OpenGLRenderer.cpp revision ecad24b49d20f7fb4b75950e9444787967acd347
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "DisplayListRenderer.h" 21#include "GammaFontRenderer.h" 22#include "Glop.h" 23#include "GlopBuilder.h" 24#include "Patch.h" 25#include "PathTessellator.h" 26#include "Properties.h" 27#include "RenderNode.h" 28#include "renderstate/MeshState.h" 29#include "renderstate/RenderState.h" 30#include "ShadowTessellator.h" 31#include "SkiaShader.h" 32#include "Vector.h" 33#include "VertexBuffer.h" 34#include "utils/GLUtils.h" 35#include "utils/PaintUtils.h" 36#include "utils/TraceUtils.h" 37 38#include <stdlib.h> 39#include <stdint.h> 40#include <sys/types.h> 41 42#include <SkCanvas.h> 43#include <SkColor.h> 44#include <SkShader.h> 45#include <SkTypeface.h> 46 47#include <utils/Log.h> 48#include <utils/StopWatch.h> 49 50#include <private/hwui/DrawGlInfo.h> 51 52#include <ui/Rect.h> 53 54#if DEBUG_DETAILED_EVENTS 55 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 56#else 57 #define EVENT_LOGD(...) 58#endif 59 60namespace android { 61namespace uirenderer { 62 63static GLenum getFilter(const SkPaint* paint) { 64 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 65 return GL_LINEAR; 66 } 67 return GL_NEAREST; 68} 69 70/////////////////////////////////////////////////////////////////////////////// 71// Globals 72/////////////////////////////////////////////////////////////////////////////// 73 74 75/////////////////////////////////////////////////////////////////////////////// 76// Functions 77/////////////////////////////////////////////////////////////////////////////// 78 79template<typename T> 80static inline T min(T a, T b) { 81 return a < b ? a : b; 82} 83 84/////////////////////////////////////////////////////////////////////////////// 85// Constructors/destructor 86/////////////////////////////////////////////////////////////////////////////// 87 88OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 89 : mState(*this) 90 , mCaches(Caches::getInstance()) 91 , mExtensions(Extensions::getInstance()) 92 , mRenderState(renderState) 93 , mFrameStarted(false) 94 , mScissorOptimizationDisabled(false) 95 , mSuppressTiling(false) 96 , mFirstFrameAfterResize(true) 97 , mDirty(false) 98 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 99 , mLightRadius(FLT_MIN) 100 , mAmbientShadowAlpha(0) 101 , mSpotShadowAlpha(0) { 102 // *set* draw modifiers to be 0 103 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 104 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 105 106 memcpy(mMeshVertices, kUnitQuadVertices, sizeof(kUnitQuadVertices)); 107} 108 109OpenGLRenderer::~OpenGLRenderer() { 110 // The context has already been destroyed at this point, do not call 111 // GL APIs. All GL state should be kept in Caches.h 112} 113 114void OpenGLRenderer::initProperties() { 115 char property[PROPERTY_VALUE_MAX]; 116 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 117 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 118 INIT_LOGD(" Scissor optimization %s", 119 mScissorOptimizationDisabled ? "disabled" : "enabled"); 120 } else { 121 INIT_LOGD(" Scissor optimization enabled"); 122 } 123} 124 125void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 126 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 127 mLightCenter = lightCenter; 128 mLightRadius = lightRadius; 129 mAmbientShadowAlpha = ambientShadowAlpha; 130 mSpotShadowAlpha = spotShadowAlpha; 131} 132 133/////////////////////////////////////////////////////////////////////////////// 134// Setup 135/////////////////////////////////////////////////////////////////////////////// 136 137void OpenGLRenderer::onViewportInitialized() { 138 glDisable(GL_DITHER); 139 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 140 mFirstFrameAfterResize = true; 141} 142 143void OpenGLRenderer::setupFrameState(float left, float top, 144 float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 147 mOpaque = opaque; 148 mTilingClip.set(left, top, right, bottom); 149} 150 151void OpenGLRenderer::startFrame() { 152 if (mFrameStarted) return; 153 mFrameStarted = true; 154 155 mState.setDirtyClip(true); 156 157 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 158 159 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 160 161 // Functors break the tiling extension in pretty spectacular ways 162 // This ensures we don't use tiling when a functor is going to be 163 // invoked during the frame 164 mSuppressTiling = mCaches.hasRegisteredFunctors() 165 || mFirstFrameAfterResize; 166 mFirstFrameAfterResize = false; 167 168 startTilingCurrentClip(true); 169 170 debugOverdraw(true, true); 171 172 clear(mTilingClip.left, mTilingClip.top, 173 mTilingClip.right, mTilingClip.bottom, mOpaque); 174} 175 176void OpenGLRenderer::prepareDirty(float left, float top, 177 float right, float bottom, bool opaque) { 178 179 setupFrameState(left, top, right, bottom, opaque); 180 181 // Layer renderers will start the frame immediately 182 // The framebuffer renderer will first defer the display list 183 // for each layer and wait until the first drawing command 184 // to start the frame 185 if (currentSnapshot()->fbo == 0) { 186 mRenderState.blend().syncEnabled(); 187 updateLayers(); 188 } else { 189 startFrame(); 190 } 191} 192 193void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 194 // If we know that we are going to redraw the entire framebuffer, 195 // perform a discard to let the driver know we don't need to preserve 196 // the back buffer for this frame. 197 if (mExtensions.hasDiscardFramebuffer() && 198 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 199 const bool isFbo = onGetTargetFbo() == 0; 200 const GLenum attachments[] = { 201 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 202 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 203 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 204 } 205} 206 207void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 208 if (!opaque) { 209 mRenderState.scissor().setEnabled(true); 210 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 211 glClear(GL_COLOR_BUFFER_BIT); 212 mDirty = true; 213 return; 214 } 215 216 mRenderState.scissor().reset(); 217} 218 219void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 220 if (!mSuppressTiling) { 221 const Snapshot* snapshot = currentSnapshot(); 222 223 const Rect* clip = &mTilingClip; 224 if (snapshot->flags & Snapshot::kFlagFboTarget) { 225 clip = &(snapshot->layer->clipRect); 226 } 227 228 startTiling(*clip, getViewportHeight(), opaque, expand); 229 } 230} 231 232void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 233 if (!mSuppressTiling) { 234 if(expand) { 235 // Expand the startTiling region by 1 236 int leftNotZero = (clip.left > 0) ? 1 : 0; 237 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 238 239 mCaches.startTiling( 240 clip.left - leftNotZero, 241 windowHeight - clip.bottom - topNotZero, 242 clip.right - clip.left + leftNotZero + 1, 243 clip.bottom - clip.top + topNotZero + 1, 244 opaque); 245 } else { 246 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 247 clip.right - clip.left, clip.bottom - clip.top, opaque); 248 } 249 } 250} 251 252void OpenGLRenderer::endTiling() { 253 if (!mSuppressTiling) mCaches.endTiling(); 254} 255 256bool OpenGLRenderer::finish() { 257 renderOverdraw(); 258 endTiling(); 259 mTempPaths.clear(); 260 261 // When finish() is invoked on FBO 0 we've reached the end 262 // of the current frame 263 if (onGetTargetFbo() == 0) { 264 mCaches.pathCache.trim(); 265 mCaches.tessellationCache.trim(); 266 } 267 268 if (!suppressErrorChecks()) { 269#if DEBUG_OPENGL 270 GLUtils::dumpGLErrors(); 271#endif 272 273#if DEBUG_MEMORY_USAGE 274 mCaches.dumpMemoryUsage(); 275#else 276 if (mCaches.getDebugLevel() & kDebugMemory) { 277 mCaches.dumpMemoryUsage(); 278 } 279#endif 280 } 281 282 mFrameStarted = false; 283 284 return reportAndClearDirty(); 285} 286 287void OpenGLRenderer::resumeAfterLayer() { 288 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 289 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 290 debugOverdraw(true, false); 291 292 mRenderState.scissor().reset(); 293 dirtyClip(); 294} 295 296void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 297 if (mState.currentlyIgnored()) return; 298 299 Rect clip(mState.currentClipRect()); 300 clip.snapToPixelBoundaries(); 301 302 // Since we don't know what the functor will draw, let's dirty 303 // the entire clip region 304 if (hasLayer()) { 305 dirtyLayerUnchecked(clip, getRegion()); 306 } 307 308 DrawGlInfo info; 309 info.clipLeft = clip.left; 310 info.clipTop = clip.top; 311 info.clipRight = clip.right; 312 info.clipBottom = clip.bottom; 313 info.isLayer = hasLayer(); 314 info.width = getViewportWidth(); 315 info.height = getViewportHeight(); 316 currentTransform()->copyTo(&info.transform[0]); 317 318 bool prevDirtyClip = mState.getDirtyClip(); 319 // setup GL state for functor 320 if (mState.getDirtyClip()) { 321 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 322 } 323 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 324 setScissorFromClip(); 325 } 326 327 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 328 // Scissor may have been modified, reset dirty clip 329 dirtyClip(); 330 331 mDirty = true; 332} 333 334/////////////////////////////////////////////////////////////////////////////// 335// Debug 336/////////////////////////////////////////////////////////////////////////////// 337 338void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 339#if DEBUG_DETAILED_EVENTS 340 const int BUFFER_SIZE = 256; 341 va_list ap; 342 char buf[BUFFER_SIZE]; 343 344 va_start(ap, fmt); 345 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 346 va_end(ap); 347 348 eventMark(buf); 349#endif 350} 351 352 353void OpenGLRenderer::eventMark(const char* name) const { 354 mCaches.eventMark(0, name); 355} 356 357void OpenGLRenderer::startMark(const char* name) const { 358 mCaches.startMark(0, name); 359} 360 361void OpenGLRenderer::endMark() const { 362 mCaches.endMark(); 363} 364 365void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 366 mRenderState.debugOverdraw(enable, clear); 367} 368 369void OpenGLRenderer::renderOverdraw() { 370 if (mCaches.debugOverdraw && onGetTargetFbo() == 0) { 371 const Rect* clip = &mTilingClip; 372 373 mRenderState.scissor().setEnabled(true); 374 mRenderState.scissor().set(clip->left, 375 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 376 clip->right - clip->left, 377 clip->bottom - clip->top); 378 379 // 1x overdraw 380 mRenderState.stencil().enableDebugTest(2); 381 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 382 383 // 2x overdraw 384 mRenderState.stencil().enableDebugTest(3); 385 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 386 387 // 3x overdraw 388 mRenderState.stencil().enableDebugTest(4); 389 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 390 391 // 4x overdraw and higher 392 mRenderState.stencil().enableDebugTest(4, true); 393 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 394 395 mRenderState.stencil().disable(); 396 } 397} 398 399/////////////////////////////////////////////////////////////////////////////// 400// Layers 401/////////////////////////////////////////////////////////////////////////////// 402 403bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 404 if (layer->deferredUpdateScheduled && layer->renderer 405 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 406 407 if (inFrame) { 408 endTiling(); 409 debugOverdraw(false, false); 410 } 411 412 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 413 layer->render(*this); 414 } else { 415 layer->defer(*this); 416 } 417 418 if (inFrame) { 419 resumeAfterLayer(); 420 startTilingCurrentClip(); 421 } 422 423 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 424 layer->hasDrawnSinceUpdate = false; 425 426 return true; 427 } 428 429 return false; 430} 431 432void OpenGLRenderer::updateLayers() { 433 // If draw deferring is enabled this method will simply defer 434 // the display list of each individual layer. The layers remain 435 // in the layer updates list which will be cleared by flushLayers(). 436 int count = mLayerUpdates.size(); 437 if (count > 0) { 438 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 439 startMark("Layer Updates"); 440 } else { 441 startMark("Defer Layer Updates"); 442 } 443 444 // Note: it is very important to update the layers in order 445 for (int i = 0; i < count; i++) { 446 Layer* layer = mLayerUpdates.itemAt(i).get(); 447 updateLayer(layer, false); 448 } 449 450 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 451 mLayerUpdates.clear(); 452 mRenderState.bindFramebuffer(onGetTargetFbo()); 453 } 454 endMark(); 455 } 456} 457 458void OpenGLRenderer::flushLayers() { 459 int count = mLayerUpdates.size(); 460 if (count > 0) { 461 startMark("Apply Layer Updates"); 462 463 // Note: it is very important to update the layers in order 464 for (int i = 0; i < count; i++) { 465 mLayerUpdates.itemAt(i)->flush(); 466 } 467 468 mLayerUpdates.clear(); 469 mRenderState.bindFramebuffer(onGetTargetFbo()); 470 471 endMark(); 472 } 473} 474 475void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 476 if (layer) { 477 // Make sure we don't introduce duplicates. 