OpenGLRenderer.cpp revision ddf74373616c89e0880a28a2185fd7ce3db91de6
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48// TODO: This should be set in properties 49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143uint32_t OpenGLRenderer::getStencilSize() { 144 return STENCIL_BUFFER_SIZE; 145} 146 147bool OpenGLRenderer::isDeferred() { 148 return false; 149} 150 151void OpenGLRenderer::setViewport(int width, int height) { 152 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 153 154 mWidth = width; 155 mHeight = height; 156 157 mFirstSnapshot->height = height; 158 mFirstSnapshot->viewport.set(0, 0, width, height); 159 160 glDisable(GL_DITHER); 161 glEnable(GL_SCISSOR_TEST); 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 164 glEnableVertexAttribArray(Program::kBindingPosition); 165} 166 167void OpenGLRenderer::prepare(bool opaque) { 168 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 169} 170 171void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 172 mCaches.clearGarbage(); 173 mFunctors.clear(); 174 175 mSnapshot = new Snapshot(mFirstSnapshot, 176 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 177 mSnapshot->fbo = getTargetFbo(); 178 mSaveCount = 1; 179 180 mSnapshot->setClip(left, top, right, bottom); 181 mDirtyClip = opaque; 182 183 syncState(); 184 185 if (!opaque) { 186 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 187 glClear(GL_COLOR_BUFFER_BIT); 188 } else { 189 mCaches.resetScissor(); 190 } 191} 192 193void OpenGLRenderer::syncState() { 194 glViewport(0, 0, mWidth, mHeight); 195 196 if (mCaches.blend) { 197 glEnable(GL_BLEND); 198 } else { 199 glDisable(GL_BLEND); 200 } 201} 202 203void OpenGLRenderer::finish() { 204#if DEBUG_OPENGL 205 GLenum status = GL_NO_ERROR; 206 while ((status = glGetError()) != GL_NO_ERROR) { 207 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 208 switch (status) { 209 case GL_INVALID_ENUM: 210 ALOGE(" GL_INVALID_ENUM"); 211 break; 212 case GL_INVALID_VALUE: 213 ALOGE(" GL_INVALID_VALUE"); 214 break; 215 case GL_INVALID_OPERATION: 216 ALOGE(" GL_INVALID_OPERATION"); 217 break; 218 case GL_OUT_OF_MEMORY: 219 ALOGE(" Out of memory!"); 220 break; 221 } 222 } 223#endif 224#if DEBUG_MEMORY_USAGE 225 mCaches.dumpMemoryUsage(); 226#else 227 if (mCaches.getDebugLevel() & kDebugMemory) { 228 mCaches.dumpMemoryUsage(); 229 } 230#endif 231} 232 233void OpenGLRenderer::interrupt() { 234 if (mCaches.currentProgram) { 235 if (mCaches.currentProgram->isInUse()) { 236 mCaches.currentProgram->remove(); 237 mCaches.currentProgram = NULL; 238 } 239 } 240 mCaches.unbindMeshBuffer(); 241 mCaches.unbindIndicesBuffer(); 242 mCaches.resetVertexPointers(); 243 mCaches.disbaleTexCoordsVertexArray(); 244} 245 246void OpenGLRenderer::resume() { 247 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 248 249 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 250 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 251 252 glEnable(GL_SCISSOR_TEST); 253 mCaches.resetScissor(); 254 dirtyClip(); 255 256 mCaches.activeTexture(0); 257 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 258 259 mCaches.blend = true; 260 glEnable(GL_BLEND); 261 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 262 glBlendEquation(GL_FUNC_ADD); 263} 264 265void OpenGLRenderer::detachFunctor(Functor* functor) { 266 mFunctors.remove(functor); 267} 268 269void OpenGLRenderer::attachFunctor(Functor* functor) { 270 mFunctors.add(functor); 271} 272 273status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 274 status_t result = DrawGlInfo::kStatusDone; 275 size_t count = mFunctors.size(); 276 277 if (count > 0) { 278 SortedVector<Functor*> functors(mFunctors); 279 mFunctors.clear(); 280 281 DrawGlInfo info; 282 info.clipLeft = 0; 283 info.clipTop = 0; 284 info.clipRight = 0; 285 info.clipBottom = 0; 286 info.isLayer = false; 287 info.width = 0; 288 info.height = 0; 289 memset(info.transform, 0, sizeof(float) * 16); 290 291 for (size_t i = 0; i < count; i++) { 292 Functor* f = functors.itemAt(i); 293 result |= (*f)(DrawGlInfo::kModeProcess, &info); 294 295 if (result & DrawGlInfo::kStatusDraw) { 296 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 297 dirty.unionWith(localDirty); 298 } 299 300 if (result & DrawGlInfo::kStatusInvoke) { 301 mFunctors.add(f); 302 } 303 } 304 } 305 306 mCaches.activeTexture(0); 307 308 return result; 309} 310 311status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 312 interrupt(); 313 if (mDirtyClip) { 314 setScissorFromClip(); 315 } 316 317 Rect clip(*mSnapshot->clipRect); 318 clip.snapToPixelBoundaries(); 319 320#if RENDER_LAYERS_AS_REGIONS 321 // Since we don't know what the functor will draw, let's dirty 322 // tne entire clip region 323 if (hasLayer()) { 324 dirtyLayerUnchecked(clip, getRegion()); 325 } 326#endif 327 328 DrawGlInfo info; 329 info.clipLeft = clip.left; 330 info.clipTop = clip.top; 331 info.clipRight = clip.right; 332 info.clipBottom = clip.bottom; 333 info.isLayer = hasLayer(); 334 info.width = getSnapshot()->viewport.getWidth(); 335 info.height = getSnapshot()->height; 336 getSnapshot()->transform->copyTo(&info.transform[0]); 337 338 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 339 340 if (result != DrawGlInfo::kStatusDone) { 341 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 342 dirty.unionWith(localDirty); 343 344 if (result & DrawGlInfo::kStatusInvoke) { 345 mFunctors.add(functor); 346 } 347 } 348 349 resume(); 350 return result; 351} 352 353/////////////////////////////////////////////////////////////////////////////// 354// State management 355/////////////////////////////////////////////////////////////////////////////// 356 357int OpenGLRenderer::getSaveCount() const { 358 return mSaveCount; 359} 360 361int OpenGLRenderer::save(int flags) { 362 return saveSnapshot(flags); 363} 364 365void OpenGLRenderer::restore() { 366 if (mSaveCount > 1) { 367 restoreSnapshot(); 368 } 369} 370 371void OpenGLRenderer::restoreToCount(int saveCount) { 372 if (saveCount < 1) saveCount = 1; 373 374 while (mSaveCount > saveCount) { 375 restoreSnapshot(); 376 } 377} 378 379int OpenGLRenderer::saveSnapshot(int flags) { 380 mSnapshot = new Snapshot(mSnapshot, flags); 381 return mSaveCount++; 382} 383 384bool OpenGLRenderer::restoreSnapshot() { 385 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 386 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 387 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 388 389 sp<Snapshot> current = mSnapshot; 390 sp<Snapshot> previous = mSnapshot->previous; 391 392 if (restoreOrtho) { 393 Rect& r = previous->viewport; 394 glViewport(r.left, r.top, r.right, r.bottom); 395 mOrthoMatrix.load(current->orthoMatrix); 396 } 397 398 mSaveCount--; 399 mSnapshot = previous; 400 401 if (restoreClip) { 402 dirtyClip(); 403 } 404 405 if (restoreLayer) { 406 composeLayer(current, previous); 407 } 408 409 return restoreClip; 410} 411 412/////////////////////////////////////////////////////////////////////////////// 413// Layers 414/////////////////////////////////////////////////////////////////////////////// 415 416int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 417 SkPaint* p, int flags) { 418 const GLuint previousFbo = mSnapshot->fbo; 419 const int count = saveSnapshot(flags); 420 421 if (!mSnapshot->isIgnored()) { 422 int alpha = 255; 423 SkXfermode::Mode mode; 424 425 if (p) { 426 alpha = p->getAlpha(); 427 if (!mCaches.extensions.hasFramebufferFetch()) { 428 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 429 if (!isMode) { 430 // Assume SRC_OVER 431 mode = SkXfermode::kSrcOver_Mode; 432 } 433 } else { 434 mode = getXfermode(p->getXfermode()); 435 } 436 } else { 437 mode = SkXfermode::kSrcOver_Mode; 438 } 439 440 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 441 } 442 443 return count; 444} 445 446int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 447 int alpha, int flags) { 448 if (alpha >= 255 - ALPHA_THRESHOLD) { 449 return saveLayer(left, top, right, bottom, NULL, flags); 450 } else { 451 SkPaint paint; 452 paint.setAlpha(alpha); 453 return saveLayer(left, top, right, bottom, &paint, flags); 454 } 455} 456 457/** 458 * Layers are viewed by Skia are slightly different than layers in image editing 459 * programs (for instance.) When a layer is created, previously created layers 460 * and the frame buffer still receive every drawing command. For instance, if a 461 * layer is created and a shape intersecting the bounds of the layers and the 462 * framebuffer is draw, the shape will be drawn on both (unless the layer was 463 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 464 * 465 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 466 * texture. Unfortunately, this is inefficient as it requires every primitive to 467 * be drawn n + 1 times, where n is the number of active layers. In practice this 468 * means, for every primitive: 469 * - Switch active frame buffer 470 * - Change viewport, clip and projection matrix 471 * - Issue the drawing 472 * 473 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 474 * To avoid this, layers are implemented in a different way here, at least in the 475 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 476 * is set. When this flag is set we can redirect all drawing operations into a 477 * single FBO. 478 * 479 * This implementation relies on the frame buffer being at least RGBA 8888. When 480 * a layer is created, only a texture is created, not an FBO. The content of the 481 * frame buffer contained within the layer's bounds is copied into this texture 482 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 483 * buffer and drawing continues as normal. This technique therefore treats the 484 * frame buffer as a scratch buffer for the layers. 485 * 486 * To compose the layers back onto the frame buffer, each layer texture 487 * (containing the original frame buffer data) is drawn as a simple quad over 488 * the frame buffer. The trick is that the quad is set as the composition 489 * destination in the blending equation, and the frame buffer becomes the source 490 * of the composition. 491 * 492 * Drawing layers with an alpha value requires an extra step before composition. 493 * An empty quad is drawn over the layer's region in the frame buffer. This quad 494 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 495 * quad is used to multiply the colors in the frame buffer. This is achieved by 496 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 497 * GL_ZERO, GL_SRC_ALPHA. 498 * 499 * Because glCopyTexImage2D() can be slow, an alternative implementation might 500 * be use to draw a single clipped layer. The implementation described above 501 * is correct in every case. 502 * 503 * (1) The frame buffer is actually not cleared right away. To allow the GPU 504 * to potentially optimize series of calls to glCopyTexImage2D, the frame 505 * buffer is left untouched until the first drawing operation. Only when 506 * something actually gets drawn are the layers regions cleared. 