OpenGLRenderer.cpp revision e67307c816f3fdae2bfba8e9a4410dc015645e91
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "PathTessellator.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): 113 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 114 mShader = NULL; 115 mColorFilter = NULL; 116 mHasShadow = false; 117 mHasDrawFilter = false; 118 119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 120 121 mFirstSnapshot = new Snapshot; 122 123 mScissorOptimizationDisabled = false; 124} 125 126OpenGLRenderer::~OpenGLRenderer() { 127 // The context has already been destroyed at this point, do not call 128 // GL APIs. All GL state should be kept in Caches.h 129} 130 131void OpenGLRenderer::initProperties() { 132 char property[PROPERTY_VALUE_MAX]; 133 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 134 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 135 INIT_LOGD(" Scissor optimization %s", 136 mScissorOptimizationDisabled ? "disabled" : "enabled"); 137 } else { 138 INIT_LOGD(" Scissor optimization enabled"); 139 } 140} 141 142/////////////////////////////////////////////////////////////////////////////// 143// Setup 144/////////////////////////////////////////////////////////////////////////////// 145 146void OpenGLRenderer::setName(const char* name) { 147 if (name) { 148 mName.setTo(name); 149 } else { 150 mName.clear(); 151 } 152} 153 154const char* OpenGLRenderer::getName() const { 155 return mName.string(); 156} 157 158bool OpenGLRenderer::isDeferred() { 159 return false; 160} 161 162void OpenGLRenderer::setViewport(int width, int height) { 163 initViewport(width, height); 164 165 glDisable(GL_DITHER); 166 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 167 168 glEnableVertexAttribArray(Program::kBindingPosition); 169} 170 171void OpenGLRenderer::initViewport(int width, int height) { 172 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 173 174 mWidth = width; 175 mHeight = height; 176 177 mFirstSnapshot->height = height; 178 mFirstSnapshot->viewport.set(0, 0, width, height); 179} 180 181status_t OpenGLRenderer::prepare(bool opaque) { 182 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 183} 184 185status_t OpenGLRenderer::prepareDirty(float left, float top, 186 float right, float bottom, bool opaque) { 187 mCaches.clearGarbage(); 188 189 mSnapshot = new Snapshot(mFirstSnapshot, 190 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 191 mSnapshot->fbo = getTargetFbo(); 192 mSaveCount = 1; 193 194 mSnapshot->setClip(left, top, right, bottom); 195 mDirtyClip = true; 196 197 updateLayers(); 198 199 discardFramebuffer(left, top, right, bottom); 200 201 syncState(); 202 203 // Functors break the tiling extension in pretty spectacular ways 204 // This ensures we don't use tiling when a functor is going to be 205 // invoked during the frame 206 mSuppressTiling = mCaches.hasRegisteredFunctors(); 207 208 mTilingSnapshot = mSnapshot; 209 startTiling(mTilingSnapshot, true); 210 211 debugOverdraw(true, true); 212 213 return clear(left, top, right, bottom, opaque); 214} 215 216void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 217 // If we know that we are going to redraw the entire framebuffer, 218 // perform a discard to let the driver know we don't need to preserve 219 // the back buffer for this frame. 220 if (mExtensions.hasDiscardFramebuffer() && 221 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 222 const bool isFbo = getTargetFbo() == 0; 223 const GLenum attachments[] = { 224 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 225 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 226 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 227 } 228} 229 230status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 231 if (!opaque) { 232 mCaches.enableScissor(); 233 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 234 glClear(GL_COLOR_BUFFER_BIT); 235 return DrawGlInfo::kStatusDrew; 236 } 237 238 mCaches.resetScissor(); 239 return DrawGlInfo::kStatusDone; 240} 241 242void OpenGLRenderer::syncState() { 243 glViewport(0, 0, mWidth, mHeight); 244 245 if (mCaches.blend) { 246 glEnable(GL_BLEND); 247 } else { 248 glDisable(GL_BLEND); 249 } 250} 251 252void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 253 if (!mSuppressTiling) { 254 Rect* clip = mTilingSnapshot->clipRect; 255 if (s->flags & Snapshot::kFlagFboTarget) { 256 clip = &s->layer->clipRect; 257 } 258 259 startTiling(*clip, s->height, opaque); 260 } 261} 262 263void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 264 if (!mSuppressTiling) { 265 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 266 clip.right - clip.left, clip.bottom - clip.top, opaque); 267 } 268} 269 270void OpenGLRenderer::endTiling() { 271 if (!mSuppressTiling) mCaches.endTiling(); 272} 273 274void OpenGLRenderer::finish() { 275 renderOverdraw(); 276 endTiling(); 277 278 if (!suppressErrorChecks()) { 279#if DEBUG_OPENGL 280 GLenum status = GL_NO_ERROR; 281 while ((status = glGetError()) != GL_NO_ERROR) { 282 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 283 switch (status) { 284 case GL_INVALID_ENUM: 285 ALOGE(" GL_INVALID_ENUM"); 286 break; 287 case GL_INVALID_VALUE: 288 ALOGE(" GL_INVALID_VALUE"); 289 break; 290 case GL_INVALID_OPERATION: 291 ALOGE(" GL_INVALID_OPERATION"); 292 break; 293 case GL_OUT_OF_MEMORY: 294 ALOGE(" Out of memory!"); 295 break; 296 } 297 } 298#endif 299 300#if DEBUG_MEMORY_USAGE 301 mCaches.dumpMemoryUsage(); 302#else 303 if (mCaches.getDebugLevel() & kDebugMemory) { 304 mCaches.dumpMemoryUsage(); 305 } 306#endif 307 } 308} 309 310void OpenGLRenderer::interrupt() { 311 if (mCaches.currentProgram) { 312 if (mCaches.currentProgram->isInUse()) { 313 mCaches.currentProgram->remove(); 314 mCaches.currentProgram = NULL; 315 } 316 } 317 mCaches.unbindMeshBuffer(); 318 mCaches.unbindIndicesBuffer(); 319 mCaches.resetVertexPointers(); 320 mCaches.disbaleTexCoordsVertexArray(); 321 debugOverdraw(false, false); 322} 323 324void OpenGLRenderer::resume() { 325 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 326 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 327 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 328 debugOverdraw(true, false); 329 330 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 331 332 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 333 mCaches.enableScissor(); 334 mCaches.resetScissor(); 335 dirtyClip(); 336 337 mCaches.activeTexture(0); 338 339 mCaches.blend = true; 340 glEnable(GL_BLEND); 341 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 342 glBlendEquation(GL_FUNC_ADD); 343} 344 345void OpenGLRenderer::resumeAfterLayer() { 346 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 347 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 348 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 349 debugOverdraw(true, false); 350 351 mCaches.resetScissor(); 352 dirtyClip(); 353} 354 355void OpenGLRenderer::detachFunctor(Functor* functor) { 356 mFunctors.remove(functor); 357} 358 359void OpenGLRenderer::attachFunctor(Functor* functor) { 360 mFunctors.add(functor); 361} 362 363status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 364 status_t result = DrawGlInfo::kStatusDone; 365 size_t count = mFunctors.size(); 366 367 if (count > 0) { 368 interrupt(); 369 SortedVector<Functor*> functors(mFunctors); 370 mFunctors.clear(); 371 372 DrawGlInfo info; 373 info.clipLeft = 0; 374 info.clipTop = 0; 375 info.clipRight = 0; 376 info.clipBottom = 0; 377 info.isLayer = false; 378 info.width = 0; 379 info.height = 0; 380 memset(info.transform, 0, sizeof(float) * 16); 381 382 for (size_t i = 0; i < count; i++) { 383 Functor* f = functors.itemAt(i); 384 result |= (*f)(DrawGlInfo::kModeProcess, &info); 385 386 if (result & DrawGlInfo::kStatusDraw) { 387 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 388 dirty.unionWith(localDirty); 389 } 390 391 if (result & DrawGlInfo::kStatusInvoke) { 392 mFunctors.add(f); 393 } 394 } 395 resume(); 396 } 397 398 return result; 399} 400 401status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 402 interrupt(); 403 detachFunctor(functor); 404 405 mCaches.enableScissor(); 406 if (mDirtyClip) { 407 setScissorFromClip(); 408 } 409 410 Rect clip(*mSnapshot->clipRect); 411 clip.snapToPixelBoundaries(); 412 413 // Since we don't know what the functor will draw, let's dirty 414 // tne entire clip region 415 if (hasLayer()) { 416 dirtyLayerUnchecked(clip, getRegion()); 417 } 418 419 DrawGlInfo info; 420 info.clipLeft = clip.left; 421 info.clipTop = clip.top; 422 info.clipRight = clip.right; 423 info.clipBottom = clip.bottom; 424 info.isLayer = hasLayer(); 425 info.width = getSnapshot()->viewport.getWidth(); 426 info.height = getSnapshot()->height; 427 getSnapshot()->transform->copyTo(&info.transform[0]); 428 429 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 430 431 if (result != DrawGlInfo::kStatusDone) { 432 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 433 dirty.unionWith(localDirty); 434 435 if (result & DrawGlInfo::kStatusInvoke) { 436 mFunctors.add(functor); 437 } 438 } 439 440 resume(); 441 return result; 442} 443 444/////////////////////////////////////////////////////////////////////////////// 445// Debug 446/////////////////////////////////////////////////////////////////////////////// 447 448void OpenGLRenderer::startMark(const char* name) const { 449 mCaches.startMark(0, name); 450} 451 452void OpenGLRenderer::endMark() const { 453 mCaches.endMark(); 454} 455 456void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 457 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 458 if (clear) { 459 mCaches.disableScissor(); 460 mCaches.stencil.clear(); 461 } 462 if (enable) { 463 mCaches.stencil.enableDebugWrite(); 464 } else { 465 mCaches.stencil.disable(); 466 } 467 } 468} 469 470void OpenGLRenderer::renderOverdraw() { 471 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 472 const Rect* clip = mTilingSnapshot->clipRect; 473 474 mCaches.enableScissor(); 475 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 476 clip->right - clip->left, clip->bottom - clip->top); 477 478 mCaches.stencil.enableDebugTest(2); 479 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 480 mCaches.stencil.enableDebugTest(3); 481 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 482 mCaches.stencil.enableDebugTest(4); 483 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 484 mCaches.stencil.enableDebugTest(4, true); 485 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 486 mCaches.stencil.disable(); 487 } 488} 489 490/////////////////////////////////////////////////////////////////////////////// 491// Layers 492/////////////////////////////////////////////////////////////////////////////// 493 494bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 495 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 496 OpenGLRenderer* renderer = layer->renderer; 497 Rect& dirty = layer->dirtyRect; 498 499 if (inFrame) { 500 endTiling(); 501 debugOverdraw(false, false); 502 } 503 504 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 505 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 506 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 507 renderer->finish(); 508 509 if (inFrame) { 510 resumeAfterLayer(); 511 startTiling(mSnapshot); 512 } 513 514 dirty.setEmpty(); 515 layer->deferredUpdateScheduled = false; 516 layer->renderer = NULL; 517 layer->displayList = NULL; 518 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 519 520 return true; 521 } 522 523 return false; 524} 525 526void OpenGLRenderer::updateLayers() { 527 int count = mLayerUpdates.size(); 528 if (count > 0) { 529 startMark("Layer Updates"); 530 531 // Note: it is very important to update the layers in reverse order 532 for (int i = count - 1; i >= 0; i--) { 533 Layer* layer = mLayerUpdates.itemAt(i); 534 updateLayer(layer, false); 535 mCaches.resourceCache.decrementRefcount(layer); 536 } 537 mLayerUpdates.clear(); 538 539 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 540 