478 // SortedVector would do this automatically but we need to respect 479 // the insertion order. The linear search is not an issue since 480 // this list is usually very short (typically one item, at most a few) 481 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 482 if (mLayerUpdates.itemAt(i) == layer) { 483 return; 484 } 485 } 486 mLayerUpdates.push_back(layer); 487 } 488} 489 490void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 491 if (layer) { 492 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 493 if (mLayerUpdates.itemAt(i) == layer) { 494 mLayerUpdates.removeAt(i); 495 break; 496 } 497 } 498 } 499} 500 501void OpenGLRenderer::flushLayerUpdates() { 502 ATRACE_NAME("Update HW Layers"); 503 mRenderState.blend().syncEnabled(); 504 updateLayers(); 505 flushLayers(); 506 // Wait for all the layer updates to be executed 507 glFinish(); 508} 509 510void OpenGLRenderer::markLayersAsBuildLayers() { 511 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 512 mLayerUpdates[i]->wasBuildLayered = true; 513 } 514} 515 516/////////////////////////////////////////////////////////////////////////////// 517// State management 518/////////////////////////////////////////////////////////////////////////////// 519 520void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 521 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 522 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 523 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 524 525 if (restoreViewport) { 526 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 527 } 528 529 if (restoreClip) { 530 dirtyClip(); 531 } 532 533 if (restoreLayer) { 534 endMark(); // Savelayer 535 ATRACE_END(); // SaveLayer 536 startMark("ComposeLayer"); 537 composeLayer(removed, restored); 538 endMark(); 539 } 540} 541 542/////////////////////////////////////////////////////////////////////////////// 543// Layers 544/////////////////////////////////////////////////////////////////////////////// 545 546int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 547 const SkPaint* paint, int flags, const SkPath* convexMask) { 548 // force matrix/clip isolation for layer 549 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 550 551 const int count = mState.saveSnapshot(flags); 552 553 if (!mState.currentlyIgnored()) { 554 createLayer(left, top, right, bottom, paint, flags, convexMask); 555 } 556 557 return count; 558} 559 560void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 561 const Rect untransformedBounds(bounds); 562 563 currentTransform()->mapRect(bounds); 564 565 // Layers only make sense if they are in the framebuffer's bounds 566 if (bounds.intersect(mState.currentClipRect())) { 567 // We cannot work with sub-pixels in this case 568 bounds.snapToPixelBoundaries(); 569 570 // When the layer is not an FBO, we may use glCopyTexImage so we 571 // need to make sure the layer does not extend outside the bounds 572 // of the framebuffer 573 const Snapshot& previous = *(currentSnapshot()->previous); 574 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 575 if (!bounds.intersect(previousViewport)) { 576 bounds.setEmpty(); 577 } else if (fboLayer) { 578 clip.set(bounds); 579 mat4 inverse; 580 inverse.loadInverse(*currentTransform()); 581 inverse.mapRect(clip); 582 clip.snapToPixelBoundaries(); 583 if (clip.intersect(untransformedBounds)) { 584 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 585 bounds.set(untransformedBounds); 586 } else { 587 clip.setEmpty(); 588 } 589 } 590 } else { 591 bounds.setEmpty(); 592 } 593} 594 595void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 596 bool fboLayer, int alpha) { 597 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 598 bounds.getHeight() > mCaches.maxTextureSize || 599 (fboLayer && clip.isEmpty())) { 600 writableSnapshot()->empty = fboLayer; 601 } else { 602 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 603 } 604} 605 606int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 607 const SkPaint* paint, int flags) { 608 const int count = mState.saveSnapshot(flags); 609 610 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 611 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 612 // operations will be able to store and restore the current clip and transform info, and 613 // quick rejection will be correct (for display lists) 614 615 Rect bounds(left, top, right, bottom); 616 Rect clip; 617 calculateLayerBoundsAndClip(bounds, clip, true); 618 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 619 620 if (!mState.currentlyIgnored()) { 621 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 622 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 623 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 624 writableSnapshot()->roundRectClipState = nullptr; 625 } 626 } 627 628 return count; 629} 630 631/** 632 * Layers are viewed by Skia are slightly different than layers in image editing 633 * programs (for instance.) When a layer is created, previously created layers 634 * and the frame buffer still receive every drawing command. For instance, if a 635 * layer is created and a shape intersecting the bounds of the layers and the 636 * framebuffer is draw, the shape will be drawn on both (unless the layer was 637 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 638 * 639 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 640 * texture. Unfortunately, this is inefficient as it requires every primitive to 641 * be drawn n + 1 times, where n is the number of active layers. In practice this 642 * means, for every primitive: 643 * - Switch active frame buffer 644 * - Change viewport, clip and projection matrix 645 * - Issue the drawing 646 * 647 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 648 * To avoid this, layers are implemented in a different way here, at least in the 649 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 650 * is set. When this flag is set we can redirect all drawing operations into a 651 * single FBO. 652 * 653 * This implementation relies on the frame buffer being at least RGBA 8888. When 654 * a layer is created, only a texture is created, not an FBO. The content of the 655 * frame buffer contained within the layer's bounds is copied into this texture 656 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 657 * buffer and drawing continues as normal. This technique therefore treats the 658 * frame buffer as a scratch buffer for the layers. 659 * 660 * To compose the layers back onto the frame buffer, each layer texture 661 * (containing the original frame buffer data) is drawn as a simple quad over 662 * the frame buffer. The trick is that the quad is set as the composition 663 * destination in the blending equation, and the frame buffer becomes the source 664 * of the composition. 665 * 666 * Drawing layers with an alpha value requires an extra step before composition. 667 * An empty quad is drawn over the layer's region in the frame buffer. This quad 668 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 669 * quad is used to multiply the colors in the frame buffer. This is achieved by 670 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 671 * GL_ZERO, GL_SRC_ALPHA. 672 * 673 * Because glCopyTexImage2D() can be slow, an alternative implementation might 674 * be use to draw a single clipped layer. The implementation described above 675 * is correct in every case. 676 * 677 * (1) The frame buffer is actually not cleared right away. To allow the GPU 678 * to potentially optimize series of calls to glCopyTexImage2D, the frame 679 * buffer is left untouched until the first drawing operation. Only when 680 * something actually gets drawn are the layers regions cleared. 681 */ 682bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 683 const SkPaint* paint, int flags, const SkPath* convexMask) { 684 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 685 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 686 687 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 688 689 // Window coordinates of the layer 690 Rect clip; 691 Rect bounds(left, top, right, bottom); 692 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 693 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 694 695 // Bail out if we won't draw in this snapshot 696 if (mState.currentlyIgnored()) { 697 return false; 698 } 699 700 mCaches.textureState().activateTexture(0); 701 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 702 if (!layer) { 703 return false; 704 } 705 706 layer->setPaint(paint); 707 layer->layer.set(bounds); 708 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 709 bounds.getWidth() / float(layer->getWidth()), 0.0f); 710 711 layer->setBlend(true); 712 layer->setDirty(false); 713 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 714 715 // Save the layer in the snapshot 716 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 717 writableSnapshot()->layer = layer; 718 719 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 720 fboLayer ? "" : "unclipped ", 721 layer->getWidth(), layer->getHeight()); 722 startMark("SaveLayer"); 723 if (fboLayer) { 724 return createFboLayer(layer, bounds, clip); 725 } else { 726 // Copy the framebuffer into the layer 727 layer->bindTexture(); 728 if (!bounds.isEmpty()) { 729 if (layer->isEmpty()) { 730 // Workaround for some GL drivers. When reading pixels lying outside 731 // of the window we should get undefined values for those pixels. 732 // Unfortunately some drivers will turn the entire target texture black 733 // when reading outside of the window. 734 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 735 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 736 layer->setEmpty(false); 737 } 738 739 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 740 bounds.left, getViewportHeight() - bounds.bottom, 741 bounds.getWidth(), bounds.getHeight()); 742 743 // Enqueue the buffer coordinates to clear the corresponding region later 744 mLayers.push_back(Rect(bounds)); 745 } 746 } 747 748 return true; 749} 750 751bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 752 layer->clipRect.set(clip); 753 layer->setFbo(mCaches.fboCache.get()); 754 755 writableSnapshot()->region = &writableSnapshot()->layer->region; 756 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 757 writableSnapshot()->fbo = layer->getFbo(); 758 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 759 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 760 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 761 writableSnapshot()->roundRectClipState = nullptr; 762 763 endTiling(); 764 debugOverdraw(false, false); 765 // Bind texture to FBO 766 mRenderState.bindFramebuffer(layer->getFbo()); 767 layer->bindTexture(); 768 769 // Initialize the texture if needed 770 if (layer->isEmpty()) { 771 layer->allocateTexture(); 772 layer->setEmpty(false); 773 } 774 775 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 776 layer->getTexture(), 0); 777 778 // Expand the startTiling region by 1 779 startTilingCurrentClip(true, true); 780 781 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 782 mRenderState.scissor().setEnabled(true); 783 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 784 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 785 glClear(GL_COLOR_BUFFER_BIT); 786 787 dirtyClip(); 788 789 // Change the ortho projection 790 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 791 return true; 792} 793 794/** 795 * Read the documentation of createLayer() before doing anything in this method. 796 */ 797void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 798 if (!removed.layer) { 799 ALOGE("Attempting to compose a layer that does not exist"); 800 return; 801 } 802 803 Layer* layer = removed.layer; 804 const Rect& rect = layer->layer; 805 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 806 807 bool clipRequired = false; 808 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 809 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 810 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 811 812 if (fboLayer) { 813 endTiling(); 814 815 // Detach the texture from the FBO 816 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 817 818 layer->removeFbo(false); 819 820 // Unbind current FBO and restore previous one 821 mRenderState.bindFramebuffer(restored.fbo); 822 debugOverdraw(true, false); 823 824 startTilingCurrentClip(); 825 } 826 827 if (!fboLayer && layer->getAlpha() < 255) { 828 SkPaint layerPaint; 829 layerPaint.setAlpha(layer->getAlpha()); 830 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 831 layerPaint.setColorFilter(layer->getColorFilter()); 832 833 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 834 // Required below, composeLayerRect() will divide by 255 835 layer->setAlpha(255); 836 } 837 838 mRenderState.meshState().unbindMeshBuffer(); 839 840 mCaches.textureState().activateTexture(0); 841 842 // When the layer is stored in an FBO, we can save a bit of fillrate by 843 // drawing only the dirty region 844 if (fboLayer) { 845 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 846 composeLayerRegion(layer, rect); 847 } else if (!rect.isEmpty()) { 848 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 849 850 save(0); 851 // the layer contains screen buffer content that shouldn't be alpha modulated 852 // (and any necessary alpha modulation was handled drawing into the layer) 853 writableSnapshot()->alpha = 1.0f; 854 composeLayerRect(layer, rect, true); 855 restore(); 856 } 857 858 dirtyClip(); 859 860 // Failing to add the layer to the cache should happen only if the layer is too large 861 layer->setConvexMask(nullptr); 