507 */ 508bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 509 float right, float bottom, int alpha, SkXfermode::Mode mode, 510 int flags, GLuint previousFbo) { 511 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 512 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 513 514 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 515 516 // Window coordinates of the layer 517 Rect bounds(left, top, right, bottom); 518 if (!fboLayer) { 519 mSnapshot->transform->mapRect(bounds); 520 521 // Layers only make sense if they are in the framebuffer's bounds 522 if (bounds.intersect(*snapshot->clipRect)) { 523 // We cannot work with sub-pixels in this case 524 bounds.snapToPixelBoundaries(); 525 526 // When the layer is not an FBO, we may use glCopyTexImage so we 527 // need to make sure the layer does not extend outside the bounds 528 // of the framebuffer 529 if (!bounds.intersect(snapshot->previous->viewport)) { 530 bounds.setEmpty(); 531 } 532 } else { 533 bounds.setEmpty(); 534 } 535 } 536 537 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 538 bounds.getHeight() > mCaches.maxTextureSize) { 539 snapshot->empty = fboLayer; 540 } else { 541 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 542 } 543 544 // Bail out if we won't draw in this snapshot 545 if (snapshot->invisible || snapshot->empty) { 546 return false; 547 } 548 549 mCaches.activeTexture(0); 550 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 551 if (!layer) { 552 return false; 553 } 554 555 layer->setAlpha(alpha, mode); 556 layer->layer.set(bounds); 557 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 558 bounds.getWidth() / float(layer->getWidth()), 0.0f); 559 layer->setColorFilter(mColorFilter); 560 layer->setBlend(true); 561 562 // Save the layer in the snapshot 563 snapshot->flags |= Snapshot::kFlagIsLayer; 564 snapshot->layer = layer; 565 566 if (fboLayer) { 567 return createFboLayer(layer, bounds, snapshot, previousFbo); 568 } else { 569 // Copy the framebuffer into the layer 570 layer->bindTexture(); 571 if (!bounds.isEmpty()) { 572 if (layer->isEmpty()) { 573 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 574 bounds.left, snapshot->height - bounds.bottom, 575 layer->getWidth(), layer->getHeight(), 0); 576 layer->setEmpty(false); 577 } else { 578 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 579 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 580 } 581 582 // Enqueue the buffer coordinates to clear the corresponding region later 583 mLayers.push(new Rect(bounds)); 584 } 585 } 586 587 return true; 588} 589 590bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 591 GLuint previousFbo) { 592 layer->setFbo(mCaches.fboCache.get()); 593 594#if RENDER_LAYERS_AS_REGIONS 595 snapshot->region = &snapshot->layer->region; 596 snapshot->flags |= Snapshot::kFlagFboTarget; 597#endif 598 599 Rect clip(bounds); 600 snapshot->transform->mapRect(clip); 601 clip.intersect(*snapshot->clipRect); 602 clip.snapToPixelBoundaries(); 603 clip.intersect(snapshot->previous->viewport); 604 605 mat4 inverse; 606 inverse.loadInverse(*mSnapshot->transform); 607 608 inverse.mapRect(clip); 609 clip.snapToPixelBoundaries(); 610 clip.intersect(bounds); 611 clip.translate(-bounds.left, -bounds.top); 612 613 snapshot->flags |= Snapshot::kFlagIsFboLayer; 614 snapshot->fbo = layer->getFbo(); 615 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 616 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 617 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 618 snapshot->height = bounds.getHeight(); 619 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 620 snapshot->orthoMatrix.load(mOrthoMatrix); 621 622 // Bind texture to FBO 623 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 624 layer->bindTexture(); 625 626 // Initialize the texture if needed 627 if (layer->isEmpty()) { 628 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 629 layer->setEmpty(false); 630 } 631 632 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 633 layer->getTexture(), 0); 634 635#if DEBUG_LAYERS_AS_REGIONS 636 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 637 if (status != GL_FRAMEBUFFER_COMPLETE) { 638 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 639 640 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 641 layer->deleteTexture(); 642 mCaches.fboCache.put(layer->getFbo()); 643 644 delete layer; 645 646 return false; 647 } 648#endif 649 650 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 651 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 652 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 653 glClear(GL_COLOR_BUFFER_BIT); 654 655 dirtyClip(); 656 657 // Change the ortho projection 658 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 659 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 660 661 return true; 662} 663 664/** 665 * Read the documentation of createLayer() before doing anything in this method. 666 */ 667void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 668 if (!current->layer) { 669 ALOGE("Attempting to compose a layer that does not exist"); 670 return; 671 } 672 673 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 674 675 if (fboLayer) { 676 // Detach the texture from the FBO 677 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 678 679 // Unbind current FBO and restore previous one 680 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 681 } 682 683 Layer* layer = current->layer; 684 const Rect& rect = layer->layer; 685 686 if (!fboLayer && layer->getAlpha() < 255) { 687 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 688 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 689 // Required below, composeLayerRect() will divide by 255 690 layer->setAlpha(255); 691 } 692 693 mCaches.unbindMeshBuffer(); 694 695 mCaches.activeTexture(0); 696 697 // When the layer is stored in an FBO, we can save a bit of fillrate by 698 // drawing only the dirty region 699 if (fboLayer) { 700 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 701 if (layer->getColorFilter()) { 702 setupColorFilter(layer->getColorFilter()); 703 } 704 composeLayerRegion(layer, rect); 705 if (layer->getColorFilter()) { 706 resetColorFilter(); 707 } 708 } else if (!rect.isEmpty()) { 709 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 710 composeLayerRect(layer, rect, true); 711 } 712 713 if (fboLayer) { 714 // Note: No need to use glDiscardFramebufferEXT() since we never 715 // create/compose layers that are not on screen with this 716 // code path 717 // See LayerRenderer::destroyLayer(Layer*) 718 719 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 720 mCaches.fboCache.put(current->fbo); 721 layer->setFbo(0); 722 } 723 724 dirtyClip(); 725 726 // Failing to add the layer to the cache should happen only if the layer is too large 727 if (!mCaches.layerCache.put(layer)) { 728 LAYER_LOGD("Deleting layer"); 729 layer->deleteTexture(); 730 delete layer; 731 } 732} 733 734void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 735 float alpha = layer->getAlpha() / 255.0f; 736 737 mat4& transform = layer->getTransform(); 738 if (!transform.isIdentity()) { 739 save(0); 740 mSnapshot->transform->multiply(transform); 741 } 742 743 setupDraw(); 744 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 745 setupDrawWithTexture(); 746 } else { 747 setupDrawWithExternalTexture(); 748 } 749 setupDrawTextureTransform(); 750 setupDrawColor(alpha, alpha, alpha, alpha); 751 setupDrawColorFilter(); 752 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 753 setupDrawProgram(); 754 setupDrawPureColorUniforms(); 755 setupDrawColorFilterUniforms(); 756 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 757 setupDrawTexture(layer->getTexture()); 758 } else { 759 setupDrawExternalTexture(layer->getTexture()); 760 } 761 if (mSnapshot->transform->isPureTranslate() && 762 layer->getWidth() == (uint32_t) rect.getWidth() && 763 layer->getHeight() == (uint32_t) rect.getHeight()) { 764 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 765 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 766 767 layer->setFilter(GL_NEAREST); 768 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 769 } else { 770 layer->setFilter(GL_LINEAR); 771 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 772 } 773 setupDrawTextureTransformUniforms(layer->getTexTransform()); 774 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 775 776 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 777 778 finishDrawTexture(); 779 780 if (!transform.isIdentity()) { 781 restore(); 782 } 783} 784 785void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 786 if (!layer->isTextureLayer()) { 787 const Rect& texCoords = layer->texCoords; 788 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 789 texCoords.right, texCoords.bottom); 790 791 float x = rect.left; 792 float y = rect.top; 793 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 794 layer->getWidth() == (uint32_t) rect.getWidth() && 795 layer->getHeight() == (uint32_t) rect.getHeight(); 796 797 if (simpleTransform) { 798 // When we're swapping, the layer is already in screen coordinates 799 if (!swap) { 800 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 801 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 802 } 803 804 layer->setFilter(GL_NEAREST, true); 805 } else { 806 layer->setFilter(GL_LINEAR, true); 807 } 808 809 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 810 layer->getTexture(), layer->getAlpha() / 255.0f, 811 layer->getMode(), layer->isBlend(), 812 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 813 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 814 815 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 816 } else { 817 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 818 drawTextureLayer(layer, rect); 819 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 820 } 821} 822 823void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 824#if RENDER_LAYERS_AS_REGIONS 825 if (layer->region.isRect()) { 826 layer->setRegionAsRect(); 827 828 composeLayerRect(layer, layer->regionRect); 829 830 layer->region.clear(); 831 return; 832 } 833 834 // TODO: See LayerRenderer.cpp::generateMesh() for important 835 // information about this implementation 836 if (CC_LIKELY(!layer->region.isEmpty())) { 837 size_t count; 838 const android::Rect* rects = layer->region.getArray(&count); 839 840 const float alpha = layer->getAlpha() / 255.0f; 841 const float texX = 1.0f / float(layer->getWidth()); 842 const float texY = 1.0f / float(layer->getHeight()); 843 const float height = rect.getHeight(); 844 845 TextureVertex* mesh = mCaches.getRegionMesh(); 846 GLsizei numQuads = 0; 847 848 setupDraw(); 849 setupDrawWithTexture(); 850 setupDrawColor(alpha, alpha, alpha, alpha); 851 setupDrawColorFilter(); 852 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 853 setupDrawProgram(); 854 setupDrawDirtyRegionsDisabled(); 855 setupDrawPureColorUniforms(); 856 setupDrawColorFilterUniforms(); 857 setupDrawTexture(layer->getTexture()); 858 if (mSnapshot->transform->isPureTranslate()) { 859 