OpenGLRenderer.cpp revision e4aa95e3627226bcb0d8cc3e42dca6e4df8f421c
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "ShadowTessellator.h" 40#include "utils/GLUtils.h" 41#include "Vector.h" 42#include "VertexBuffer.h" 43 44namespace android { 45namespace uirenderer { 46 47/////////////////////////////////////////////////////////////////////////////// 48// Defines 49/////////////////////////////////////////////////////////////////////////////// 50 51#define RAD_TO_DEG (180.0f / 3.14159265f) 52#define MIN_ANGLE 0.001f 53 54#define ALPHA_THRESHOLD 0 55 56static GLenum getFilter(const SkPaint* paint) { 57 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 58 return GL_LINEAR; 59 } 60 return GL_NEAREST; 61} 62 63/////////////////////////////////////////////////////////////////////////////// 64// Globals 65/////////////////////////////////////////////////////////////////////////////// 66 67/** 68 * Structure mapping Skia xfermodes to OpenGL blending factors. 69 */ 70struct Blender { 71 SkXfermode::Mode mode; 72 GLenum src; 73 GLenum dst; 74}; // struct Blender 75 76// In this array, the index of each Blender equals the value of the first 77// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 78static const Blender gBlends[] = { 79 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 81 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 82 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 84 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 86 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 88 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 90 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 92 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 93 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 94}; 95 96// This array contains the swapped version of each SkXfermode. For instance 97// this array's SrcOver blending mode is actually DstOver. You can refer to 98// createLayer() for more information on the purpose of this array. 99static const Blender gBlendsSwap[] = { 100 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 102 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 103 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 104 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 106 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 107 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 108 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 109 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 110 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 111 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 112 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 113 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 114 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 115}; 116 117/////////////////////////////////////////////////////////////////////////////// 118// Functions 119/////////////////////////////////////////////////////////////////////////////// 120 121template<typename T> 122static inline T min(T a, T b) { 123 return a < b ? a : b; 124} 125 126/////////////////////////////////////////////////////////////////////////////// 127// Constructors/destructor 128/////////////////////////////////////////////////////////////////////////////// 129 130OpenGLRenderer::OpenGLRenderer(): 131 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 132 // *set* draw modifiers to be 0 133 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 134 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 135 136 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 137 138 mFrameStarted = false; 139 mCountOverdraw = false; 140 141 mScissorOptimizationDisabled = false; 142} 143 144OpenGLRenderer::~OpenGLRenderer() { 145 // The context has already been destroyed at this point, do not call 146 // GL APIs. All GL state should be kept in Caches.h 147} 148 149void OpenGLRenderer::initProperties() { 150 char property[PROPERTY_VALUE_MAX]; 151 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 152 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 153 INIT_LOGD(" Scissor optimization %s", 154 mScissorOptimizationDisabled ? "disabled" : "enabled"); 155 } else { 156 INIT_LOGD(" Scissor optimization enabled"); 157 } 158} 159 160/////////////////////////////////////////////////////////////////////////////// 161// Setup 162/////////////////////////////////////////////////////////////////////////////// 163 164void OpenGLRenderer::setViewport(int width, int height) { 165 initViewport(width, height); 166 167 glDisable(GL_DITHER); 168 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 169 170 glEnableVertexAttribArray(Program::kBindingPosition); 171} 172 173void OpenGLRenderer::initViewport(int width, int height) { 174 mViewProjMatrix.loadOrtho(0, width, height, 0, -1, 1); 175 176 initializeViewport(width, height); 177} 178 179void OpenGLRenderer::setupFrameState(float left, float top, 180 float right, float bottom, bool opaque) { 181 mCaches.clearGarbage(); 182 183 initializeSaveStack(left, top, right, bottom); 184 mOpaque = opaque; 185 mTilingClip.set(left, top, right, bottom); 186} 187 188status_t OpenGLRenderer::startFrame() { 189 if (mFrameStarted) return DrawGlInfo::kStatusDone; 190 mFrameStarted = true; 191 192 mDirtyClip = true; 193 194 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 195 196 glViewport(0, 0, getWidth(), getHeight()); 197 198 // Functors break the tiling extension in pretty spectacular ways 199 // This ensures we don't use tiling when a functor is going to be 200 // invoked during the frame 201 mSuppressTiling = mCaches.hasRegisteredFunctors(); 202 203 startTilingCurrentClip(true); 204 205 debugOverdraw(true, true); 206 207 return clear(mTilingClip.left, mTilingClip.top, 208 mTilingClip.right, mTilingClip.bottom, mOpaque); 209} 210 211status_t OpenGLRenderer::prepareDirty(float left, float top, 212 float right, float bottom, bool opaque) { 213 214 setupFrameState(left, top, right, bottom, opaque); 215 216 // Layer renderers will start the frame immediately 217 // The framebuffer renderer will first defer the display list 218 // for each layer and wait until the first drawing command 219 // to start the frame 220 if (currentSnapshot()->fbo == 0) { 221 syncState(); 222 updateLayers(); 223 } else { 224 return startFrame(); 225 } 226 227 return DrawGlInfo::kStatusDone; 228} 229 230void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 231 // If we know that we are going to redraw the entire framebuffer, 232 // perform a discard to let the driver know we don't need to preserve 233 // the back buffer for this frame. 234 if (mExtensions.hasDiscardFramebuffer() && 235 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 236 const bool isFbo = getTargetFbo() == 0; 237 const GLenum attachments[] = { 238 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 239 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 240 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 241 } 242} 243 244status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 245 if (!opaque || mCountOverdraw) { 246 mCaches.enableScissor(); 247 mCaches.setScissor(left, currentSnapshot()->height - bottom, right - left, bottom - top); 248 glClear(GL_COLOR_BUFFER_BIT); 249 return DrawGlInfo::kStatusDrew; 250 } 251 252 mCaches.resetScissor(); 253 return DrawGlInfo::kStatusDone; 254} 255 256void OpenGLRenderer::syncState() { 257 if (mCaches.blend) { 258 glEnable(GL_BLEND); 259 } else { 260 glDisable(GL_BLEND); 261 } 262} 263 264void OpenGLRenderer::startTilingCurrentClip(bool opaque) { 265 if (!mSuppressTiling) { 266 const Snapshot* snapshot = currentSnapshot(); 267 268 const Rect* clip = &mTilingClip; 269 if (snapshot->flags & Snapshot::kFlagFboTarget) { 270 clip = &(snapshot->layer->clipRect); 271 } 272 273 startTiling(*clip, snapshot->height, opaque); 274 } 275} 276 277void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 278 if (!mSuppressTiling) { 279 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 280 clip.right - clip.left, clip.bottom - clip.top, opaque); 281 } 282} 283 284void OpenGLRenderer::endTiling() { 285 if (!mSuppressTiling) mCaches.endTiling(); 286} 287 288void OpenGLRenderer::finish() { 289 renderOverdraw(); 290 endTiling(); 291 292 // When finish() is invoked on FBO 0 we've reached the end 293 // of the current frame 294 if (getTargetFbo() == 0) { 295 mCaches.pathCache.trim(); 296 } 297 298 if (!suppressErrorChecks()) { 299#if DEBUG_OPENGL 300 GLUtils::dumpGLErrors(); 301#endif 302 303#if DEBUG_MEMORY_USAGE 304 mCaches.dumpMemoryUsage(); 305#else 306 if (mCaches.getDebugLevel() & kDebugMemory) { 307 mCaches.dumpMemoryUsage(); 308 } 309#endif 310 } 311 312 if (mCountOverdraw) { 313 countOverdraw(); 314 } 315 316 mFrameStarted = false; 317} 318 319void OpenGLRenderer::interrupt() { 320 if (mCaches.currentProgram) { 321 if (mCaches.currentProgram->isInUse()) { 322 mCaches.currentProgram->remove(); 323 mCaches.currentProgram = NULL; 324 } 325 } 326 mCaches.resetActiveTexture(); 327 mCaches.unbindMeshBuffer(); 328 mCaches.unbindIndicesBuffer(); 329 mCaches.resetVertexPointers(); 330 mCaches.disableTexCoordsVertexArray(); 331 debugOverdraw(false, false); 332} 333 334void OpenGLRenderer::resume() { 335 const Snapshot* snapshot = currentSnapshot(); 336 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 337 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 338 debugOverdraw(true, false); 339 340 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 341 342 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 343 mCaches.enableScissor(); 344 mCaches.resetScissor(); 345 dirtyClip(); 346 347 mCaches.activeTexture(0); 348 mCaches.resetBoundTextures(); 349 350 mCaches.blend = true; 351 glEnable(GL_BLEND); 352 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 353 glBlendEquation(GL_FUNC_ADD); 354} 355 356void OpenGLRenderer::resumeAfterLayer() { 357 const Snapshot* snapshot = currentSnapshot(); 358 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 359 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 360 debugOverdraw(true, false); 361 362 mCaches.resetScissor(); 363 dirtyClip(); 364} 365 366status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 367 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 368 369 Rect clip(*currentClipRect()); 370 clip.snapToPixelBoundaries(); 371 372 // Since we don't know what the functor will draw, let's dirty 373 // the entire clip region 374 if (hasLayer()) { 375 dirtyLayerUnchecked(clip, getRegion()); 376 } 377 378 DrawGlInfo info; 379 info.clipLeft = clip.left; 380 info.clipTop = clip.top; 381 info.clipRight = clip.right; 382 info.clipBottom = clip.bottom; 383 info.isLayer = hasLayer(); 384 info.width = currentSnapshot()->viewport.getWidth(); 385 info.height = currentSnapshot()->height; 386 currentTransform()->copyTo(&info.transform[0]); 387 388 bool dirtyClip = mDirtyClip; 389 // setup GL state for functor 390 if (mDirtyClip) { 391 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 392 } 393 if (mCaches.enableScissor() || dirtyClip) { 394 setScissorFromClip(); 395 } 396 interrupt(); 397 398 // call functor immediately after GL state setup 399 (*functor)(DrawGlInfo::kModeDraw, &info); 400 401 resume(); 402 return DrawGlInfo::kStatusDrew; 403} 404 405/////////////////////////////////////////////////////////////////////////////// 406// Debug 407/////////////////////////////////////////////////////////////////////////////// 408 409void OpenGLRenderer::eventMark(const char* name) const { 410 mCaches.eventMark(0, name); 411} 412 413void OpenGLRenderer::startMark(const char* name) const { 414 mCaches.startMark(0, name); 415} 416 417void OpenGLRenderer::endMark() const { 418 mCaches.endMark(); 419} 420 421void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 422 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 423 if (clear) { 424 mCaches.disableScissor(); 425 mCaches.stencil.clear(); 426 } 427 if (enable) { 428 mCaches.stencil.enableDebugWrite(); 429 } else { 430 mCaches.stencil.disable(); 431 } 432 } 433} 434 435void OpenGLRenderer::renderOverdraw() { 436 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 437 const Rect* clip = &mTilingClip; 438 439 mCaches.enableScissor(); 440 mCaches.setScissor(clip->left, firstSnapshot()->height - clip->bottom, 441 clip->right - clip->left, clip->bottom - clip->top); 442 443 // 1x overdraw 444 mCaches.stencil.enableDebugTest(2); 445 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 446 447 // 2x overdraw 448 mCaches.stencil.enableDebugTest(3); 449 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 450 451 // 3x overdraw 452 mCaches.stencil.enableDebugTest(4); 453 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 454 455 // 4x overdraw and higher 456 mCaches.stencil.enableDebugTest(4, true); 457 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 458 459 mCaches.stencil.disable(); 460 } 461} 462 463void OpenGLRenderer::countOverdraw() { 464 size_t count = getWidth() * getHeight(); 465 uint32_t* buffer = new uint32_t[count]; 466 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 467 468 size_t total = 0; 469 for (size_t i = 0; i < count; i++) { 470 total += buffer[i] & 0xff; 471 } 472 473 mOverdraw = total / float(count); 474 475 delete[] buffer; 476} 477 478/////////////////////////////////////////////////////////////////////////////// 479// Layers 480/////////////////////////////////////////////////////////////////////////////// 481 482bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 483 if (layer->deferredUpdateScheduled && layer->renderer && 484 layer->displayList.get() && layer->displayList->isRenderable()) { 485 ATRACE_CALL(); 486 487 Rect& dirty = layer->dirtyRect; 488 489 if (inFrame) { 490 endTiling(); 491 debugOverdraw(false, false); 492 } 493 494 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 495 layer->render(); 496 } else { 497 layer->defer(); 498 } 499 500 if (inFrame) { 501 resumeAfterLayer(); 502 startTilingCurrentClip(); 503 } 504 505 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 506 layer->hasDrawnSinceUpdate = false; 507 508 return true; 509 } 510 511 return false; 512} 513 514void OpenGLRenderer::updateLayers() { 515 // If draw deferring is enabled this method will simply defer 516 // the display list of each individual layer. The layers remain 517 // in the layer updates list which will be cleared by flushLayers(). 