862 if (!mCaches.layerCache.put(layer)) { 863 LAYER_LOGD("Deleting layer"); 864 layer->decStrong(nullptr); 865 } 866} 867 868void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 869 float alpha = getLayerAlpha(layer); 870 871 setupDraw(); 872 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 873 setupDrawWithTexture(); 874 } else { 875 setupDrawWithExternalTexture(); 876 } 877 setupDrawTextureTransform(); 878 setupDrawColor(alpha, alpha, alpha, alpha); 879 setupDrawColorFilter(layer->getColorFilter()); 880 setupDrawBlending(layer); 881 setupDrawProgram(); 882 setupDrawPureColorUniforms(); 883 setupDrawColorFilterUniforms(layer->getColorFilter()); 884 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 885 setupDrawTexture(layer->getTexture()); 886 } else { 887 setupDrawExternalTexture(layer->getTexture()); 888 } 889 if (currentTransform()->isPureTranslate() && 890 !layer->getForceFilter() && 891 layer->getWidth() == (uint32_t) rect.getWidth() && 892 layer->getHeight() == (uint32_t) rect.getHeight()) { 893 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 894 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 895 896 layer->setFilter(GL_NEAREST); 897 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 898 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 899 } else { 900 layer->setFilter(GL_LINEAR); 901 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 902 rect.left, rect.top, rect.right, rect.bottom); 903 } 904 setupDrawTextureTransformUniforms(layer->getTexTransform()); 905 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 906 907 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 908} 909 910void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 911 if (layer->isTextureLayer()) { 912 EVENT_LOGD("composeTextureLayerRect"); 913 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 914 drawTextureLayer(layer, rect); 915 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 916 } else { 917 EVENT_LOGD("composeHardwareLayerRect"); 918 const Rect& texCoords = layer->texCoords; 919 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 920 texCoords.right, texCoords.bottom); 921 922 float x = rect.left; 923 float y = rect.top; 924 bool simpleTransform = currentTransform()->isPureTranslate() && 925 layer->getWidth() == (uint32_t) rect.getWidth() && 926 layer->getHeight() == (uint32_t) rect.getHeight(); 927 928 if (simpleTransform) { 929 // When we're swapping, the layer is already in screen coordinates 930 if (!swap) { 931 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 932 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 933 } 934 935 layer->setFilter(GL_NEAREST, true); 936 } else { 937 layer->setFilter(GL_LINEAR, true); 938 } 939 940 SkPaint layerPaint; 941 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 942 layerPaint.setXfermodeMode(layer->getMode()); 943 layerPaint.setColorFilter(layer->getColorFilter()); 944 945 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 946 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 947 layer->getTexture(), &layerPaint, blend, 948 &mMeshVertices[0].x, &mMeshVertices[0].u, 949 GL_TRIANGLE_STRIP, kMeshCount, swap, swap || simpleTransform); 950 951 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 952 } 953} 954 955/** 956 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 957 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 958 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 959 * by saveLayer's restore 960 */ 961#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 962 DRAW_COMMAND; \ 963 if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \ 964 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 965 DRAW_COMMAND; \ 966 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 967 } \ 968 } 969 970#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 971 972// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 973// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 974class LayerShader : public SkShader { 975public: 976 LayerShader(Layer* layer, const SkMatrix* localMatrix) 977 : INHERITED(localMatrix) 978 , mLayer(layer) { 979 } 980 981 virtual bool asACustomShader(void** data) const override { 982 if (data) { 983 *data = static_cast<void*>(mLayer); 984 } 985 return true; 986 } 987 988 virtual bool isOpaque() const override { 989 return !mLayer->isBlend(); 990 } 991 992protected: 993 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 994 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 995 } 996 997 virtual void flatten(SkWriteBuffer&) const override { 998 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 999 } 1000 1001 virtual Factory getFactory() const override { 1002 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1003 return nullptr; 1004 } 1005private: 1006 // Unowned. 1007 Layer* mLayer; 1008 typedef SkShader INHERITED; 1009}; 1010 1011void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1012 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1013 1014 if (layer->getConvexMask()) { 1015 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1016 1017 // clip to the area of the layer the mask can be larger 1018 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1019 1020 SkPaint paint; 1021 paint.setAntiAlias(true); 1022 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1023 1024 // create LayerShader to map SaveLayer content into subsequent draw 1025 SkMatrix shaderMatrix; 1026 shaderMatrix.setTranslate(rect.left, rect.bottom); 1027 shaderMatrix.preScale(1, -1); 1028 LayerShader layerShader(layer, &shaderMatrix); 1029 paint.setShader(&layerShader); 1030 1031 // Since the drawing primitive is defined in local drawing space, 1032 // we don't need to modify the draw matrix 1033 const SkPath* maskPath = layer->getConvexMask(); 1034 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1035 1036 paint.setShader(nullptr); 1037 restore(); 1038 1039 return; 1040 } 1041 1042 if (layer->region.isRect()) { 1043 layer->setRegionAsRect(); 1044 1045 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1046 1047 layer->region.clear(); 1048 return; 1049 } 1050 1051 EVENT_LOGD("composeLayerRegion"); 1052 // standard Region based draw 1053 size_t count; 1054 const android::Rect* rects; 1055 Region safeRegion; 1056 if (CC_LIKELY(hasRectToRectTransform())) { 1057 rects = layer->region.getArray(&count); 1058 } else { 1059 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1060 rects = safeRegion.getArray(&count); 1061 } 1062 1063 const float alpha = getLayerAlpha(layer); 1064 const float texX = 1.0f / float(layer->getWidth()); 1065 const float texY = 1.0f / float(layer->getHeight()); 1066 const float height = rect.getHeight(); 1067 1068 setupDraw(); 1069 1070 // We must get (and therefore bind) the region mesh buffer 1071 // after we setup drawing in case we need to mess with the 1072 // stencil buffer in setupDraw() 1073 TextureVertex* mesh = mCaches.getRegionMesh(); 1074 uint32_t numQuads = 0; 1075 1076 setupDrawWithTexture(); 1077 setupDrawColor(alpha, alpha, alpha, alpha); 1078 setupDrawColorFilter(layer->getColorFilter()); 1079 setupDrawBlending(layer); 1080 setupDrawProgram(); 1081 setupDrawDirtyRegionsDisabled(); 1082 setupDrawPureColorUniforms(); 1083 setupDrawColorFilterUniforms(layer->getColorFilter()); 1084 setupDrawTexture(layer->getTexture()); 1085 if (currentTransform()->isPureTranslate()) { 1086 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1087 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1088 1089 layer->setFilter(GL_NEAREST); 1090 setupDrawModelView(kModelViewMode_Translate, false, 1091 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1092 } else { 1093 layer->setFilter(GL_LINEAR); 1094 setupDrawModelView(kModelViewMode_Translate, false, 1095 rect.left, rect.top, rect.right, rect.bottom); 1096 } 1097 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1098 1099 for (size_t i = 0; i < count; i++) { 1100 const android::Rect* r = &rects[i]; 1101 1102 const float u1 = r->left * texX; 1103 const float v1 = (height - r->top) * texY; 1104 const float u2 = r->right * texX; 1105 const float v2 = (height - r->bottom) * texY; 1106 1107 // TODO: Reject quads outside of the clip 1108 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1109 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1110 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1111 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1112 1113 numQuads++; 1114 1115 if (numQuads >= kMaxNumberOfQuads) { 1116 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1117 GL_UNSIGNED_SHORT, nullptr)); 1118 numQuads = 0; 1119 mesh = mCaches.getRegionMesh(); 1120 } 1121 } 1122 1123 if (numQuads > 0) { 1124 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1125 GL_UNSIGNED_SHORT, nullptr)); 1126 } 1127 1128#if DEBUG_LAYERS_AS_REGIONS 1129 drawRegionRectsDebug(layer->region); 1130#endif 1131 1132 layer->region.clear(); 1133} 1134 1135#if DEBUG_LAYERS_AS_REGIONS 1136void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1137 size_t count; 1138 const android::Rect* rects = region.getArray(&count); 1139 1140 uint32_t colors[] = { 1141 0x7fff0000, 0x7f00ff00, 1142 0x7f0000ff, 0x7fff00ff, 1143 }; 1144 1145 int offset = 0; 1146 int32_t top = rects[0].top; 1147 1148 for (size_t i = 0; i < count; i++) { 1149 if (top != rects[i].top) { 1150 offset ^= 0x2; 1151 top = rects[i].top; 1152 } 1153 1154 SkPaint paint; 1155 paint.setColor(colors[offset + (i & 0x1)]); 1156 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1157 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1158 } 1159} 1160#endif 1161 1162void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1163 Vector<float> rects; 1164 1165 SkRegion::Iterator it(region); 1166 while (!it.done()) { 1167 const SkIRect& r = it.rect(); 1168 rects.push(r.fLeft); 1169 rects.push(r.fTop); 1170 rects.push(r.fRight); 1171 rects.push(r.fBottom); 1172 it.next(); 1173 } 1174 1175 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1176} 1177 1178void OpenGLRenderer::dirtyLayer(const float left, const float top, 1179 const float right, const float bottom, const mat4 transform) { 1180 if (hasLayer()) { 1181 Rect bounds(left, top, right, bottom); 1182 transform.mapRect(bounds); 1183 dirtyLayerUnchecked(bounds, getRegion()); 1184 } 1185} 1186 1187void OpenGLRenderer::dirtyLayer(const float left, const float top, 1188 const float right, const float bottom) { 1189 if (hasLayer()) { 1190 Rect bounds(left, top, right, bottom); 1191 dirtyLayerUnchecked(bounds, getRegion()); 1192 } 1193} 1194 1195void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1196 if (bounds.intersect(mState.currentClipRect())) { 1197 bounds.snapToPixelBoundaries(); 1198 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1199 if (!dirty.isEmpty()) { 1200 region->orSelf(dirty); 1201 } 1202 } 1203} 1204 1205void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1206 GLsizei elementsCount = quadsCount * 6; 1207 while (elementsCount > 0) { 1208 GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 1209 1210 setupDrawIndexedVertices(&mesh[0].x); 1211 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1212 1213 elementsCount -= drawCount; 1214 // Though there are 4 vertices in a quad, we use 6 indices per 1215 // quad to draw with GL_TRIANGLES 1216 mesh += (drawCount / 6) * 4; 1217 } 1218} 1219 1220void OpenGLRenderer::clearLayerRegions() { 1221 const size_t count = mLayers.size(); 1222 if (count == 0) return; 1223 1224 if (!mState.currentlyIgnored()) { 1225 EVENT_LOGD("clearLayerRegions"); 1226 // Doing several glScissor/glClear here can negatively impact 1227 // GPUs with a tiler architecture, instead we draw quads with 1228 // the Clear blending mode 1229 1230 // The list contains bounds that have already been clipped 1231 // against their initial clip rect, and the current clip 1232 // is likely different so we need to disable clipping here 1233 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1234 1235 Vertex mesh[count * 4]; 1236 Vertex* vertex = mesh; 1237 1238 for (uint32_t i = 0; i < count; i++) { 1239 const Rect& bounds = mLayers[i]; 1240 1241 Vertex::set(vertex++, bounds.left, bounds.top); 1242 Vertex::set(vertex++, bounds.right, bounds.top); 1243 Vertex::set(vertex++, bounds.left, bounds.bottom); 1244 Vertex::set(vertex++, bounds.right, bounds.bottom); 1245 } 1246 // We must clear the list of dirty rects before we 1247 // call setupDraw() to prevent stencil setup to do 1248 // the same thing again 1249 mLayers.clear(); 1250 1251 SkPaint clearPaint; 1252 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1253 1254 setupDraw(false); 1255 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1256 setupDrawBlending(&clearPaint, true); 1257 setupDrawProgram(); 1258 setupDrawPureColorUniforms(); 1259 setupDrawModelView(kModelViewMode_Translate, false, 1260 0.0f, 0.0f, 0.0f, 0.0f, true); 1261 1262 issueIndexedQuadDraw(&mesh[0], count); 1263 1264 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1265 } else { 1266 mLayers.clear(); 1267 } 1268} 1269 1270/////////////////////////////////////////////////////////////////////////////// 1271// State Deferral 1272/////////////////////////////////////////////////////////////////////////////// 1273 1274bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1275 const Rect& currentClip = mState.currentClipRect(); 1276 const mat4* currentMatrix = currentTransform(); 1277 1278 if (stateDeferFlags & kStateDeferFlag_Draw) { 