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 860 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 861 862 layer->setFilter(GL_NEAREST); 863 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 864 } else { 865 layer->setFilter(GL_LINEAR); 866 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 867 } 868 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 869 870 for (size_t i = 0; i < count; i++) { 871 const android::Rect* r = &rects[i]; 872 873 const float u1 = r->left * texX; 874 const float v1 = (height - r->top) * texY; 875 const float u2 = r->right * texX; 876 const float v2 = (height - r->bottom) * texY; 877 878 // TODO: Reject quads outside of the clip 879 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 880 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 881 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 882 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 883 884 numQuads++; 885 886 if (numQuads >= REGION_MESH_QUAD_COUNT) { 887 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 888 numQuads = 0; 889 mesh = mCaches.getRegionMesh(); 890 } 891 } 892 893 if (numQuads > 0) { 894 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 895 } 896 897 finishDrawTexture(); 898 899#if DEBUG_LAYERS_AS_REGIONS 900 drawRegionRects(layer->region); 901#endif 902 903 layer->region.clear(); 904 } 905#else 906 composeLayerRect(layer, rect); 907#endif 908} 909 910void OpenGLRenderer::drawRegionRects(const Region& region) { 911#if DEBUG_LAYERS_AS_REGIONS 912 size_t count; 913 const android::Rect* rects = region.getArray(&count); 914 915 uint32_t colors[] = { 916 0x7fff0000, 0x7f00ff00, 917 0x7f0000ff, 0x7fff00ff, 918 }; 919 920 int offset = 0; 921 int32_t top = rects[0].top; 922 923 for (size_t i = 0; i < count; i++) { 924 if (top != rects[i].top) { 925 offset ^= 0x2; 926 top = rects[i].top; 927 } 928 929 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 930 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 931 SkXfermode::kSrcOver_Mode); 932 } 933#endif 934} 935 936void OpenGLRenderer::dirtyLayer(const float left, const float top, 937 const float right, const float bottom, const mat4 transform) { 938#if RENDER_LAYERS_AS_REGIONS 939 if (hasLayer()) { 940 Rect bounds(left, top, right, bottom); 941 transform.mapRect(bounds); 942 dirtyLayerUnchecked(bounds, getRegion()); 943 } 944#endif 945} 946 947void OpenGLRenderer::dirtyLayer(const float left, const float top, 948 const float right, const float bottom) { 949#if RENDER_LAYERS_AS_REGIONS 950 if (hasLayer()) { 951 Rect bounds(left, top, right, bottom); 952 dirtyLayerUnchecked(bounds, getRegion()); 953 } 954#endif 955} 956 957void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 958#if RENDER_LAYERS_AS_REGIONS 959 if (bounds.intersect(*mSnapshot->clipRect)) { 960 bounds.snapToPixelBoundaries(); 961 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 962 if (!dirty.isEmpty()) { 963 region->orSelf(dirty); 964 } 965 } 966#endif 967} 968 969void OpenGLRenderer::clearLayerRegions() { 970 const size_t count = mLayers.size(); 971 if (count == 0) return; 972 973 if (!mSnapshot->isIgnored()) { 974 // Doing several glScissor/glClear here can negatively impact 975 // GPUs with a tiler architecture, instead we draw quads with 976 // the Clear blending mode 977 978 // The list contains bounds that have already been clipped 979 // against their initial clip rect, and the current clip 980 // is likely different so we need to disable clipping here 981 glDisable(GL_SCISSOR_TEST); 982 983 Vertex mesh[count * 6]; 984 Vertex* vertex = mesh; 985 986 for (uint32_t i = 0; i < count; i++) { 987 Rect* bounds = mLayers.itemAt(i); 988 989 Vertex::set(vertex++, bounds->left, bounds->bottom); 990 Vertex::set(vertex++, bounds->left, bounds->top); 991 Vertex::set(vertex++, bounds->right, bounds->top); 992 Vertex::set(vertex++, bounds->left, bounds->bottom); 993 Vertex::set(vertex++, bounds->right, bounds->top); 994 Vertex::set(vertex++, bounds->right, bounds->bottom); 995 996 delete bounds; 997 } 998 999 setupDraw(false); 1000 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1001 setupDrawBlending(true, SkXfermode::kClear_Mode); 1002 setupDrawProgram(); 1003 setupDrawPureColorUniforms(); 1004 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1005 setupDrawVertices(&mesh[0].position[0]); 1006 1007 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1008 1009 glEnable(GL_SCISSOR_TEST); 1010 } else { 1011 for (uint32_t i = 0; i < count; i++) { 1012 delete mLayers.itemAt(i); 1013 } 1014 } 1015 1016 mLayers.clear(); 1017} 1018 1019/////////////////////////////////////////////////////////////////////////////// 1020// Transforms 1021/////////////////////////////////////////////////////////////////////////////// 1022 1023void OpenGLRenderer::translate(float dx, float dy) { 1024 mSnapshot->transform->translate(dx, dy, 0.0f); 1025} 1026 1027void OpenGLRenderer::rotate(float degrees) { 1028 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1029} 1030 1031void OpenGLRenderer::scale(float sx, float sy) { 1032 mSnapshot->transform->scale(sx, sy, 1.0f); 1033} 1034 1035void OpenGLRenderer::skew(float sx, float sy) { 1036 mSnapshot->transform->skew(sx, sy); 1037} 1038 1039void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1040 if (matrix) { 1041 mSnapshot->transform->load(*matrix); 1042 } else { 1043 mSnapshot->transform->loadIdentity(); 1044 } 1045} 1046 1047void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1048 mSnapshot->transform->copyTo(*matrix); 1049} 1050 1051void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1052 SkMatrix transform; 1053 mSnapshot->transform->copyTo(transform); 1054 transform.preConcat(*matrix); 1055 mSnapshot->transform->load(transform); 1056} 1057 1058/////////////////////////////////////////////////////////////////////////////// 1059// Clipping 1060/////////////////////////////////////////////////////////////////////////////// 1061 1062void OpenGLRenderer::setScissorFromClip() { 1063 Rect clip(*mSnapshot->clipRect); 1064 clip.snapToPixelBoundaries(); 1065 1066 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1067 clip.getWidth(), clip.getHeight()); 1068 1069 mDirtyClip = false; 1070} 1071 1072const Rect& OpenGLRenderer::getClipBounds() { 1073 return mSnapshot->getLocalClip(); 1074} 1075 1076bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1077 if (mSnapshot->isIgnored()) { 1078 return true; 1079 } 1080 1081 Rect r(left, top, right, bottom); 1082 mSnapshot->transform->mapRect(r); 1083 r.snapToPixelBoundaries(); 1084 1085 Rect clipRect(*mSnapshot->clipRect); 1086 clipRect.snapToPixelBoundaries(); 1087 1088 return !clipRect.intersects(r); 1089} 1090 1091bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1092 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1093 if (clipped) { 1094 dirtyClip(); 1095 } 1096 return !mSnapshot->clipRect->isEmpty(); 1097} 1098 1099Rect* OpenGLRenderer::getClipRect() { 1100 return mSnapshot->clipRect; 1101} 1102 1103/////////////////////////////////////////////////////////////////////////////// 1104// Drawing commands 1105/////////////////////////////////////////////////////////////////////////////// 1106 1107void OpenGLRenderer::setupDraw(bool clear) { 1108 if (clear) clearLayerRegions(); 1109 if (mDirtyClip) { 1110 setScissorFromClip(); 1111 } 1112 mDescription.reset(); 1113 mSetShaderColor = false; 1114 mColorSet = false; 1115 mColorA = mColorR = mColorG = mColorB = 0.0f; 1116 mTextureUnit = 0; 1117 mTrackDirtyRegions = true; 1118} 1119 1120void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1121 mDescription.hasTexture = true; 1122 mDescription.hasAlpha8Texture = isAlpha8; 1123} 1124 1125void OpenGLRenderer::setupDrawWithExternalTexture() { 1126 mDescription.hasExternalTexture = true; 1127} 1128 1129void OpenGLRenderer::setupDrawNoTexture() { 1130 mCaches.disbaleTexCoordsVertexArray(); 1131} 1132 1133void OpenGLRenderer::setupDrawAALine() { 1134 mDescription.isAA = true; 1135} 1136 1137void OpenGLRenderer::setupDrawPoint(float pointSize) { 1138 mDescription.isPoint = true; 1139 mDescription.pointSize = pointSize; 1140} 1141 1142void OpenGLRenderer::setupDrawColor(int color) { 1143 setupDrawColor(color, (color >> 24) & 0xFF); 1144} 1145 1146void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1147 mColorA = alpha / 255.0f; 1148 mColorA *= mSnapshot->alpha; 1149 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1150 // the rgb values by a instead of also dividing by 255 1151 const float a = mColorA / 255.0f; 1152 mColorR = a * ((color >> 16) & 0xFF); 1153 mColorG = a * ((color >> 8) & 0xFF); 1154 mColorB = a * ((color ) & 0xFF); 1155 mColorSet = true; 1156 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1157} 1158 1159void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1160 mColorA = alpha / 255.0f; 1161 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1162 // the rgb values by a instead of also dividing by 255 1163 const float a = mColorA / 255.0f; 1164 mColorR = a * ((color >> 16) & 0xFF); 1165 mColorG = a * ((color >> 8) & 0xFF); 1166 mColorB = a * ((color ) & 0xFF); 1167 mColorSet = true; 1168 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1169} 1170 1171void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1172 mColorA = a; 1173 mColorR = r; 1174 mColorG = g; 1175 mColorB = b; 1176 mColorSet = true; 1177 mSetShaderColor = mDescription.setColor(r, g, b, a); 1178} 1179 1180void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1181 mColorA = a; 1182 mColorR = r; 1183 mColorG = g; 1184 mColorB = b; 1185 mColorSet = true; 1186 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1187} 1188 1189void OpenGLRenderer::setupDrawShader() { 1190 if (mShader) { 1191 mShader->describe(mDescription, mCaches.extensions); 1192 } 1193} 1194 1195void OpenGLRenderer::setupDrawColorFilter() { 1196 if (mColorFilter) { 1197 mColorFilter->describe(mDescription, mCaches.extensions); 1198 } 1199} 1200 1201void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1202 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1203 mColorA = 1.0f; 1204 mColorR = mColorG = mColorB = 0.0f; 1205 mSetShaderColor = mDescription.modulate = true; 1206 } 1207} 1208 1209void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1210 // When the blending mode is kClear_Mode, we need to use a modulate color 1211 // argb=1,0,0,0 1212 accountForClear(mode); 1213 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1214 mDescription, swapSrcDst); 1215} 1216 1217void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1218 // When the blending mode is kClear_Mode, we need to use a modulate color 1219 // argb=1,0,0,0 1220 accountForClear(mode); 1221 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1222 mDescription, swapSrcDst); 1223} 1224 1225void OpenGLRenderer::setupDrawProgram() { 1226 useProgram(mCaches.programCache.get(mDescription)); 1227} 1228 1229void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1230 mTrackDirtyRegions = false; 1231} 1232 1233void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1234 