518 int count = mLayerUpdates.size(); 519 if (count > 0) { 520 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 521 startMark("Layer Updates"); 522 } else { 523 startMark("Defer Layer Updates"); 524 } 525 526 // Note: it is very important to update the layers in order 527 for (int i = 0; i < count; i++) { 528 Layer* layer = mLayerUpdates.itemAt(i); 529 updateLayer(layer, false); 530 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 531 mCaches.resourceCache.decrementRefcount(layer); 532 } 533 } 534 535 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 536 mLayerUpdates.clear(); 537 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 538 } 539 endMark(); 540 } 541} 542 543void OpenGLRenderer::flushLayers() { 544 int count = mLayerUpdates.size(); 545 if (count > 0) { 546 startMark("Apply Layer Updates"); 547 char layerName[12]; 548 549 // Note: it is very important to update the layers in order 550 for (int i = 0; i < count; i++) { 551 sprintf(layerName, "Layer #%d", i); 552 startMark(layerName); 553 554 ATRACE_BEGIN("flushLayer"); 555 Layer* layer = mLayerUpdates.itemAt(i); 556 layer->flush(); 557 ATRACE_END(); 558 559 mCaches.resourceCache.decrementRefcount(layer); 560 561 endMark(); 562 } 563 564 mLayerUpdates.clear(); 565 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 566 567 endMark(); 568 } 569} 570 571void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 572 if (layer) { 573 // Make sure we don't introduce duplicates. 574 // SortedVector would do this automatically but we need to respect 575 // the insertion order. The linear search is not an issue since 576 // this list is usually very short (typically one item, at most a few) 577 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 578 if (mLayerUpdates.itemAt(i) == layer) { 579 return; 580 } 581 } 582 mLayerUpdates.push_back(layer); 583 mCaches.resourceCache.incrementRefcount(layer); 584 } 585} 586 587void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 588 if (layer) { 589 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 590 if (mLayerUpdates.itemAt(i) == layer) { 591 mLayerUpdates.removeAt(i); 592 mCaches.resourceCache.decrementRefcount(layer); 593 break; 594 } 595 } 596 } 597} 598 599void OpenGLRenderer::clearLayerUpdates() { 600 size_t count = mLayerUpdates.size(); 601 if (count > 0) { 602 mCaches.resourceCache.lock(); 603 for (size_t i = 0; i < count; i++) { 604 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 605 } 606 mCaches.resourceCache.unlock(); 607 mLayerUpdates.clear(); 608 } 609} 610 611void OpenGLRenderer::flushLayerUpdates() { 612 syncState(); 613 updateLayers(); 614 flushLayers(); 615 // Wait for all the layer updates to be executed 616 AutoFence fence; 617} 618 619/////////////////////////////////////////////////////////////////////////////// 620// State management 621/////////////////////////////////////////////////////////////////////////////// 622 623void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 624 bool restoreOrtho = removed.flags & Snapshot::kFlagDirtyOrtho; 625 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 626 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 627 628 if (restoreOrtho) { 629 const Rect& r = restored.viewport; 630 glViewport(r.left, r.top, r.right, r.bottom); 631 mViewProjMatrix.load(removed.orthoMatrix); // TODO: should ortho be stored in 'restored'? 632 } 633 634 if (restoreClip) { 635 dirtyClip(); 636 } 637 638 if (restoreLayer) { 639 endMark(); // Savelayer 640 startMark("ComposeLayer"); 641 composeLayer(removed, restored); 642 endMark(); 643 } 644} 645 646/////////////////////////////////////////////////////////////////////////////// 647// Layers 648/////////////////////////////////////////////////////////////////////////////// 649 650int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 651 const SkPaint* paint, int flags, const SkPath* convexMask) { 652 const int count = saveSnapshot(flags); 653 654 if (!currentSnapshot()->isIgnored()) { 655 createLayer(left, top, right, bottom, paint, flags, convexMask); 656 } 657 658 return count; 659} 660 661void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 662 const Rect untransformedBounds(bounds); 663 664 currentTransform()->mapRect(bounds); 665 666 // Layers only make sense if they are in the framebuffer's bounds 667 if (bounds.intersect(*currentClipRect())) { 668 // We cannot work with sub-pixels in this case 669 bounds.snapToPixelBoundaries(); 670 671 // When the layer is not an FBO, we may use glCopyTexImage so we 672 // need to make sure the layer does not extend outside the bounds 673 // of the framebuffer 674 if (!bounds.intersect(currentSnapshot()->previous->viewport)) { 675 bounds.setEmpty(); 676 } else if (fboLayer) { 677 clip.set(bounds); 678 mat4 inverse; 679 inverse.loadInverse(*currentTransform()); 680 inverse.mapRect(clip); 681 clip.snapToPixelBoundaries(); 682 if (clip.intersect(untransformedBounds)) { 683 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 684 bounds.set(untransformedBounds); 685 } else { 686 clip.setEmpty(); 687 } 688 } 689 } else { 690 bounds.setEmpty(); 691 } 692} 693 694void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 695 bool fboLayer, int alpha) { 696 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 697 bounds.getHeight() > mCaches.maxTextureSize || 698 (fboLayer && clip.isEmpty())) { 699 mSnapshot->empty = fboLayer; 700 } else { 701 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 702 } 703} 704 705int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 706 const SkPaint* paint, int flags) { 707 const int count = saveSnapshot(flags); 708 709 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 710 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 711 // operations will be able to store and restore the current clip and transform info, and 712 // quick rejection will be correct (for display lists) 713 714 Rect bounds(left, top, right, bottom); 715 Rect clip; 716 calculateLayerBoundsAndClip(bounds, clip, true); 717 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 718 719 if (!currentSnapshot()->isIgnored()) { 720 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 721 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 722 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 723 } 724 } 725 726 return count; 727} 728 729/** 730 * Layers are viewed by Skia are slightly different than layers in image editing 731 * programs (for instance.) When a layer is created, previously created layers 732 * and the frame buffer still receive every drawing command. For instance, if a 733 * layer is created and a shape intersecting the bounds of the layers and the 734 * framebuffer is draw, the shape will be drawn on both (unless the layer was 735 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 736 * 737 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 738 * texture. Unfortunately, this is inefficient as it requires every primitive to 739 * be drawn n + 1 times, where n is the number of active layers. In practice this 740 * means, for every primitive: 741 * - Switch active frame buffer 742 * - Change viewport, clip and projection matrix 743 * - Issue the drawing 744 * 745 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 746 * To avoid this, layers are implemented in a different way here, at least in the 747 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 748 * is set. When this flag is set we can redirect all drawing operations into a 749 * single FBO. 750 * 751 * This implementation relies on the frame buffer being at least RGBA 8888. When 752 * a layer is created, only a texture is created, not an FBO. The content of the 753 * frame buffer contained within the layer's bounds is copied into this texture 754 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 755 * buffer and drawing continues as normal. This technique therefore treats the 756 * frame buffer as a scratch buffer for the layers. 757 * 758 * To compose the layers back onto the frame buffer, each layer texture 759 * (containing the original frame buffer data) is drawn as a simple quad over 760 * the frame buffer. The trick is that the quad is set as the composition 761 * destination in the blending equation, and the frame buffer becomes the source 762 * of the composition. 763 * 764 * Drawing layers with an alpha value requires an extra step before composition. 765 * An empty quad is drawn over the layer's region in the frame buffer. This quad 766 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 767 * quad is used to multiply the colors in the frame buffer. This is achieved by 768 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 769 * GL_ZERO, GL_SRC_ALPHA. 770 * 771 * Because glCopyTexImage2D() can be slow, an alternative implementation might 772 * be use to draw a single clipped layer. The implementation described above 773 * is correct in every case. 774 * 775 * (1) The frame buffer is actually not cleared right away. To allow the GPU 776 * to potentially optimize series of calls to glCopyTexImage2D, the frame 777 * buffer is left untouched until the first drawing operation. Only when 778 * something actually gets drawn are the layers regions cleared. 779 */ 780bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 781 const SkPaint* paint, int flags, const SkPath* convexMask) { 782 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 783 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 784 785 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 786 787 // Window coordinates of the layer 788 Rect clip; 789 Rect bounds(left, top, right, bottom); 790 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 791 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 792 793 // Bail out if we won't draw in this snapshot 794 if (currentSnapshot()->isIgnored()) { 795 return false; 796 } 797 798 mCaches.activeTexture(0); 799 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 800 if (!layer) { 801 return false; 802 } 803 804 layer->setPaint(paint); 805 layer->layer.set(bounds); 806 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 807 bounds.getWidth() / float(layer->getWidth()), 0.0f); 808 809 layer->setBlend(true); 810 layer->setDirty(false); 811 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 812 813 // Save the layer in the snapshot 814 mSnapshot->flags |= Snapshot::kFlagIsLayer; 815 mSnapshot->layer = layer; 816 817 startMark("SaveLayer"); 818 if (fboLayer) { 819 return createFboLayer(layer, bounds, clip); 820 } else { 821 // Copy the framebuffer into the layer 822 layer->bindTexture(); 823 if (!bounds.isEmpty()) { 824 if (layer->isEmpty()) { 825 // Workaround for some GL drivers. When reading pixels lying outside 826 // of the window we should get undefined values for those pixels. 827 // Unfortunately some drivers will turn the entire target texture black 828 // when reading outside of the window. 829 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 830 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 831 layer->setEmpty(false); 832 } 833 834 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 835 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 836 837 // Enqueue the buffer coordinates to clear the corresponding region later 838 mLayers.push(new Rect(bounds)); 839 } 840 } 841 842 return true; 843} 844 845bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 846 layer->clipRect.set(clip); 847 layer->setFbo(mCaches.fboCache.get()); 848 849 mSnapshot->region = &mSnapshot->layer->region; 850 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 851 Snapshot::kFlagDirtyOrtho; 852 mSnapshot->fbo = layer->getFbo(); 853 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 854 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 855 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 856 mSnapshot->height = bounds.getHeight(); 857 mSnapshot->orthoMatrix.load(mViewProjMatrix); 858 859 endTiling(); 860 debugOverdraw(false, false); 861 // Bind texture to FBO 862 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 863 layer->bindTexture(); 864 865 // Initialize the texture if needed 866 if (layer->isEmpty()) { 867 layer->allocateTexture(); 868 layer->setEmpty(false); 869 } 870 871 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 872 layer->getTexture(), 0); 873 874 startTilingCurrentClip(true); 875 876 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 877 mCaches.enableScissor(); 878 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 879 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 880 glClear(GL_COLOR_BUFFER_BIT); 881 882 dirtyClip(); 883 884 // Change the ortho projection 885 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 886 887 // TODO: determine best way to support 3d drawing within HW layers 888 mViewProjMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 889 890 return true; 891} 892 893/** 894 * Read the documentation of createLayer() before doing anything in this method. 