endMark(); 541 } 542} 543 544void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 545 if (layer) { 546 mLayerUpdates.push_back(layer); 547 mCaches.resourceCache.incrementRefcount(layer); 548 } 549} 550 551void OpenGLRenderer::clearLayerUpdates() { 552 size_t count = mLayerUpdates.size(); 553 if (count > 0) { 554 mCaches.resourceCache.lock(); 555 for (size_t i = 0; i < count; i++) { 556 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 557 } 558 mCaches.resourceCache.unlock(); 559 mLayerUpdates.clear(); 560 } 561} 562 563/////////////////////////////////////////////////////////////////////////////// 564// State management 565/////////////////////////////////////////////////////////////////////////////// 566 567int OpenGLRenderer::getSaveCount() const { 568 return mSaveCount; 569} 570 571int OpenGLRenderer::save(int flags) { 572 return saveSnapshot(flags); 573} 574 575void OpenGLRenderer::restore() { 576 if (mSaveCount > 1) { 577 restoreSnapshot(); 578 } 579} 580 581void OpenGLRenderer::restoreToCount(int saveCount) { 582 if (saveCount < 1) saveCount = 1; 583 584 while (mSaveCount > saveCount) { 585 restoreSnapshot(); 586 } 587} 588 589int OpenGLRenderer::saveSnapshot(int flags) { 590 mSnapshot = new Snapshot(mSnapshot, flags); 591 return mSaveCount++; 592} 593 594bool OpenGLRenderer::restoreSnapshot() { 595 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 596 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 597 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 598 599 sp<Snapshot> current = mSnapshot; 600 sp<Snapshot> previous = mSnapshot->previous; 601 602 if (restoreOrtho) { 603 Rect& r = previous->viewport; 604 glViewport(r.left, r.top, r.right, r.bottom); 605 mOrthoMatrix.load(current->orthoMatrix); 606 } 607 608 mSaveCount--; 609 mSnapshot = previous; 610 611 if (restoreClip) { 612 dirtyClip(); 613 } 614 615 if (restoreLayer) { 616 composeLayer(current, previous); 617 } 618 619 return restoreClip; 620} 621 622/////////////////////////////////////////////////////////////////////////////// 623// Layers 624/////////////////////////////////////////////////////////////////////////////// 625 626int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 627 SkPaint* p, int flags) { 628 const GLuint previousFbo = mSnapshot->fbo; 629 const int count = saveSnapshot(flags); 630 631 if (!mSnapshot->isIgnored()) { 632 int alpha = 255; 633 SkXfermode::Mode mode; 634 635 if (p) { 636 alpha = p->getAlpha(); 637 mode = getXfermode(p->getXfermode()); 638 } else { 639 mode = SkXfermode::kSrcOver_Mode; 640 } 641 642 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 643 } 644 645 return count; 646} 647 648int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 649 int alpha, int flags) { 650 if (alpha >= 255) { 651 return saveLayer(left, top, right, bottom, NULL, flags); 652 } else { 653 SkPaint paint; 654 paint.setAlpha(alpha); 655 return saveLayer(left, top, right, bottom, &paint, flags); 656 } 657} 658 659/** 660 * Layers are viewed by Skia are slightly different than layers in image editing 661 * programs (for instance.) When a layer is created, previously created layers 662 * and the frame buffer still receive every drawing command. For instance, if a 663 * layer is created and a shape intersecting the bounds of the layers and the 664 * framebuffer is draw, the shape will be drawn on both (unless the layer was 665 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 666 * 667 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 668 * texture. Unfortunately, this is inefficient as it requires every primitive to 669 * be drawn n + 1 times, where n is the number of active layers. In practice this 670 * means, for every primitive: 671 * - Switch active frame buffer 672 * - Change viewport, clip and projection matrix 673 * - Issue the drawing 674 * 675 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 676 * To avoid this, layers are implemented in a different way here, at least in the 677 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 678 * is set. When this flag is set we can redirect all drawing operations into a 679 * single FBO. 680 * 681 * This implementation relies on the frame buffer being at least RGBA 8888. When 682 * a layer is created, only a texture is created, not an FBO. The content of the 683 * frame buffer contained within the layer's bounds is copied into this texture 684 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 685 * buffer and drawing continues as normal. This technique therefore treats the 686 * frame buffer as a scratch buffer for the layers. 687 * 688 * To compose the layers back onto the frame buffer, each layer texture 689 * (containing the original frame buffer data) is drawn as a simple quad over 690 * the frame buffer. The trick is that the quad is set as the composition 691 * destination in the blending equation, and the frame buffer becomes the source 692 * of the composition. 693 * 694 * Drawing layers with an alpha value requires an extra step before composition. 695 * An empty quad is drawn over the layer's region in the frame buffer. This quad 696 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 697 * quad is used to multiply the colors in the frame buffer. This is achieved by 698 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 699 * GL_ZERO, GL_SRC_ALPHA. 700 * 701 * Because glCopyTexImage2D() can be slow, an alternative implementation might 702 * be use to draw a single clipped layer. The implementation described above 703 * is correct in every case. 704 * 705 * (1) The frame buffer is actually not cleared right away. To allow the GPU 706 * to potentially optimize series of calls to glCopyTexImage2D, the frame 707 * buffer is left untouched until the first drawing operation. Only when 708 * something actually gets drawn are the layers regions cleared. 709 */ 710bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 711 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 712 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 713 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 714 715 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 716 717 // Window coordinates of the layer 718 Rect clip; 719 Rect bounds(left, top, right, bottom); 720 Rect untransformedBounds(bounds); 721 mSnapshot->transform->mapRect(bounds); 722 723 // Layers only make sense if they are in the framebuffer's bounds 724 if (bounds.intersect(*mSnapshot->clipRect)) { 725 // We cannot work with sub-pixels in this case 726 bounds.snapToPixelBoundaries(); 727 728 // When the layer is not an FBO, we may use glCopyTexImage so we 729 // need to make sure the layer does not extend outside the bounds 730 // of the framebuffer 731 if (!bounds.intersect(mSnapshot->previous->viewport)) { 732 bounds.setEmpty(); 733 } else if (fboLayer) { 734 clip.set(bounds); 735 mat4 inverse; 736 inverse.loadInverse(*mSnapshot->transform); 737 inverse.mapRect(clip); 738 clip.snapToPixelBoundaries(); 739 if (clip.intersect(untransformedBounds)) { 740 clip.translate(-left, -top); 741 bounds.set(untransformedBounds); 742 } else { 743 clip.setEmpty(); 744 } 745 } 746 } else { 747 bounds.setEmpty(); 748 } 749 750 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 751 bounds.getHeight() > mCaches.maxTextureSize || 752 (fboLayer && clip.isEmpty())) { 753 mSnapshot->empty = fboLayer; 754 } else { 755 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 756 } 757 758 // Bail out if we won't draw in this snapshot 759 if (mSnapshot->invisible || mSnapshot->empty) { 760 return false; 761 } 762 763 mCaches.activeTexture(0); 764 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 765 if (!layer) { 766 return false; 767 } 768 769 layer->setAlpha(alpha, mode); 770 layer->layer.set(bounds); 771 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 772 bounds.getWidth() / float(layer->getWidth()), 0.0f); 773 layer->setColorFilter(mColorFilter); 774 layer->setBlend(true); 775 layer->setDirty(false); 776 777 // Save the layer in the snapshot 778 mSnapshot->flags |= Snapshot::kFlagIsLayer; 779 mSnapshot->layer = layer; 780 781 if (fboLayer) { 782 return createFboLayer(layer, bounds, clip, previousFbo); 783 } else { 784 // Copy the framebuffer into the layer 785 layer->bindTexture(); 786 if (!bounds.isEmpty()) { 787 if (layer->isEmpty()) { 788 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 789 bounds.left, mSnapshot->height - bounds.bottom, 790 layer->getWidth(), layer->getHeight(), 0); 791 layer->setEmpty(false); 792 } else { 793 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 794 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 795 } 796 797 // Enqueue the buffer coordinates to clear the corresponding region later 798 mLayers.push(new Rect(bounds)); 799 } 800 } 801 802 return true; 803} 804 805bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 806 layer->clipRect.set(clip); 807 layer->setFbo(mCaches.fboCache.get()); 808 809 mSnapshot->region = &mSnapshot->layer->region; 810 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 811 Snapshot::kFlagDirtyOrtho; 812 mSnapshot->fbo = layer->getFbo(); 813 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 814 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 815 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 816 mSnapshot->height = bounds.getHeight(); 817 mSnapshot->orthoMatrix.load(mOrthoMatrix); 818 819 endTiling(); 820 debugOverdraw(false, false); 821 // Bind texture to FBO 822 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 823 layer->bindTexture(); 824 825 // Initialize the texture if needed 826 if (layer->isEmpty()) { 827 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 828 layer->setEmpty(false); 829 } 830 831 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 832 layer->getTexture(), 0); 833 834 startTiling(mSnapshot, true); 835 836 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 837 mCaches.enableScissor(); 838 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 839 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 840 glClear(GL_COLOR_BUFFER_BIT); 841 842 dirtyClip(); 843 844 // Change the ortho projection 845 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 846 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 847 848 return true; 849} 850 851/** 852 * Read the documentation of createLayer() before doing anything in this method. 