1279 // state has bounds initialized in local coordinates 1280 if (!state.mBounds.isEmpty()) { 1281 currentMatrix->mapRect(state.mBounds); 1282 Rect clippedBounds(state.mBounds); 1283 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1284 // is used, it should more closely duplicate the quickReject logic (in how it uses 1285 // snapToPixelBoundaries) 1286 1287 if (!clippedBounds.intersect(currentClip)) { 1288 // quick rejected 1289 return true; 1290 } 1291 1292 state.mClipSideFlags = kClipSide_None; 1293 if (!currentClip.contains(state.mBounds)) { 1294 int& flags = state.mClipSideFlags; 1295 // op partially clipped, so record which sides are clipped for clip-aware merging 1296 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1297 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1298 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1299 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1300 } 1301 state.mBounds.set(clippedBounds); 1302 } else { 1303 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1304 // overdraw avoidance (since we don't know what it overlaps) 1305 state.mClipSideFlags = kClipSide_ConservativeFull; 1306 state.mBounds.set(currentClip); 1307 } 1308 } 1309 1310 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1311 if (state.mClipValid) { 1312 state.mClip.set(currentClip); 1313 } 1314 1315 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1316 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1317 state.mMatrix.load(*currentMatrix); 1318 state.mDrawModifiers = mDrawModifiers; 1319 state.mAlpha = currentSnapshot()->alpha; 1320 1321 // always store/restore, since it's just a pointer 1322 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1323 return false; 1324} 1325 1326void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1327 setMatrix(state.mMatrix); 1328 writableSnapshot()->alpha = state.mAlpha; 1329 mDrawModifiers = state.mDrawModifiers; 1330 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1331 1332 if (state.mClipValid && !skipClipRestore) { 1333 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1334 state.mClip.right, state.mClip.bottom); 1335 dirtyClip(); 1336 } 1337} 1338 1339/** 1340 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1341 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1342 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1343 * 1344 * This method should be called when restoreDisplayState() won't be restoring the clip 1345 */ 1346void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1347 if (clipRect != nullptr) { 1348 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1349 } else { 1350 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1351 } 1352 dirtyClip(); 1353 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1354 mRenderState.scissor().setEnabled(enableScissor); 1355} 1356 1357/////////////////////////////////////////////////////////////////////////////// 1358// Clipping 1359/////////////////////////////////////////////////////////////////////////////// 1360 1361void OpenGLRenderer::setScissorFromClip() { 1362 Rect clip(mState.currentClipRect()); 1363 clip.snapToPixelBoundaries(); 1364 1365 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1366 clip.getWidth(), clip.getHeight())) { 1367 mState.setDirtyClip(false); 1368 } 1369} 1370 1371void OpenGLRenderer::ensureStencilBuffer() { 1372 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1373 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1374 // just hope we have one when hasLayer() returns false. 1375 if (hasLayer()) { 1376 attachStencilBufferToLayer(currentSnapshot()->layer); 1377 } 1378} 1379 1380void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1381 // The layer's FBO is already bound when we reach this stage 1382 if (!layer->getStencilRenderBuffer()) { 1383 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1384 // is attached after we initiated tiling. We must turn it off, 1385 // attach the new render buffer then turn tiling back on 1386 endTiling(); 1387 1388 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1389 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1390 layer->setStencilRenderBuffer(buffer); 1391 1392 startTiling(layer->clipRect, layer->layer.getHeight()); 1393 } 1394} 1395 1396static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1397 float x, float y) { 1398 Vertex v; 1399 v.x = x; 1400 v.y = y; 1401 transform.mapPoint(v.x, v.y); 1402 rectangleVertices.push_back(v); 1403} 1404 1405static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1406 Vertex v; 1407 v.x = x; 1408 v.y = y; 1409 rectangleVertices.push_back(v); 1410} 1411 1412void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1413 int count = rectangleList.getTransformedRectanglesCount(); 1414 std::vector<Vertex> rectangleVertices(count * 4); 1415 Rect scissorBox = rectangleList.calculateBounds(); 1416 scissorBox.snapToPixelBoundaries(); 1417 for (int i = 0; i < count; ++i) { 1418 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1419 const Matrix4& transform = tr.getTransform(); 1420 Rect bounds = tr.getBounds(); 1421 if (transform.rectToRect()) { 1422 transform.mapRect(bounds); 1423 if (!bounds.intersect(scissorBox)) { 1424 bounds.setEmpty(); 1425 } else { 1426 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1427 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1428 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1429 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1430 } 1431 } else { 1432 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1433 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1434 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1435 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1436 } 1437 } 1438 1439 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1440 scissorBox.getWidth(), scissorBox.getHeight()); 1441 1442 const SkPaint* paint = nullptr; 1443 setupDraw(); 1444 setupDrawNoTexture(); 1445 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1446 setupDrawShader(getShader(paint)); 1447 setupDrawColorFilter(getColorFilter(paint)); 1448 setupDrawBlending(paint); 1449 setupDrawProgram(); 1450 setupDrawDirtyRegionsDisabled(); 1451 setupDrawModelView(kModelViewMode_Translate, false, 1452 0.0f, 0.0f, 0.0f, 0.0f, true); 1453 setupDrawColorUniforms(getShader(paint)); 1454 setupDrawShaderUniforms(getShader(paint)); 1455 setupDrawColorFilterUniforms(getColorFilter(paint)); 1456 1457 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1458} 1459 1460void OpenGLRenderer::setStencilFromClip() { 1461 if (!mCaches.debugOverdraw) { 1462 if (!currentSnapshot()->clipIsSimple()) { 1463 int incrementThreshold; 1464 EVENT_LOGD("setStencilFromClip - enabling"); 1465 1466 // NOTE: The order here is important, we must set dirtyClip to false 1467 // before any draw call to avoid calling back into this method 1468 mState.setDirtyClip(false); 1469 1470 ensureStencilBuffer(); 1471 1472 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1473 1474 bool isRectangleList = clipArea.isRectangleList(); 1475 if (isRectangleList) { 1476 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1477 } else { 1478 incrementThreshold = 0; 1479 } 1480 1481 mRenderState.stencil().enableWrite(incrementThreshold); 1482 1483 // Clean and update the stencil, but first make sure we restrict drawing 1484 // to the region's bounds 1485 bool resetScissor = mRenderState.scissor().setEnabled(true); 1486 if (resetScissor) { 1487 // The scissor was not set so we now need to update it 1488 setScissorFromClip(); 1489 } 1490 1491 mRenderState.stencil().clear(); 1492 1493 // stash and disable the outline clip state, since stencil doesn't account for outline 1494 bool storedSkipOutlineClip = mSkipOutlineClip; 1495 mSkipOutlineClip = true; 1496 1497 SkPaint paint; 1498 paint.setColor(SK_ColorBLACK); 1499 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1500 1501 if (isRectangleList) { 1502 drawRectangleList(clipArea.getRectangleList()); 1503 } else { 1504 // NOTE: We could use the region contour path to generate a smaller mesh 1505 // Since we are using the stencil we could use the red book path 1506 // drawing technique. It might increase bandwidth usage though. 1507 1508 // The last parameter is important: we are not drawing in the color buffer 1509 // so we don't want to dirty the current layer, if any 1510 drawRegionRects(clipArea.getClipRegion(), paint, false); 1511 } 1512 if (resetScissor) mRenderState.scissor().setEnabled(false); 1513 mSkipOutlineClip = storedSkipOutlineClip; 1514 1515 mRenderState.stencil().enableTest(incrementThreshold); 1516 1517 // Draw the region used to generate the stencil if the appropriate debug 1518 // mode is enabled 1519 // TODO: Implement for rectangle list clip areas 1520 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1521 !clipArea.isRectangleList()) { 1522 paint.setColor(0x7f0000ff); 1523 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1524 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1525 } 1526 } else { 1527 EVENT_LOGD("setStencilFromClip - disabling"); 1528 mRenderState.stencil().disable(); 1529 } 1530 } 1531} 1532 1533/** 1534 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1535 * 1536 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1537 * style, and tessellated AA ramp 1538 */ 1539bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1540 const SkPaint* paint) { 1541 bool snapOut = paint && paint->isAntiAlias(); 1542 1543 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1544 float outset = paint->getStrokeWidth() * 0.5f; 1545 left -= outset; 1546 top -= outset; 1547 right += outset; 1548 bottom += outset; 1549 } 1550 1551 bool clipRequired = false; 1552 bool roundRectClipRequired = false; 1553 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1554 &clipRequired, &roundRectClipRequired, snapOut)) { 1555 return true; 1556 } 1557 1558 // not quick rejected, so enable the scissor if clipRequired 1559 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1560 mSkipOutlineClip = !roundRectClipRequired; 1561 return false; 1562} 1563 1564void OpenGLRenderer::debugClip() { 1565#if DEBUG_CLIP_REGIONS 1566 if (!currentSnapshot()->clipRegion->isEmpty()) { 1567 SkPaint paint; 1568 paint.setColor(0x7f00ff00); 1569 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1570 1571 } 1572#endif 1573} 1574 1575/////////////////////////////////////////////////////////////////////////////// 1576// Drawing commands 1577/////////////////////////////////////////////////////////////////////////////// 1578 1579void OpenGLRenderer::setupDraw(bool clearLayer) { 1580 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1581 // changes the scissor test state 1582 if (clearLayer) clearLayerRegions(); 1583 // Make sure setScissor & setStencil happen at the beginning of 1584 // this method 1585 if (mState.getDirtyClip()) { 1586 if (mRenderState.scissor().isEnabled()) { 1587 setScissorFromClip(); 1588 } 1589 1590 setStencilFromClip(); 1591 } 1592 1593 mDescription.reset(); 1594 1595 mSetShaderColor = false; 1596 mColorSet = false; 1597 mColorA = mColorR = mColorG = mColorB = 0.0f; 1598 mTextureUnit = 0; 1599 mTrackDirtyRegions = true; 1600 1601 // Enable debug highlight when what we're about to draw is tested against 1602 // the stencil buffer and if stencil highlight debugging is on 1603 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1604 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1605 mRenderState.stencil().isTestEnabled(); 1606} 1607 1608void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1609 mDescription.hasTexture = true; 1610 mDescription.hasAlpha8Texture = isAlpha8; 1611} 1612 1613void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1614 mDescription.hasTexture = true; 1615 mDescription.hasColors = true; 1616 mDescription.hasAlpha8Texture = isAlpha8; 1617} 1618 1619void OpenGLRenderer::setupDrawWithExternalTexture() { 1620 mDescription.hasExternalTexture = true; 1621} 1622 1623void OpenGLRenderer::setupDrawNoTexture() { 1624 mRenderState.meshState().disableTexCoordsVertexArray(); 1625} 1626 1627void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1628 mDescription.hasVertexAlpha = true; 1629 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1630} 1631 1632void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1633 mColorA = alpha / 255.0f; 1634 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1635 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1636 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1637 mColorSet = true; 1638 mSetShaderColor = mDescription.setColorModulate(mColorA); 1639} 1640 1641void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1642 mColorA = alpha / 255.0f; 1643 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1644 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1645 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1646 mColorSet = true; 1647 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1648} 1649 1650void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1651 mCaches.fontRenderer->describe(mDescription, paint); 1652} 1653 1654void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1655 mColorA = a; 1656 mColorR = r; 1657 mColorG = g; 1658 mColorB = b; 1659 mColorSet = true; 1660 mSetShaderColor = mDescription.setColorModulate(a); 1661} 1662 1663void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1664 if (shader != nullptr) { 1665 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1666 } 1667} 1668 1669void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1670 if (filter == nullptr) { 1671 return; 1672 } 1673 1674 SkXfermode::Mode mode; 1675 if (filter->asColorMode(nullptr, &mode)) { 1676 mDescription.colorOp = ProgramDescription::kColorBlend; 1677 mDescription.colorMode = mode; 1678 } else if (filter->asColorMatrix(nullptr)) { 1679 mDescription.colorOp = ProgramDescription::kColorMatrix; 1680 } 1681} 1682 1683void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1684 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1685 mColorA = 1.0f; 1686 mColorR = mColorG = mColorB = 0.0f; 1687 mSetShaderColor = mDescription.modulate = true; 1688 } 1689} 1690 1691void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1692 SkXfermode::Mode mode = layer->getMode(); 1693 // When the blending mode is kClear_Mode, we need to use a modulate color 1694 // argb=1,0,0,0 1695 accountForClear(mode); 1696 // TODO: check shader blending, once we have shader drawing support for layers. 