895 */ 896void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 897 if (!removed.layer) { 898 ALOGE("Attempting to compose a layer that does not exist"); 899 return; 900 } 901 902 Layer* layer = removed.layer; 903 const Rect& rect = layer->layer; 904 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 905 906 bool clipRequired = false; 907 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 908 &clipRequired, false); // safely ignore return, should never be rejected 909 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 910 911 if (fboLayer) { 912 endTiling(); 913 914 // Detach the texture from the FBO 915 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 916 917 layer->removeFbo(false); 918 919 // Unbind current FBO and restore previous one 920 glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo); 921 debugOverdraw(true, false); 922 923 startTilingCurrentClip(); 924 } 925 926 if (!fboLayer && layer->getAlpha() < 255) { 927 SkPaint layerPaint; 928 layerPaint.setAlpha(layer->getAlpha()); 929 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 930 layerPaint.setColorFilter(layer->getColorFilter()); 931 932 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 933 // Required below, composeLayerRect() will divide by 255 934 layer->setAlpha(255); 935 } 936 937 mCaches.unbindMeshBuffer(); 938 939 mCaches.activeTexture(0); 940 941 // When the layer is stored in an FBO, we can save a bit of fillrate by 942 // drawing only the dirty region 943 if (fboLayer) { 944 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 945 composeLayerRegion(layer, rect); 946 } else if (!rect.isEmpty()) { 947 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 948 949 save(0); 950 // the layer contains screen buffer content that shouldn't be alpha modulated 951 // (and any necessary alpha modulation was handled drawing into the layer) 952 mSnapshot->alpha = 1.0f; 953 composeLayerRect(layer, rect, true); 954 restore(); 955 } 956 957 dirtyClip(); 958 959 // Failing to add the layer to the cache should happen only if the layer is too large 960 layer->setConvexMask(NULL); 961 if (!mCaches.layerCache.put(layer)) { 962 LAYER_LOGD("Deleting layer"); 963 Caches::getInstance().resourceCache.decrementRefcount(layer); 964 } 965} 966 967void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 968 float alpha = getLayerAlpha(layer); 969 970 setupDraw(); 971 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 972 setupDrawWithTexture(); 973 } else { 974 setupDrawWithExternalTexture(); 975 } 976 setupDrawTextureTransform(); 977 setupDrawColor(alpha, alpha, alpha, alpha); 978 setupDrawColorFilter(layer->getColorFilter()); 979 setupDrawBlending(layer); 980 setupDrawProgram(); 981 setupDrawPureColorUniforms(); 982 setupDrawColorFilterUniforms(layer->getColorFilter()); 983 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 984 setupDrawTexture(layer->getTexture()); 985 } else { 986 setupDrawExternalTexture(layer->getTexture()); 987 } 988 if (currentTransform()->isPureTranslate() && 989 !layer->getForceFilter() && 990 layer->getWidth() == (uint32_t) rect.getWidth() && 991 layer->getHeight() == (uint32_t) rect.getHeight()) { 992 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 993 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 994 995 layer->setFilter(GL_NEAREST); 996 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 997 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 998 } else { 999 layer->setFilter(GL_LINEAR); 1000 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 1001 rect.left, rect.top, rect.right, rect.bottom); 1002 } 1003 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1004 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1005 1006 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1007} 1008 1009void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1010 if (!layer->isTextureLayer()) { 1011 const Rect& texCoords = layer->texCoords; 1012 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1013 texCoords.right, texCoords.bottom); 1014 1015 float x = rect.left; 1016 float y = rect.top; 1017 bool simpleTransform = currentTransform()->isPureTranslate() && 1018 layer->getWidth() == (uint32_t) rect.getWidth() && 1019 layer->getHeight() == (uint32_t) rect.getHeight(); 1020 1021 if (simpleTransform) { 1022 // When we're swapping, the layer is already in screen coordinates 1023 if (!swap) { 1024 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1025 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1026 } 1027 1028 layer->setFilter(GL_NEAREST, true); 1029 } else { 1030 layer->setFilter(GL_LINEAR, true); 1031 } 1032 1033 SkPaint layerPaint; 1034 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1035 layerPaint.setXfermodeMode(layer->getMode()); 1036 layerPaint.setColorFilter(layer->getColorFilter()); 1037 1038 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1039 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1040 layer->getTexture(), &layerPaint, blend, 1041 &mMeshVertices[0].x, &mMeshVertices[0].u, 1042 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1043 1044 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1045 } else { 1046 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1047 drawTextureLayer(layer, rect); 1048 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1049 } 1050} 1051 1052/** 1053 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1054 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1055 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1056 * by saveLayer's restore 1057 */ 1058#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1059 DRAW_COMMAND; \ 1060 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1061 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1062 DRAW_COMMAND; \ 1063 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1064 } \ 1065 } 1066 1067#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1068 1069void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1070 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1071 1072 if (layer->getConvexMask()) { 1073 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1074 1075 // clip to the area of the layer the mask can be larger 1076 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1077 1078 SkPaint paint; 1079 paint.setAntiAlias(true); 1080 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1081 1082 SkiaShader* oldShader = mDrawModifiers.mShader; 1083 1084 // create LayerShader to map SaveLayer content into subsequent draw 1085 SkMatrix shaderMatrix; 1086 shaderMatrix.setTranslate(rect.left, rect.bottom); 1087 shaderMatrix.preScale(1, -1); 1088 SkiaLayerShader layerShader(layer, &shaderMatrix); 1089 mDrawModifiers.mShader = &layerShader; 1090 1091 // Since the drawing primitive is defined in local drawing space, 1092 // we don't need to modify the draw matrix 1093 const SkPath* maskPath = layer->getConvexMask(); 1094 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1095 1096 mDrawModifiers.mShader = oldShader; 1097 restore(); 1098 1099 return; 1100 } 1101 1102 if (layer->region.isRect()) { 1103 layer->setRegionAsRect(); 1104 1105 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1106 1107 layer->region.clear(); 1108 return; 1109 } 1110 1111 // standard Region based draw 1112 size_t count; 1113 const android::Rect* rects; 1114 Region safeRegion; 1115 if (CC_LIKELY(hasRectToRectTransform())) { 1116 rects = layer->region.getArray(&count); 1117 } else { 1118 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1119 rects = safeRegion.getArray(&count); 1120 } 1121 1122 const float alpha = getLayerAlpha(layer); 1123 const float texX = 1.0f / float(layer->getWidth()); 1124 const float texY = 1.0f / float(layer->getHeight()); 1125 const float height = rect.getHeight(); 1126 1127 setupDraw(); 1128 1129 // We must get (and therefore bind) the region mesh buffer 1130 // after we setup drawing in case we need to mess with the 1131 // stencil buffer in setupDraw() 1132 TextureVertex* mesh = mCaches.getRegionMesh(); 1133 uint32_t numQuads = 0; 1134 1135 setupDrawWithTexture(); 1136 setupDrawColor(alpha, alpha, alpha, alpha); 1137 setupDrawColorFilter(layer->getColorFilter()); 1138 setupDrawBlending(layer); 1139 setupDrawProgram(); 1140 setupDrawDirtyRegionsDisabled(); 1141 setupDrawPureColorUniforms(); 1142 setupDrawColorFilterUniforms(layer->getColorFilter()); 1143 setupDrawTexture(layer->getTexture()); 1144 if (currentTransform()->isPureTranslate()) { 1145 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1146 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1147 1148 layer->setFilter(GL_NEAREST); 1149 setupDrawModelView(kModelViewMode_Translate, false, 1150 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1151 } else { 1152 layer->setFilter(GL_LINEAR); 1153 setupDrawModelView(kModelViewMode_Translate, false, 1154 rect.left, rect.top, rect.right, rect.bottom); 1155 } 1156 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1157 1158 for (size_t i = 0; i < count; i++) { 1159 const android::Rect* r = &rects[i]; 1160 1161 const float u1 = r->left * texX; 1162 const float v1 = (height - r->top) * texY; 1163 const float u2 = r->right * texX; 1164 const float v2 = (height - r->bottom) * texY; 1165 1166 // TODO: Reject quads outside of the clip 1167 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1168 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1169 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1170 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1171 1172 numQuads++; 1173 1174 if (numQuads >= gMaxNumberOfQuads) { 1175 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1176 GL_UNSIGNED_SHORT, NULL)); 1177 numQuads = 0; 1178 mesh = mCaches.getRegionMesh(); 1179 } 1180 } 1181 1182 if (numQuads > 0) { 1183 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1184 GL_UNSIGNED_SHORT, NULL)); 1185 } 1186 1187#if DEBUG_LAYERS_AS_REGIONS 1188 drawRegionRectsDebug(layer->region); 1189#endif 1190 1191 layer->region.clear(); 1192} 1193 1194#if DEBUG_LAYERS_AS_REGIONS 1195void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1196 size_t count; 1197 const android::Rect* rects = region.getArray(&count); 1198 1199 uint32_t colors[] = { 1200 0x7fff0000, 0x7f00ff00, 1201 0x7f0000ff, 0x7fff00ff, 1202 }; 1203 1204 int offset = 0; 1205 int32_t top = rects[0].top; 1206 1207 for (size_t i = 0; i < count; i++) { 1208 if (top != rects[i].top) { 1209 offset ^= 0x2; 1210 top = rects[i].top; 1211 } 1212 1213 SkPaint paint; 1214 paint.setColor(colors[offset + (i & 0x1)]); 1215 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1216 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1217 } 1218} 1219#endif 1220 1221void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1222 Vector<float> rects; 1223 1224 SkRegion::Iterator it(region); 1225 while (!it.done()) { 1226 const SkIRect& r = it.rect(); 1227 rects.push(r.fLeft); 1228 rects.push(r.fTop); 1229 rects.push(r.fRight); 1230 rects.push(r.fBottom); 1231 it.next(); 1232 } 1233 1234 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1235} 1236 1237void OpenGLRenderer::dirtyLayer(const float left, const float top, 1238 const float right, const float bottom, const mat4 transform) { 1239 if (hasLayer()) { 1240 Rect bounds(left, top, right, bottom); 1241 transform.mapRect(bounds); 1242 dirtyLayerUnchecked(bounds, getRegion()); 1243 } 1244} 1245 1246void OpenGLRenderer::dirtyLayer(const float left, const float top, 1247 const float right, const float bottom) { 1248 if (hasLayer()) { 1249 Rect bounds(left, top, right, bottom); 1250 dirtyLayerUnchecked(bounds, getRegion()); 1251 } 1252} 1253 1254void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1255 if (bounds.intersect(*currentClipRect())) { 1256 bounds.snapToPixelBoundaries(); 1257 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1258 if (!dirty.isEmpty()) { 1259 region->orSelf(dirty); 1260 } 1261 } 1262} 1263 1264void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1265 GLsizei elementsCount = quadsCount * 6; 1266 while (elementsCount > 0) { 1267 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1268 1269 setupDrawIndexedVertices(&mesh[0].x); 1270 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1271 1272 elementsCount -= drawCount; 1273 // Though there are 4 vertices in a quad, we use 6 indices per 1274 // quad to draw with GL_TRIANGLES 1275 mesh += (drawCount / 6) * 4; 1276 } 1277} 1278 1279void OpenGLRenderer::clearLayerRegions() { 1280 const size_t count = mLayers.size(); 1281 if (count == 0) return; 1282 1283 if (!currentSnapshot()->isIgnored()) { 1284 // Doing several glScissor/glClear here can negatively impact 1285 // GPUs with a tiler architecture, instead we draw quads with 1286 // the Clear blending mode 1287 1288 // The list contains bounds that have already been clipped 1289 // against their initial clip rect, and the current clip 1290 // is likely different so we need to disable clipping here 1291 bool scissorChanged = mCaches.disableScissor(); 1292 1293 Vertex mesh[count * 4]; 1294 Vertex* vertex = mesh; 1295 1296 for (uint32_t i = 0; i < count; i++) { 1297 Rect* bounds = mLayers.itemAt(i); 1298 1299 Vertex::set(vertex++, bounds->left, bounds->top); 1300 Vertex::set(vertex++, bounds->right, bounds->top); 1301 Vertex::set(vertex++, bounds->left, bounds->bottom); 1302 Vertex::set(vertex++, bounds->right, bounds->bottom); 1303 1304 delete bounds; 1305 } 1306 // We must clear the list of dirty rects before we 1307 // call setupDraw() to prevent stencil setup to do 1308 // the same thing again 1309 mLayers.clear(); 1310 1311 SkPaint clearPaint; 1312 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1313 1314 setupDraw(false); 1315 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1316 setupDrawBlending(&clearPaint, true); 1317 setupDrawProgram(); 1318 setupDrawPureColorUniforms(); 1319 setupDrawModelView(kModelViewMode_Translate, false, 1320 0.0f, 0.0f, 0.0f, 0.0f, true); 1321 1322 issueIndexedQuadDraw(&mesh[0], count); 1323 1324 if (scissorChanged) mCaches.enableScissor(); 1325 } else { 1326 for (uint32_t i = 0; i < count; i++) { 1327 delete mLayers.itemAt(i); 1328 } 1329 mLayers.clear(); 1330 } 1331} 1332 1333/////////////////////////////////////////////////////////////////////////////// 1334// State Deferral 1335/////////////////////////////////////////////////////////////////////////////// 1336 1337bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1338 const Rect* currentClip = currentClipRect(); 1339 const mat4* currentMatrix = currentTransform(); 1340 1341 if (stateDeferFlags & kStateDeferFlag_Draw) { 1342 // state has bounds initialized in local coordinates 1343 if (!state.mBounds.isEmpty()) { 1344 currentMatrix->mapRect(state.mBounds); 1345 Rect clippedBounds(state.mBounds); 1346 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1347 // is used, it should more closely duplicate the quickReject logic (in how it uses 1348 // snapToPixelBoundaries) 1349 1350 if(!clippedBounds.intersect(*currentClip)) { 1351 // quick rejected 1352 return true; 1353 } 1354 1355 state.mClipSideFlags = kClipSide_None; 1356 if (!currentClip->contains(state.mBounds)) { 1357 int& flags = state.mClipSideFlags; 1358 // op partially clipped, so record which sides are clipped for clip-aware merging 1359 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1360 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1361 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1362 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1363 } 1364 state.mBounds.set(clippedBounds); 1365 } else { 1366 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1367 // overdraw avoidance (since we don't know what it overlaps) 1368 state.mClipSideFlags = kClipSide_ConservativeFull; 1369 state.mBounds.set(*currentClip); 1370 } 1371 } 1372 1373 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1374 if (state.mClipValid) { 1375 state.mClip.set(*currentClip); 1376 } 1377 1378 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1379 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1380 state.mMatrix.load(*currentMatrix); 1381 state.mDrawModifiers = mDrawModifiers; 1382 state.mAlpha = currentSnapshot()->alpha; 1383 return false; 1384} 1385 1386void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1387 setMatrix(state.mMatrix); 1388 mSnapshot->alpha = state.mAlpha; 1389 mDrawModifiers = state.mDrawModifiers; 1390 1391 if (state.mClipValid && !skipClipRestore) { 1392 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1393 state.mClip.right, state.mClip.bottom); 1394 dirtyClip(); 1395 } 1396} 1397 1398/** 1399 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1400 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1401 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1402 * 1403 * This method should be called when restoreDisplayState() won't be restoring the clip 1404 */ 1405void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1406 if (clipRect != NULL) { 1407 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1408 } else { 1409 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1410 } 1411 dirtyClip(); 1412 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1413} 1414 1415/////////////////////////////////////////////////////////////////////////////// 1416// Clipping 1417/////////////////////////////////////////////////////////////////////////////// 1418 1419void OpenGLRenderer::setScissorFromClip() { 1420 Rect clip(*currentClipRect()); 1421 clip.snapToPixelBoundaries(); 1422 1423 if (mCaches.setScissor(clip.left, currentSnapshot()->height - clip.bottom, 1424 clip.getWidth(), clip.getHeight())) { 1425 mDirtyClip = false; 1426 } 1427} 1428 1429void OpenGLRenderer::ensureStencilBuffer() { 1430 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1431 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1432 // just hope we have one when hasLayer() returns false. 