853 */ 854void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 855 if (!current->layer) { 856 ALOGE("Attempting to compose a layer that does not exist"); 857 return; 858 } 859 860 Layer* layer = current->layer; 861 const Rect& rect = layer->layer; 862 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 863 864 if (fboLayer) { 865 endTiling(); 866 867 // Detach the texture from the FBO 868 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 869 870 layer->removeFbo(false); 871 872 // Unbind current FBO and restore previous one 873 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 874 debugOverdraw(true, false); 875 876 startTiling(previous); 877 } 878 879 if (!fboLayer && layer->getAlpha() < 255) { 880 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 881 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 882 // Required below, composeLayerRect() will divide by 255 883 layer->setAlpha(255); 884 } 885 886 mCaches.unbindMeshBuffer(); 887 888 mCaches.activeTexture(0); 889 890 // When the layer is stored in an FBO, we can save a bit of fillrate by 891 // drawing only the dirty region 892 if (fboLayer) { 893 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 894 if (layer->getColorFilter()) { 895 setupColorFilter(layer->getColorFilter()); 896 } 897 composeLayerRegion(layer, rect); 898 if (layer->getColorFilter()) { 899 resetColorFilter(); 900 } 901 } else if (!rect.isEmpty()) { 902 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 903 composeLayerRect(layer, rect, true); 904 } 905 906 dirtyClip(); 907 908 // Failing to add the layer to the cache should happen only if the layer is too large 909 if (!mCaches.layerCache.put(layer)) { 910 LAYER_LOGD("Deleting layer"); 911 Caches::getInstance().resourceCache.decrementRefcount(layer); 912 } 913} 914 915void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 916 float alpha = layer->getAlpha() / 255.0f; 917 918 setupDraw(); 919 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 920 setupDrawWithTexture(); 921 } else { 922 setupDrawWithExternalTexture(); 923 } 924 setupDrawTextureTransform(); 925 setupDrawColor(alpha, alpha, alpha, alpha); 926 setupDrawColorFilter(); 927 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 928 setupDrawProgram(); 929 setupDrawPureColorUniforms(); 930 setupDrawColorFilterUniforms(); 931 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 932 setupDrawTexture(layer->getTexture()); 933 } else { 934 setupDrawExternalTexture(layer->getTexture()); 935 } 936 if (mSnapshot->transform->isPureTranslate() && 937 layer->getWidth() == (uint32_t) rect.getWidth() && 938 layer->getHeight() == (uint32_t) rect.getHeight()) { 939 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 940 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 941 942 layer->setFilter(GL_NEAREST); 943 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 944 } else { 945 layer->setFilter(GL_LINEAR); 946 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 947 } 948 setupDrawTextureTransformUniforms(layer->getTexTransform()); 949 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 950 951 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 952 953 finishDrawTexture(); 954} 955 956void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 957 if (!layer->isTextureLayer()) { 958 const Rect& texCoords = layer->texCoords; 959 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 960 texCoords.right, texCoords.bottom); 961 962 float x = rect.left; 963 float y = rect.top; 964 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 965 layer->getWidth() == (uint32_t) rect.getWidth() && 966 layer->getHeight() == (uint32_t) rect.getHeight(); 967 968 if (simpleTransform) { 969 // When we're swapping, the layer is already in screen coordinates 970 if (!swap) { 971 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 972 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 973 } 974 975 layer->setFilter(GL_NEAREST, true); 976 } else { 977 layer->setFilter(GL_LINEAR, true); 978 } 979 980 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 981 layer->getTexture(), layer->getAlpha() / 255.0f, 982 layer->getMode(), layer->isBlend(), 983 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 984 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 985 986 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 987 } else { 988 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 989 drawTextureLayer(layer, rect); 990 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 991 } 992} 993 994void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 995 if (layer->region.isRect()) { 996 layer->setRegionAsRect(); 997 998 composeLayerRect(layer, layer->regionRect); 999 1000 layer->region.clear(); 1001 return; 1002 } 1003 1004 // TODO: See LayerRenderer.cpp::generateMesh() for important 1005 // information about this implementation 1006 if (CC_LIKELY(!layer->region.isEmpty())) { 1007 size_t count; 1008 const android::Rect* rects = layer->region.getArray(&count); 1009 1010 const float alpha = layer->getAlpha() / 255.0f; 1011 const float texX = 1.0f / float(layer->getWidth()); 1012 const float texY = 1.0f / float(layer->getHeight()); 1013 const float height = rect.getHeight(); 1014 1015 setupDraw(); 1016 1017 // We must get (and therefore bind) the region mesh buffer 1018 // after we setup drawing in case we need to mess with the 1019 // stencil buffer in setupDraw() 1020 TextureVertex* mesh = mCaches.getRegionMesh(); 1021 GLsizei numQuads = 0; 1022 1023 setupDrawWithTexture(); 1024 setupDrawColor(alpha, alpha, alpha, alpha); 1025 setupDrawColorFilter(); 1026 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1027 setupDrawProgram(); 1028 setupDrawDirtyRegionsDisabled(); 1029 setupDrawPureColorUniforms(); 1030 setupDrawColorFilterUniforms(); 1031 setupDrawTexture(layer->getTexture()); 1032 if (mSnapshot->transform->isPureTranslate()) { 1033 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1034 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1035 1036 layer->setFilter(GL_NEAREST); 1037 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1038 } else { 1039 layer->setFilter(GL_LINEAR); 1040 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1041 } 1042 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1043 1044 for (size_t i = 0; i < count; i++) { 1045 const android::Rect* r = &rects[i]; 1046 1047 const float u1 = r->left * texX; 1048 const float v1 = (height - r->top) * texY; 1049 const float u2 = r->right * texX; 1050 const float v2 = (height - r->bottom) * texY; 1051 1052 // TODO: Reject quads outside of the clip 1053 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1054 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1055 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1056 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1057 1058 numQuads++; 1059 1060 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1061 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1062 numQuads = 0; 1063 mesh = mCaches.getRegionMesh(); 1064 } 1065 } 1066 1067 if (numQuads > 0) { 1068 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1069 } 1070 1071 finishDrawTexture(); 1072 1073#if DEBUG_LAYERS_AS_REGIONS 1074 drawRegionRects(layer->region); 1075#endif 1076 1077 layer->region.clear(); 1078 } 1079} 1080 1081void OpenGLRenderer::drawRegionRects(const Region& region) { 1082#if DEBUG_LAYERS_AS_REGIONS 1083 size_t count; 1084 const android::Rect* rects = region.getArray(&count); 1085 1086 uint32_t colors[] = { 1087 0x7fff0000, 0x7f00ff00, 1088 0x7f0000ff, 0x7fff00ff, 1089 }; 1090 1091 int offset = 0; 1092 int32_t top = rects[0].top; 1093 1094 for (size_t i = 0; i < count; i++) { 1095 if (top != rects[i].top) { 1096 offset ^= 0x2; 1097 top = rects[i].top; 1098 } 1099 1100 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1101 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1102 SkXfermode::kSrcOver_Mode); 1103 } 1104#endif 1105} 1106 1107void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1108 SkXfermode::Mode mode, bool dirty) { 1109 int count = 0; 1110 Vector<float> rects; 1111 1112 SkRegion::Iterator it(region); 1113 while (!it.done()) { 1114 const SkIRect& r = it.rect(); 1115 rects.push(r.fLeft); 1116 rects.push(r.fTop); 1117 rects.push(r.fRight); 1118 rects.push(r.fBottom); 1119 count += 4; 1120 it.next(); 1121 } 1122 1123 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1124} 1125 1126void OpenGLRenderer::dirtyLayer(const float left, const float top, 1127 const float right, const float bottom, const mat4 transform) { 1128 if (hasLayer()) { 1129 Rect bounds(left, top, right, bottom); 1130 transform.mapRect(bounds); 1131 dirtyLayerUnchecked(bounds, getRegion()); 1132 } 1133} 1134 1135void OpenGLRenderer::dirtyLayer(const float left, const float top, 1136 const float right, const float bottom) { 1137 if (hasLayer()) { 1138 Rect bounds(left, top, right, bottom); 1139 dirtyLayerUnchecked(bounds, getRegion()); 1140 } 1141} 1142 1143void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1144 if (bounds.intersect(*mSnapshot->clipRect)) { 1145 bounds.snapToPixelBoundaries(); 1146 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1147 if (!dirty.isEmpty()) { 1148 region->orSelf(dirty); 1149 } 1150 } 1151} 1152 1153void OpenGLRenderer::clearLayerRegions() { 1154 const size_t count = mLayers.size(); 1155 if (count == 0) return; 1156 1157 if (!mSnapshot->isIgnored()) { 1158 // Doing several glScissor/glClear here can negatively impact 1159 // GPUs with a tiler architecture, instead we draw quads with 1160 // the Clear blending mode 1161 1162 // The list contains bounds that have already been clipped 1163 // against their initial clip rect, and the current clip 1164 // is likely different so we need to disable clipping here 1165 bool scissorChanged = mCaches.disableScissor(); 1166 1167 Vertex mesh[count * 6]; 1168 Vertex* vertex = mesh; 1169 1170 for (uint32_t i = 0; i < count; i++) { 1171 Rect* bounds = mLayers.itemAt(i); 1172 1173 Vertex::set(vertex++, bounds->left, bounds->bottom); 1174 Vertex::set(vertex++, bounds->left, bounds->top); 1175 Vertex::set(vertex++, bounds->right, bounds->top); 1176 Vertex::set(vertex++, bounds->left, bounds->bottom); 1177 Vertex::set(vertex++, bounds->right, bounds->top); 1178 Vertex::set(vertex++, bounds->right, bounds->bottom); 1179 1180 delete bounds; 1181 } 1182 // We must clear the list of dirty rects before we 1183 // call setupDraw() to prevent stencil setup to do 1184 // the same thing again 1185 mLayers.clear(); 1186 1187 setupDraw(false); 1188 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1189 setupDrawBlending(true, SkXfermode::kClear_Mode); 1190 setupDrawProgram(); 1191 setupDrawPureColorUniforms(); 1192 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1193 setupDrawVertices(&mesh[0].position[0]); 1194 1195 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1196 1197 if (scissorChanged) mCaches.enableScissor(); 1198 } else { 1199 for (uint32_t i = 0; i < count; i++) { 1200 delete mLayers.itemAt(i); 1201 } 1202 mLayers.clear(); 1203 } 1204} 1205 1206/////////////////////////////////////////////////////////////////////////////// 1207// Transforms 1208/////////////////////////////////////////////////////////////////////////////// 1209 1210void OpenGLRenderer::translate(float dx, float dy) { 1211 mSnapshot->transform->translate(dx, dy, 0.0f); 1212} 1213 1214void OpenGLRenderer::rotate(float degrees) { 1215 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1216} 1217 1218void OpenGLRenderer::scale(float sx, float sy) { 1219 mSnapshot->transform->scale(sx, sy, 1.0f); 1220} 1221 1222void OpenGLRenderer::skew(float sx, float sy) { 1223 mSnapshot->transform->skew(sx, sy); 1224} 1225 1226void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1227 if (matrix) { 1228 mSnapshot->transform->load(*matrix); 1229 } else { 1230 mSnapshot->transform->loadIdentity(); 1231 } 1232} 1233 1234void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1235 mSnapshot->transform->copyTo(*matrix); 1236} 1237 1238void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1239 SkMatrix transform; 1240 mSnapshot->transform->copyTo(transform); 1241 transform.preConcat(*matrix); 1242 mSnapshot->transform->load(transform); 1243} 1244 1245/////////////////////////////////////////////////////////////////////////////// 1246// Clipping 1247/////////////////////////////////////////////////////////////////////////////// 1248 1249void OpenGLRenderer::setScissorFromClip() { 1250 Rect clip(*mSnapshot->clipRect); 1251 clip.snapToPixelBoundaries(); 1252 1253 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1254 clip.getWidth(), clip.getHeight())) { 1255 mDirtyClip = false; 1256 } 1257} 1258 1259void OpenGLRenderer::ensureStencilBuffer() { 1260 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1261 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1262 // just hope we have one when hasLayer() returns false. 