1697 bool blend = layer->isBlend() 1698 || getLayerAlpha(layer) < 1.0f 1699 || (mColorSet && mColorA < 1.0f) 1700 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1701 chooseBlending(blend, mode, mDescription, swapSrcDst); 1702} 1703 1704void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1705 SkXfermode::Mode mode = getXfermodeDirect(paint); 1706 // When the blending mode is kClear_Mode, we need to use a modulate color 1707 // argb=1,0,0,0 1708 accountForClear(mode); 1709 blend |= (mColorSet && mColorA < 1.0f) 1710 || (getShader(paint) && !getShader(paint)->isOpaque()) 1711 || PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1712 chooseBlending(blend, mode, mDescription, swapSrcDst); 1713} 1714 1715void OpenGLRenderer::setupDrawProgram() { 1716 mCaches.setProgram(mDescription); 1717 if (mDescription.hasRoundRectClip) { 1718 // TODO: avoid doing this repeatedly, stashing state pointer in program 1719 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1720 const Rect& innerRect = state->innerRect; 1721 glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"), 1722 innerRect.left, innerRect.top, 1723 innerRect.right, innerRect.bottom); 1724 glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"), 1725 1, GL_FALSE, &state->matrix.data[0]); 1726 1727 // add half pixel to round out integer rect space to cover pixel centers 1728 float roundedOutRadius = state->radius + 0.5f; 1729 glUniform1f(mCaches.program().getUniform("roundRectRadius"), 1730 roundedOutRadius); 1731 } 1732} 1733 1734void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1735 mTrackDirtyRegions = false; 1736} 1737 1738void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1739 float left, float top, float right, float bottom, bool ignoreTransform) { 1740 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1741 if (mode == kModelViewMode_TranslateAndScale) { 1742 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1743 } 1744 1745 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1746 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1747 1748 mCaches.program().set(currentSnapshot()->getOrthoMatrix(), 1749 mModelViewMatrix, transformMatrix, offset); 1750 if (dirty && mTrackDirtyRegions) { 1751 if (!ignoreTransform) { 1752 dirtyLayer(left, top, right, bottom, *currentTransform()); 1753 } else { 1754 dirtyLayer(left, top, right, bottom); 1755 } 1756 } 1757} 1758 1759void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1760 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1761 mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA); 1762 } 1763} 1764 1765void OpenGLRenderer::setupDrawPureColorUniforms() { 1766 if (mSetShaderColor) { 1767 mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA); 1768 } 1769} 1770 1771void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1772 if (shader == nullptr) { 1773 return; 1774 } 1775 1776 if (ignoreTransform) { 1777 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1778 // because it was built into modelView / the geometry, and the description needs to 1779 // compensate. 1780 mat4 modelViewWithoutTransform; 1781 modelViewWithoutTransform.loadInverse(*currentTransform()); 1782 modelViewWithoutTransform.multiply(mModelViewMatrix); 1783 mModelViewMatrix.load(modelViewWithoutTransform); 1784 } 1785 1786 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1787} 1788 1789void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1790 if (nullptr == filter) { 1791 return; 1792 } 1793 1794 SkColor color; 1795 SkXfermode::Mode mode; 1796 if (filter->asColorMode(&color, &mode)) { 1797 const int alpha = SkColorGetA(color); 1798 const GLfloat a = alpha / 255.0f; 1799 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1800 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1801 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1802 glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a); 1803 return; 1804 } 1805 1806 SkScalar srcColorMatrix[20]; 1807 if (filter->asColorMatrix(srcColorMatrix)) { 1808 1809 float colorMatrix[16]; 1810 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1811 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1812 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1813 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1814 1815 // Skia uses the range [0..255] for the addition vector, but we need 1816 // the [0..1] range to apply the vector in GLSL 1817 float colorVector[4]; 1818 colorVector[0] = srcColorMatrix[4] / 255.0f; 1819 colorVector[1] = srcColorMatrix[9] / 255.0f; 1820 colorVector[2] = srcColorMatrix[14] / 255.0f; 1821 colorVector[3] = srcColorMatrix[19] / 255.0f; 1822 1823 glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1, 1824 GL_FALSE, colorMatrix); 1825 glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector); 1826 return; 1827 } 1828 1829 // it is an error if we ever get here 1830} 1831 1832void OpenGLRenderer::setupDrawTextGammaUniforms() { 1833 mCaches.fontRenderer->setupProgram(mDescription, mCaches.program()); 1834} 1835 1836void OpenGLRenderer::setupDrawSimpleMesh() { 1837 bool force = mRenderState.meshState().bindMeshBuffer(); 1838 mRenderState.meshState().bindPositionVertexPointer(force, nullptr); 1839 mRenderState.meshState().unbindIndicesBuffer(); 1840} 1841 1842void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1843 if (texture) mCaches.textureState().bindTexture(texture); 1844 mTextureUnit++; 1845 mRenderState.meshState().enableTexCoordsVertexArray(); 1846} 1847 1848void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1849 mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture); 1850 mTextureUnit++; 1851 mRenderState.meshState().enableTexCoordsVertexArray(); 1852} 1853 1854void OpenGLRenderer::setupDrawTextureTransform() { 1855 mDescription.hasTextureTransform = true; 1856} 1857 1858void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1859 glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1, 1860 GL_FALSE, &transform.data[0]); 1861} 1862 1863void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1864 const GLvoid* texCoords, GLuint vbo) { 1865 bool force = false; 1866 if (!vertices || vbo) { 1867 force = mRenderState.meshState().bindMeshBuffer(vbo); 1868 } else { 1869 force = mRenderState.meshState().unbindMeshBuffer(); 1870 } 1871 1872 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1873 if (mCaches.program().texCoords >= 0) { 1874 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1875 } 1876 1877 mRenderState.meshState().unbindIndicesBuffer(); 1878} 1879 1880void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1881 const GLvoid* texCoords, const GLvoid* colors) { 1882 bool force = mRenderState.meshState().unbindMeshBuffer(); 1883 GLsizei stride = sizeof(ColorTextureVertex); 1884 1885 mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride); 1886 if (mCaches.program().texCoords >= 0) { 1887 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride); 1888 } 1889 int slot = mCaches.program().getAttrib("colors"); 1890 if (slot >= 0) { 1891 glEnableVertexAttribArray(slot); 1892 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1893 } 1894 1895 mRenderState.meshState().unbindIndicesBuffer(); 1896} 1897 1898void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1899 const GLvoid* texCoords, GLuint vbo) { 1900 bool force = false; 1901 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1902 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1903 // use the default VBO found in RenderState 1904 if (!vertices || vbo) { 1905 force = mRenderState.meshState().bindMeshBuffer(vbo); 1906 } else { 1907 force = mRenderState.meshState().unbindMeshBuffer(); 1908 } 1909 mRenderState.meshState().bindQuadIndicesBuffer(); 1910 1911 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1912 if (mCaches.program().texCoords >= 0) { 1913 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1914 } 1915} 1916 1917void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1918 bool force = mRenderState.meshState().unbindMeshBuffer(); 1919 mRenderState.meshState().bindQuadIndicesBuffer(); 1920 mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride); 1921} 1922 1923/////////////////////////////////////////////////////////////////////////////// 1924// Drawing 1925/////////////////////////////////////////////////////////////////////////////// 1926 1927void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1928 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1929 // will be performed by the display list itself 1930 if (renderNode && renderNode->isRenderable()) { 1931 // compute 3d ordering 1932 renderNode->computeOrdering(); 1933 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1934 startFrame(); 1935 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1936 renderNode->replay(replayStruct, 0); 1937 return; 1938 } 1939 1940 // Don't avoid overdraw when visualizing, since that makes it harder to 1941 // debug where it's coming from, and when the problem occurs. 1942 bool avoidOverdraw = !mCaches.debugOverdraw; 1943 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1944 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1945 renderNode->defer(deferStruct, 0); 1946 1947 flushLayers(); 1948 startFrame(); 1949 1950 deferredList.flush(*this, dirty); 1951 } else { 1952 // Even if there is no drawing command(Ex: invisible), 1953 // it still needs startFrame to clear buffer and start tiling. 1954 startFrame(); 1955 } 1956} 1957 1958void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, 1959 const SkPaint* paint) { 1960 float x = left; 1961 float y = top; 1962 1963 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1964 1965 bool ignoreTransform = false; 1966 if (currentTransform()->isPureTranslate()) { 1967 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1968 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1969 ignoreTransform = true; 1970 1971 texture->setFilter(GL_NEAREST, true); 1972 } else { 1973 texture->setFilter(getFilter(paint), true); 1974 } 1975 1976 // No need to check for a UV mapper on the texture object, only ARGB_8888 1977 // bitmaps get packed in the atlas 1978 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1979 paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset, 1980 GL_TRIANGLE_STRIP, kMeshCount, ignoreTransform); 1981} 1982 1983/** 1984 * Important note: this method is intended to draw batches of bitmaps and 1985 * will not set the scissor enable or dirty the current layer, if any. 1986 * The caller is responsible for properly dirtying the current layer. 