1433 if (hasLayer()) { 1434 attachStencilBufferToLayer(currentSnapshot()->layer); 1435 } 1436} 1437 1438void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1439 // The layer's FBO is already bound when we reach this stage 1440 if (!layer->getStencilRenderBuffer()) { 1441 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1442 // is attached after we initiated tiling. We must turn it off, 1443 // attach the new render buffer then turn tiling back on 1444 endTiling(); 1445 1446 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1447 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1448 layer->setStencilRenderBuffer(buffer); 1449 1450 startTiling(layer->clipRect, layer->layer.getHeight()); 1451 } 1452} 1453 1454void OpenGLRenderer::setStencilFromClip() { 1455 if (!mCaches.debugOverdraw) { 1456 if (!currentSnapshot()->clipRegion->isEmpty()) { 1457 // NOTE: The order here is important, we must set dirtyClip to false 1458 // before any draw call to avoid calling back into this method 1459 mDirtyClip = false; 1460 1461 ensureStencilBuffer(); 1462 1463 mCaches.stencil.enableWrite(); 1464 1465 // Clear the stencil but first make sure we restrict drawing 1466 // to the region's bounds 1467 bool resetScissor = mCaches.enableScissor(); 1468 if (resetScissor) { 1469 // The scissor was not set so we now need to update it 1470 setScissorFromClip(); 1471 } 1472 mCaches.stencil.clear(); 1473 if (resetScissor) mCaches.disableScissor(); 1474 1475 SkPaint paint; 1476 paint.setColor(0xff000000); 1477 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1478 1479 // NOTE: We could use the region contour path to generate a smaller mesh 1480 // Since we are using the stencil we could use the red book path 1481 // drawing technique. It might increase bandwidth usage though. 1482 1483 // The last parameter is important: we are not drawing in the color buffer 1484 // so we don't want to dirty the current layer, if any 1485 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1486 1487 mCaches.stencil.enableTest(); 1488 1489 // Draw the region used to generate the stencil if the appropriate debug 1490 // mode is enabled 1491 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1492 paint.setColor(0x7f0000ff); 1493 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1494 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1495 } 1496 } else { 1497 mCaches.stencil.disable(); 1498 } 1499 } 1500} 1501 1502/** 1503 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1504 * 1505 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1506 * style, and tessellated AA ramp 1507 */ 1508bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1509 const SkPaint* paint) { 1510 bool clipRequired = false; 1511 bool snapOut = paint && paint->isAntiAlias(); 1512 1513 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1514 float outset = paint->getStrokeWidth() * 0.5f; 1515 left -= outset; 1516 top -= outset; 1517 right += outset; 1518 bottom += outset; 1519 } 1520 1521 if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) { 1522 return true; 1523 } 1524 1525 if (!isRecording()) { 1526 // not quick rejected, so enable the scissor if clipRequired 1527 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1528 } 1529 return false; 1530} 1531 1532void OpenGLRenderer::debugClip() { 1533#if DEBUG_CLIP_REGIONS 1534 if (!isRecording() && !currentSnapshot()->clipRegion->isEmpty()) { 1535 SkPaint paint; 1536 paint.setColor(0x7f00ff00); 1537 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1538 1539 } 1540#endif 1541} 1542 1543/////////////////////////////////////////////////////////////////////////////// 1544// Drawing commands 1545/////////////////////////////////////////////////////////////////////////////// 1546 1547void OpenGLRenderer::setupDraw(bool clear) { 1548 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1549 // changes the scissor test state 1550 if (clear) clearLayerRegions(); 1551 // Make sure setScissor & setStencil happen at the beginning of 1552 // this method 1553 if (mDirtyClip) { 1554 if (mCaches.scissorEnabled) { 1555 setScissorFromClip(); 1556 } 1557 setStencilFromClip(); 1558 } 1559 1560 mDescription.reset(); 1561 1562 mSetShaderColor = false; 1563 mColorSet = false; 1564 mColorA = mColorR = mColorG = mColorB = 0.0f; 1565 mTextureUnit = 0; 1566 mTrackDirtyRegions = true; 1567 1568 // Enable debug highlight when what we're about to draw is tested against 1569 // the stencil buffer and if stencil highlight debugging is on 1570 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1571 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1572 mCaches.stencil.isTestEnabled(); 1573 1574 mDescription.emulateStencil = mCountOverdraw; 1575} 1576 1577void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1578 mDescription.hasTexture = true; 1579 mDescription.hasAlpha8Texture = isAlpha8; 1580} 1581 1582void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1583 mDescription.hasTexture = true; 1584 mDescription.hasColors = true; 1585 mDescription.hasAlpha8Texture = isAlpha8; 1586} 1587 1588void OpenGLRenderer::setupDrawWithExternalTexture() { 1589 mDescription.hasExternalTexture = true; 1590} 1591 1592void OpenGLRenderer::setupDrawNoTexture() { 1593 mCaches.disableTexCoordsVertexArray(); 1594} 1595 1596void OpenGLRenderer::setupDrawAA() { 1597 mDescription.isAA = true; 1598} 1599 1600void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1601 mColorA = alpha / 255.0f; 1602 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1603 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1604 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1605 mColorSet = true; 1606 mSetShaderColor = mDescription.setColorModulate(mColorA); 1607} 1608 1609void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1610 mColorA = alpha / 255.0f; 1611 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1612 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1613 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1614 mColorSet = true; 1615 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1616} 1617 1618void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1619 mCaches.fontRenderer->describe(mDescription, paint); 1620} 1621 1622void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1623 mColorA = a; 1624 mColorR = r; 1625 mColorG = g; 1626 mColorB = b; 1627 mColorSet = true; 1628 mSetShaderColor = mDescription.setColorModulate(a); 1629} 1630 1631void OpenGLRenderer::setupDrawShader() { 1632 if (mDrawModifiers.mShader) { 1633 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1634 } 1635} 1636 1637void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1638 if (filter == NULL) { 1639 return; 1640 } 1641 1642 SkXfermode::Mode mode; 1643 if (filter->asColorMode(NULL, &mode)) { 1644 mDescription.colorOp = ProgramDescription::kColorBlend; 1645 mDescription.colorMode = mode; 1646 } else if (filter->asColorMatrix(NULL)) { 1647 mDescription.colorOp = ProgramDescription::kColorMatrix; 1648 } 1649} 1650 1651void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1652 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1653 mColorA = 1.0f; 1654 mColorR = mColorG = mColorB = 0.0f; 1655 mSetShaderColor = mDescription.modulate = true; 1656 } 1657} 1658 1659void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1660 SkXfermode::Mode mode = layer->getMode(); 1661 // When the blending mode is kClear_Mode, we need to use a modulate color 1662 // argb=1,0,0,0 1663 accountForClear(mode); 1664 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1665 (mColorSet && mColorA < 1.0f) || 1666 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1667 layer->getColorFilter(); 1668 chooseBlending(blend, mode, mDescription, swapSrcDst); 1669} 1670 1671void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1672 SkXfermode::Mode mode = getXfermodeDirect(paint); 1673 // When the blending mode is kClear_Mode, we need to use a modulate color 1674 // argb=1,0,0,0 1675 accountForClear(mode); 1676 blend |= (mColorSet && mColorA < 1.0f) || 1677 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1678 (paint && paint->getColorFilter()); 1679 chooseBlending(blend, mode, mDescription, swapSrcDst); 1680} 1681 1682void OpenGLRenderer::setupDrawProgram() { 1683 useProgram(mCaches.programCache.get(mDescription)); 1684} 1685 1686void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1687 mTrackDirtyRegions = false; 1688} 1689 1690void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1691 float left, float top, float right, float bottom, bool ignoreTransform) { 1692 mModelView.loadTranslate(left, top, 0.0f); 1693 if (mode == kModelViewMode_TranslateAndScale) { 1694 mModelView.scale(right - left, bottom - top, 1.0f); 1695 } 1696 1697 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1698 if (!ignoreTransform) { 1699 mCaches.currentProgram->set(mViewProjMatrix, mModelView, *currentTransform(), offset); 1700 if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *currentTransform()); 1701 } else { 1702 mCaches.currentProgram->set(mViewProjMatrix, mModelView, mat4::identity(), offset); 1703 if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1704 } 1705} 1706 1707void OpenGLRenderer::setupDrawColorUniforms() { 1708 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1709 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1710 } 1711} 1712 1713void OpenGLRenderer::setupDrawPureColorUniforms() { 1714 if (mSetShaderColor) { 1715 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1716 } 1717} 1718 1719void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1720 if (mDrawModifiers.mShader) { 1721 if (ignoreTransform) { 1722 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1723 // because it was built into modelView / the geometry, and the SkiaShader needs to 1724 // compensate. 1725 mat4 modelViewWithoutTransform; 1726 modelViewWithoutTransform.loadInverse(*currentTransform()); 1727 modelViewWithoutTransform.multiply(mModelView); 1728 mModelView.load(modelViewWithoutTransform); 1729 } 1730 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1731 mModelView, *mSnapshot, &mTextureUnit); 1732 } 1733} 1734 1735void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1736 if (NULL == filter) { 1737 return; 1738 } 1739 1740 SkColor color; 1741 SkXfermode::Mode mode; 1742 if (filter->asColorMode(&color, &mode)) { 1743 const int alpha = SkColorGetA(color); 1744 const GLfloat a = alpha / 255.0f; 1745 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1746 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1747 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1748 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1749 return; 1750 } 1751 1752 SkScalar srcColorMatrix[20]; 1753 if (filter->asColorMatrix(srcColorMatrix)) { 1754 1755 float colorMatrix[16]; 1756 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1757 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1758 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1759 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1760 1761 // Skia uses the range [0..255] for the addition vector, but we need 1762 // the [0..1] range to apply the vector in GLSL 1763 float colorVector[4]; 1764 colorVector[0] = srcColorMatrix[4] / 255.0f; 1765 colorVector[1] = srcColorMatrix[9] / 255.0f; 1766 colorVector[2] = srcColorMatrix[14] / 255.0f; 1767 colorVector[3] = srcColorMatrix[19] / 255.0f; 1768 1769 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1770 GL_FALSE, colorMatrix); 1771 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1772 return; 1773 } 1774 1775 // it is an error if we ever get here 1776} 1777 1778void OpenGLRenderer::setupDrawTextGammaUniforms() { 1779 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1780} 1781 1782void OpenGLRenderer::setupDrawSimpleMesh() { 1783 bool force = mCaches.bindMeshBuffer(); 1784 mCaches.bindPositionVertexPointer(force, 0); 1785 mCaches.unbindIndicesBuffer(); 1786} 1787 1788void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1789 if (texture) bindTexture(texture); 1790 mTextureUnit++; 1791 mCaches.enableTexCoordsVertexArray(); 1792} 1793 1794void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1795 bindExternalTexture(texture); 1796 mTextureUnit++; 1797 mCaches.enableTexCoordsVertexArray(); 1798} 1799 1800void OpenGLRenderer::setupDrawTextureTransform() { 1801 mDescription.hasTextureTransform = true; 1802} 1803 1804void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1805 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1806 GL_FALSE, &transform.data[0]); 1807} 1808 1809void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1810 const GLvoid* texCoords, GLuint vbo) { 1811 bool force = false; 1812 if (!vertices || vbo) { 1813 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1814 } else { 1815 force = mCaches.unbindMeshBuffer(); 1816 } 1817 1818 mCaches.bindPositionVertexPointer(force, vertices); 1819 if (mCaches.currentProgram->texCoords >= 0) { 1820 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1821 } 1822 1823 mCaches.unbindIndicesBuffer(); 1824} 1825 1826void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1827 