bool ignoreTransform) { 1235 mModelView.loadTranslate(left, top, 0.0f); 1236 if (!ignoreTransform) { 1237 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1238 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1239 } else { 1240 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1241 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1242 } 1243} 1244 1245void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1246 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1247} 1248 1249void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1250 bool ignoreTransform, bool ignoreModelView) { 1251 if (!ignoreModelView) { 1252 mModelView.loadTranslate(left, top, 0.0f); 1253 mModelView.scale(right - left, bottom - top, 1.0f); 1254 } else { 1255 mModelView.loadIdentity(); 1256 } 1257 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1258 if (!ignoreTransform) { 1259 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1260 if (mTrackDirtyRegions && dirty) { 1261 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1262 } 1263 } else { 1264 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1265 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1266 } 1267} 1268 1269void OpenGLRenderer::setupDrawPointUniforms() { 1270 int slot = mCaches.currentProgram->getUniform("pointSize"); 1271 glUniform1f(slot, mDescription.pointSize); 1272} 1273 1274void OpenGLRenderer::setupDrawColorUniforms() { 1275 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1276 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1277 } 1278} 1279 1280void OpenGLRenderer::setupDrawPureColorUniforms() { 1281 if (mSetShaderColor) { 1282 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1283 } 1284} 1285 1286void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1287 if (mShader) { 1288 if (ignoreTransform) { 1289 mModelView.loadInverse(*mSnapshot->transform); 1290 } 1291 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1292 } 1293} 1294 1295void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1296 if (mShader) { 1297 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1298 } 1299} 1300 1301void OpenGLRenderer::setupDrawColorFilterUniforms() { 1302 if (mColorFilter) { 1303 mColorFilter->setupProgram(mCaches.currentProgram); 1304 } 1305} 1306 1307void OpenGLRenderer::setupDrawSimpleMesh() { 1308 bool force = mCaches.bindMeshBuffer(); 1309 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1310 mCaches.unbindIndicesBuffer(); 1311} 1312 1313void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1314 bindTexture(texture); 1315 mTextureUnit++; 1316 mCaches.enableTexCoordsVertexArray(); 1317} 1318 1319void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1320 bindExternalTexture(texture); 1321 mTextureUnit++; 1322 mCaches.enableTexCoordsVertexArray(); 1323} 1324 1325void OpenGLRenderer::setupDrawTextureTransform() { 1326 mDescription.hasTextureTransform = true; 1327} 1328 1329void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1330 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1331 GL_FALSE, &transform.data[0]); 1332} 1333 1334void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1335 bool force = false; 1336 if (!vertices) { 1337 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1338 } else { 1339 force = mCaches.unbindMeshBuffer(); 1340 } 1341 1342 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1343 if (mCaches.currentProgram->texCoords >= 0) { 1344 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1345 } 1346 1347 mCaches.unbindIndicesBuffer(); 1348} 1349 1350void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1351 bool force = mCaches.unbindMeshBuffer(); 1352 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1353 if (mCaches.currentProgram->texCoords >= 0) { 1354 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1355 } 1356} 1357 1358void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1359 bool force = mCaches.unbindMeshBuffer(); 1360 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1361 vertices, gVertexStride); 1362 mCaches.unbindIndicesBuffer(); 1363} 1364 1365/** 1366 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1367 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1368 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1369 * attributes (one per vertex) are values from zero to one that tells the fragment 1370 * shader where the fragment is in relation to the line width/length overall; these values are 1371 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1372 * region of the line. 1373 * Note that we only pass down the width values in this setup function. The length coordinates 1374 * are set up for each individual segment. 1375 */ 1376void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1377 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1378 bool force = mCaches.unbindMeshBuffer(); 1379 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1380 vertices, gAAVertexStride); 1381 mCaches.resetTexCoordsVertexPointer(); 1382 mCaches.unbindIndicesBuffer(); 1383 1384 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1385 glEnableVertexAttribArray(widthSlot); 1386 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1387 1388 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1389 glEnableVertexAttribArray(lengthSlot); 1390 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1391 1392 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1393 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1394 1395 // Setting the inverse value saves computations per-fragment in the shader 1396 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1397 glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion); 1398} 1399 1400void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1401 glDisableVertexAttribArray(widthSlot); 1402 glDisableVertexAttribArray(lengthSlot); 1403} 1404 1405void OpenGLRenderer::finishDrawTexture() { 1406} 1407 1408/////////////////////////////////////////////////////////////////////////////// 1409// Drawing 1410/////////////////////////////////////////////////////////////////////////////// 1411 1412status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1413 Rect& dirty, int32_t flags, uint32_t level) { 1414 1415 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1416 // will be performed by the display list itself 1417 if (displayList && displayList->isRenderable()) { 1418 return displayList->replay(*this, dirty, flags, level); 1419 } 1420 1421 return DrawGlInfo::kStatusDone; 1422} 1423 1424void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1425 if (displayList) { 1426 displayList->output(*this, level); 1427 } 1428} 1429 1430void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1431 int alpha; 1432 SkXfermode::Mode mode; 1433 getAlphaAndMode(paint, &alpha, &mode); 1434 1435 float x = left; 1436 float y = top; 1437 1438 GLenum filter = GL_LINEAR; 1439 bool ignoreTransform = false; 1440 if (mSnapshot->transform->isPureTranslate()) { 1441 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1442 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1443 ignoreTransform = true; 1444 filter = GL_NEAREST; 1445 } else { 1446 filter = FILTER(paint); 1447 } 1448 1449 setupDraw(); 1450 setupDrawWithTexture(true); 1451 if (paint) { 1452 setupDrawAlpha8Color(paint->getColor(), alpha); 1453 } 1454 setupDrawColorFilter(); 1455 setupDrawShader(); 1456 setupDrawBlending(true, mode); 1457 setupDrawProgram(); 1458 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1459 1460 setupDrawTexture(texture->id); 1461 texture->setWrap(GL_CLAMP_TO_EDGE); 1462 texture->setFilter(filter); 1463 1464 setupDrawPureColorUniforms(); 1465 setupDrawColorFilterUniforms(); 1466 setupDrawShaderUniforms(); 1467 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1468 1469 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1470 1471 finishDrawTexture(); 1472} 1473 1474void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1475 const float right = left + bitmap->width(); 1476 const float bottom = top + bitmap->height(); 1477 1478 if (quickReject(left, top, right, bottom)) { 1479 return; 1480 } 1481 1482 mCaches.activeTexture(0); 1483 Texture* texture = mCaches.textureCache.get(bitmap); 1484 if (!texture) return; 1485 const AutoTexture autoCleanup(texture); 1486 1487 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1488 drawAlphaBitmap(texture, left, top, paint); 1489 } else { 1490 drawTextureRect(left, top, right, bottom, texture, paint); 1491 } 1492} 1493 1494void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1495 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1496 const mat4 transform(*matrix); 1497 transform.mapRect(r); 1498 1499 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1500 return; 1501 } 1502 1503 mCaches.activeTexture(0); 1504 Texture* texture = mCaches.textureCache.get(bitmap); 1505 if (!texture) return; 1506 const AutoTexture autoCleanup(texture); 1507 1508 // This could be done in a cheaper way, all we need is pass the matrix 1509 // to the vertex shader. The save/restore is a bit overkill. 1510 save(SkCanvas::kMatrix_SaveFlag); 1511 concatMatrix(matrix); 1512 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1513 restore(); 1514} 1515 1516void OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1517 const float right = left + bitmap->width(); 1518 const float bottom = top + bitmap->height(); 1519 1520 if (quickReject(left, top, right, bottom)) { 1521 return; 1522 } 1523 1524 mCaches.activeTexture(0); 1525 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1526 const AutoTexture autoCleanup(texture); 1527 1528 drawTextureRect(left, top, right, bottom, texture, paint); 1529} 1530 1531void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1532 float* vertices, int* colors, SkPaint* paint) { 1533 // TODO: Do a quickReject 1534 if (!vertices || mSnapshot->isIgnored()) { 1535 return; 1536 } 1537 1538 mCaches.activeTexture(0); 1539 Texture* texture = mCaches.textureCache.get(bitmap); 1540 if (!texture) return; 1541 const AutoTexture autoCleanup(texture); 1542 1543 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1544 texture->setFilter(FILTER(paint), true); 1545 1546 int alpha; 1547 SkXfermode::Mode mode; 1548 getAlphaAndMode(paint, &alpha, &mode); 1549 1550 const uint32_t count = meshWidth * meshHeight * 6; 1551 1552 float left = FLT_MAX; 1553 float top = FLT_MAX; 1554 float right = FLT_MIN; 1555 float bottom = FLT_MIN; 1556 1557#if RENDER_LAYERS_AS_REGIONS 1558 const bool hasActiveLayer = hasLayer(); 1559#else 1560 const bool hasActiveLayer = false; 1561#endif 1562 1563 // TODO: Support the colors array 1564 TextureVertex mesh[count]; 1565 TextureVertex* vertex = mesh; 1566 for (int32_t y = 0; y < meshHeight; y++) { 1567 for (int32_t x = 0; x < meshWidth; x++) { 1568 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1569 1570 float u1 = float(x) / meshWidth; 1571 float u2 = float(x + 1) / meshWidth; 1572 float v1 = float(y) / meshHeight; 1573 float v2 = float(y + 1) / meshHeight; 1574 1575 int ax = i + (meshWidth + 1) * 2; 1576 int ay = ax + 1; 1577 int bx = i; 1578 int by = bx + 1; 1579 int cx = i + 2; 1580 int cy = cx + 1; 1581 int dx = i + (meshWidth + 1) * 2 + 2; 1582 int dy = dx + 1; 1583 1584 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1585 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1586 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1587 1588 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1589 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1590 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1591 1592#if RENDER_LAYERS_AS_REGIONS 1593 if (hasActiveLayer) { 1594 // TODO: This could be optimized to avoid unnecessary ops 1595 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1596 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1597 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1598 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1599 } 1600#endif 1601 } 1602 } 1603 1604#if RENDER_LAYERS_AS_REGIONS 1605 if (hasActiveLayer) { 1606 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1607 } 1608#endif 1609 1610 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1611 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1612 GL_TRIANGLES, count, false, false, 0, false, false); 1613} 1614 1615void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1616 float srcLeft, float srcTop, float srcRight, float srcBottom, 1617 float dstLeft, float dstTop, float dstRight, float dstBottom, 1618 SkPaint* paint) { 1619 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1620 return; 1621 } 1622 1623 mCaches.activeTexture(0); 1624 Texture* texture = mCaches.textureCache.get(bitmap); 1625 if (!texture) return; 1626 const AutoTexture autoCleanup(texture); 1627 1628 const float width = texture->width; 1629 const float height = texture->height; 1630 1631 const float u1 = fmax(0.0f, srcLeft / width); 1632 const float v1 = fmax(0.0f, srcTop / height); 1633 const float u2 = fmin(1.0f, srcRight / width); 1634 const float v2 = fmin(1.0f, srcBottom / height); 1635 1636 mCaches.unbindMeshBuffer(); 1637 resetDrawTextureTexCoords(u1, v1, u2, v2); 1638 1639 int alpha; 1640 SkXfermode::Mode mode; 1641 getAlphaAndMode(paint, &alpha, &mode); 1642 1643 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1644 1645 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1646 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1647 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1648 1649 GLenum filter = GL_NEAREST; 1650 // Enable linear filtering if the source rectangle is scaled 1651 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1652 filter = FILTER(paint); 1653 } 1654 1655 texture->setFilter(filter, true); 1656 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1657 texture->id, alpha / 255.0f, mode, texture->blend, 1658 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1659 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1660 } else { 1661 texture->setFilter(FILTER(paint), true); 1662 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1663 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1664 GL_TRIANGLE_STRIP, gMeshCount); 1665 } 1666 1667 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1668} 1669 1670void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1671 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1672 float left, float top, float right, float bottom, SkPaint* paint) { 1673 if (quickReject(left, top, right, bottom)) { 1674 return; 1675 } 1676 1677 mCaches.activeTexture(0); 1678 Texture* texture = mCaches.textureCache.get(bitmap); 1679 if (!texture) return; 1680 const AutoTexture autoCleanup(texture); 1681 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1682 texture->setFilter(GL_LINEAR, true); 1683 1684 int alpha; 1685 SkXfermode::Mode mode; 1686 getAlphaAndMode(paint, &alpha, &mode); 1687 1688 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1689 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1690 1691 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1692 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1693#if RENDER_LAYERS_AS_REGIONS 1694 // Mark the current layer dirty where we are going to draw the patch 1695 if (hasLayer() && mesh->hasEmptyQuads) { 1696 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1697 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1698 const size_t count = mesh->quads.size(); 1699 for (size_t i = 0; i < count; i++) { 1700 const Rect& bounds = mesh->quads.itemAt(i); 1701 if (CC_LIKELY(pureTranslate)) { 1702 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1703 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1704 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1705 } else { 1706 dirtyLayer(left + bounds.left, top + bounds.top, 1707 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1708 } 1709 } 1710 } 1711#endif 1712 1713 if (CC_LIKELY(pureTranslate)) { 1714 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1715 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1716 1717 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1718 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1719 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1720 true, !mesh->hasEmptyQuads); 1721 } else { 1722 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1723 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1724 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1725 true, !mesh->hasEmptyQuads); 1726 } 1727 } 1728} 1729 1730/** 1731 * This function uses a similar approach to that of AA lines in the drawLines() function. 1732 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1733 * shader to compute the translucency of the color, determined by whether a given pixel is 1734 * within that boundary region and how far into the region it is. 1735 */ 1736void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1737 int color, SkXfermode::Mode mode) { 1738 float inverseScaleX = 1.0f; 1739 float inverseScaleY = 1.0f; 1740 // The quad that we use needs to account for scaling. 1741 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1742 Matrix4 *mat = mSnapshot->transform; 1743 float m00 = mat->data[Matrix4::kScaleX]; 1744 float m01 = mat->data[Matrix4::kSkewY]; 1745 float m02 = mat->data[2]; 1746 float m10 = mat->data[Matrix4::kSkewX]; 1747 float m11 = mat->data[Matrix4::kScaleX]; 1748 float m12 = mat->data[6]; 1749 float scaleX = sqrt(m00 * m00 + m01 * m01); 1750 float scaleY = sqrt(m10 * m10 + m11 * m11); 1751 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1752 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1753 } 1754 1755 setupDraw(); 1756 setupDrawNoTexture(); 1757 setupDrawAALine(); 1758 setupDrawColor(color); 1759 setupDrawColorFilter(); 1760 setupDrawShader(); 1761 setupDrawBlending(true, mode); 1762 setupDrawProgram(); 1763 setupDrawModelViewIdentity(true); 1764 setupDrawColorUniforms(); 1765 setupDrawColorFilterUniforms(); 1766 setupDrawShaderIdentityUniforms(); 1767 1768 AAVertex rects[4]; 1769 AAVertex* aaVertices = &rects[0]; 1770 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1771 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1772 1773 float boundarySizeX = .5 * inverseScaleX; 1774 float boundarySizeY = .5 * inverseScaleY; 1775 1776 // Adjust the rect by the AA boundary padding 1777 left -= boundarySizeX; 1778 right += boundarySizeX; 1779 top -= boundarySizeY; 1780 bottom += boundarySizeY; 1781 1782 float width = right - left; 1783 float height = bottom - top; 1784 1785 int widthSlot; 1786 int lengthSlot; 1787 1788 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1789 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1790 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1791 boundaryWidthProportion, widthSlot, lengthSlot); 1792 1793 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1794 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1795 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1796 glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion)); 1797 1798 if (!quickReject(left, top, right, bottom)) { 1799 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1800 AAVertex::set(aaVertices++, left, top, 1, 0); 1801 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1802 AAVertex::set(aaVertices++, right, top, 0, 0); 1803 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1804 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1805 } 1806 1807 finishDrawAALine(widthSlot, lengthSlot); 1808} 1809 1810/** 1811 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1812 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1813 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1814 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1815 * of the line. Hairlines are more involved because we need to account for transform scaling 1816 * to end up with a one-pixel-wide line in screen space.. 1817 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1818 * in combination with values that we calculate and pass down in this method. The basic approach 1819 * is that the quad we create contains both the core line area plus a bounding area in which 1820 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1821 * proportion of the width and the length of a given segment is represented by the boundary 1822 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1823 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1824 * on the inside). This ends up giving the result we want, with pixels that are completely 1825 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1826 * how far into the boundary region they are, which is determined by shader interpolation. 