1987 */ 1988void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1989 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1990 const Rect& bounds, const SkPaint* paint) { 1991 mCaches.textureState().activateTexture(0); 1992 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1993 if (!texture) return; 1994 1995 const AutoTexture autoCleanup(texture); 1996 1997 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1998 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1999 2000 const float x = (int) floorf(bounds.left + 0.5f); 2001 const float y = (int) floorf(bounds.top + 0.5f); 2002 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2003 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2004 texture->id, paint, &vertices[0].x, &vertices[0].u, 2005 GL_TRIANGLES, bitmapCount * 6, true, 2006 kModelViewMode_Translate, false); 2007 } else { 2008 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2009 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2010 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2011 kModelViewMode_Translate, false); 2012 } 2013 2014 mDirty = true; 2015} 2016 2017void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2018 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2019 return; 2020 } 2021 2022 mCaches.textureState().activateTexture(0); 2023 Texture* texture = getTexture(bitmap); 2024 if (!texture) return; 2025 const AutoTexture autoCleanup(texture); 2026 2027 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2028 drawAlphaBitmap(texture, 0, 0, paint); 2029 } else { 2030 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2031 } 2032 2033 mDirty = true; 2034} 2035 2036void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2037 const float* vertices, const int* colors, const SkPaint* paint) { 2038 if (!vertices || mState.currentlyIgnored()) { 2039 return; 2040 } 2041 2042 // TODO: use quickReject on bounds from vertices 2043 mRenderState.scissor().setEnabled(true); 2044 2045 float left = FLT_MAX; 2046 float top = FLT_MAX; 2047 float right = FLT_MIN; 2048 float bottom = FLT_MIN; 2049 2050 const uint32_t count = meshWidth * meshHeight * 6; 2051 2052 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]); 2053 ColorTextureVertex* vertex = &mesh[0]; 2054 2055 std::unique_ptr<int[]> tempColors; 2056 if (!colors) { 2057 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2058 tempColors.reset(new int[colorsCount]); 2059 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2060 colors = tempColors.get(); 2061 } 2062 2063 mCaches.textureState().activateTexture(0); 2064 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2065 const UvMapper& mapper(getMapper(texture)); 2066 2067 for (int32_t y = 0; y < meshHeight; y++) { 2068 for (int32_t x = 0; x < meshWidth; x++) { 2069 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2070 2071 float u1 = float(x) / meshWidth; 2072 float u2 = float(x + 1) / meshWidth; 2073 float v1 = float(y) / meshHeight; 2074 float v2 = float(y + 1) / meshHeight; 2075 2076 mapper.map(u1, v1, u2, v2); 2077 2078 int ax = i + (meshWidth + 1) * 2; 2079 int ay = ax + 1; 2080 int bx = i; 2081 int by = bx + 1; 2082 int cx = i + 2; 2083 int cy = cx + 1; 2084 int dx = i + (meshWidth + 1) * 2 + 2; 2085 int dy = dx + 1; 2086 2087 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2088 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2089 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2090 2091 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2092 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2093 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2094 2095 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2096 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2097 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2098 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2099 } 2100 } 2101 2102 if (quickRejectSetupScissor(left, top, right, bottom)) { 2103 return; 2104 } 2105 2106 if (!texture) { 2107 texture = mCaches.textureCache.get(bitmap); 2108 if (!texture) { 2109 return; 2110 } 2111 } 2112 const AutoTexture autoCleanup(texture); 2113 2114 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2115 texture->setFilter(getFilter(paint), true); 2116 2117 int alpha; 2118 SkXfermode::Mode mode; 2119 getAlphaAndMode(paint, &alpha, &mode); 2120 2121 float a = alpha / 255.0f; 2122 2123 if (hasLayer()) { 2124 dirtyLayer(left, top, right, bottom, *currentTransform()); 2125 } 2126 2127 setupDraw(); 2128 setupDrawWithTextureAndColor(); 2129 setupDrawColor(a, a, a, a); 2130 setupDrawColorFilter(getColorFilter(paint)); 2131 setupDrawBlending(paint, true); 2132 setupDrawProgram(); 2133 setupDrawDirtyRegionsDisabled(); 2134 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2135 setupDrawTexture(texture->id); 2136 setupDrawPureColorUniforms(); 2137 setupDrawColorFilterUniforms(getColorFilter(paint)); 2138 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2139 2140 glDrawArrays(GL_TRIANGLES, 0, count); 2141 2142 int slot = mCaches.program().getAttrib("colors"); 2143 if (slot >= 0) { 2144 glDisableVertexAttribArray(slot); 2145 } 2146 2147 mDirty = true; 2148} 2149 2150void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2151 float srcLeft, float srcTop, float srcRight, float srcBottom, 2152 float dstLeft, float dstTop, float dstRight, float dstBottom, 2153 const SkPaint* paint) { 2154 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2155 return; 2156 } 2157 2158 mCaches.textureState().activateTexture(0); 2159 Texture* texture = getTexture(bitmap); 2160 if (!texture) return; 2161 const AutoTexture autoCleanup(texture); 2162 2163 const float width = texture->width; 2164 const float height = texture->height; 2165 2166 float u1 = fmax(0.0f, srcLeft / width); 2167 float v1 = fmax(0.0f, srcTop / height); 2168 float u2 = fmin(1.0f, srcRight / width); 2169 float v2 = fmin(1.0f, srcBottom / height); 2170 2171 getMapper(texture).map(u1, v1, u2, v2); 2172 2173 mRenderState.meshState().unbindMeshBuffer(); 2174 resetDrawTextureTexCoords(u1, v1, u2, v2); 2175 2176 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2177 2178 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2179 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2180 2181 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2182 // Apply a scale transform on the canvas only when a shader is in use 2183 // Skia handles the ratio between the dst and src rects as a scale factor 2184 // when a shader is set 2185 bool useScaleTransform = getShader(paint) && scaled; 2186 bool ignoreTransform = false; 2187 2188 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2189 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2190 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2191 2192 dstRight = x + (dstRight - dstLeft); 2193 dstBottom = y + (dstBottom - dstTop); 2194 2195 dstLeft = x; 2196 dstTop = y; 2197 2198 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2199 ignoreTransform = true; 2200 } else { 2201 texture->setFilter(getFilter(paint), true); 2202 } 2203 2204 if (CC_UNLIKELY(useScaleTransform)) { 2205 save(SkCanvas::kMatrix_SaveFlag); 2206 translate(dstLeft, dstTop); 2207 scale(scaleX, scaleY); 2208 2209 dstLeft = 0.0f; 2210 dstTop = 0.0f; 2211 2212 dstRight = srcRight - srcLeft; 2213 dstBottom = srcBottom - srcTop; 2214 } 2215 2216 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2217 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2218 texture->id, paint, 2219 &mMeshVertices[0].x, &mMeshVertices[0].u, 2220 GL_TRIANGLE_STRIP, kMeshCount, ignoreTransform); 2221 } else { 2222 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2223 texture->id, paint, texture->blend, 2224 &mMeshVertices[0].x, &mMeshVertices[0].u, 2225 GL_TRIANGLE_STRIP, kMeshCount, false, ignoreTransform); 2226 } 2227 2228 if (CC_UNLIKELY(useScaleTransform)) { 2229 restore(); 2230 } 2231 2232 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2233 2234 mDirty = true; 2235} 2236 2237void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2238 float left, float top, float right, float bottom, const SkPaint* paint) { 2239 if (quickRejectSetupScissor(left, top, right, bottom)) { 2240 return; 2241 } 2242 2243 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2244 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2245 right - left, bottom - top, patch); 2246 2247 drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2248} 2249 2250void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2251 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2252 const SkPaint* paint) { 2253 if (quickRejectSetupScissor(left, top, right, bottom)) { 2254 return; 2255 } 2256 2257 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2258 mCaches.textureState().activateTexture(0); 2259 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2260 if (!texture) return; 2261 const AutoTexture autoCleanup(texture); 2262 2263 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2264 texture->setFilter(GL_LINEAR, true); 2265 2266 const bool pureTranslate = currentTransform()->isPureTranslate(); 2267 // Mark the current layer dirty where we are going to draw the patch 2268 if (hasLayer() && mesh->hasEmptyQuads) { 2269 const float offsetX = left + currentTransform()->getTranslateX(); 2270 const float offsetY = top + currentTransform()->getTranslateY(); 2271 const size_t count = mesh->quads.size(); 2272 for (size_t i = 0; i < count; i++) { 2273 const Rect& bounds = mesh->quads.itemAt(i); 2274 if (CC_LIKELY(pureTranslate)) { 2275 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2276 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2277 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2278 } else { 2279 dirtyLayer(left + bounds.left, top + bounds.top, 2280 left + bounds.right, top + bounds.bottom, *currentTransform()); 2281 } 2282 } 2283 } 2284 2285 bool ignoreTransform = false; 2286 if (CC_LIKELY(pureTranslate)) { 2287 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2288 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2289 2290 right = x + right - left; 2291 bottom = y + bottom - top; 2292 left = x; 2293 top = y; 2294 ignoreTransform = true; 2295 } 2296 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2297 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2298 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2299 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2300 } 2301 2302 mDirty = true; 2303} 2304 2305/** 2306 * Important note: this method is intended to draw batches of 9-patch objects and 2307 * will not set the scissor enable or dirty the current layer, if any. 2308 * The caller is responsible for properly dirtying the current layer. 2309 */ 2310void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2311 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2312 mCaches.textureState().activateTexture(0); 2313 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2314 if (!texture) return; 2315 const AutoTexture autoCleanup(texture); 2316 2317 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2318 texture->setFilter(GL_LINEAR, true); 2319 2320 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2321 texture->blend, &vertices[0].x, &vertices[0].u, 2322 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2323 2324 mDirty = true; 2325} 2326 2327void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2328 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2329 // not missing call to quickReject/dirtyLayer, always done at a higher level 2330 if (!vertexBuffer.getVertexCount()) { 2331 // no vertices to draw 2332 return; 2333 } 2334 2335 Rect bounds(vertexBuffer.getBounds()); 2336 bounds.translate(translateX, translateY); 2337 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2338 2339 int color = paint->getColor(); 2340 bool isAA = paint->isAntiAlias(); 2341 2342 setupDraw(); 2343 setupDrawNoTexture(); 2344 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2345 setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha); 2346 setupDrawColorFilter(getColorFilter(paint)); 2347 setupDrawShader(getShader(paint)); 2348 setupDrawBlending(paint, isAA); 2349 setupDrawProgram(); 2350 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2351 translateX, translateY, 0, 0); 2352 setupDrawColorUniforms(getShader(paint)); 2353 setupDrawColorFilterUniforms(getColorFilter(paint)); 2354 setupDrawShaderUniforms(getShader(paint)); 2355 2356 const void* vertices = vertexBuffer.getBuffer(); 2357 mRenderState.meshState().unbindMeshBuffer(); 2358 mRenderState.meshState().bindPositionVertexPointer(true, vertices, 2359 isAA ? kAlphaVertexStride : kVertexStride); 2360 mRenderState.meshState().resetTexCoordsVertexPointer(); 2361 2362 int alphaSlot = -1; 2363 if (isAA) { 2364 void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset; 2365 alphaSlot = mCaches.program().getAttrib("vtxAlpha"); 2366 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2367 glEnableVertexAttribArray(alphaSlot); 2368 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords); 2369 } 2370 2371 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2372 if (mode == VertexBuffer::kStandard) { 2373 mRenderState.meshState().unbindIndicesBuffer(); 2374 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2375 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2376 mRenderState.meshState().bindShadowIndicesBuffer(); 2377 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, 2378 GL_UNSIGNED_SHORT, nullptr); 2379 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2380 mRenderState.meshState().bindShadowIndicesBuffer(); 2381 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, 2382 GL_UNSIGNED_SHORT, nullptr); 2383 } else if (mode == VertexBuffer::kIndices) { 2384 mRenderState.meshState().unbindIndicesBuffer(); 2385 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2386 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2387 } 2388 2389 if (isAA) { 2390 glDisableVertexAttribArray(alphaSlot); 2391 } 2392 2393 mDirty = true; 2394} 2395 2396/** 2397 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2398 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2399 * screen space in all directions. However, instead of using a fragment shader to compute the 2400 * translucency of the color from its position, we simply use a varying parameter to define how far 2401 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2402 * 2403 * Doesn't yet support joins, caps, or path effects. 2404 */ 2405void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2406 VertexBuffer vertexBuffer; 2407 // TODO: try clipping large paths to viewport 2408 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2409 drawVertexBuffer(vertexBuffer, paint); 2410} 2411 2412/** 2413 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2414 * and additional geometry for defining an alpha slope perimeter. 2415 * 2416 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2417 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2418 * in-shader alpha region, but found it to be taxing on some GPUs. 2419 * 2420 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2421 * memory transfer by removing need for degenerate vertices. 