1263 if (hasLayer()) { 1264 attachStencilBufferToLayer(mSnapshot->layer); 1265 } 1266} 1267 1268void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1269 // The layer's FBO is already bound when we reach this stage 1270 if (!layer->getStencilRenderBuffer()) { 1271 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1272 // is attached after we initiated tiling. We must turn it off, 1273 // attach the new render buffer then turn tiling back on 1274 endTiling(); 1275 1276 RenderBuffer* buffer = new RenderBuffer( 1277 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1278 buffer->bind(); 1279 buffer->allocate(); 1280 1281 layer->setStencilRenderBuffer(buffer); 1282 1283 startTiling(layer->clipRect, layer->layer.getHeight()); 1284 } 1285} 1286 1287void OpenGLRenderer::setStencilFromClip() { 1288 if (!mCaches.debugOverdraw) { 1289 if (!mSnapshot->clipRegion->isEmpty()) { 1290 // NOTE: The order here is important, we must set dirtyClip to false 1291 // before any draw call to avoid calling back into this method 1292 mDirtyClip = false; 1293 1294 ensureStencilBuffer(); 1295 1296 mCaches.stencil.enableWrite(); 1297 1298 // Clear the stencil but first make sure we restrict drawing 1299 // to the region's bounds 1300 bool resetScissor = mCaches.enableScissor(); 1301 if (resetScissor) { 1302 // The scissor was not set so we now need to update it 1303 setScissorFromClip(); 1304 } 1305 mCaches.stencil.clear(); 1306 if (resetScissor) mCaches.disableScissor(); 1307 1308 // NOTE: We could use the region contour path to generate a smaller mesh 1309 // Since we are using the stencil we could use the red book path 1310 // drawing technique. It might increase bandwidth usage though. 1311 1312 // The last parameter is important: we are not drawing in the color buffer 1313 // so we don't want to dirty the current layer, if any 1314 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1315 1316 mCaches.stencil.enableTest(); 1317 } else { 1318 mCaches.stencil.disable(); 1319 } 1320 } 1321} 1322 1323const Rect& OpenGLRenderer::getClipBounds() { 1324 return mSnapshot->getLocalClip(); 1325} 1326 1327bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1328 if (mSnapshot->isIgnored()) { 1329 return true; 1330 } 1331 1332 Rect r(left, top, right, bottom); 1333 mSnapshot->transform->mapRect(r); 1334 r.snapToPixelBoundaries(); 1335 1336 Rect clipRect(*mSnapshot->clipRect); 1337 clipRect.snapToPixelBoundaries(); 1338 1339 return !clipRect.intersects(r); 1340} 1341 1342bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1343 Rect& transformed, Rect& clip) { 1344 if (mSnapshot->isIgnored()) { 1345 return true; 1346 } 1347 1348 transformed.set(left, top, right, bottom); 1349 mSnapshot->transform->mapRect(transformed); 1350 transformed.snapToPixelBoundaries(); 1351 1352 clip.set(*mSnapshot->clipRect); 1353 clip.snapToPixelBoundaries(); 1354 1355 return !clip.intersects(transformed); 1356} 1357 1358bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1359 SkPaint* paint) { 1360 if (paint->getStyle() != SkPaint::kFill_Style) { 1361 float outset = paint->getStrokeWidth() * 0.5f; 1362 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1363 } else { 1364 return quickReject(left, top, right, bottom); 1365 } 1366} 1367 1368bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1369 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1370 return true; 1371 } 1372 1373 Rect r(left, top, right, bottom); 1374 mSnapshot->transform->mapRect(r); 1375 r.snapToPixelBoundaries(); 1376 1377 Rect clipRect(*mSnapshot->clipRect); 1378 clipRect.snapToPixelBoundaries(); 1379 1380 bool rejected = !clipRect.intersects(r); 1381 if (!isDeferred() && !rejected) { 1382 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1383 } 1384 1385 return rejected; 1386} 1387 1388void OpenGLRenderer::debugClip() { 1389#if DEBUG_CLIP_REGIONS 1390 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1391 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1392 } 1393#endif 1394} 1395 1396bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1397 if (CC_LIKELY(mSnapshot->transform->rectToRect())) { 1398 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1399 if (clipped) { 1400 dirtyClip(); 1401 } 1402 return !mSnapshot->clipRect->isEmpty(); 1403 } 1404 1405 SkPath path; 1406 path.addRect(left, top, right, bottom); 1407 1408 return clipPath(&path, op); 1409} 1410 1411bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1412 SkMatrix transform; 1413 mSnapshot->transform->copyTo(transform); 1414 1415 SkPath transformed; 1416 path->transform(transform, &transformed); 1417 1418 SkRegion clip; 1419 if (!mSnapshot->clipRegion->isEmpty()) { 1420 clip.setRegion(*mSnapshot->clipRegion); 1421 } else { 1422 Rect* bounds = mSnapshot->clipRect; 1423 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1424 } 1425 1426 SkRegion region; 1427 region.setPath(transformed, clip); 1428 1429 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1430 if (clipped) { 1431 dirtyClip(); 1432 } 1433 return !mSnapshot->clipRect->isEmpty(); 1434} 1435 1436bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1437 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1438 if (clipped) { 1439 dirtyClip(); 1440 } 1441 return !mSnapshot->clipRect->isEmpty(); 1442} 1443 1444Rect* OpenGLRenderer::getClipRect() { 1445 return mSnapshot->clipRect; 1446} 1447 1448/////////////////////////////////////////////////////////////////////////////// 1449// Drawing commands 1450/////////////////////////////////////////////////////////////////////////////// 1451 1452void OpenGLRenderer::setupDraw(bool clear) { 1453 // TODO: It would be best if we could do this before quickReject() 1454 // changes the scissor test state 1455 if (clear) clearLayerRegions(); 1456 // Make sure setScissor & setStencil happen at the beginning of 1457 // this method 1458 if (mDirtyClip) { 1459 setScissorFromClip(); 1460 setStencilFromClip(); 1461 } 1462 mDescription.reset(); 1463 mSetShaderColor = false; 1464 mColorSet = false; 1465 mColorA = mColorR = mColorG = mColorB = 0.0f; 1466 mTextureUnit = 0; 1467 mTrackDirtyRegions = true; 1468} 1469 1470void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1471 mDescription.hasTexture = true; 1472 mDescription.hasAlpha8Texture = isAlpha8; 1473} 1474 1475void OpenGLRenderer::setupDrawWithExternalTexture() { 1476 mDescription.hasExternalTexture = true; 1477} 1478 1479void OpenGLRenderer::setupDrawNoTexture() { 1480 mCaches.disbaleTexCoordsVertexArray(); 1481} 1482 1483void OpenGLRenderer::setupDrawAA() { 1484 mDescription.isAA = true; 1485} 1486 1487void OpenGLRenderer::setupDrawPoint(float pointSize) { 1488 mDescription.isPoint = true; 1489 mDescription.pointSize = pointSize; 1490} 1491 1492void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1493 mColorA = alpha / 255.0f; 1494 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1495 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1496 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1497 mColorSet = true; 1498 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1499} 1500 1501void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1502 mColorA = alpha / 255.0f; 1503 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1504 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1505 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1506 mColorSet = true; 1507 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1508} 1509 1510void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1511 mCaches.fontRenderer->describe(mDescription, paint); 1512} 1513 1514void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1515 mColorA = a; 1516 mColorR = r; 1517 mColorG = g; 1518 mColorB = b; 1519 mColorSet = true; 1520 mSetShaderColor = mDescription.setColor(r, g, b, a); 1521} 1522 1523void OpenGLRenderer::setupDrawShader() { 1524 if (mShader) { 1525 mShader->describe(mDescription, mExtensions); 1526 } 1527} 1528 1529void OpenGLRenderer::setupDrawColorFilter() { 1530 if (mColorFilter) { 1531 mColorFilter->describe(mDescription, mExtensions); 1532 } 1533} 1534 1535void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1536 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1537 mColorA = 1.0f; 1538 mColorR = mColorG = mColorB = 0.0f; 1539 mSetShaderColor = mDescription.modulate = true; 1540 } 1541} 1542 1543void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1544 // When the blending mode is kClear_Mode, we need to use a modulate color 1545 // argb=1,0,0,0 1546 accountForClear(mode); 1547 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1548 mDescription, swapSrcDst); 1549} 1550 1551void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1552 // When the blending mode is kClear_Mode, we need to use a modulate color 1553 // argb=1,0,0,0 1554 accountForClear(mode); 1555 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) || 1556 (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst); 1557} 1558 1559void OpenGLRenderer::setupDrawProgram() { 1560 useProgram(mCaches.programCache.get(mDescription)); 1561} 1562 1563void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1564 mTrackDirtyRegions = false; 1565} 1566 1567void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1568 bool ignoreTransform) { 1569 mModelView.loadTranslate(left, top, 0.0f); 1570 if (!ignoreTransform) { 1571 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1572 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1573 } else { 1574 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1575 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1576 } 1577} 1578 1579void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1580 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1581} 1582 1583void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1584 bool ignoreTransform, bool ignoreModelView) { 1585 if (!ignoreModelView) { 1586 mModelView.loadTranslate(left, top, 0.0f); 1587 mModelView.scale(right - left, bottom - top, 1.0f); 1588 } else { 1589 mModelView.loadIdentity(); 1590 } 1591 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1592 if (!ignoreTransform) { 1593 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1594 if (mTrackDirtyRegions && dirty) { 1595 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1596 } 1597 } else { 1598 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1599 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1600 } 1601} 1602 1603void OpenGLRenderer::setupDrawPointUniforms() { 1604 int slot = mCaches.currentProgram->getUniform("pointSize"); 1605 glUniform1f(slot, mDescription.pointSize); 1606} 1607 1608void OpenGLRenderer::setupDrawColorUniforms() { 1609 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1610 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1611 } 1612} 1613 1614void OpenGLRenderer::setupDrawPureColorUniforms() { 1615 if (mSetShaderColor) { 1616 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1617 } 1618} 1619 1620void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1621 if (mShader) { 1622 if (ignoreTransform) { 1623 mModelView.loadInverse(*mSnapshot->transform); 1624 } 1625 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1626 } 1627} 1628 1629void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1630 if (mShader) { 1631 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1632 } 1633} 1634 1635void OpenGLRenderer::setupDrawColorFilterUniforms() { 1636 if (mColorFilter) { 1637 mColorFilter->setupProgram(mCaches.currentProgram); 1638 } 1639} 1640 1641void OpenGLRenderer::setupDrawTextGammaUniforms() { 1642 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1643} 1644 1645void OpenGLRenderer::setupDrawSimpleMesh() { 1646 bool force = mCaches.bindMeshBuffer(); 1647 mCaches.bindPositionVertexPointer(force, 0); 1648 mCaches.unbindIndicesBuffer(); 1649} 1650 1651void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1652 bindTexture(texture); 1653 mTextureUnit++; 1654 mCaches.enableTexCoordsVertexArray(); 1655} 1656 1657void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1658 bindExternalTexture(texture); 1659 mTextureUnit++; 1660 mCaches.enableTexCoordsVertexArray(); 1661} 1662 1663void OpenGLRenderer::setupDrawTextureTransform() { 1664 mDescription.hasTextureTransform = true; 1665} 1666 1667void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1668 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1669 GL_FALSE, &transform.data[0]); 1670} 1671 1672void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1673 bool force = false; 1674 if (!vertices) { 1675 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1676 } else { 1677 force = mCaches.unbindMeshBuffer(); 1678 } 1679 1680 mCaches.bindPositionVertexPointer(force, vertices); 