const GLvoid* texCoords, const GLvoid* colors) { 1828 bool force = mCaches.unbindMeshBuffer(); 1829 GLsizei stride = sizeof(ColorTextureVertex); 1830 1831 mCaches.bindPositionVertexPointer(force, vertices, stride); 1832 if (mCaches.currentProgram->texCoords >= 0) { 1833 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1834 } 1835 int slot = mCaches.currentProgram->getAttrib("colors"); 1836 if (slot >= 0) { 1837 glEnableVertexAttribArray(slot); 1838 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1839 } 1840 1841 mCaches.unbindIndicesBuffer(); 1842} 1843 1844void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1845 const GLvoid* texCoords, GLuint vbo) { 1846 bool force = false; 1847 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1848 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1849 // use the default VBO found in Caches 1850 if (!vertices || vbo) { 1851 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1852 } else { 1853 force = mCaches.unbindMeshBuffer(); 1854 } 1855 mCaches.bindQuadIndicesBuffer(); 1856 1857 mCaches.bindPositionVertexPointer(force, vertices); 1858 if (mCaches.currentProgram->texCoords >= 0) { 1859 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1860 } 1861} 1862 1863void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1864 bool force = mCaches.unbindMeshBuffer(); 1865 mCaches.bindQuadIndicesBuffer(); 1866 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1867} 1868 1869/////////////////////////////////////////////////////////////////////////////// 1870// Drawing 1871/////////////////////////////////////////////////////////////////////////////// 1872 1873status_t OpenGLRenderer::drawDisplayList(RenderNode* displayList, Rect& dirty, 1874 int32_t replayFlags) { 1875 status_t status; 1876 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1877 // will be performed by the display list itself 1878 if (displayList && displayList->isRenderable()) { 1879 // compute 3d ordering 1880 displayList->computeOrdering(); 1881 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1882 status = startFrame(); 1883 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1884 displayList->replayNodeTree(replayStruct); 1885 return status | replayStruct.mDrawGlStatus; 1886 } 1887 1888 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1889 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1890 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1891 displayList->deferNodeTree(deferStruct); 1892 1893 flushLayers(); 1894 status = startFrame(); 1895 1896 return deferredList.flush(*this, dirty) | status; 1897 } 1898 1899 return DrawGlInfo::kStatusDone; 1900} 1901 1902void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1903 int color = paint != NULL ? paint->getColor() : 0; 1904 1905 float x = left; 1906 float y = top; 1907 1908 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1909 1910 bool ignoreTransform = false; 1911 if (currentTransform()->isPureTranslate()) { 1912 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1913 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1914 ignoreTransform = true; 1915 1916 texture->setFilter(GL_NEAREST, true); 1917 } else { 1918 texture->setFilter(getFilter(paint), true); 1919 } 1920 1921 // No need to check for a UV mapper on the texture object, only ARGB_8888 1922 // bitmaps get packed in the atlas 1923 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1924 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1925 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1926} 1927 1928/** 1929 * Important note: this method is intended to draw batches of bitmaps and 1930 * will not set the scissor enable or dirty the current layer, if any. 1931 * The caller is responsible for properly dirtying the current layer. 1932 */ 1933status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1934 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1935 const Rect& bounds, const SkPaint* paint) { 1936 mCaches.activeTexture(0); 1937 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1938 if (!texture) return DrawGlInfo::kStatusDone; 1939 1940 const AutoTexture autoCleanup(texture); 1941 1942 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1943 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1944 1945 const float x = (int) floorf(bounds.left + 0.5f); 1946 const float y = (int) floorf(bounds.top + 0.5f); 1947 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 1948 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1949 texture->id, paint, &vertices[0].x, &vertices[0].u, 1950 GL_TRIANGLES, bitmapCount * 6, true, 1951 kModelViewMode_Translate, false); 1952 } else { 1953 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1954 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1955 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1956 kModelViewMode_Translate, false); 1957 } 1958 1959 return DrawGlInfo::kStatusDrew; 1960} 1961 1962status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top, 1963 const SkPaint* paint) { 1964 const float right = left + bitmap->width(); 1965 const float bottom = top + bitmap->height(); 1966 1967 if (quickRejectSetupScissor(left, top, right, bottom)) { 1968 return DrawGlInfo::kStatusDone; 1969 } 1970 1971 mCaches.activeTexture(0); 1972 Texture* texture = getTexture(bitmap); 1973 if (!texture) return DrawGlInfo::kStatusDone; 1974 const AutoTexture autoCleanup(texture); 1975 1976 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 1977 drawAlphaBitmap(texture, left, top, paint); 1978 } else { 1979 drawTextureRect(left, top, right, bottom, texture, paint); 1980 } 1981 1982 return DrawGlInfo::kStatusDrew; 1983} 1984 1985status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix, 1986 const SkPaint* paint) { 1987 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1988 const mat4 transform(*matrix); 1989 transform.mapRect(r); 1990 1991 if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) { 1992 return DrawGlInfo::kStatusDone; 1993 } 1994 1995 mCaches.activeTexture(0); 1996 Texture* texture = getTexture(bitmap); 1997 if (!texture) return DrawGlInfo::kStatusDone; 1998 const AutoTexture autoCleanup(texture); 1999 2000 // This could be done in a cheaper way, all we need is pass the matrix 2001 // to the vertex shader. The save/restore is a bit overkill. 2002 save(SkCanvas::kMatrix_SaveFlag); 2003 concatMatrix(matrix); 2004 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2005 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2006 } else { 2007 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2008 } 2009 restore(); 2010 2011 return DrawGlInfo::kStatusDrew; 2012} 2013 2014status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top, 2015 const SkPaint* paint) { 2016 const float right = left + bitmap->width(); 2017 const float bottom = top + bitmap->height(); 2018 2019 if (quickRejectSetupScissor(left, top, right, bottom)) { 2020 return DrawGlInfo::kStatusDone; 2021 } 2022 2023 mCaches.activeTexture(0); 2024 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2025 const AutoTexture autoCleanup(texture); 2026 2027 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2028 drawAlphaBitmap(texture, left, top, paint); 2029 } else { 2030 drawTextureRect(left, top, right, bottom, texture, paint); 2031 } 2032 2033 return DrawGlInfo::kStatusDrew; 2034} 2035 2036status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2037 const float* vertices, const int* colors, const SkPaint* paint) { 2038 if (!vertices || currentSnapshot()->isIgnored()) { 2039 return DrawGlInfo::kStatusDone; 2040 } 2041 2042 // TODO: use quickReject on bounds from vertices 2043 mCaches.enableScissor(); 2044 2045 float left = FLT_MAX; 2046 float top = FLT_MAX; 2047 float right = FLT_MIN; 2048 float bottom = FLT_MIN; 2049 2050 const uint32_t count = meshWidth * meshHeight * 6; 2051 2052 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2053 mesh.setCapacity(count); 2054 ColorTextureVertex* vertex = mesh.editArray(); 2055 2056 bool cleanupColors = false; 2057 if (!colors) { 2058 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2059 int* newColors = new int[colorsCount]; 2060 memset(newColors, 0xff, colorsCount * sizeof(int)); 2061 colors = newColors; 2062 cleanupColors = true; 2063 } 2064 2065 mCaches.activeTexture(0); 2066 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2067 const UvMapper& mapper(getMapper(texture)); 2068 2069 for (int32_t y = 0; y < meshHeight; y++) { 2070 for (int32_t x = 0; x < meshWidth; x++) { 2071 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2072 2073 float u1 = float(x) / meshWidth; 2074 float u2 = float(x + 1) / meshWidth; 2075 float v1 = float(y) / meshHeight; 2076 float v2 = float(y + 1) / meshHeight; 2077 2078 mapper.map(u1, v1, u2, v2); 2079 2080 int ax = i + (meshWidth + 1) * 2; 2081 int ay = ax + 1; 2082 int bx = i; 2083 int by = bx + 1; 2084 int cx = i + 2; 2085 int cy = cx + 1; 2086 int dx = i + (meshWidth + 1) * 2 + 2; 2087 int dy = dx + 1; 2088 2089 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2090 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2091 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2092 2093 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2094 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2095 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2096 2097 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2098 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2099 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2100 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2101 } 2102 } 2103 2104 if (quickRejectSetupScissor(left, top, right, bottom)) { 2105 if (cleanupColors) delete[] colors; 2106 return DrawGlInfo::kStatusDone; 2107 } 2108 2109 if (!texture) { 2110 texture = mCaches.textureCache.get(bitmap); 2111 if (!texture) { 2112 if (cleanupColors) delete[] colors; 2113 return DrawGlInfo::kStatusDone; 2114 } 2115 } 2116 const AutoTexture autoCleanup(texture); 2117 2118 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2119 texture->setFilter(getFilter(paint), true); 2120 2121 int alpha; 2122 SkXfermode::Mode mode; 2123 getAlphaAndMode(paint, &alpha, &mode); 2124 2125 float a = alpha / 255.0f; 2126 2127 if (hasLayer()) { 2128 dirtyLayer(left, top, right, bottom, *currentTransform()); 2129 } 2130 2131 setupDraw(); 2132 setupDrawWithTextureAndColor(); 2133 setupDrawColor(a, a, a, a); 2134 setupDrawColorFilter(getColorFilter(paint)); 2135 setupDrawBlending(paint, true); 2136 setupDrawProgram(); 2137 setupDrawDirtyRegionsDisabled(); 2138 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2139 setupDrawTexture(texture->id); 2140 setupDrawPureColorUniforms(); 2141 setupDrawColorFilterUniforms(getColorFilter(paint)); 2142 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2143 2144 glDrawArrays(GL_TRIANGLES, 0, count); 2145 2146 int slot = mCaches.currentProgram->getAttrib("colors"); 2147 if (slot >= 0) { 2148 glDisableVertexAttribArray(slot); 2149 } 2150 2151 if (cleanupColors) delete[] colors; 2152 2153 return DrawGlInfo::kStatusDrew; 2154} 2155 2156status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2157 float srcLeft, float srcTop, float srcRight, float srcBottom, 2158 float dstLeft, float dstTop, float dstRight, float dstBottom, 2159 const SkPaint* paint) { 2160 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2161 return DrawGlInfo::kStatusDone; 2162 } 2163 2164 mCaches.activeTexture(0); 2165 Texture* texture = getTexture(bitmap); 2166 if (!texture) return DrawGlInfo::kStatusDone; 2167 const AutoTexture autoCleanup(texture); 2168 2169 const float width = texture->width; 2170 const float height = texture->height; 2171 2172 float u1 = fmax(0.0f, srcLeft / width); 2173 float v1 = fmax(0.0f, srcTop / height); 2174 float u2 = fmin(1.0f, srcRight / width); 2175 float v2 = fmin(1.0f, srcBottom / height); 2176 2177 getMapper(texture).map(u1, v1, u2, v2); 2178 2179 mCaches.unbindMeshBuffer(); 2180 resetDrawTextureTexCoords(u1, v1, u2, v2); 2181 2182 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2183 2184 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2185 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2186 2187 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2188 // Apply a scale transform on the canvas only when a shader is in use 2189 // Skia handles the ratio between the dst and src rects as a scale factor 2190 // when a shader is set 2191 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2192 bool ignoreTransform = false; 2193 2194 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2195 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2196 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2197 2198 dstRight = x + (dstRight - dstLeft); 2199 dstBottom = y + (dstBottom - dstTop); 2200 2201 dstLeft = x; 2202 dstTop = y; 2203 2204 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2205 ignoreTransform = true; 2206 } else { 2207 texture->setFilter(getFilter(paint), true); 2208 } 2209 2210 if (CC_UNLIKELY(useScaleTransform)) { 2211 save(SkCanvas::kMatrix_SaveFlag); 2212 translate(dstLeft, dstTop); 2213 scale(scaleX, scaleY); 2214 2215 dstLeft = 0.0f; 2216 dstTop = 0.0f; 2217 2218 dstRight = srcRight - srcLeft; 2219 dstBottom = srcBottom - srcTop; 2220 } 2221 2222 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2223 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2224 texture->id, paint, 2225 &mMeshVertices[0].x, &mMeshVertices[0].u, 2226 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2227 } else { 2228 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2229 texture->id, paint, texture->blend, 2230 &mMeshVertices[0].x, &mMeshVertices[0].u, 2231 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2232 } 2233 2234 if (CC_UNLIKELY(useScaleTransform)) { 2235 restore(); 2236 } 2237 2238 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2239 2240 return DrawGlInfo::kStatusDrew; 2241} 2242 2243status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2244 float left, float top, float right, float bottom, const SkPaint* paint) { 2245 if (quickRejectSetupScissor(left, top, right, bottom)) { 2246 return DrawGlInfo::kStatusDone; 2247 } 2248 2249 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2250 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2251 right - left, bottom - top, patch); 2252 2253 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2254} 2255 2256status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2257 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2258 const SkPaint* paint) { 2259 if (quickRejectSetupScissor(left, top, right, bottom)) { 2260 return DrawGlInfo::kStatusDone; 2261 } 2262 2263 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2264 mCaches.activeTexture(0); 2265 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2266 if (!texture) return DrawGlInfo::kStatusDone; 2267 const AutoTexture autoCleanup(texture); 2268 2269 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2270 texture->setFilter(GL_LINEAR, true); 2271 2272 const bool pureTranslate = currentTransform()->isPureTranslate(); 2273 // Mark the current layer dirty where we are going to draw the patch 2274 if (hasLayer() && mesh->hasEmptyQuads) { 2275 const float offsetX = left + currentTransform()->getTranslateX(); 2276 const float offsetY = top + currentTransform()->getTranslateY(); 2277 const size_t count = mesh->quads.size(); 2278 for (size_t i = 0; i < count; i++) { 2279 const Rect& bounds = mesh->quads.itemAt(i); 2280 if (CC_LIKELY(pureTranslate)) { 2281 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2282 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2283 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2284 } else { 2285 dirtyLayer(left + bounds.left, top + bounds.top, 2286 left + bounds.right, top + bounds.bottom, *currentTransform()); 2287 } 2288 } 2289 } 2290 2291 bool ignoreTransform = false; 2292 if (CC_LIKELY(pureTranslate)) { 2293 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2294 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2295 2296 right = x + right - left; 2297 bottom = y + bottom - top; 2298 left = x; 2299 top = y; 2300 ignoreTransform = true; 2301 } 2302 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2303 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2304 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2305 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2306 } 2307 2308 return DrawGlInfo::kStatusDrew; 2309} 2310 2311/** 2312 * Important note: this method is intended to draw batches of 9-patch objects and 2313 * will not set the scissor enable or dirty the current layer, if any. 2314 * The caller is responsible for properly dirtying the current layer. 