2422 */ 2423void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2424 if (mState.currentlyIgnored() || count < 4) return; 2425 2426 count &= ~0x3; // round down to nearest four 2427 2428 VertexBuffer buffer; 2429 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2430 const Rect& bounds = buffer.getBounds(); 2431 2432 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2433 return; 2434 } 2435 2436 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2437 drawVertexBuffer(buffer, paint, displayFlags); 2438} 2439 2440void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2441 if (mState.currentlyIgnored() || count < 2) return; 2442 2443 count &= ~0x1; // round down to nearest two 2444 2445 VertexBuffer buffer; 2446 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2447 2448 const Rect& bounds = buffer.getBounds(); 2449 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2450 return; 2451 } 2452 2453 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2454 drawVertexBuffer(buffer, paint, displayFlags); 2455 2456 mDirty = true; 2457} 2458 2459void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2460 // No need to check against the clip, we fill the clip region 2461 if (mState.currentlyIgnored()) return; 2462 2463 Rect clip(mState.currentClipRect()); 2464 clip.snapToPixelBoundaries(); 2465 2466 SkPaint paint; 2467 paint.setColor(color); 2468 paint.setXfermodeMode(mode); 2469 2470 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2471 2472 mDirty = true; 2473} 2474 2475void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2476 const SkPaint* paint) { 2477 if (!texture) return; 2478 const AutoTexture autoCleanup(texture); 2479 2480 const float x = left + texture->left - texture->offset; 2481 const float y = top + texture->top - texture->offset; 2482 2483 drawPathTexture(texture, x, y, paint); 2484 2485 mDirty = true; 2486} 2487 2488void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2489 float rx, float ry, const SkPaint* p) { 2490 if (mState.currentlyIgnored() 2491 || quickRejectSetupScissor(left, top, right, bottom, p) 2492 || PaintUtils::paintWillNotDraw(*p)) { 2493 return; 2494 } 2495 2496 if (p->getPathEffect() != nullptr) { 2497 mCaches.textureState().activateTexture(0); 2498 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2499 right - left, bottom - top, rx, ry, p); 2500 drawShape(left, top, texture, p); 2501 } else { 2502 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2503 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2504 drawVertexBuffer(left, top, *vertexBuffer, p); 2505 } 2506} 2507 2508void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2509 if (mState.currentlyIgnored() 2510 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2511 || PaintUtils::paintWillNotDraw(*p)) { 2512 return; 2513 } 2514 if (p->getPathEffect() != nullptr) { 2515 mCaches.textureState().activateTexture(0); 2516 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2517 drawShape(x - radius, y - radius, texture, p); 2518 } else { 2519 SkPath path; 2520 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2521 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2522 } else { 2523 path.addCircle(x, y, radius); 2524 } 2525 drawConvexPath(path, p); 2526 } 2527} 2528 2529void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2530 const SkPaint* p) { 2531 if (mState.currentlyIgnored() 2532 || quickRejectSetupScissor(left, top, right, bottom, p) 2533 || PaintUtils::paintWillNotDraw(*p)) { 2534 return; 2535 } 2536 2537 if (p->getPathEffect() != nullptr) { 2538 mCaches.textureState().activateTexture(0); 2539 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2540 drawShape(left, top, texture, p); 2541 } else { 2542 SkPath path; 2543 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2544 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2545 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2546 } 2547 path.addOval(rect); 2548 drawConvexPath(path, p); 2549 } 2550} 2551 2552void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2553 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2554 if (mState.currentlyIgnored() 2555 || quickRejectSetupScissor(left, top, right, bottom, p) 2556 || PaintUtils::paintWillNotDraw(*p)) { 2557 return; 2558 } 2559 2560 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2561 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2562 mCaches.textureState().activateTexture(0); 2563 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2564 startAngle, sweepAngle, useCenter, p); 2565 drawShape(left, top, texture, p); 2566 return; 2567 } 2568 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2569 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2570 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2571 } 2572 2573 SkPath path; 2574 if (useCenter) { 2575 path.moveTo(rect.centerX(), rect.centerY()); 2576 } 2577 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2578 if (useCenter) { 2579 path.close(); 2580 } 2581 drawConvexPath(path, p); 2582} 2583 2584// See SkPaintDefaults.h 2585#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2586 2587void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2588 const SkPaint* p) { 2589 if (mState.currentlyIgnored() 2590 || quickRejectSetupScissor(left, top, right, bottom, p) 2591 || PaintUtils::paintWillNotDraw(*p)) { 2592 return; 2593 } 2594 2595 if (p->getStyle() != SkPaint::kFill_Style) { 2596 // only fill style is supported by drawConvexPath, since others have to handle joins 2597 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2598 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2599 mCaches.textureState().activateTexture(0); 2600 const PathTexture* texture = 2601 mCaches.pathCache.getRect(right - left, bottom - top, p); 2602 drawShape(left, top, texture, p); 2603 } else { 2604 SkPath path; 2605 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2606 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2607 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2608 } 2609 path.addRect(rect); 2610 drawConvexPath(path, p); 2611 } 2612 } else { 2613 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2614 SkPath path; 2615 path.addRect(left, top, right, bottom); 2616 drawConvexPath(path, p); 2617 } else { 2618 drawColorRect(left, top, right, bottom, p); 2619 2620 mDirty = true; 2621 } 2622 } 2623} 2624 2625void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2626 int bytesCount, int count, const float* positions, 2627 FontRenderer& fontRenderer, int alpha, float x, float y) { 2628 mCaches.textureState().activateTexture(0); 2629 2630 TextShadow textShadow; 2631 if (!getTextShadow(paint, &textShadow)) { 2632 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2633 } 2634 2635 // NOTE: The drop shadow will not perform gamma correction 2636 // if shader-based correction is enabled 2637 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2638 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2639 paint, text, bytesCount, count, textShadow.radius, positions); 2640 // If the drop shadow exceeds the max texture size or couldn't be 2641 // allocated, skip drawing 2642 if (!shadow) return; 2643 const AutoTexture autoCleanup(shadow); 2644 2645 const float sx = x - shadow->left + textShadow.dx; 2646 const float sy = y - shadow->top + textShadow.dy; 2647 2648 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha; 2649 if (getShader(paint)) { 2650 textShadow.color = SK_ColorWHITE; 2651 } 2652 2653 setupDraw(); 2654 setupDrawWithTexture(true); 2655 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2656 setupDrawColorFilter(getColorFilter(paint)); 2657 setupDrawShader(getShader(paint)); 2658 setupDrawBlending(paint, true); 2659 setupDrawProgram(); 2660 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2661 sx, sy, sx + shadow->width, sy + shadow->height); 2662 setupDrawTexture(shadow->id); 2663 setupDrawPureColorUniforms(); 2664 setupDrawColorFilterUniforms(getColorFilter(paint)); 2665 setupDrawShaderUniforms(getShader(paint)); 2666 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 2667 2668 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 2669} 2670 2671bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2672 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2673 return MathUtils::isZero(alpha) 2674 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2675} 2676 2677void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2678 const float* positions, const SkPaint* paint) { 2679 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2680 return; 2681 } 2682 2683 // NOTE: Skia does not support perspective transform on drawPosText yet 2684 if (!currentTransform()->isSimple()) { 2685 return; 2686 } 2687 2688 mRenderState.scissor().setEnabled(true); 2689 2690 float x = 0.0f; 2691 float y = 0.0f; 2692 const bool pureTranslate = currentTransform()->isPureTranslate(); 2693 if (pureTranslate) { 2694 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2695 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2696 } 2697 2698 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2699 fontRenderer.setFont(paint, SkMatrix::I()); 2700 2701 int alpha; 2702 SkXfermode::Mode mode; 2703 getAlphaAndMode(paint, &alpha, &mode); 2704 2705 if (CC_UNLIKELY(hasTextShadow(paint))) { 2706 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2707 alpha, 0.0f, 0.0f); 2708 } 2709 2710 // Pick the appropriate texture filtering 2711 bool linearFilter = currentTransform()->changesBounds(); 2712 if (pureTranslate && !linearFilter) { 2713 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2714 } 2715 fontRenderer.setTextureFiltering(linearFilter); 2716 2717 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2718 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2719 2720 const bool hasActiveLayer = hasLayer(); 2721 2722 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2723 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2724 positions, hasActiveLayer ? &bounds : nullptr, &functor)) { 2725 if (hasActiveLayer) { 2726 if (!pureTranslate) { 2727 currentTransform()->mapRect(bounds); 2728 } 2729 dirtyLayerUnchecked(bounds, getRegion()); 2730 } 2731 } 2732 2733 mDirty = true; 2734} 2735 2736bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2737 if (CC_LIKELY(transform.isPureTranslate())) { 2738 outMatrix->setIdentity(); 2739 return false; 2740 } else if (CC_UNLIKELY(transform.isPerspective())) { 2741 outMatrix->setIdentity(); 2742 return true; 2743 } 2744 2745 /** 2746 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2747 * with values rounded to the nearest int. 2748 */ 2749 float sx, sy; 2750 transform.decomposeScale(sx, sy); 2751 outMatrix->setScale( 2752 roundf(fmaxf(1.0f, sx)), 2753 roundf(fmaxf(1.0f, sy))); 2754 return true; 2755} 2756 2757int OpenGLRenderer::getSaveCount() const { 2758 return mState.getSaveCount(); 2759} 2760 2761int OpenGLRenderer::save(int flags) { 2762 return mState.save(flags); 2763} 2764 2765void OpenGLRenderer::restore() { 2766 return mState.restore(); 2767} 2768 2769void OpenGLRenderer::restoreToCount(int saveCount) { 2770 return mState.restoreToCount(saveCount); 2771} 2772 2773void OpenGLRenderer::translate(float dx, float dy, float dz) { 2774 return mState.translate(dx, dy, dz); 2775} 2776 2777void OpenGLRenderer::rotate(float degrees) { 2778 return mState.rotate(degrees); 2779} 2780 2781void OpenGLRenderer::scale(float sx, float sy) { 2782 return mState.scale(sx, sy); 2783} 2784 2785void OpenGLRenderer::skew(float sx, float sy) { 2786 return mState.skew(sx, sy); 2787} 2788 2789void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2790 mState.setMatrix(matrix); 2791} 2792 2793void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2794 mState.concatMatrix(matrix); 2795} 2796 2797bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2798 return mState.clipRect(left, top, right, bottom, op); 2799} 2800 2801bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2802 return mState.clipPath(path, op); 2803} 2804 2805bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2806 return mState.clipRegion(region, op); 2807} 2808 2809void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2810 mState.setClippingOutline(allocator, outline); 2811} 2812 2813void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2814 const Rect& rect, float radius, bool highPriority) { 2815 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2816} 2817 2818void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2819 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2820 DrawOpMode drawOpMode) { 2821 2822 if (drawOpMode == kDrawOpMode_Immediate) { 2823 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2824 // drawing as ops from DeferredDisplayList are already filtered for these 2825 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2826 quickRejectSetupScissor(bounds)) { 2827 return; 2828 } 2829 } 2830 2831 const float oldX = x; 2832 const float oldY = y; 2833 2834 const mat4& transform = *currentTransform(); 2835 const bool pureTranslate = transform.isPureTranslate(); 2836 2837 if (CC_LIKELY(pureTranslate)) { 2838 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2839 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2840 } 2841 2842 int alpha; 2843 SkXfermode::Mode mode; 2844 getAlphaAndMode(paint, &alpha, &mode); 2845 2846 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2847 2848 if (CC_UNLIKELY(hasTextShadow(paint))) { 2849 fontRenderer.setFont(paint, SkMatrix::I()); 2850 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2851 alpha, oldX, oldY); 2852 } 2853 2854 const bool hasActiveLayer = hasLayer(); 2855 2856 // We only pass a partial transform to the font renderer. That partial 2857 // matrix defines how glyphs are rasterized. Typically we want glyphs 2858 // to be rasterized at their final size on screen, which means the partial 2859 // matrix needs to take the scale factor into account. 