1827 */ 1828void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1829 if (mSnapshot->isIgnored()) return; 1830 1831 const bool isAA = paint->isAntiAlias(); 1832 // We use half the stroke width here because we're going to position the quad 1833 // corner vertices half of the width away from the line endpoints 1834 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1835 // A stroke width of 0 has a special meaning in Skia: 1836 // it draws a line 1 px wide regardless of current transform 1837 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1838 1839 float inverseScaleX = 1.0f; 1840 float inverseScaleY = 1.0f; 1841 bool scaled = false; 1842 1843 int alpha; 1844 SkXfermode::Mode mode; 1845 1846 int generatedVerticesCount = 0; 1847 int verticesCount = count; 1848 if (count > 4) { 1849 // Polyline: account for extra vertices needed for continuous tri-strip 1850 verticesCount += (count - 4); 1851 } 1852 1853 if (isHairLine || isAA) { 1854 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1855 // the line on the screen should always be one pixel wide regardless of scale. For 1856 // AA lines, we only want one pixel of translucent boundary around the quad. 1857 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1858 Matrix4 *mat = mSnapshot->transform; 1859 float m00 = mat->data[Matrix4::kScaleX]; 1860 float m01 = mat->data[Matrix4::kSkewY]; 1861 float m02 = mat->data[2]; 1862 float m10 = mat->data[Matrix4::kSkewX]; 1863 float m11 = mat->data[Matrix4::kScaleX]; 1864 float m12 = mat->data[6]; 1865 1866 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1867 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1868 1869 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1870 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1871 1872 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1873 scaled = true; 1874 } 1875 } 1876 } 1877 1878 getAlphaAndMode(paint, &alpha, &mode); 1879 setupDraw(); 1880 setupDrawNoTexture(); 1881 if (isAA) { 1882 setupDrawAALine(); 1883 } 1884 setupDrawColor(paint->getColor(), alpha); 1885 setupDrawColorFilter(); 1886 setupDrawShader(); 1887 setupDrawBlending(isAA, mode); 1888 setupDrawProgram(); 1889 setupDrawModelViewIdentity(true); 1890 setupDrawColorUniforms(); 1891 setupDrawColorFilterUniforms(); 1892 setupDrawShaderIdentityUniforms(); 1893 1894 if (isHairLine) { 1895 // Set a real stroke width to be used in quad construction 1896 halfStrokeWidth = isAA? 1 : .5; 1897 } else if (isAA && !scaled) { 1898 // Expand boundary to enable AA calculations on the quad border 1899 halfStrokeWidth += .5f; 1900 } 1901 1902 int widthSlot; 1903 int lengthSlot; 1904 1905 Vertex lines[verticesCount]; 1906 Vertex* vertices = &lines[0]; 1907 1908 AAVertex wLines[verticesCount]; 1909 AAVertex* aaVertices = &wLines[0]; 1910 1911 if (CC_UNLIKELY(!isAA)) { 1912 setupDrawVertices(vertices); 1913 } else { 1914 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1915 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1916 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1917 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1918 // This value is used in the fragment shader to determine how to fill fragments. 1919 // We will need to calculate the actual width proportion on each segment for 1920 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1921 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1922 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1923 boundaryWidthProportion, widthSlot, lengthSlot); 1924 } 1925 1926 AAVertex* prevAAVertex = NULL; 1927 Vertex* prevVertex = NULL; 1928 1929 int boundaryLengthSlot = -1; 1930 int inverseBoundaryLengthSlot = -1; 1931 int boundaryWidthSlot = -1; 1932 int inverseBoundaryWidthSlot = -1; 1933 1934 for (int i = 0; i < count; i += 4) { 1935 // a = start point, b = end point 1936 vec2 a(points[i], points[i + 1]); 1937 vec2 b(points[i + 2], points[i + 3]); 1938 1939 float length = 0; 1940 float boundaryLengthProportion = 0; 1941 float boundaryWidthProportion = 0; 1942 1943 // Find the normal to the line 1944 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1945 if (isHairLine) { 1946 if (isAA) { 1947 float wideningFactor; 1948 if (fabs(n.x) >= fabs(n.y)) { 1949 wideningFactor = fabs(1.0f / n.x); 1950 } else { 1951 wideningFactor = fabs(1.0f / n.y); 1952 } 1953 n *= wideningFactor; 1954 } 1955 1956 if (scaled) { 1957 n.x *= inverseScaleX; 1958 n.y *= inverseScaleY; 1959 } 1960 } else if (scaled) { 1961 // Extend n by .5 pixel on each side, post-transform 1962 vec2 extendedN = n.copyNormalized(); 1963 extendedN /= 2; 1964 extendedN.x *= inverseScaleX; 1965 extendedN.y *= inverseScaleY; 1966 1967 float extendedNLength = extendedN.length(); 1968 // We need to set this value on the shader prior to drawing 1969 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1970 n += extendedN; 1971 } 1972 1973 float x = n.x; 1974 n.x = -n.y; 1975 n.y = x; 1976 1977 // aa lines expand the endpoint vertices to encompass the AA boundary 1978 if (isAA) { 1979 vec2 abVector = (b - a); 1980 length = abVector.length(); 1981 abVector.normalize(); 1982 1983 if (scaled) { 1984 abVector.x *= inverseScaleX; 1985 abVector.y *= inverseScaleY; 1986 float abLength = abVector.length(); 1987 boundaryLengthProportion = abLength / (length + abLength); 1988 } else { 1989 boundaryLengthProportion = .5 / (length + 1); 1990 } 1991 1992 abVector /= 2; 1993 a -= abVector; 1994 b += abVector; 1995 } 1996 1997 // Four corners of the rectangle defining a thick line 1998 vec2 p1 = a - n; 1999 vec2 p2 = a + n; 2000 vec2 p3 = b + n; 2001 vec2 p4 = b - n; 2002 2003 2004 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2005 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2006 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2007 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2008 2009 if (!quickReject(left, top, right, bottom)) { 2010 if (!isAA) { 2011 if (prevVertex != NULL) { 2012 // Issue two repeat vertices to create degenerate triangles to bridge 2013 // between the previous line and the new one. This is necessary because 2014 // we are creating a single triangle_strip which will contain 2015 // potentially discontinuous line segments. 2016 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2017 Vertex::set(vertices++, p1.x, p1.y); 2018 generatedVerticesCount += 2; 2019 } 2020 2021 Vertex::set(vertices++, p1.x, p1.y); 2022 Vertex::set(vertices++, p2.x, p2.y); 2023 Vertex::set(vertices++, p4.x, p4.y); 2024 Vertex::set(vertices++, p3.x, p3.y); 2025 2026 prevVertex = vertices - 1; 2027 generatedVerticesCount += 4; 2028 } else { 2029 if (!isHairLine && scaled) { 2030 // Must set width proportions per-segment for scaled non-hairlines to use the 2031 // correct AA boundary dimensions 2032 if (boundaryWidthSlot < 0) { 2033 boundaryWidthSlot = 2034 mCaches.currentProgram->getUniform("boundaryWidth"); 2035 inverseBoundaryWidthSlot = 2036 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 2037 } 2038 2039 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2040 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 2041 } 2042 2043 if (boundaryLengthSlot < 0) { 2044 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2045 inverseBoundaryLengthSlot = 2046 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 2047 } 2048 2049 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2050 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 2051 2052 if (prevAAVertex != NULL) { 2053 // Issue two repeat vertices to create degenerate triangles to bridge 2054 // between the previous line and the new one. This is necessary because 2055 // we are creating a single triangle_strip which will contain 2056 // potentially discontinuous line segments. 2057 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2058 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2059 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2060 generatedVerticesCount += 2; 2061 } 2062 2063 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2064 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2065 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2066 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2067 2068 prevAAVertex = aaVertices - 1; 2069 generatedVerticesCount += 4; 2070 } 2071 2072 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2073 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2074 *mSnapshot->transform); 2075 } 2076 } 2077 2078 if (generatedVerticesCount > 0) { 2079 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2080 } 2081 2082 if (isAA) { 2083 finishDrawAALine(widthSlot, lengthSlot); 2084 } 2085} 2086 2087void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2088 if (mSnapshot->isIgnored()) return; 2089 2090 // TODO: The paint's cap style defines whether the points are square or circular 2091 // TODO: Handle AA for round points 2092 2093 // A stroke width of 0 has a special meaning in Skia: 2094 // it draws an unscaled 1px point 2095 float strokeWidth = paint->getStrokeWidth(); 2096 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2097 if (isHairLine) { 2098 // Now that we know it's hairline, we can set the effective width, to be used later 2099 strokeWidth = 1.0f; 2100 } 2101 const float halfWidth = strokeWidth / 2; 2102 int alpha; 2103 SkXfermode::Mode mode; 2104 getAlphaAndMode(paint, &alpha, &mode); 2105 2106 int verticesCount = count >> 1; 2107 int generatedVerticesCount = 0; 2108 2109 TextureVertex pointsData[verticesCount]; 2110 TextureVertex* vertex = &pointsData[0]; 2111 2112 setupDraw(); 2113 setupDrawNoTexture(); 2114 setupDrawPoint(strokeWidth); 2115 setupDrawColor(paint->getColor(), alpha); 2116 setupDrawColorFilter(); 2117 setupDrawShader(); 2118 setupDrawBlending(mode); 2119 setupDrawProgram(); 2120 setupDrawModelViewIdentity(true); 2121 setupDrawColorUniforms(); 2122 setupDrawColorFilterUniforms(); 2123 setupDrawPointUniforms(); 2124 setupDrawShaderIdentityUniforms(); 2125 setupDrawMesh(vertex); 2126 2127 for (int i = 0; i < count; i += 2) { 2128 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2129 generatedVerticesCount++; 2130 2131 float left = points[i] - halfWidth; 2132 float right = points[i] + halfWidth; 2133 float top = points[i + 1] - halfWidth; 2134 float bottom = points [i + 1] + halfWidth; 2135 2136 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2137 } 2138 2139 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2140} 2141 2142void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2143 // No need to check against the clip, we fill the clip region 2144 if (mSnapshot->isIgnored()) return; 2145 2146 Rect& clip(*mSnapshot->clipRect); 2147 clip.snapToPixelBoundaries(); 2148 2149 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2150} 2151 2152void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2153 if (!texture) return; 2154 const AutoTexture autoCleanup(texture); 2155 2156 const float x = left + texture->left - texture->offset; 2157 const float y = top + texture->top - texture->offset; 2158 2159 drawPathTexture(texture, x, y, paint); 2160} 2161 2162void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2163 float rx, float ry, SkPaint* paint) { 2164 if (mSnapshot->isIgnored()) return; 2165 2166 mCaches.activeTexture(0); 2167 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2168 right - left, bottom - top, rx, ry, paint); 2169 drawShape(left, top, texture, paint); 2170} 2171 2172void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2173 if (mSnapshot->isIgnored()) return; 2174 2175 mCaches.activeTexture(0); 2176 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2177 drawShape(x - radius, y - radius, texture, paint); 2178} 2179 2180void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2181 if (mSnapshot->isIgnored()) return; 2182 2183 mCaches.activeTexture(0); 2184 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2185 drawShape(left, top, texture, paint); 2186} 2187 2188void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2189 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2190 if (mSnapshot->isIgnored()) return; 2191 2192 if (fabs(sweepAngle) >= 360.0f) { 2193 drawOval(left, top, right, bottom, paint); 2194 return; 2195 } 2196 2197 mCaches.activeTexture(0); 2198 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2199 startAngle, sweepAngle, useCenter, paint); 2200 drawShape(left, top, texture, paint); 2201} 2202 2203void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2204 