3527 3528float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3529 float alpha; 3530 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3531 alpha = mDrawModifiers.mOverrideLayerAlpha; 3532 } else { 3533 alpha = layer->getAlpha() / 255.0f; 3534 } 3535 return alpha * currentSnapshot()->alpha; 3536} 3537 3538}; // namespace uirenderer 3539}; // namespace android 3540