2315 */ 2316status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2317 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2318 mCaches.activeTexture(0); 2319 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2320 if (!texture) return DrawGlInfo::kStatusDone; 2321 const AutoTexture autoCleanup(texture); 2322 2323 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2324 texture->setFilter(GL_LINEAR, true); 2325 2326 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2327 texture->blend, &vertices[0].x, &vertices[0].u, 2328 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2329 2330 return DrawGlInfo::kStatusDrew; 2331} 2332 2333status_t OpenGLRenderer::drawVertexBuffer(VertexBufferMode mode, 2334 const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) { 2335 // not missing call to quickReject/dirtyLayer, always done at a higher level 2336 if (!vertexBuffer.getVertexCount()) { 2337 // no vertices to draw 2338 return DrawGlInfo::kStatusDone; 2339 } 2340 2341 int color = paint->getColor(); 2342 bool isAA = paint->isAntiAlias(); 2343 2344 setupDraw(); 2345 setupDrawNoTexture(); 2346 if (isAA) setupDrawAA(); 2347 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2348 setupDrawColorFilter(getColorFilter(paint)); 2349 setupDrawShader(); 2350 setupDrawBlending(paint, isAA); 2351 setupDrawProgram(); 2352 setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0); 2353 setupDrawColorUniforms(); 2354 setupDrawColorFilterUniforms(getColorFilter(paint)); 2355 setupDrawShaderUniforms(); 2356 2357 const void* vertices = vertexBuffer.getBuffer(); 2358 bool force = mCaches.unbindMeshBuffer(); 2359 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2360 mCaches.resetTexCoordsVertexPointer(); 2361 2362 2363 int alphaSlot = -1; 2364 if (isAA) { 2365 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2366 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2367 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2368 glEnableVertexAttribArray(alphaSlot); 2369 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2370 } 2371 2372 if (mode == kVertexBufferMode_Standard) { 2373 mCaches.unbindIndicesBuffer(); 2374 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2375 } else if (mode == kVertexBufferMode_OnePolyRingShadow) { 2376 mCaches.bindShadowIndicesBuffer(); 2377 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2378 } else if (mode == kVertexBufferMode_TwoPolyRingShadow) { 2379 mCaches.bindShadowIndicesBuffer(); 2380 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2381 } 2382 2383 if (isAA) { 2384 glDisableVertexAttribArray(alphaSlot); 2385 } 2386 2387 return DrawGlInfo::kStatusDrew; 2388} 2389 2390/** 2391 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2392 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2393 * screen space in all directions. However, instead of using a fragment shader to compute the 2394 * translucency of the color from its position, we simply use a varying parameter to define how far 2395 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2396 * 2397 * Doesn't yet support joins, caps, or path effects. 2398 */ 2399status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2400 VertexBuffer vertexBuffer; 2401 // TODO: try clipping large paths to viewport 2402 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2403 2404 if (hasLayer()) { 2405 SkRect bounds = path.getBounds(); 2406 PathTessellator::expandBoundsForStroke(bounds, paint); 2407 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2408 } 2409 2410 return drawVertexBuffer(kVertexBufferMode_Standard, vertexBuffer, paint); 2411} 2412 2413/** 2414 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2415 * and additional geometry for defining an alpha slope perimeter. 2416 * 2417 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2418 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2419 * in-shader alpha region, but found it to be taxing on some GPUs. 2420 * 2421 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2422 * memory transfer by removing need for degenerate vertices. 2423 */ 2424status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2425 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2426 2427 count &= ~0x3; // round down to nearest four 2428 2429 VertexBuffer buffer; 2430 SkRect bounds; 2431 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), bounds, buffer); 2432 2433 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2434 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2435 return DrawGlInfo::kStatusDone; 2436 } 2437 2438 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2439 2440 bool useOffset = !paint->isAntiAlias(); 2441 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2442} 2443 2444status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2445 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2446 2447 count &= ~0x1; // round down to nearest two 2448 2449 VertexBuffer buffer; 2450 SkRect bounds; 2451 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), bounds, buffer); 2452 2453 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2454 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2455 return DrawGlInfo::kStatusDone; 2456 } 2457 2458 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2459 2460 bool useOffset = !paint->isAntiAlias(); 2461 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2462} 2463 2464status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2465 // No need to check against the clip, we fill the clip region 2466 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2467 2468 Rect clip(*currentClipRect()); 2469 clip.snapToPixelBoundaries(); 2470 2471 SkPaint paint; 2472 paint.setColor(color); 2473 paint.setXfermodeMode(mode); 2474 2475 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2476 2477 return DrawGlInfo::kStatusDrew; 2478} 2479 2480status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2481 const SkPaint* paint) { 2482 if (!texture) return DrawGlInfo::kStatusDone; 2483 const AutoTexture autoCleanup(texture); 2484 2485 const float x = left + texture->left - texture->offset; 2486 const float y = top + texture->top - texture->offset; 2487 2488 drawPathTexture(texture, x, y, paint); 2489 2490 return DrawGlInfo::kStatusDrew; 2491} 2492 2493status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2494 float rx, float ry, const SkPaint* p) { 2495 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2496 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2497 return DrawGlInfo::kStatusDone; 2498 } 2499 2500 if (p->getPathEffect() != 0) { 2501 mCaches.activeTexture(0); 2502 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2503 right - left, bottom - top, rx, ry, p); 2504 return drawShape(left, top, texture, p); 2505 } 2506 2507 SkPath path; 2508 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2509 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2510 float outset = p->getStrokeWidth() / 2; 2511 rect.outset(outset, outset); 2512 rx += outset; 2513 ry += outset; 2514 } 2515 path.addRoundRect(rect, rx, ry); 2516 return drawConvexPath(path, p); 2517} 2518 2519status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2520 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius, 2521 x + radius, y + radius, p) || 2522 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2523 return DrawGlInfo::kStatusDone; 2524 } 2525 if (p->getPathEffect() != 0) { 2526 mCaches.activeTexture(0); 2527 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2528 return drawShape(x - radius, y - radius, texture, p); 2529 } 2530 2531 SkPath path; 2532 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2533 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2534 } else { 2535 path.addCircle(x, y, radius); 2536 } 2537 return drawConvexPath(path, p); 2538} 2539 2540status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2541 const SkPaint* p) { 2542 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2543 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2544 return DrawGlInfo::kStatusDone; 2545 } 2546 2547 if (p->getPathEffect() != 0) { 2548 mCaches.activeTexture(0); 2549 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2550 return drawShape(left, top, texture, p); 2551 } 2552 2553 SkPath path; 2554 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2555 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2556 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2557 } 2558 path.addOval(rect); 2559 return drawConvexPath(path, p); 2560} 2561 2562status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2563 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2564 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2565 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2566 return DrawGlInfo::kStatusDone; 2567 } 2568 2569 if (fabs(sweepAngle) >= 360.0f) { 2570 return drawOval(left, top, right, bottom, p); 2571 } 2572 2573 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2574 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2575 mCaches.activeTexture(0); 2576 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2577 startAngle, sweepAngle, useCenter, p); 2578 return drawShape(left, top, texture, p); 2579 } 2580 2581 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2582 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2583 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2584 } 2585 2586 SkPath path; 2587 if (useCenter) { 2588 path.moveTo(rect.centerX(), rect.centerY()); 2589 } 2590 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2591 if (useCenter) { 2592 path.close(); 2593 } 2594 return drawConvexPath(path, p); 2595} 2596 2597// See SkPaintDefaults.h 2598#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2599 2600status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2601 const SkPaint* p) { 2602 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2603 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2604 return DrawGlInfo::kStatusDone; 2605 } 2606 2607 if (p->getStyle() != SkPaint::kFill_Style) { 2608 // only fill style is supported by drawConvexPath, since others have to handle joins 2609 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2610 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2611 mCaches.activeTexture(0); 2612 const PathTexture* texture = 2613 mCaches.pathCache.getRect(right - left, bottom - top, p); 2614 return drawShape(left, top, texture, p); 2615 } 2616 2617 SkPath path; 2618 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2619 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2620 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2621 } 2622 path.addRect(rect); 2623 return drawConvexPath(path, p); 2624 } 2625 2626 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2627 SkPath path; 2628 path.addRect(left, top, right, bottom); 2629 return drawConvexPath(path, p); 2630 } else { 2631 drawColorRect(left, top, right, bottom, p); 2632 return DrawGlInfo::kStatusDrew; 2633 } 2634} 2635 2636void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2637 int bytesCount, int count, const float* positions, 2638 FontRenderer& fontRenderer, int alpha, float x, float y) { 2639 mCaches.activeTexture(0); 2640 2641 TextShadow textShadow; 2642 if (!getTextShadow(paint, &textShadow)) { 2643 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2644 } 2645 2646 // NOTE: The drop shadow will not perform gamma correction 2647 // if shader-based correction is enabled 2648 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2649 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2650 paint, text, bytesCount, count, textShadow.radius, positions); 2651 // If the drop shadow exceeds the max texture size or couldn't be 2652 // allocated, skip drawing 2653 if (!shadow) return; 2654 const AutoTexture autoCleanup(shadow); 2655 2656 const float sx = x - shadow->left + textShadow.dx; 2657 const float sy = y - shadow->top + textShadow.dy; 2658 2659 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2660 if (mDrawModifiers.mShader) { 2661 textShadow.color = SK_ColorWHITE; 2662 } 2663 2664 setupDraw(); 2665 setupDrawWithTexture(true); 2666 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2667 setupDrawColorFilter(getColorFilter(paint)); 2668 setupDrawShader(); 2669 setupDrawBlending(paint, true); 2670 setupDrawProgram(); 2671 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2672 sx, sy, sx + shadow->width, sy + shadow->height); 2673 setupDrawTexture(shadow->id); 