SkPaint* paint) { 2205 if (mSnapshot->isIgnored()) return; 2206 2207 mCaches.activeTexture(0); 2208 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2209 drawShape(left, top, texture, paint); 2210} 2211 2212void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2213 if (p->getStyle() != SkPaint::kFill_Style) { 2214 drawRectAsShape(left, top, right, bottom, p); 2215 return; 2216 } 2217 2218 if (quickReject(left, top, right, bottom)) { 2219 return; 2220 } 2221 2222 SkXfermode::Mode mode; 2223 if (!mCaches.extensions.hasFramebufferFetch()) { 2224 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2225 if (!isMode) { 2226 // Assume SRC_OVER 2227 mode = SkXfermode::kSrcOver_Mode; 2228 } 2229 } else { 2230 mode = getXfermode(p->getXfermode()); 2231 } 2232 2233 int color = p->getColor(); 2234 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2235 drawAARect(left, top, right, bottom, color, mode); 2236 } else { 2237 drawColorRect(left, top, right, bottom, color, mode); 2238 } 2239} 2240 2241void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2242 const float* positions, SkPaint* paint) { 2243 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2244 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2245 return; 2246 } 2247 2248 // NOTE: Skia does not support perspective transform on drawPosText yet 2249 if (!mSnapshot->transform->isSimple()) { 2250 return; 2251 } 2252 2253 float x = 0.0f; 2254 float y = 0.0f; 2255 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2256 if (pureTranslate) { 2257 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2258 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2259 } 2260 2261 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2262 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2263 paint->getTextSize()); 2264 2265 int alpha; 2266 SkXfermode::Mode mode; 2267 getAlphaAndMode(paint, &alpha, &mode); 2268 2269 // Pick the appropriate texture filtering 2270 bool linearFilter = mSnapshot->transform->changesBounds(); 2271 if (pureTranslate && !linearFilter) { 2272 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2273 } 2274 2275 mCaches.activeTexture(0); 2276 setupDraw(); 2277 setupDrawDirtyRegionsDisabled(); 2278 setupDrawWithTexture(true); 2279 setupDrawAlpha8Color(paint->getColor(), alpha); 2280 setupDrawColorFilter(); 2281 setupDrawShader(); 2282 setupDrawBlending(true, mode); 2283 setupDrawProgram(); 2284 setupDrawModelView(x, y, x, y, pureTranslate, true); 2285 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2286 setupDrawPureColorUniforms(); 2287 setupDrawColorFilterUniforms(); 2288 setupDrawShaderUniforms(pureTranslate); 2289 2290 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2291 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2292 2293#if RENDER_LAYERS_AS_REGIONS 2294 const bool hasActiveLayer = hasLayer(); 2295#else 2296 const bool hasActiveLayer = false; 2297#endif 2298 2299 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2300 positions, hasActiveLayer ? &bounds : NULL)) { 2301#if RENDER_LAYERS_AS_REGIONS 2302 if (hasActiveLayer) { 2303 if (!pureTranslate) { 2304 mSnapshot->transform->mapRect(bounds); 2305 } 2306 dirtyLayerUnchecked(bounds, getRegion()); 2307 } 2308#endif 2309 } 2310} 2311 2312void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2313 float x, float y, SkPaint* paint, float length) { 2314 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2315 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2316 return; 2317 } 2318 2319 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2320 switch (paint->getTextAlign()) { 2321 case SkPaint::kCenter_Align: 2322 x -= length / 2.0f; 2323 break; 2324 case SkPaint::kRight_Align: 2325 x -= length; 2326 break; 2327 default: 2328 break; 2329 } 2330 2331 SkPaint::FontMetrics metrics; 2332 paint->getFontMetrics(&metrics, 0.0f); 2333 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2334 return; 2335 } 2336 2337 const float oldX = x; 2338 const float oldY = y; 2339 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2340 if (CC_LIKELY(pureTranslate)) { 2341 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2342 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2343 } 2344 2345#if DEBUG_GLYPHS 2346 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2347#endif 2348 2349 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2350 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2351 paint->getTextSize()); 2352 2353 int alpha; 2354 SkXfermode::Mode mode; 2355 getAlphaAndMode(paint, &alpha, &mode); 2356 2357 if (CC_UNLIKELY(mHasShadow)) { 2358 mCaches.activeTexture(0); 2359 2360 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2361 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2362 paint, text, bytesCount, count, mShadowRadius); 2363 const AutoTexture autoCleanup(shadow); 2364 2365 const float sx = oldX - shadow->left + mShadowDx; 2366 const float sy = oldY - shadow->top + mShadowDy; 2367 2368 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2369 int shadowColor = mShadowColor; 2370 if (mShader) { 2371 shadowColor = 0xffffffff; 2372 } 2373 2374 setupDraw(); 2375 setupDrawWithTexture(true); 2376 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2377 setupDrawColorFilter(); 2378 setupDrawShader(); 2379 setupDrawBlending(true, mode); 2380 setupDrawProgram(); 2381 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2382 setupDrawTexture(shadow->id); 2383 setupDrawPureColorUniforms(); 2384 setupDrawColorFilterUniforms(); 2385 setupDrawShaderUniforms(); 2386 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2387 2388 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2389 } 2390 2391 // Pick the appropriate texture filtering 2392 bool linearFilter = mSnapshot->transform->changesBounds(); 2393 if (pureTranslate && !linearFilter) { 2394 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2395 } 2396 2397 mCaches.activeTexture(0); 2398 setupDraw(); 2399 setupDrawDirtyRegionsDisabled(); 2400 setupDrawWithTexture(true); 2401 setupDrawAlpha8Color(paint->getColor(), alpha); 2402 setupDrawColorFilter(); 2403 setupDrawShader(); 2404 setupDrawBlending(true, mode); 2405 setupDrawProgram(); 2406 setupDrawModelView(x, y, x, y, pureTranslate, true); 2407 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2408 setupDrawPureColorUniforms(); 2409 setupDrawColorFilterUniforms(); 2410 setupDrawShaderUniforms(pureTranslate); 2411 2412 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2413 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2414 2415#if RENDER_LAYERS_AS_REGIONS 2416 const bool hasActiveLayer = hasLayer(); 2417#else 2418 const bool hasActiveLayer = false; 2419#endif 2420 2421 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2422 hasActiveLayer ? &bounds : NULL)) { 2423#if RENDER_LAYERS_AS_REGIONS 2424 if (hasActiveLayer) { 2425 if (!pureTranslate) { 2426 mSnapshot->transform->mapRect(bounds); 2427 } 2428 dirtyLayerUnchecked(bounds, getRegion()); 2429 } 2430#endif 2431 } 2432 2433 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2434} 2435 2436void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2437 float hOffset, float vOffset, SkPaint* paint) { 2438 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2439 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2440 return; 2441 } 2442 2443 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2444 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2445 paint->getTextSize()); 2446 2447 int alpha; 2448 SkXfermode::Mode mode; 2449 getAlphaAndMode(paint, &alpha, &mode); 2450 2451 mCaches.activeTexture(0); 2452 setupDraw(); 2453 setupDrawDirtyRegionsDisabled(); 2454 setupDrawWithTexture(true); 2455 setupDrawAlpha8Color(paint->getColor(), alpha); 2456 setupDrawColorFilter(); 2457 setupDrawShader(); 2458 setupDrawBlending(true, mode); 2459 setupDrawProgram(); 2460 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2461 setupDrawTexture(fontRenderer.getTexture(true)); 2462 setupDrawPureColorUniforms(); 2463 setupDrawColorFilterUniforms(); 2464 setupDrawShaderUniforms(false); 2465 2466 const Rect* clip = &mSnapshot->getLocalClip(); 2467 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2468 2469#if RENDER_LAYERS_AS_REGIONS 2470 const bool hasActiveLayer = hasLayer(); 2471#else 2472 const bool hasActiveLayer = false; 2473#endif 2474 2475 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2476 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2477#if RENDER_LAYERS_AS_REGIONS 2478 if (hasActiveLayer) { 2479 mSnapshot->transform->mapRect(bounds); 2480 dirtyLayerUnchecked(bounds, getRegion()); 2481 } 2482#endif 2483 } 2484} 2485 2486void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2487 if (mSnapshot->isIgnored()) return; 2488 2489 mCaches.activeTexture(0); 2490 2491 // TODO: Perform early clip test before we rasterize the path 2492 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2493 if (!texture) return; 2494 const AutoTexture autoCleanup(texture); 2495 2496 const float x = texture->left - texture->offset; 2497 const float y = texture->top - texture->offset; 2498 2499 drawPathTexture(texture, x, y, paint); 2500} 2501 2502void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2503 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2504 return; 2505 } 2506 2507 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2508 OpenGLRenderer* renderer = layer->renderer; 2509 Rect& dirty = layer->dirtyRect; 2510 2511 interrupt(); 2512 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2513 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2514 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 2515 renderer->finish(); 2516 resume(); 2517 2518 dirty.setEmpty(); 2519 layer->deferredUpdateScheduled = false; 2520 layer->renderer = NULL; 2521 layer->displayList = NULL; 2522 } 2523 2524 mCaches.activeTexture(0); 2525 2526 int alpha; 2527 SkXfermode::Mode mode; 2528 getAlphaAndMode(paint, &alpha, &mode); 2529 2530 layer->setAlpha(alpha, mode); 2531 2532#if RENDER_LAYERS_AS_REGIONS 2533 if (CC_LIKELY(!layer->region.isEmpty())) { 2534 if (layer->region.isRect()) { 2535 composeLayerRect(layer, layer->regionRect); 2536 } else if (layer->mesh) { 2537 const float a = alpha / 255.0f; 2538 const Rect& rect = layer->layer; 2539 2540 setupDraw(); 2541 setupDrawWithTexture(); 2542 setupDrawColor(a, a, a, a); 2543 setupDrawColorFilter(); 2544 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2545 setupDrawProgram(); 2546 setupDrawPureColorUniforms(); 2547 setupDrawColorFilterUniforms(); 2548 setupDrawTexture(layer->getTexture()); 2549 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2550 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2551 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2552 2553 layer->setFilter(GL_NEAREST); 2554 setupDrawModelViewTranslate(x, y, 2555 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2556 } else { 2557 layer->setFilter(GL_LINEAR); 2558 setupDrawModelViewTranslate(x, y, 2559 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2560 } 2561 