1681 if (mCaches.currentProgram->texCoords >= 0) { 1682 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1683 } 1684 1685 mCaches.unbindIndicesBuffer(); 1686} 1687 1688void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1689 bool force = mCaches.unbindMeshBuffer(); 1690 mCaches.bindPositionVertexPointer(force, vertices); 1691 if (mCaches.currentProgram->texCoords >= 0) { 1692 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1693 } 1694} 1695 1696void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1697 bool force = mCaches.unbindMeshBuffer(); 1698 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1699 mCaches.unbindIndicesBuffer(); 1700} 1701 1702void OpenGLRenderer::finishDrawTexture() { 1703} 1704 1705/////////////////////////////////////////////////////////////////////////////// 1706// Drawing 1707/////////////////////////////////////////////////////////////////////////////// 1708 1709status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1710 Rect& dirty, int32_t flags, uint32_t level) { 1711 1712 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1713 // will be performed by the display list itself 1714 if (displayList && displayList->isRenderable()) { 1715 return displayList->replay(*this, dirty, flags, level); 1716 } 1717 1718 return DrawGlInfo::kStatusDone; 1719} 1720 1721void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1722 if (displayList) { 1723 displayList->output(level); 1724 } 1725} 1726 1727void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1728 int alpha; 1729 SkXfermode::Mode mode; 1730 getAlphaAndMode(paint, &alpha, &mode); 1731 1732 int color = paint != NULL ? paint->getColor() : 0; 1733 1734 float x = left; 1735 float y = top; 1736 1737 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1738 1739 bool ignoreTransform = false; 1740 if (mSnapshot->transform->isPureTranslate()) { 1741 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1742 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1743 ignoreTransform = true; 1744 1745 texture->setFilter(GL_NEAREST, true); 1746 } else { 1747 texture->setFilter(FILTER(paint), true); 1748 } 1749 1750 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1751 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1752 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1753} 1754 1755status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1756 const float right = left + bitmap->width(); 1757 const float bottom = top + bitmap->height(); 1758 1759 if (quickReject(left, top, right, bottom)) { 1760 return DrawGlInfo::kStatusDone; 1761 } 1762 1763 mCaches.activeTexture(0); 1764 Texture* texture = mCaches.textureCache.get(bitmap); 1765 if (!texture) return DrawGlInfo::kStatusDone; 1766 const AutoTexture autoCleanup(texture); 1767 1768 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1769 drawAlphaBitmap(texture, left, top, paint); 1770 } else { 1771 drawTextureRect(left, top, right, bottom, texture, paint); 1772 } 1773 1774 return DrawGlInfo::kStatusDrew; 1775} 1776 1777status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1778 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1779 const mat4 transform(*matrix); 1780 transform.mapRect(r); 1781 1782 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1783 return DrawGlInfo::kStatusDone; 1784 } 1785 1786 mCaches.activeTexture(0); 1787 Texture* texture = mCaches.textureCache.get(bitmap); 1788 if (!texture) return DrawGlInfo::kStatusDone; 1789 const AutoTexture autoCleanup(texture); 1790 1791 // This could be done in a cheaper way, all we need is pass the matrix 1792 // to the vertex shader. The save/restore is a bit overkill. 1793 save(SkCanvas::kMatrix_SaveFlag); 1794 concatMatrix(matrix); 1795 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1796 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 1797 } else { 1798 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1799 } 1800 restore(); 1801 1802 return DrawGlInfo::kStatusDrew; 1803} 1804 1805status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1806 const float right = left + bitmap->width(); 1807 const float bottom = top + bitmap->height(); 1808 1809 if (quickReject(left, top, right, bottom)) { 1810 return DrawGlInfo::kStatusDone; 1811 } 1812 1813 mCaches.activeTexture(0); 1814 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1815 const AutoTexture autoCleanup(texture); 1816 1817 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1818 drawAlphaBitmap(texture, left, top, paint); 1819 } else { 1820 drawTextureRect(left, top, right, bottom, texture, paint); 1821 } 1822 1823 return DrawGlInfo::kStatusDrew; 1824} 1825 1826status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1827 float* vertices, int* colors, SkPaint* paint) { 1828 if (!vertices || mSnapshot->isIgnored()) { 1829 return DrawGlInfo::kStatusDone; 1830 } 1831 1832 float left = FLT_MAX; 1833 float top = FLT_MAX; 1834 float right = FLT_MIN; 1835 float bottom = FLT_MIN; 1836 1837 const uint32_t count = meshWidth * meshHeight * 6; 1838 1839 // TODO: Support the colors array 1840 TextureVertex mesh[count]; 1841 TextureVertex* vertex = mesh; 1842 1843 for (int32_t y = 0; y < meshHeight; y++) { 1844 for (int32_t x = 0; x < meshWidth; x++) { 1845 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1846 1847 float u1 = float(x) / meshWidth; 1848 float u2 = float(x + 1) / meshWidth; 1849 float v1 = float(y) / meshHeight; 1850 float v2 = float(y + 1) / meshHeight; 1851 1852 int ax = i + (meshWidth + 1) * 2; 1853 int ay = ax + 1; 1854 int bx = i; 1855 int by = bx + 1; 1856 int cx = i + 2; 1857 int cy = cx + 1; 1858 int dx = i + (meshWidth + 1) * 2 + 2; 1859 int dy = dx + 1; 1860 1861 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1862 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1863 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1864 1865 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1866 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1867 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1868 1869 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1870 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1871 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1872 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1873 } 1874 } 1875 1876 if (quickReject(left, top, right, bottom)) { 1877 return DrawGlInfo::kStatusDone; 1878 } 1879 1880 mCaches.activeTexture(0); 1881 Texture* texture = mCaches.textureCache.get(bitmap); 1882 if (!texture) return DrawGlInfo::kStatusDone; 1883 const AutoTexture autoCleanup(texture); 1884 1885 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1886 texture->setFilter(FILTER(paint), true); 1887 1888 int alpha; 1889 SkXfermode::Mode mode; 1890 getAlphaAndMode(paint, &alpha, &mode); 1891 1892 if (hasLayer()) { 1893 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1894 } 1895 1896 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1897 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1898 GL_TRIANGLES, count, false, false, 0, false, false); 1899 1900 return DrawGlInfo::kStatusDrew; 1901} 1902 1903status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1904 float srcLeft, float srcTop, float srcRight, float srcBottom, 1905 float dstLeft, float dstTop, float dstRight, float dstBottom, 1906 SkPaint* paint) { 1907 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1908 return DrawGlInfo::kStatusDone; 1909 } 1910 1911 mCaches.activeTexture(0); 1912 Texture* texture = mCaches.textureCache.get(bitmap); 1913 if (!texture) return DrawGlInfo::kStatusDone; 1914 const AutoTexture autoCleanup(texture); 1915 1916 const float width = texture->width; 1917 const float height = texture->height; 1918 1919 const float u1 = fmax(0.0f, srcLeft / width); 1920 const float v1 = fmax(0.0f, srcTop / height); 1921 const float u2 = fmin(1.0f, srcRight / width); 1922 const float v2 = fmin(1.0f, srcBottom / height); 1923 1924 mCaches.unbindMeshBuffer(); 1925 resetDrawTextureTexCoords(u1, v1, u2, v2); 1926 1927 int alpha; 1928 SkXfermode::Mode mode; 1929 getAlphaAndMode(paint, &alpha, &mode); 1930 1931 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1932 1933 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 1934 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 1935 1936 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 1937 // Apply a scale transform on the canvas only when a shader is in use 1938 // Skia handles the ratio between the dst and src rects as a scale factor 1939 // when a shader is set 1940 bool useScaleTransform = mShader && scaled; 1941 bool ignoreTransform = false; 1942 1943 if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) { 1944 float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1945 float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1946 1947 dstRight = x + (dstRight - dstLeft); 1948 dstBottom = y + (dstBottom - dstTop); 1949 1950 dstLeft = x; 1951 dstTop = y; 1952 1953 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 1954 ignoreTransform = true; 1955 } else { 1956 texture->setFilter(FILTER(paint), true); 1957 } 1958 1959 if (CC_UNLIKELY(useScaleTransform)) { 1960 save(SkCanvas::kMatrix_SaveFlag); 1961 translate(dstLeft, dstTop); 1962 scale(scaleX, scaleY); 1963 1964 dstLeft = 0.0f; 1965 dstTop = 0.0f; 1966 1967 dstRight = srcRight - srcLeft; 1968 dstBottom = srcBottom - srcTop; 1969 } 1970 1971 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1972 int color = paint ? paint->getColor() : 0; 1973 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 1974 texture->id, paint != NULL, color, alpha, mode, 1975 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1976 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1977 } else { 1978 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 1979 texture->id, alpha / 255.0f, mode, texture->blend, 1980 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1981 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 1982 } 1983 1984 if (CC_UNLIKELY(useScaleTransform)) { 1985 restore(); 1986 } 1987 1988 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1989 1990 return DrawGlInfo::kStatusDrew; 1991} 1992 1993status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1994 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1995 float left, float top, float right, float bottom, SkPaint* paint) { 1996 int alpha; 1997 SkXfermode::Mode mode; 1998 getAlphaAndModeDirect(paint, &alpha, &mode); 1999 2000 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 2001 left, top, right, bottom, alpha, mode); 2002} 2003 2004status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2005 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2006 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 2007 if (quickReject(left, top, right, bottom)) { 2008 return DrawGlInfo::kStatusDone; 2009 } 2010 2011 alpha *= mSnapshot->alpha; 2012 2013 mCaches.activeTexture(0); 2014 Texture* texture = mCaches.textureCache.get(bitmap); 2015 if (!texture) return DrawGlInfo::kStatusDone; 2016 const AutoTexture autoCleanup(texture); 2017 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2018 texture->setFilter(GL_LINEAR, true); 2019 2020 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 2021 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 2022 2023 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2024 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2025 // Mark the current layer dirty where we are going to draw the patch 2026 if (hasLayer() && mesh->hasEmptyQuads) { 2027 const float offsetX = left + mSnapshot->transform->getTranslateX(); 2028 const float offsetY = top + mSnapshot->transform->getTranslateY(); 2029 const size_t count = mesh->quads.size(); 2030 for (size_t i = 0; i < count; i++) { 2031 const Rect& bounds = mesh->quads.itemAt(i); 2032 if (CC_LIKELY(pureTranslate)) { 2033 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2034 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2035 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2036 } else { 2037 dirtyLayer(left + bounds.left, top + bounds.top, 2038 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 2039 } 2040 } 2041 } 2042 2043 if (CC_LIKELY(pureTranslate)) { 2044 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2045 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2046 2047 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 2048 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2049 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 2050 true, !mesh->hasEmptyQuads); 2051 } else { 2052 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2053 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2054 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 2055 true, !mesh->hasEmptyQuads); 2056 } 2057 } 2058 2059 return DrawGlInfo::kStatusDrew; 2060} 2061 2062status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2063 bool useOffset) { 2064 if (!vertexBuffer.getSize()) { 2065 // no vertices to draw 2066 return DrawGlInfo::kStatusDone; 2067 } 2068 2069 int color = paint->getColor(); 2070 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2071 bool isAA = paint->isAntiAlias(); 2072 2073 setupDraw(); 2074 setupDrawNoTexture(); 2075 if (isAA) setupDrawAA(); 2076 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2077 setupDrawColorFilter(); 2078 setupDrawShader(); 2079 setupDrawBlending(isAA, mode); 2080 setupDrawProgram(); 2081 setupDrawModelViewIdentity(useOffset); 2082 setupDrawColorUniforms(); 2083 setupDrawColorFilterUniforms(); 2084 setupDrawShaderIdentityUniforms(); 2085 2086 void* vertices = vertexBuffer.getBuffer(); 2087 bool force = mCaches.unbindMeshBuffer(); 2088 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2089 mCaches.resetTexCoordsVertexPointer(); 2090 mCaches.unbindIndicesBuffer(); 2091 2092 int alphaSlot = -1; 2093 if (isAA) { 2094 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2095 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2096 2097 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2098 glEnableVertexAttribArray(alphaSlot); 2099 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2100 } 2101 2102 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2103 2104 if (isAA) { 2105 glDisableVertexAttribArray(alphaSlot); 2106 } 2107 2108 return DrawGlInfo::kStatusDrew; 2109} 2110 2111/** 2112 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2113 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2114 * screen space in all directions. However, instead of using a fragment shader to compute the 2115 * translucency of the color from its position, we simply use a varying parameter to define how far 2116 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2117 * 2118 * Doesn't yet support joins, caps, or path effects. 2119 */ 2120status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2121 VertexBuffer vertexBuffer; 2122 // TODO: try clipping large paths to viewport 2123 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2124 2125 SkRect bounds = path.getBounds(); 2126 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2127 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2128 2129 return drawVertexBuffer(vertexBuffer, paint); 2130} 2131 2132/** 2133 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2134 * and additional geometry for defining an alpha slope perimeter. 2135 * 2136 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2137 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2138 * in-shader alpha region, but found it to be taxing on some GPUs. 2139 * 2140 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2141 * memory transfer by removing need for degenerate vertices. 2142 */ 2143status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2144 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2145 2146 count &= ~0x3; // round down to nearest four 2147 2148 VertexBuffer buffer; 2149 SkRect bounds; 2150 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2151 2152 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2153 return DrawGlInfo::kStatusDone; 2154 } 2155 2156 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2157 2158 bool useOffset = !paint->isAntiAlias(); 2159 return drawVertexBuffer(buffer, paint, useOffset); 2160} 2161 2162status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2163 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2164 2165 // TODO: The paint's cap style defines whether the points are square or circular 2166 // TODO: Handle AA for round points 2167 2168 // A stroke width of 0 has a special meaning in Skia: 2169 // it draws an unscaled 1px point 2170 float strokeWidth = paint->getStrokeWidth(); 2171 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2172 if (isHairLine) { 2173 // Now that we know it's hairline, we can set the effective width, to be used later 2174 strokeWidth = 1.0f; 2175 } 2176 const float halfWidth = strokeWidth / 2; 2177 2178 int alpha; 2179 SkXfermode::Mode mode; 2180 getAlphaAndMode(paint, &alpha, &mode); 2181 2182 int verticesCount = count >> 1; 2183 int generatedVerticesCount = 0; 2184 2185 TextureVertex pointsData[verticesCount]; 2186 TextureVertex* vertex = &pointsData[0]; 2187 2188 // TODO: We should optimize this method to not generate vertices for points 2189 // that lie outside of the clip. 2190 mCaches.enableScissor(); 2191 2192 setupDraw(); 2193 setupDrawNoTexture(); 2194 setupDrawPoint(strokeWidth); 2195 setupDrawColor(paint->getColor(), alpha); 2196 setupDrawColorFilter(); 2197 setupDrawShader(); 2198 setupDrawBlending(mode); 2199 setupDrawProgram(); 2200 setupDrawModelViewIdentity(true); 2201 setupDrawColorUniforms(); 2202 setupDrawColorFilterUniforms(); 2203 setupDrawPointUniforms(); 2204 setupDrawShaderIdentityUniforms(); 2205 setupDrawMesh(vertex); 2206 2207 for (int i = 0; i < count; i += 2) { 2208 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2209 generatedVerticesCount++; 2210 2211 float left = points[i] - halfWidth; 2212 float right = points[i] + halfWidth; 2213 float top = points[i + 1] - halfWidth; 2214 float bottom = points [i + 1] + halfWidth; 2215 2216 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2217 } 2218 2219 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2220 2221 return DrawGlInfo::kStatusDrew; 2222} 2223 2224status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2225 // No need to check against the clip, we fill the clip region 2226 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2227 2228 Rect& clip(*mSnapshot->clipRect); 2229 clip.snapToPixelBoundaries(); 2230 2231 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2232 2233 return DrawGlInfo::kStatusDrew; 2234} 2235 2236status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2237 SkPaint* paint) { 2238 if (!texture) return DrawGlInfo::kStatusDone; 2239 const AutoTexture autoCleanup(texture); 2240 2241 const float x = left + texture->left - texture->offset; 2242 const float y = top + texture->top - texture->offset; 2243 2244 drawPathTexture(texture, x, y, paint); 2245 2246 return DrawGlInfo::kStatusDrew; 2247} 2248 2249status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2250 float rx, float ry, SkPaint* p) { 2251 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2252 return DrawGlInfo::kStatusDone; 2253 } 2254 2255 if (p->getPathEffect() != 0) { 2256 mCaches.activeTexture(0); 2257 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2258 right - left, bottom - top, rx, ry, p); 2259 return drawShape(left, top, texture, p); 2260 } 2261 2262 SkPath path; 2263 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2264 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2265 float outset = p->getStrokeWidth() / 2; 2266 rect.outset(outset, outset); 2267 rx += outset; 2268 ry += outset; 2269 } 2270 path.addRoundRect(rect, rx, ry); 2271 return drawConvexPath(path, p); 2272} 2273 2274status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2275 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2276 x + radius, y + radius, p)) { 2277 return DrawGlInfo::kStatusDone; 2278 } 2279 if (p->getPathEffect() != 0) { 2280 mCaches.activeTexture(0); 2281 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2282 return drawShape(x - radius, y - radius, texture, p); 2283 } 2284 2285 SkPath path; 2286 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2287 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2288 } else { 2289 path.addCircle(x, y, radius); 2290 } 2291 return drawConvexPath(path, p); 2292} 2293 2294status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2295 SkPaint* p) { 2296 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2297 return DrawGlInfo::kStatusDone; 2298 } 2299 2300 if (p->getPathEffect() != 0) { 2301 mCaches.activeTexture(0); 2302 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2303 return drawShape(left, top, texture, p); 2304 } 2305 2306 SkPath path; 2307 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2308 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2309 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2310 } 2311 path.addOval(rect); 2312 return drawConvexPath(path, p); 2313} 2314 2315status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2316 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2317 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2318 return DrawGlInfo::kStatusDone; 2319 } 2320 2321 if (fabs(sweepAngle) >= 360.0f) { 2322 return drawOval(left, top, right, bottom, p); 2323 } 2324 2325 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2326 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2327 mCaches.activeTexture(0); 2328 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2329 startAngle, sweepAngle, useCenter, p); 2330 return drawShape(left, top, texture, p); 2331 } 2332 2333 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2334 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2335 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2336 } 2337 2338 SkPath path; 2339 if (useCenter) { 2340 path.moveTo(rect.centerX(), rect.centerY()); 2341 } 2342 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2343 if (useCenter) { 2344 path.close(); 2345 } 2346 return drawConvexPath(path, p); 2347} 2348 2349// See SkPaintDefaults.h 2350#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2351 2352status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2353 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2354 return DrawGlInfo::kStatusDone; 2355 } 2356 2357 if (p->getStyle() != SkPaint::kFill_Style) { 2358 // only fill style is supported by drawConvexPath, since others have to handle joins 2359 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2360 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2361 mCaches.activeTexture(0); 2362 const PathTexture* texture = 2363 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2364 return drawShape(left, top, texture, p); 2365 } 2366 2367 SkPath path; 2368 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2369 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2370 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2371 } 2372 path.addRect(rect); 2373 return drawConvexPath(path, p); 2374 } 2375 2376 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2377 SkPath path; 2378 path.addRect(left, top, right, bottom); 2379 return drawConvexPath(path, p); 2380 } else { 2381 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2382 return DrawGlInfo::kStatusDrew; 2383 } 2384} 2385 2386void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2387 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2388 float x, float y) { 2389 mCaches.activeTexture(0); 2390 2391 // NOTE: The drop shadow will not perform gamma correction 2392 // if shader-based correction is enabled 2393 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2394 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2395 paint, text, bytesCount, count, mShadowRadius, positions); 2396 const AutoTexture autoCleanup(shadow); 2397 2398 const float sx = x - shadow->left + mShadowDx; 2399 const float sy = y - shadow->top + mShadowDy; 2400 2401 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2402 int shadowColor = mShadowColor; 2403 if (mShader) { 2404 shadowColor = 0xffffffff; 2405 } 2406 2407 setupDraw(); 2408 setupDrawWithTexture(true); 2409 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2410 setupDrawColorFilter(); 2411 setupDrawShader(); 2412 setupDrawBlending(true, mode); 2413 setupDrawProgram(); 2414 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2415 setupDrawTexture(shadow->id); 2416 setupDrawPureColorUniforms(); 2417 setupDrawColorFilterUniforms(); 2418 setupDrawShaderUniforms(); 2419 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2420 2421 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2422} 2423 2424status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2425 const float* positions, SkPaint* paint) { 2426 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2427 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2428 return DrawGlInfo::kStatusDone; 2429 } 2430 2431 // NOTE: Skia does not support perspective transform on drawPosText yet 2432 if (!mSnapshot->transform->isSimple()) { 2433 return DrawGlInfo::kStatusDone; 2434 } 2435 2436 float x = 0.0f; 2437 float y = 0.0f; 2438 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2439 if (pureTranslate) { 2440 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2441 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2442 } 2443 2444 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2445 fontRenderer.setFont(paint, *mSnapshot->transform); 2446 2447 int alpha; 2448 SkXfermode::Mode mode; 2449 getAlphaAndMode(paint, &alpha, &mode); 2450 2451 if (CC_UNLIKELY(mHasShadow)) { 2452 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2453 alpha, mode, 0.0f, 0.0f); 2454 } 2455 2456 // Pick the appropriate texture filtering 2457 bool linearFilter = mSnapshot->transform->changesBounds(); 2458 if (pureTranslate && !linearFilter) { 2459 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2460 } 2461 2462 mCaches.activeTexture(0); 2463 setupDraw(); 2464 setupDrawTextGamma(paint); 2465 setupDrawDirtyRegionsDisabled(); 2466 setupDrawWithTexture(true); 2467 setupDrawAlpha8Color(paint->getColor(), alpha); 2468 setupDrawColorFilter(); 2469 setupDrawShader(); 2470 setupDrawBlending(true, mode); 2471 setupDrawProgram(); 2472 setupDrawModelView(x, y, x, y, pureTranslate, true); 2473 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2474 setupDrawPureColorUniforms(); 2475 setupDrawColorFilterUniforms(); 2476 setupDrawShaderUniforms(pureTranslate); 2477 setupDrawTextGammaUniforms(); 2478 2479 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2480 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2481 2482 const bool hasActiveLayer = hasLayer(); 2483 2484 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2485 positions, hasActiveLayer ? &bounds : NULL)) { 2486 if (hasActiveLayer) { 2487 if (!pureTranslate) { 2488 mSnapshot->transform->mapRect(bounds); 2489 } 2490 dirtyLayerUnchecked(bounds, getRegion()); 2491 } 2492 } 2493 2494 return DrawGlInfo::kStatusDrew; 2495} 2496 2497status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2498 float x, float y, const float* positions, SkPaint* paint, float length) { 2499 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2500 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2501 return DrawGlInfo::kStatusDone; 2502 } 2503 2504 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2505 switch (paint->getTextAlign()) { 2506 case SkPaint::kCenter_Align: 2507 x -= length / 2.0f; 2508 break; 2509 case SkPaint::kRight_Align: 2510 x -= length; 2511 break; 2512 default: 2513 break; 2514 } 2515 2516 SkPaint::FontMetrics metrics; 2517 paint->getFontMetrics(&metrics, 0.0f); 2518 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2519 return DrawGlInfo::kStatusDone; 2520 } 2521 2522#if DEBUG_GLYPHS 2523 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2524 SkTypeface::UniqueID(paint->getTypeface())); 2525#endif 2526 2527 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2528 fontRenderer.setFont(paint, *mSnapshot->transform); 2529 2530 const float oldX = x; 2531 const float oldY = y; 2532 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2533 if (CC_LIKELY(pureTranslate)) { 2534 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2535 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2536 } 2537 2538 int alpha; 2539 SkXfermode::Mode mode; 2540 getAlphaAndMode(paint, &alpha, &mode); 2541 2542 if (CC_UNLIKELY(mHasShadow)) { 2543 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2544 oldX, oldY); 2545 } 2546 2547 // Pick the appropriate texture filtering 2548 bool linearFilter = mSnapshot->transform->changesBounds(); 2549 if (pureTranslate && !linearFilter) { 2550 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2551 } 2552 2553 // The font renderer will always use texture unit 0 2554 mCaches.activeTexture(0); 2555 setupDraw(); 2556 setupDrawTextGamma(paint); 2557 setupDrawDirtyRegionsDisabled(); 2558 setupDrawWithTexture(true); 2559 setupDrawAlpha8Color(paint->getColor(), alpha); 2560 setupDrawColorFilter(); 2561 setupDrawShader(); 2562 setupDrawBlending(true, mode); 2563 setupDrawProgram(); 2564 setupDrawModelView(x, y, x, y, pureTranslate, true); 2565 // See comment above; the font renderer must use texture unit 0 2566 // assert(mTextureUnit == 0) 2567 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2568 setupDrawPureColorUniforms(); 2569 setupDrawColorFilterUniforms(); 2570 setupDrawShaderUniforms(pureTranslate); 2571 setupDrawTextGammaUniforms(); 2572 2573 const Rect* clip = pureTranslate ? mSnapshot->clipRect : 2574 (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip()); 2575 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2576 2577 const bool hasActiveLayer = hasLayer(); 2578 2579 bool status; 2580 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2581 SkPaint paintCopy(*paint); 2582 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2583 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2584 positions, hasActiveLayer ? &bounds : NULL); 2585 } else { 2586 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2587 positions, hasActiveLayer ? &bounds : NULL); 2588 } 2589 2590 if (status && hasActiveLayer) { 2591 if (!pureTranslate) { 2592 mSnapshot->transform->mapRect(bounds); 2593 } 2594 dirtyLayerUnchecked(bounds, getRegion()); 2595 } 2596 2597 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2598 2599 return DrawGlInfo::kStatusDrew; 2600} 2601 2602status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2603 float hOffset, float vOffset, SkPaint* paint) { 2604 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2605 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2606 return DrawGlInfo::kStatusDone; 2607 } 2608 2609 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2610 fontRenderer.setFont(paint, *mSnapshot->transform); 2611 2612 int alpha; 2613 SkXfermode::Mode mode; 2614 getAlphaAndMode(paint, &alpha, &mode); 2615 2616 mCaches.activeTexture(0); 2617 setupDraw(); 2618 setupDrawTextGamma(paint); 2619 setupDrawDirtyRegionsDisabled(); 2620 setupDrawWithTexture(true); 2621 setupDrawAlpha8Color(paint->getColor(), alpha); 2622 setupDrawColorFilter(); 2623 setupDrawShader(); 2624 setupDrawBlending(true, mode); 2625 setupDrawProgram(); 2626 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2627 setupDrawTexture(fontRenderer.getTexture(true)); 2628 setupDrawPureColorUniforms(); 2629 setupDrawColorFilterUniforms(); 2630 setupDrawShaderUniforms(false); 2631 setupDrawTextGammaUniforms(); 2632 2633 const Rect* clip = &mSnapshot->getLocalClip(); 2634 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2635 2636 const bool hasActiveLayer = hasLayer(); 2637 2638 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2639 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2640 if (hasActiveLayer) { 2641 mSnapshot->transform->mapRect(bounds); 2642 dirtyLayerUnchecked(bounds, getRegion()); 2643 } 2644 } 2645 2646 return DrawGlInfo::kStatusDrew; 2647} 2648 2649status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2650 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2651 2652 mCaches.activeTexture(0); 2653 2654 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2655 if (!texture) return DrawGlInfo::kStatusDone; 2656 const AutoTexture autoCleanup(texture); 2657 2658 const float x = texture->left - texture->offset; 2659 const float y = texture->top - texture->offset; 2660 2661 drawPathTexture(texture, x, y, paint); 2662 2663 return DrawGlInfo::kStatusDrew; 2664} 2665 2666status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2667 if (!layer) { 2668 return DrawGlInfo::kStatusDone; 2669 } 2670 2671 mat4* transform = NULL; 2672 if (layer->isTextureLayer()) { 2673 transform = &layer->getTransform(); 2674 if (!transform->isIdentity()) { 2675 save(0); 2676 mSnapshot->transform->multiply(*transform); 2677 } 2678 } 2679 2680 Rect transformed; 2681 Rect clip; 2682 const bool rejected = quickRejectNoScissor(x, y, 2683 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2684 2685 if (rejected) { 2686 if (transform && !transform->isIdentity()) { 2687 restore(); 2688 } 2689 return DrawGlInfo::kStatusDone; 2690 } 2691 2692 updateLayer(layer, true); 2693 2694 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2695 mCaches.activeTexture(0); 2696 2697 if (CC_LIKELY(!layer->region.isEmpty())) { 2698 SkiaColorFilter* oldFilter = mColorFilter; 2699 mColorFilter = layer->getColorFilter(); 2700 2701 if (layer->region.isRect()) { 2702 composeLayerRect(layer, layer->regionRect); 2703 } else if (layer->mesh) { 2704 const float a = layer->getAlpha() / 255.0f; 2705 setupDraw(); 2706 setupDrawWithTexture(); 2707 setupDrawColor(a, a, a, a); 2708 setupDrawColorFilter(); 2709 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2710 setupDrawProgram(); 2711 setupDrawPureColorUniforms(); 2712 setupDrawColorFilterUniforms(); 2713 setupDrawTexture(layer->getTexture()); 2714 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2715 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2716 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2717 2718 layer->setFilter(GL_NEAREST); 2719 setupDrawModelViewTranslate(tx, ty, 2720 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2721 } else { 2722 layer->setFilter(GL_LINEAR); 2723 setupDrawModelViewTranslate(x, y, 2724 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2725 } 2726 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2727 2728 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2729 GL_UNSIGNED_SHORT, layer->meshIndices); 2730 2731 finishDrawTexture(); 2732 2733#if DEBUG_LAYERS_AS_REGIONS 2734 drawRegionRects(layer->region); 2735#endif 2736 } 2737 2738 mColorFilter = oldFilter; 2739 2740 if (layer->debugDrawUpdate) { 2741 layer->debugDrawUpdate = false; 2742 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2743 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2744 } 2745 } 2746 2747 if (transform && !transform->isIdentity()) { 2748 restore(); 2749 } 2750 2751 return DrawGlInfo::kStatusDrew; 2752} 2753 2754/////////////////////////////////////////////////////////////////////////////// 2755// Shaders 2756/////////////////////////////////////////////////////////////////////////////// 2757 2758void OpenGLRenderer::resetShader() { 2759 mShader = NULL; 2760} 2761 2762void OpenGLRenderer::setupShader(SkiaShader* shader) { 2763 mShader = shader; 2764 if (mShader) { 2765 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2766 } 2767} 2768 2769/////////////////////////////////////////////////////////////////////////////// 2770// Color filters 2771/////////////////////////////////////////////////////////////////////////////// 2772 2773void OpenGLRenderer::resetColorFilter() { 2774 mColorFilter = NULL; 2775} 2776 2777void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2778 mColorFilter = filter; 2779} 2780 