2674 setupDrawPureColorUniforms(); 2675 setupDrawColorFilterUniforms(getColorFilter(paint)); 2676 setupDrawShaderUniforms(); 2677 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2678 2679 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2680} 2681 2682bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2683 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2684 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2685} 2686 2687status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2688 const float* positions, const SkPaint* paint) { 2689 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2690 return DrawGlInfo::kStatusDone; 2691 } 2692 2693 // NOTE: Skia does not support perspective transform on drawPosText yet 2694 if (!currentTransform()->isSimple()) { 2695 return DrawGlInfo::kStatusDone; 2696 } 2697 2698 mCaches.enableScissor(); 2699 2700 float x = 0.0f; 2701 float y = 0.0f; 2702 const bool pureTranslate = currentTransform()->isPureTranslate(); 2703 if (pureTranslate) { 2704 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2705 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2706 } 2707 2708 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2709 fontRenderer.setFont(paint, mat4::identity()); 2710 2711 int alpha; 2712 SkXfermode::Mode mode; 2713 getAlphaAndMode(paint, &alpha, &mode); 2714 2715 if (CC_UNLIKELY(hasTextShadow(paint))) { 2716 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2717 alpha, 0.0f, 0.0f); 2718 } 2719 2720 // Pick the appropriate texture filtering 2721 bool linearFilter = currentTransform()->changesBounds(); 2722 if (pureTranslate && !linearFilter) { 2723 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2724 } 2725 fontRenderer.setTextureFiltering(linearFilter); 2726 2727 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2728 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2729 2730 const bool hasActiveLayer = hasLayer(); 2731 2732 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2733 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2734 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2735 if (hasActiveLayer) { 2736 if (!pureTranslate) { 2737 currentTransform()->mapRect(bounds); 2738 } 2739 dirtyLayerUnchecked(bounds, getRegion()); 2740 } 2741 } 2742 2743 return DrawGlInfo::kStatusDrew; 2744} 2745 2746mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2747 mat4 fontTransform; 2748 if (CC_LIKELY(transform.isPureTranslate())) { 2749 fontTransform = mat4::identity(); 2750 } else { 2751 if (CC_UNLIKELY(transform.isPerspective())) { 2752 fontTransform = mat4::identity(); 2753 } else { 2754 float sx, sy; 2755 currentTransform()->decomposeScale(sx, sy); 2756 fontTransform.loadScale(sx, sy, 1.0f); 2757 } 2758 } 2759 return fontTransform; 2760} 2761 2762status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2763 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2764 DrawOpMode drawOpMode) { 2765 2766 if (drawOpMode == kDrawOpMode_Immediate) { 2767 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2768 // drawing as ops from DeferredDisplayList are already filtered for these 2769 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2770 quickRejectSetupScissor(bounds)) { 2771 return DrawGlInfo::kStatusDone; 2772 } 2773 } 2774 2775 const float oldX = x; 2776 const float oldY = y; 2777 2778 const mat4& transform = *currentTransform(); 2779 const bool pureTranslate = transform.isPureTranslate(); 2780 2781 if (CC_LIKELY(pureTranslate)) { 2782 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2783 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2784 } 2785 2786 int alpha; 2787 SkXfermode::Mode mode; 2788 getAlphaAndMode(paint, &alpha, &mode); 2789 2790 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2791 2792 if (CC_UNLIKELY(hasTextShadow(paint))) { 2793 fontRenderer.setFont(paint, mat4::identity()); 2794 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2795 alpha, oldX, oldY); 2796 } 2797 2798 const bool hasActiveLayer = hasLayer(); 2799 2800 // We only pass a partial transform to the font renderer. That partial 2801 // matrix defines how glyphs are rasterized. Typically we want glyphs 2802 // to be rasterized at their final size on screen, which means the partial 2803 // matrix needs to take the scale factor into account. 2804 // When a partial matrix is used to transform glyphs during rasterization, 2805 // the mesh is generated with the inverse transform (in the case of scale, 2806 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2807 // apply the full transform matrix at draw time in the vertex shader. 2808 // Applying the full matrix in the shader is the easiest way to handle 2809 // rotation and perspective and allows us to always generated quads in the 2810 // font renderer which greatly simplifies the code, clipping in particular. 2811 mat4 fontTransform = findBestFontTransform(transform); 2812 fontRenderer.setFont(paint, fontTransform); 2813 2814 // Pick the appropriate texture filtering 2815 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2816 fontRenderer.setTextureFiltering(linearFilter); 2817 2818 // TODO: Implement better clipping for scaled/rotated text 2819 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2820 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2821 2822 bool status; 2823 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2824 2825 // don't call issuedrawcommand, do it at end of batch 2826 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2827 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2828 SkPaint paintCopy(*paint); 2829 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2830 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2831 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2832 } else { 2833 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2834 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2835 } 2836 2837 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2838 if (!pureTranslate) { 2839 transform.mapRect(layerBounds); 2840 } 2841 dirtyLayerUnchecked(layerBounds, getRegion()); 2842 } 2843 2844 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2845 2846 return DrawGlInfo::kStatusDrew; 2847} 2848 2849status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2850 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2851 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2852 return DrawGlInfo::kStatusDone; 2853 } 2854 2855 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2856 mCaches.enableScissor(); 2857 2858 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2859 fontRenderer.setFont(paint, mat4::identity()); 2860 fontRenderer.setTextureFiltering(true); 2861 2862 int alpha; 2863 SkXfermode::Mode mode; 2864 getAlphaAndMode(paint, &alpha, &mode); 2865 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2866 2867 const Rect* clip = &mSnapshot->getLocalClip(); 2868 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2869 2870 const bool hasActiveLayer = hasLayer(); 2871 2872 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2873 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2874 if (hasActiveLayer) { 2875 currentTransform()->mapRect(bounds); 2876 dirtyLayerUnchecked(bounds, getRegion()); 2877 } 2878 } 2879 2880 return DrawGlInfo::kStatusDrew; 2881} 2882 2883status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2884 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2885 2886 mCaches.activeTexture(0); 2887 2888 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2889 if (!texture) return DrawGlInfo::kStatusDone; 2890 const AutoTexture autoCleanup(texture); 2891 2892 const float x = texture->left - texture->offset; 2893 const float y = texture->top - texture->offset; 2894 2895 drawPathTexture(texture, x, y, paint); 2896 2897 return DrawGlInfo::kStatusDrew; 2898} 2899 2900status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2901 if (!layer) { 2902 return DrawGlInfo::kStatusDone; 2903 } 2904 2905 mat4* transform = NULL; 2906 if (layer->isTextureLayer()) { 2907 transform = &layer->getTransform(); 2908 if (!transform->isIdentity()) { 2909 save(SkCanvas::kMatrix_SaveFlag); 2910 concatMatrix(*transform); 2911 } 2912 } 2913 2914 bool clipRequired = false; 2915 const bool rejected = calculateQuickRejectForScissor(x, y, 2916 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false); 2917 2918 if (rejected) { 2919 if (transform && !transform->isIdentity()) { 2920 restore(); 2921 } 2922 return DrawGlInfo::kStatusDone; 2923 } 2924 2925 updateLayer(layer, true); 2926 2927 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2928 mCaches.activeTexture(0); 2929 2930 if (CC_LIKELY(!layer->region.isEmpty())) { 2931 if (layer->region.isRect()) { 2932 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2933 composeLayerRect(layer, layer->regionRect)); 2934 } else if (layer->mesh) { 2935 2936 const float a = getLayerAlpha(layer); 2937 setupDraw(); 2938 setupDrawWithTexture(); 2939 setupDrawColor(a, a, a, a); 2940 setupDrawColorFilter(layer->getColorFilter()); 2941 setupDrawBlending(layer); 2942 setupDrawProgram(); 2943 setupDrawPureColorUniforms(); 2944 setupDrawColorFilterUniforms(layer->getColorFilter()); 2945 setupDrawTexture(layer->getTexture()); 2946 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2947 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2948 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2949 2950 layer->setFilter(GL_NEAREST); 2951 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2952 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2953 } else { 2954 layer->setFilter(GL_LINEAR); 2955 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2956 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2957 } 2958 2959 TextureVertex* mesh = &layer->mesh[0]; 2960 GLsizei elementsCount = layer->meshElementCount; 2961 2962 while (elementsCount > 0) { 2963 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2964 2965 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2966 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2967 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2968 2969 elementsCount -= drawCount; 2970 // Though there are 4 vertices in a quad, we use 6 indices per 2971 // quad to draw with GL_TRIANGLES 2972 mesh += (drawCount / 6) * 4; 2973 } 2974 2975#if DEBUG_LAYERS_AS_REGIONS 2976 drawRegionRectsDebug(layer->region); 2977#endif 2978 } 2979 2980 if (layer->debugDrawUpdate) { 2981 layer->debugDrawUpdate = false; 2982 2983 SkPaint paint; 2984 paint.setColor(0x7f00ff00); 2985 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2986 } 2987 } 2988 layer->hasDrawnSinceUpdate = true; 2989 2990 if (transform && !transform->isIdentity()) { 2991 restore(); 2992 } 2993 2994 return DrawGlInfo::kStatusDrew; 2995} 2996 2997/////////////////////////////////////////////////////////////////////////////// 2998// Shaders 2999/////////////////////////////////////////////////////////////////////////////// 3000 3001void OpenGLRenderer::resetShader() { 3002 mDrawModifiers.mShader = NULL; 3003} 3004 3005void OpenGLRenderer::setupShader(SkiaShader* shader) { 3006 mDrawModifiers.mShader = shader; 3007 if (mDrawModifiers.mShader) { 3008 mDrawModifiers.mShader->setCaches(mCaches); 3009 } 3010} 3011 3012/////////////////////////////////////////////////////////////////////////////// 3013// Draw filters 3014/////////////////////////////////////////////////////////////////////////////// 3015 3016void OpenGLRenderer::resetPaintFilter() { 3017 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3018 // comparison, see MergingDrawBatch::canMergeWith 3019 mDrawModifiers.mHasDrawFilter = false; 3020 mDrawModifiers.mPaintFilterClearBits = 0; 3021 mDrawModifiers.mPaintFilterSetBits = 0; 3022} 3023 3024void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3025 mDrawModifiers.mHasDrawFilter = true; 3026 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3027 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3028} 3029 3030const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3031 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3032 return paint; 3033 } 3034 3035 uint32_t flags = paint->getFlags(); 3036 3037 mFilteredPaint = *paint; 3038 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3039 mDrawModifiers.mPaintFilterSetBits); 3040 3041 return &mFilteredPaint; 3042} 3043 3044/////////////////////////////////////////////////////////////////////////////// 3045// Drawing implementation 3046/////////////////////////////////////////////////////////////////////////////// 3047 3048Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3049 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3050 if (!texture) { 3051 return mCaches.textureCache.get(bitmap); 3052 } 3053 return texture; 3054} 3055 3056void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3057 float x, float y, const SkPaint* paint) { 3058 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3059 return; 3060 } 3061 3062 int alpha; 3063 SkXfermode::Mode mode; 3064 getAlphaAndMode(paint, &alpha, &mode); 3065 3066 setupDraw(); 3067 setupDrawWithTexture(true); 3068 setupDrawAlpha8Color(paint->getColor(), alpha); 3069 setupDrawColorFilter(getColorFilter(paint)); 3070 setupDrawShader(); 3071 setupDrawBlending(paint, true); 3072 setupDrawProgram(); 3073 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3074 x, y, x + texture->width, y + texture->height); 3075 setupDrawTexture(texture->id); 3076 setupDrawPureColorUniforms(); 3077 setupDrawColorFilterUniforms(getColorFilter(paint)); 3078 setupDrawShaderUniforms(); 3079 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3080 3081 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3082} 3083 3084// Same values used by Skia 3085#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3086#define kStdUnderline_Offset (1.0f / 9.0f) 3087#define kStdUnderline_Thickness (1.0f / 18.0f) 3088 3089void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3090 const SkPaint* paint) { 3091 // Handle underline and strike-through 3092 uint32_t flags = paint->getFlags(); 3093 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3094 SkPaint paintCopy(*paint); 3095 3096 if (CC_LIKELY(underlineWidth > 0.0f)) { 3097 const float textSize = paintCopy.getTextSize(); 3098 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3099 3100 const float left = x; 3101 float top = 0.0f; 3102 3103 int linesCount = 0; 3104 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3105 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3106 3107 const int pointsCount = 4 * linesCount; 3108 float points[pointsCount]; 