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2562 2563 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2564 GL_UNSIGNED_SHORT, layer->meshIndices); 2565 2566 finishDrawTexture(); 2567 2568#if DEBUG_LAYERS_AS_REGIONS 2569 drawRegionRects(layer->region); 2570#endif 2571 } 2572 } 2573#else 2574 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2575 composeLayerRect(layer, r); 2576#endif 2577} 2578 2579/////////////////////////////////////////////////////////////////////////////// 2580// Shaders 2581/////////////////////////////////////////////////////////////////////////////// 2582 2583void OpenGLRenderer::resetShader() { 2584 mShader = NULL; 2585} 2586 2587void OpenGLRenderer::setupShader(SkiaShader* shader) { 2588 mShader = shader; 2589 if (mShader) { 2590 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2591 } 2592} 2593 2594/////////////////////////////////////////////////////////////////////////////// 2595// Color filters 2596/////////////////////////////////////////////////////////////////////////////// 2597 2598void OpenGLRenderer::resetColorFilter() { 2599 mColorFilter = NULL; 2600} 2601 2602void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2603 mColorFilter = filter; 2604} 2605 2606/////////////////////////////////////////////////////////////////////////////// 2607// Drop shadow 2608/////////////////////////////////////////////////////////////////////////////// 2609 2610void OpenGLRenderer::resetShadow() { 2611 mHasShadow = false; 2612} 2613 2614void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2615 mHasShadow = true; 2616 mShadowRadius = radius; 2617 mShadowDx = dx; 2618 mShadowDy = dy; 2619 mShadowColor = color; 2620} 2621 2622/////////////////////////////////////////////////////////////////////////////// 2623// Draw filters 2624/////////////////////////////////////////////////////////////////////////////// 2625 2626void OpenGLRenderer::resetPaintFilter() { 2627 mHasDrawFilter = false; 2628} 2629 2630void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2631 mHasDrawFilter = true; 2632 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2633 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2634} 2635 2636SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2637 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2638 2639 uint32_t flags = paint->getFlags(); 2640 2641 mFilteredPaint = *paint; 2642 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2643 2644 return &mFilteredPaint; 2645} 2646 2647/////////////////////////////////////////////////////////////////////////////// 2648// Drawing implementation 2649/////////////////////////////////////////////////////////////////////////////// 2650 2651void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2652 float x, float y, SkPaint* paint) { 2653 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2654 return; 2655 } 2656 2657 int alpha; 2658 SkXfermode::Mode mode; 2659 getAlphaAndMode(paint, &alpha, &mode); 2660 2661 setupDraw(); 2662 setupDrawWithTexture(true); 2663 setupDrawAlpha8Color(paint->getColor(), alpha); 2664 setupDrawColorFilter(); 2665 setupDrawShader(); 2666 setupDrawBlending(true, mode); 2667 setupDrawProgram(); 2668 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2669 setupDrawTexture(texture->id); 2670 setupDrawPureColorUniforms(); 2671 setupDrawColorFilterUniforms(); 2672 setupDrawShaderUniforms(); 2673 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2674 2675 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2676 2677 finishDrawTexture(); 2678} 2679 2680// Same values used by Skia 2681#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2682#define kStdUnderline_Offset (1.0f / 9.0f) 2683#define kStdUnderline_Thickness (1.0f / 18.0f) 2684 2685void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2686 float x, float y, SkPaint* paint) { 2687 // Handle underline and strike-through 2688 uint32_t flags = paint->getFlags(); 2689 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2690 SkPaint paintCopy(*paint); 2691 float underlineWidth = length; 2692 // If length is > 0.0f, we already measured the text for the text alignment 2693 if (length <= 0.0f) { 2694 underlineWidth = paintCopy.measureText(text, bytesCount); 2695 } 2696 2697 float offsetX = 0; 2698 switch (paintCopy.getTextAlign()) { 2699 case SkPaint::kCenter_Align: 2700 offsetX = underlineWidth * 0.5f; 2701 break; 2702 case SkPaint::kRight_Align: 2703 offsetX = underlineWidth; 2704 break; 2705 default: 2706 break; 2707 } 2708 2709 if (CC_LIKELY(underlineWidth > 0.0f)) { 2710 const float textSize = paintCopy.getTextSize(); 2711 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2712 2713 const float left = x - offsetX; 2714 float top = 0.0f; 2715 2716 int linesCount = 0; 2717 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2718 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2719 2720 const int pointsCount = 4 * linesCount; 2721 float points[pointsCount]; 2722 int currentPoint = 0; 2723 2724 if (flags & SkPaint::kUnderlineText_Flag) { 2725 top = y + textSize * kStdUnderline_Offset; 2726 points[currentPoint++] = left; 2727 points[currentPoint++] = top; 2728 points[currentPoint++] = left + underlineWidth; 2729 points[currentPoint++] = top; 2730 } 2731 2732 if (flags & SkPaint::kStrikeThruText_Flag) { 2733 top = y + textSize * kStdStrikeThru_Offset; 2734 points[currentPoint++] = left; 2735 points[currentPoint++] = top; 2736 points[currentPoint++] = left + underlineWidth; 2737 points[currentPoint++] = top; 2738 } 2739 2740 paintCopy.setStrokeWidth(strokeWidth); 2741 2742 drawLines(&points[0], pointsCount, &paintCopy); 2743 } 2744 } 2745} 2746 2747void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2748 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2749 // If a shader is set, preserve only the alpha 2750 if (mShader) { 2751 color |= 0x00ffffff; 2752 } 2753 2754 setupDraw(); 2755 setupDrawNoTexture(); 2756 setupDrawColor(color); 2757 setupDrawShader(); 2758 setupDrawColorFilter(); 2759 setupDrawBlending(mode); 2760 setupDrawProgram(); 2761 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2762 setupDrawColorUniforms(); 2763 setupDrawShaderUniforms(ignoreTransform); 2764 setupDrawColorFilterUniforms(); 2765 setupDrawSimpleMesh(); 2766 2767 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2768} 2769 2770void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2771 Texture* texture, SkPaint* paint) { 2772 int alpha; 2773 SkXfermode::Mode mode; 2774 getAlphaAndMode(paint, &alpha, &mode); 2775 2776 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2777 2778 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2779 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2780 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2781 2782 texture->setFilter(GL_NEAREST, true); 2783 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2784 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2785 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2786 } else { 2787 texture->setFilter(FILTER(paint), true); 2788 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2789 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2790 GL_TRIANGLE_STRIP, gMeshCount); 2791 } 2792} 2793 2794void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2795 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2796 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2797 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2798} 2799 2800void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2801 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2802 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2803 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2804 2805 setupDraw(); 2806 setupDrawWithTexture(); 2807 setupDrawColor(alpha, alpha, alpha, alpha); 2808 setupDrawColorFilter(); 2809 setupDrawBlending(blend, mode, swapSrcDst); 2810 setupDrawProgram(); 2811 if (!dirty) { 2812 setupDrawDirtyRegionsDisabled(); 2813 } 2814 if (!ignoreScale) { 2815 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2816 } else { 2817 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2818 } 2819 setupDrawPureColorUniforms(); 2820 setupDrawColorFilterUniforms(); 2821 setupDrawTexture(texture); 2822 setupDrawMesh(vertices, texCoords, vbo); 2823 2824 glDrawArrays(drawMode, 0, elementsCount); 2825 2826 finishDrawTexture(); 2827} 2828 2829void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2830 ProgramDescription& description, bool swapSrcDst) { 2831 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2832 2833 if (blend) { 2834 // These blend modes are not supported by OpenGL directly and have 2835 // to be implemented using shaders. Since the shader will perform 2836 // the blending, turn blending off here 2837 // If the blend mode cannot be implemented using shaders, fall 2838 // back to the default SrcOver blend mode instead 2839 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2840 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2841 description.framebufferMode = mode; 2842 description.swapSrcDst = swapSrcDst; 2843 2844 if (mCaches.blend) { 2845 glDisable(GL_BLEND); 2846 mCaches.blend = false; 2847 } 2848 2849 return; 2850 } else { 2851 mode = SkXfermode::kSrcOver_Mode; 2852 } 2853 } 2854 2855 if (!mCaches.blend) { 2856 glEnable(GL_BLEND); 2857 } 2858 2859 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2860 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2861 2862 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2863 glBlendFunc(sourceMode, destMode); 2864 mCaches.lastSrcMode = sourceMode; 2865 mCaches.lastDstMode = destMode; 2866 } 2867 } else if (mCaches.blend) { 2868 glDisable(GL_BLEND); 2869 } 2870 mCaches.blend = blend; 2871} 2872 2873bool OpenGLRenderer::useProgram(Program* program) { 2874 if (!program->isInUse()) { 2875 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2876 program->use(); 2877 mCaches.currentProgram = program; 2878 return false; 2879 } 2880 return true; 2881} 2882 2883void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2884 TextureVertex* v = &mMeshVertices[0]; 2885 TextureVertex::setUV(v++, u1, v1); 2886 TextureVertex::setUV(v++, u2, v1); 2887 TextureVertex::setUV(v++, u1, v2); 2888 TextureVertex::setUV(v++, u2, v2); 2889} 2890 2891void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2892 if (paint) { 2893 *mode = getXfermode(paint->getXfermode()); 2894 2895 // Skia draws using the color's alpha channel if < 255 2896 // Otherwise, it uses the paint's alpha 2897 int color = paint->getColor(); 2898 *alpha = (color >> 24) & 0xFF; 2899 if (*alpha == 255) { 2900 *alpha = paint->getAlpha(); 2901 } 2902 } else { 2903 *mode = SkXfermode::kSrcOver_Mode; 2904 *alpha = 255; 2905 } 2906 *alpha *= mSnapshot->alpha; 2907} 2908 2909SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2910 SkXfermode::Mode resultMode; 2911 if (!SkXfermode::AsMode(mode, &resultMode)) { 2912 resultMode = SkXfermode::kSrcOver_Mode; 2913 } 2914 return resultMode; 2915} 2916 2917}; // namespace uirenderer 2918}; // namespace android 2919