2781/////////////////////////////////////////////////////////////////////////////// 2782// Drop shadow 2783/////////////////////////////////////////////////////////////////////////////// 2784 2785void OpenGLRenderer::resetShadow() { 2786 mHasShadow = false; 2787} 2788 2789void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2790 mHasShadow = true; 2791 mShadowRadius = radius; 2792 mShadowDx = dx; 2793 mShadowDy = dy; 2794 mShadowColor = color; 2795} 2796 2797/////////////////////////////////////////////////////////////////////////////// 2798// Draw filters 2799/////////////////////////////////////////////////////////////////////////////// 2800 2801void OpenGLRenderer::resetPaintFilter() { 2802 mHasDrawFilter = false; 2803} 2804 2805void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2806 mHasDrawFilter = true; 2807 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2808 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2809} 2810 2811SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2812 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2813 2814 uint32_t flags = paint->getFlags(); 2815 2816 mFilteredPaint = *paint; 2817 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2818 2819 return &mFilteredPaint; 2820} 2821 2822/////////////////////////////////////////////////////////////////////////////// 2823// Drawing implementation 2824/////////////////////////////////////////////////////////////////////////////// 2825 2826void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2827 float x, float y, SkPaint* paint) { 2828 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2829 return; 2830 } 2831 2832 int alpha; 2833 SkXfermode::Mode mode; 2834 getAlphaAndMode(paint, &alpha, &mode); 2835 2836 setupDraw(); 2837 setupDrawWithTexture(true); 2838 setupDrawAlpha8Color(paint->getColor(), alpha); 2839 setupDrawColorFilter(); 2840 setupDrawShader(); 2841 setupDrawBlending(true, mode); 2842 setupDrawProgram(); 2843 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2844 setupDrawTexture(texture->id); 2845 setupDrawPureColorUniforms(); 2846 setupDrawColorFilterUniforms(); 2847 setupDrawShaderUniforms(); 2848 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2849 2850 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2851 2852 finishDrawTexture(); 2853} 2854 2855// Same values used by Skia 2856#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2857#define kStdUnderline_Offset (1.0f / 9.0f) 2858#define kStdUnderline_Thickness (1.0f / 18.0f) 2859 2860void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2861 float x, float y, SkPaint* paint) { 2862 // Handle underline and strike-through 2863 uint32_t flags = paint->getFlags(); 2864 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2865 SkPaint paintCopy(*paint); 2866 float underlineWidth = length; 2867 // If length is > 0.0f, we already measured the text for the text alignment 2868 if (length <= 0.0f) { 2869 underlineWidth = paintCopy.measureText(text, bytesCount); 2870 } 2871 2872 if (CC_LIKELY(underlineWidth > 0.0f)) { 2873 const float textSize = paintCopy.getTextSize(); 2874 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2875 2876 const float left = x; 2877 float top = 0.0f; 2878 2879 int linesCount = 0; 2880 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2881 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2882 2883 const int pointsCount = 4 * linesCount; 2884 float points[pointsCount]; 2885 int currentPoint = 0; 2886 2887 if (flags & SkPaint::kUnderlineText_Flag) { 2888 top = y + textSize * kStdUnderline_Offset; 2889 points[currentPoint++] = left; 2890 points[currentPoint++] = top; 2891 points[currentPoint++] = left + underlineWidth; 2892 points[currentPoint++] = top; 2893 } 2894 2895 if (flags & SkPaint::kStrikeThruText_Flag) { 2896 top = y + textSize * kStdStrikeThru_Offset; 2897 points[currentPoint++] = left; 2898 points[currentPoint++] = top; 2899 points[currentPoint++] = left + underlineWidth; 2900 points[currentPoint++] = top; 2901 } 2902 2903 paintCopy.setStrokeWidth(strokeWidth); 2904 2905 drawLines(&points[0], pointsCount, &paintCopy); 2906 } 2907 } 2908} 2909 2910status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 2911 if (mSnapshot->isIgnored()) { 2912 return DrawGlInfo::kStatusDone; 2913 } 2914 2915 int color = paint->getColor(); 2916 // If a shader is set, preserve only the alpha 2917 if (mShader) { 2918 color |= 0x00ffffff; 2919 } 2920 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2921 2922 return drawColorRects(rects, count, color, mode); 2923} 2924 2925status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 2926 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 2927 2928 float left = FLT_MAX; 2929 float top = FLT_MAX; 2930 float right = FLT_MIN; 2931 float bottom = FLT_MIN; 2932 2933 int vertexCount = 0; 2934 Vertex mesh[count * 6]; 2935 Vertex* vertex = mesh; 2936 2937 for (int index = 0; index < count; index += 4) { 2938 float l = rects[index + 0]; 2939 float t = rects[index + 1]; 2940 float r = rects[index + 2]; 2941 float b = rects[index + 3]; 2942 2943 if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) { 2944 Vertex::set(vertex++, l, b); 2945 Vertex::set(vertex++, l, t); 2946 Vertex::set(vertex++, r, t); 2947 Vertex::set(vertex++, l, b); 2948 Vertex::set(vertex++, r, t); 2949 Vertex::set(vertex++, r, b); 2950 2951 vertexCount += 6; 2952 2953 left = fminf(left, l); 2954 top = fminf(top, t); 2955 right = fmaxf(right, r); 2956 bottom = fmaxf(bottom, b); 2957 } 2958 } 2959 2960 if (count == 0 || (clip && quickReject(left, top, right, bottom))) { 2961 return DrawGlInfo::kStatusDone; 2962 } 2963 2964 setupDraw(); 2965 setupDrawNoTexture(); 2966 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2967 setupDrawShader(); 2968 setupDrawColorFilter(); 2969 setupDrawBlending(mode); 2970 setupDrawProgram(); 2971 setupDrawDirtyRegionsDisabled(); 2972 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 2973 setupDrawColorUniforms(); 2974 setupDrawShaderUniforms(); 2975 setupDrawColorFilterUniforms(); 2976 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 2977 2978 if (dirty && hasLayer()) { 2979 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2980 } 2981 2982 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 2983 2984 return DrawGlInfo::kStatusDrew; 2985} 2986 2987void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2988 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2989 // If a shader is set, preserve only the alpha 2990 if (mShader) { 2991 color |= 0x00ffffff; 2992 } 2993 2994 setupDraw(); 2995 setupDrawNoTexture(); 2996 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2997 setupDrawShader(); 2998 setupDrawColorFilter(); 2999 setupDrawBlending(mode); 3000 setupDrawProgram(); 3001 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3002 setupDrawColorUniforms(); 3003 setupDrawShaderUniforms(ignoreTransform); 3004 setupDrawColorFilterUniforms(); 3005 setupDrawSimpleMesh(); 3006 3007 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3008} 3009 3010void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3011 Texture* texture, SkPaint* paint) { 3012 int alpha; 3013 SkXfermode::Mode mode; 3014 getAlphaAndMode(paint, &alpha, &mode); 3015 3016 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3017 3018 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3019 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3020 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3021 3022 texture->setFilter(GL_NEAREST, true); 3023 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3024 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3025 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3026 } else { 3027 texture->setFilter(FILTER(paint), true); 3028 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3029 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3030 GL_TRIANGLE_STRIP, gMeshCount); 3031 } 3032} 3033 3034void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3035 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3036 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3037 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3038} 3039 3040void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3041 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3042 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3043 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3044 3045 setupDraw(); 3046 setupDrawWithTexture(); 3047 setupDrawColor(alpha, alpha, alpha, alpha); 3048 setupDrawColorFilter(); 3049 setupDrawBlending(blend, mode, swapSrcDst); 3050 setupDrawProgram(); 3051 if (!dirty) setupDrawDirtyRegionsDisabled(); 3052 if (!ignoreScale) { 3053 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3054 } else { 3055 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3056 } 3057 setupDrawTexture(texture); 3058 setupDrawPureColorUniforms(); 3059 setupDrawColorFilterUniforms(); 3060 setupDrawMesh(vertices, texCoords, vbo); 3061 3062 glDrawArrays(drawMode, 0, elementsCount); 3063 3064 finishDrawTexture(); 3065} 3066 3067void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3068 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3069 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3070 bool ignoreTransform, bool dirty) { 3071 3072 setupDraw(); 3073 setupDrawWithTexture(true); 3074 if (hasColor) { 3075 setupDrawAlpha8Color(color, alpha); 3076 } 3077 setupDrawColorFilter(); 3078 setupDrawShader(); 3079 setupDrawBlending(true, mode); 3080 setupDrawProgram(); 3081 if (!dirty) setupDrawDirtyRegionsDisabled(); 3082 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3083 setupDrawTexture(texture); 3084 setupDrawPureColorUniforms(); 3085 setupDrawColorFilterUniforms(); 3086 setupDrawShaderUniforms(); 3087 setupDrawMesh(vertices, texCoords); 3088 3089 glDrawArrays(drawMode, 0, elementsCount); 3090 3091 finishDrawTexture(); 3092} 3093 3094void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3095 ProgramDescription& description, bool swapSrcDst) { 3096 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3097 3098 if (blend) { 3099 // These blend modes are not supported by OpenGL directly and have 3100 // to be implemented using shaders. Since the shader will perform 3101 // the blending, turn blending off here 3102 // If the blend mode cannot be implemented using shaders, fall 3103 // back to the default SrcOver blend mode instead 3104 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3105 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3106 description.framebufferMode = mode; 3107 description.swapSrcDst = swapSrcDst; 3108 3109 if (mCaches.blend) { 3110 glDisable(GL_BLEND); 3111 mCaches.blend = false; 3112 } 3113 3114 return; 3115 } else { 3116 mode = SkXfermode::kSrcOver_Mode; 3117 } 3118 } 3119 3120 if (!mCaches.blend) { 3121 glEnable(GL_BLEND); 3122 } 3123 3124 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3125 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3126 3127 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3128 glBlendFunc(sourceMode, destMode); 3129 mCaches.lastSrcMode = sourceMode; 3130 mCaches.lastDstMode = destMode; 3131 } 3132 } else if (mCaches.blend) { 3133 glDisable(GL_BLEND); 3134 } 3135 mCaches.blend = blend; 3136} 3137 3138bool OpenGLRenderer::useProgram(Program* program) { 3139 if (!program->isInUse()) { 3140 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3141 program->use(); 3142 mCaches.currentProgram = program; 3143 return false; 3144 } 3145 return true; 3146} 3147 3148void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3149 TextureVertex* v = &mMeshVertices[0]; 3150 TextureVertex::setUV(v++, u1, v1); 3151 TextureVertex::setUV(v++, u2, v1); 3152 TextureVertex::setUV(v++, u1, v2); 3153 TextureVertex::setUV(v++, u2, v2); 3154} 3155 3156void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3157 getAlphaAndModeDirect(paint, alpha, mode); 3158 *alpha *= mSnapshot->alpha; 3159} 3160 3161}; // namespace uirenderer 3162}; // namespace android 3163