3109 int currentPoint = 0; 3110 3111 if (flags & SkPaint::kUnderlineText_Flag) { 3112 top = y + textSize * kStdUnderline_Offset; 3113 points[currentPoint++] = left; 3114 points[currentPoint++] = top; 3115 points[currentPoint++] = left + underlineWidth; 3116 points[currentPoint++] = top; 3117 } 3118 3119 if (flags & SkPaint::kStrikeThruText_Flag) { 3120 top = y + textSize * kStdStrikeThru_Offset; 3121 points[currentPoint++] = left; 3122 points[currentPoint++] = top; 3123 points[currentPoint++] = left + underlineWidth; 3124 points[currentPoint++] = top; 3125 } 3126 3127 paintCopy.setStrokeWidth(strokeWidth); 3128 3129 drawLines(&points[0], pointsCount, &paintCopy); 3130 } 3131 } 3132} 3133 3134status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3135 if (currentSnapshot()->isIgnored()) { 3136 return DrawGlInfo::kStatusDone; 3137 } 3138 3139 return drawColorRects(rects, count, paint, false, true, true); 3140} 3141 3142static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3143 // map z coordinate with true 3d matrix 3144 point.z = transformZ.mapZ(point); 3145 3146 // map x,y coordinates with draw/Skia matrix 3147 transformXY.mapPoint(point.x, point.y); 3148} 3149 3150status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& casterTransformZ, 3151 float casterAlpha, bool casterUnclipped, const SkPath* casterPerimeter) { 3152 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3153 3154 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3155 mCaches.enableScissor(); 3156 3157 SkPaint paint; 3158 paint.setAntiAlias(true); // want to use AlphaVertex 3159 3160 // tessellate caster outline into a 2d polygon 3161 Vector<Vertex> casterVertices2d; 3162 const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value 3163 PathTessellator::approximatePathOutlineVertices(*casterPerimeter, 3164 casterRefinementThresholdSquared, casterVertices2d); 3165 if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) { 3166 ShadowTessellator::reverseVertexArray(casterVertices2d.editArray(), 3167 casterVertices2d.size()); 3168 } 3169 3170 if (casterVertices2d.size() == 0) { 3171 // empty caster polygon computed from path 3172 return DrawGlInfo::kStatusDone; 3173 } 3174 3175 // map 2d caster poly into 3d 3176 const int casterVertexCount = casterVertices2d.size(); 3177 Vector3 casterPolygon[casterVertexCount]; 3178 float minZ = FLT_MAX; 3179 float maxZ = -FLT_MAX; 3180 for (int i = 0; i < casterVertexCount; i++) { 3181 const Vertex& point2d = casterVertices2d[i]; 3182 casterPolygon[i] = Vector3(point2d.x, point2d.y, 0); 3183 mapPointFakeZ(casterPolygon[i], casterTransformXY, casterTransformZ); 3184 minZ = fmin(minZ, casterPolygon[i].z); 3185 maxZ = fmax(maxZ, casterPolygon[i].z); 3186 } 3187 3188 // map the centroid of the caster into 3d 3189 Vector2 centroid = ShadowTessellator::centroid2d( 3190 reinterpret_cast<const Vector2*>(casterVertices2d.array()), 3191 casterVertexCount); 3192 Vector3 centroid3d(centroid.x, centroid.y, 0); 3193 mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ); 3194 3195 // if the caster intersects the z=0 plane, lift it in Z so it doesn't 3196 if (minZ < SHADOW_MIN_CASTER_Z) { 3197 float casterLift = SHADOW_MIN_CASTER_Z - minZ; 3198 for (int i = 0; i < casterVertexCount; i++) { 3199 casterPolygon[i].z += casterLift; 3200 } 3201 centroid3d.z += casterLift; 3202 } 3203 3204 // Check whether we want to draw the shadow at all by checking the caster's 3205 // bounds against clip. 3206 // We only have ortho projection, so we can just ignore the Z in caster for 3207 // simple rejection calculation. 3208 Rect localClip = mSnapshot->getLocalClip(); 3209 Rect casterBounds(casterPerimeter->getBounds()); 3210 casterTransformXY.mapRect(casterBounds); 3211 3212 bool isCasterOpaque = (casterAlpha == 1.0f) && casterUnclipped; 3213 // draw caster's shadows 3214 if (mCaches.propertyAmbientShadowStrength > 0) { 3215 paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0); 3216 VertexBuffer ambientShadowVertexBuffer; 3217 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateAmbientShadow( 3218 isCasterOpaque, casterPolygon, casterVertexCount, centroid3d, 3219 casterBounds, localClip, maxZ, ambientShadowVertexBuffer); 3220 drawVertexBuffer(vertexBufferMode, ambientShadowVertexBuffer, &paint); 3221 } 3222 3223 if (mCaches.propertySpotShadowStrength > 0) { 3224 paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0); 3225 VertexBuffer spotShadowVertexBuffer; 3226 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateSpotShadow( 3227 isCasterOpaque, casterPolygon, casterVertexCount, 3228 *currentTransform(), getWidth(), getHeight(), casterBounds, localClip, 3229 spotShadowVertexBuffer); 3230 drawVertexBuffer(vertexBufferMode, spotShadowVertexBuffer, &paint); 3231 } 3232 3233 return DrawGlInfo::kStatusDrew; 3234} 3235 3236status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3237 bool ignoreTransform, bool dirty, bool clip) { 3238 if (count == 0) { 3239 return DrawGlInfo::kStatusDone; 3240 } 3241 3242 int color = paint->getColor(); 3243 // If a shader is set, preserve only the alpha 3244 if (mDrawModifiers.mShader) { 3245 color |= 0x00ffffff; 3246 } 3247 3248 float left = FLT_MAX; 3249 float top = FLT_MAX; 3250 float right = FLT_MIN; 3251 float bottom = FLT_MIN; 3252 3253 Vertex mesh[count]; 3254 Vertex* vertex = mesh; 3255 3256 for (int index = 0; index < count; index += 4) { 3257 float l = rects[index + 0]; 3258 float t = rects[index + 1]; 3259 float r = rects[index + 2]; 3260 float b = rects[index + 3]; 3261 3262 Vertex::set(vertex++, l, t); 3263 Vertex::set(vertex++, r, t); 3264 Vertex::set(vertex++, l, b); 3265 Vertex::set(vertex++, r, b); 3266 3267 left = fminf(left, l); 3268 top = fminf(top, t); 3269 right = fmaxf(right, r); 3270 bottom = fmaxf(bottom, b); 3271 } 3272 3273 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3274 return DrawGlInfo::kStatusDone; 3275 } 3276 3277 setupDraw(); 3278 setupDrawNoTexture(); 3279 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3280 setupDrawShader(); 3281 setupDrawColorFilter(getColorFilter(paint)); 3282 setupDrawBlending(paint); 3283 setupDrawProgram(); 3284 setupDrawDirtyRegionsDisabled(); 3285 setupDrawModelView(kModelViewMode_Translate, false, 3286 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3287 setupDrawColorUniforms(); 3288 setupDrawShaderUniforms(); 3289 setupDrawColorFilterUniforms(getColorFilter(paint)); 3290 3291 if (dirty && hasLayer()) { 3292 dirtyLayer(left, top, right, bottom, *currentTransform()); 3293 } 3294 3295 issueIndexedQuadDraw(&mesh[0], count / 4); 3296 3297 return DrawGlInfo::kStatusDrew; 3298} 3299 3300void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3301 const SkPaint* paint, bool ignoreTransform) { 3302 int color = paint->getColor(); 3303 // If a shader is set, preserve only the alpha 3304 if (mDrawModifiers.mShader) { 3305 color |= 0x00ffffff; 3306 } 3307 3308 setupDraw(); 3309 setupDrawNoTexture(); 3310 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3311 setupDrawShader(); 3312 setupDrawColorFilter(getColorFilter(paint)); 3313 setupDrawBlending(paint); 3314 setupDrawProgram(); 3315 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3316 left, top, right, bottom, ignoreTransform); 3317 setupDrawColorUniforms(); 3318 setupDrawShaderUniforms(ignoreTransform); 3319 setupDrawColorFilterUniforms(getColorFilter(paint)); 3320 setupDrawSimpleMesh(); 3321 3322 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3323} 3324 3325void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3326 Texture* texture, const SkPaint* paint) { 3327 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3328 3329 GLvoid* vertices = (GLvoid*) NULL; 3330 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3331 3332 if (texture->uvMapper) { 3333 vertices = &mMeshVertices[0].x; 3334 texCoords = &mMeshVertices[0].u; 3335 3336 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3337 texture->uvMapper->map(uvs); 3338 3339 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3340 } 3341 3342 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3343 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3344 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3345 3346 texture->setFilter(GL_NEAREST, true); 3347 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3348 paint, texture->blend, vertices, texCoords, 3349 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3350 } else { 3351 texture->setFilter(getFilter(paint), true); 3352 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3353 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3354 } 3355 3356 if (texture->uvMapper) { 3357 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3358 } 3359} 3360 3361void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3362 GLuint texture, const SkPaint* paint, bool blend, 3363 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3364 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3365 ModelViewMode modelViewMode, bool dirty) { 3366 3367 int a; 3368 SkXfermode::Mode mode; 3369 getAlphaAndMode(paint, &a, &mode); 3370 const float alpha = a / 255.0f; 3371 3372 setupDraw(); 3373 setupDrawWithTexture(); 3374 setupDrawColor(alpha, alpha, alpha, alpha); 3375 setupDrawColorFilter(getColorFilter(paint)); 3376 setupDrawBlending(paint, blend, swapSrcDst); 3377 setupDrawProgram(); 3378 if (!dirty) setupDrawDirtyRegionsDisabled(); 3379 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3380 setupDrawTexture(texture); 3381 setupDrawPureColorUniforms(); 3382 setupDrawColorFilterUniforms(getColorFilter(paint)); 3383 setupDrawMesh(vertices, texCoords, vbo); 3384 3385 glDrawArrays(drawMode, 0, elementsCount); 3386} 3387 3388void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3389 GLuint texture, const SkPaint* paint, bool blend, 3390 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3391 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3392 ModelViewMode modelViewMode, bool dirty) { 3393 3394 int a; 3395 SkXfermode::Mode mode; 3396 getAlphaAndMode(paint, &a, &mode); 3397 const float alpha = a / 255.0f; 3398 3399 setupDraw(); 3400 setupDrawWithTexture(); 3401 setupDrawColor(alpha, alpha, alpha, alpha); 3402 setupDrawColorFilter(getColorFilter(paint)); 3403 setupDrawBlending(paint, blend, swapSrcDst); 3404 setupDrawProgram(); 3405 if (!dirty) setupDrawDirtyRegionsDisabled(); 3406 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3407 setupDrawTexture(texture); 3408 setupDrawPureColorUniforms(); 3409 setupDrawColorFilterUniforms(getColorFilter(paint)); 3410 setupDrawMeshIndices(vertices, texCoords, vbo); 3411 3412 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3413} 3414 3415void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3416 GLuint texture, const SkPaint* paint, 3417 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3418 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3419 3420 int color = paint != NULL ? paint->getColor() : 0; 3421 int alpha; 3422 SkXfermode::Mode mode; 3423 getAlphaAndMode(paint, &alpha, &mode); 3424 3425 setupDraw(); 3426 setupDrawWithTexture(true); 3427 if (paint != NULL) { 3428 setupDrawAlpha8Color(color, alpha); 3429 } 3430 setupDrawColorFilter(getColorFilter(paint)); 3431 setupDrawShader(); 3432 setupDrawBlending(paint, true); 3433 setupDrawProgram(); 3434 if (!dirty) setupDrawDirtyRegionsDisabled(); 3435 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3436 setupDrawTexture(texture); 3437 setupDrawPureColorUniforms(); 3438 setupDrawColorFilterUniforms(getColorFilter(paint)); 3439 setupDrawShaderUniforms(ignoreTransform); 3440 setupDrawMesh(vertices, texCoords); 3441 3442 glDrawArrays(drawMode, 0, elementsCount); 3443} 3444 3445void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3446 ProgramDescription& description, bool swapSrcDst) { 3447 if (mCountOverdraw) { 3448 if (!mCaches.blend) glEnable(GL_BLEND); 3449 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3450 glBlendFunc(GL_ONE, GL_ONE); 3451 } 3452 3453 mCaches.blend = true; 3454 mCaches.lastSrcMode = GL_ONE; 3455 mCaches.lastDstMode = GL_ONE; 3456 3457 return; 3458 } 3459 3460 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3461 3462 if (blend) { 3463 // These blend modes are not supported by OpenGL directly and have 3464 // to be implemented using shaders. Since the shader will perform 3465 // the blending, turn blending off here 3466 // If the blend mode cannot be implemented using shaders, fall 3467 // back to the default SrcOver blend mode instead 3468 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3469 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3470 description.framebufferMode = mode; 3471 description.swapSrcDst = swapSrcDst; 3472 3473 if (mCaches.blend) { 3474 glDisable(GL_BLEND); 3475 mCaches.blend = false; 3476 } 3477 3478 return; 3479 } else { 3480 mode = SkXfermode::kSrcOver_Mode; 3481 } 3482 } 3483 3484 if (!mCaches.blend) { 3485 glEnable(GL_BLEND); 3486 } 3487 3488 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3489 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3490 3491 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3492 glBlendFunc(sourceMode, destMode); 3493 mCaches.lastSrcMode = sourceMode; 3494 mCaches.lastDstMode = destMode; 3495 } 3496 } else if (mCaches.blend) { 3497 glDisable(GL_BLEND); 3498 } 3499 mCaches.blend = blend; 3500} 3501 3502bool OpenGLRenderer::useProgram(Program* program) { 3503 if (!program->isInUse()) { 3504 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3505 program->use(); 3506 mCaches.currentProgram = program; 3507 return false; 3508 } 3509 return true; 3510} 3511 3512void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3513 TextureVertex* v = &mMeshVertices[0]; 3514 TextureVertex::setUV(v++, u1, v1); 3515 TextureVertex::setUV(v++, u2, v1); 3516 TextureVertex::setUV(v++, u1, v2); 3517 TextureVertex::setUV(v++, u2, v2); 3518} 3519 3520void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3521 getAlphaAndModeDirect(paint, alpha, mode); 3522 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3523 // if drawing a layer, ignore the paint's alpha 3524 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3525 } 3526 *alpha *= currentSnapshot()->alpha; 3527} 3528 3529float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3530 float alpha; 3531 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3532 alpha = mDrawModifiers.mOverrideLayerAlpha; 3533 } else { 3534 alpha = layer->getAlpha() / 255.0f; 3535 } 3536 return alpha * currentSnapshot()->alpha; 3537} 3538 3539}; // namespace uirenderer 3540}; // namespace android 3541