2860 // When a partial matrix is used to transform glyphs during rasterization, 2861 // the mesh is generated with the inverse transform (in the case of scale, 2862 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2863 // apply the full transform matrix at draw time in the vertex shader. 2864 // Applying the full matrix in the shader is the easiest way to handle 2865 // rotation and perspective and allows us to always generated quads in the 2866 // font renderer which greatly simplifies the code, clipping in particular. 2867 SkMatrix fontTransform; 2868 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2869 || fabs(y - (int) y) > 0.0f 2870 || fabs(x - (int) x) > 0.0f; 2871 fontRenderer.setFont(paint, fontTransform); 2872 fontRenderer.setTextureFiltering(linearFilter); 2873 2874 // TODO: Implement better clipping for scaled/rotated text 2875 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2876 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2877 2878 bool status; 2879 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2880 2881 // don't call issuedrawcommand, do it at end of batch 2882 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2883 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2884 SkPaint paintCopy(*paint); 2885 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2886 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2887 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2888 } else { 2889 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2890 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2891 } 2892 2893 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2894 if (!pureTranslate) { 2895 transform.mapRect(layerBounds); 2896 } 2897 dirtyLayerUnchecked(layerBounds, getRegion()); 2898 } 2899 2900 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2901 2902 mDirty = true; 2903} 2904 2905void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2906 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2907 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2908 return; 2909 } 2910 2911 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2912 mRenderState.scissor().setEnabled(true); 2913 2914 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2915 fontRenderer.setFont(paint, SkMatrix::I()); 2916 fontRenderer.setTextureFiltering(true); 2917 2918 int alpha; 2919 SkXfermode::Mode mode; 2920 getAlphaAndMode(paint, &alpha, &mode); 2921 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2922 2923 const Rect* clip = &writableSnapshot()->getLocalClip(); 2924 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2925 2926 const bool hasActiveLayer = hasLayer(); 2927 2928 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2929 hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) { 2930 if (hasActiveLayer) { 2931 currentTransform()->mapRect(bounds); 2932 dirtyLayerUnchecked(bounds, getRegion()); 2933 } 2934 } 2935 2936 mDirty = true; 2937} 2938 2939void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2940 if (mState.currentlyIgnored()) return; 2941 2942 mCaches.textureState().activateTexture(0); 2943 2944 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2945 if (!texture) return; 2946 const AutoTexture autoCleanup(texture); 2947 2948 const float x = texture->left - texture->offset; 2949 const float y = texture->top - texture->offset; 2950 2951 drawPathTexture(texture, x, y, paint); 2952 mDirty = true; 2953} 2954 2955void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2956 if (!layer) { 2957 return; 2958 } 2959 2960 mat4* transform = nullptr; 2961 if (layer->isTextureLayer()) { 2962 transform = &layer->getTransform(); 2963 if (!transform->isIdentity()) { 2964 save(SkCanvas::kMatrix_SaveFlag); 2965 concatMatrix(*transform); 2966 } 2967 } 2968 2969 bool clipRequired = false; 2970 const bool rejected = mState.calculateQuickRejectForScissor( 2971 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2972 &clipRequired, nullptr, false); 2973 2974 if (rejected) { 2975 if (transform && !transform->isIdentity()) { 2976 restore(); 2977 } 2978 return; 2979 } 2980 2981 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2982 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2983 2984 updateLayer(layer, true); 2985 2986 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2987 mCaches.textureState().activateTexture(0); 2988 2989 if (CC_LIKELY(!layer->region.isEmpty())) { 2990 if (layer->region.isRect()) { 2991 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2992 composeLayerRect(layer, layer->regionRect)); 2993 } else if (layer->mesh) { 2994 2995 const float a = getLayerAlpha(layer); 2996 setupDraw(); 2997 setupDrawWithTexture(); 2998 setupDrawColor(a, a, a, a); 2999 setupDrawColorFilter(layer->getColorFilter()); 3000 setupDrawBlending(layer); 3001 setupDrawProgram(); 3002 setupDrawPureColorUniforms(); 3003 setupDrawColorFilterUniforms(layer->getColorFilter()); 3004 setupDrawTexture(layer->getTexture()); 3005 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3006 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3007 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3008 3009 layer->setFilter(GL_NEAREST); 3010 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3011 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3012 } else { 3013 layer->setFilter(GL_LINEAR); 3014 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3015 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3016 } 3017 3018 TextureVertex* mesh = &layer->mesh[0]; 3019 GLsizei elementsCount = layer->meshElementCount; 3020 3021 while (elementsCount > 0) { 3022 GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 3023 3024 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3025 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3026 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3027 3028 elementsCount -= drawCount; 3029 // Though there are 4 vertices in a quad, we use 6 indices per 3030 // quad to draw with GL_TRIANGLES 3031 mesh += (drawCount / 6) * 4; 3032 } 3033 3034#if DEBUG_LAYERS_AS_REGIONS 3035 drawRegionRectsDebug(layer->region); 3036#endif 3037 } 3038 3039 if (layer->debugDrawUpdate) { 3040 layer->debugDrawUpdate = false; 3041 3042 SkPaint paint; 3043 paint.setColor(0x7f00ff00); 3044 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3045 } 3046 } 3047 layer->hasDrawnSinceUpdate = true; 3048 3049 if (transform && !transform->isIdentity()) { 3050 restore(); 3051 } 3052 3053 mDirty = true; 3054} 3055 3056/////////////////////////////////////////////////////////////////////////////// 3057// Draw filters 3058/////////////////////////////////////////////////////////////////////////////// 3059void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3060 // We should never get here since we apply the draw filter when stashing 3061 // the paints in the DisplayList. 3062 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3063} 3064 3065/////////////////////////////////////////////////////////////////////////////// 3066// Drawing implementation 3067/////////////////////////////////////////////////////////////////////////////// 3068 3069Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3070 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3071 if (!texture) { 3072 return mCaches.textureCache.get(bitmap); 3073 } 3074 return texture; 3075} 3076 3077void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3078 float x, float y, const SkPaint* paint) { 3079 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3080 return; 3081 } 3082 3083 int alpha; 3084 SkXfermode::Mode mode; 3085 getAlphaAndMode(paint, &alpha, &mode); 3086 3087 setupDraw(); 3088 setupDrawWithTexture(true); 3089 setupDrawAlpha8Color(paint->getColor(), alpha); 3090 setupDrawColorFilter(getColorFilter(paint)); 3091 setupDrawShader(getShader(paint)); 3092 setupDrawBlending(paint, true); 3093 setupDrawProgram(); 3094 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3095 x, y, x + texture->width, y + texture->height); 3096 setupDrawTexture(texture->id); 3097 setupDrawPureColorUniforms(); 3098 setupDrawColorFilterUniforms(getColorFilter(paint)); 3099 setupDrawShaderUniforms(getShader(paint)); 3100 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 3101 3102 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 3103} 3104 3105// Same values used by Skia 3106#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3107#define kStdUnderline_Offset (1.0f / 9.0f) 3108#define kStdUnderline_Thickness (1.0f / 18.0f) 3109 3110void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3111 const SkPaint* paint) { 3112 // Handle underline and strike-through 3113 uint32_t flags = paint->getFlags(); 3114 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3115 SkPaint paintCopy(*paint); 3116 3117 if (CC_LIKELY(underlineWidth > 0.0f)) { 3118 const float textSize = paintCopy.getTextSize(); 3119 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3120 3121 const float left = x; 3122 float top = 0.0f; 3123 3124 int linesCount = 0; 3125 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3126 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3127 3128 const int pointsCount = 4 * linesCount; 3129 float points[pointsCount]; 3130 int currentPoint = 0; 3131 3132 if (flags & SkPaint::kUnderlineText_Flag) { 3133 top = y + textSize * kStdUnderline_Offset; 3134 points[currentPoint++] = left; 3135 points[currentPoint++] = top; 3136 points[currentPoint++] = left + underlineWidth; 3137 points[currentPoint++] = top; 3138 } 3139 3140 if (flags & SkPaint::kStrikeThruText_Flag) { 3141 top = y + textSize * kStdStrikeThru_Offset; 3142 points[currentPoint++] = left; 3143 points[currentPoint++] = top; 3144 points[currentPoint++] = left + underlineWidth; 3145 points[currentPoint++] = top; 3146 } 3147 3148 paintCopy.setStrokeWidth(strokeWidth); 3149 3150 drawLines(&points[0], pointsCount, &paintCopy); 3151 } 3152 } 3153} 3154 3155void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3156 if (mState.currentlyIgnored()) { 3157 return; 3158 } 3159 3160 drawColorRects(rects, count, paint, false, true, true); 3161} 3162 3163void OpenGLRenderer::drawShadow(float casterAlpha, 3164 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3165 if (mState.currentlyIgnored()) return; 3166 3167 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3168 mRenderState.scissor().setEnabled(true); 3169 3170 SkPaint paint; 3171 paint.setAntiAlias(true); // want to use AlphaVertex 3172 3173 // The caller has made sure casterAlpha > 0. 3174 float ambientShadowAlpha = mAmbientShadowAlpha; 3175 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3176 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3177 } 3178 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3179 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3180 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3181 } 3182 3183 float spotShadowAlpha = mSpotShadowAlpha; 3184 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3185 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3186 } 3187 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3188 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3189 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3190 } 3191 3192 mDirty=true; 3193} 3194 3195void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3196 bool ignoreTransform, bool dirty, bool clip) { 3197 if (count == 0) { 3198 return; 3199 } 3200 3201 int color = paint->getColor(); 3202 // If a shader is set, preserve only the alpha 3203 if (getShader(paint)) { 3204 color |= 0x00ffffff; 3205 } 3206 3207 float left = FLT_MAX; 3208 float top = FLT_MAX; 3209 float right = FLT_MIN; 3210 float bottom = FLT_MIN; 3211 3212 Vertex mesh[count]; 3213 Vertex* vertex = mesh; 3214 3215 for (int index = 0; index < count; index += 4) { 3216 float l = rects[index + 0]; 3217 float t = rects[index + 1]; 3218 float r = rects[index + 2]; 3219 float b = rects[index + 3]; 3220 3221 Vertex::set(vertex++, l, t); 3222 Vertex::set(vertex++, r, t); 3223 Vertex::set(vertex++, l, b); 3224 Vertex::set(vertex++, r, b); 3225 3226 left = fminf(left, l); 3227 top = fminf(top, t); 3228 right = fmaxf(right, r); 3229 bottom = fmaxf(bottom, b); 3230 } 3231 3232 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3233 return; 3234 } 3235 3236 setupDraw(); 3237 setupDrawNoTexture(); 3238 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3239 setupDrawShader(getShader(paint)); 3240 setupDrawColorFilter(getColorFilter(paint)); 3241 setupDrawBlending(paint); 3242 setupDrawProgram(); 3243 setupDrawDirtyRegionsDisabled(); 3244 setupDrawModelView(kModelViewMode_Translate, false, 3245 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3246 setupDrawColorUniforms(getShader(paint)); 3247 setupDrawShaderUniforms(getShader(paint)); 3248 setupDrawColorFilterUniforms(getColorFilter(paint)); 3249 3250 if (dirty && hasLayer()) { 3251 dirtyLayer(left, top, right, bottom, *currentTransform()); 3252 } 3253 3254 issueIndexedQuadDraw(&mesh[0], count / 4); 3255 3256 mDirty = true; 3257} 3258 3259void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3260 const SkPaint* paint, bool ignoreTransform) { 3261 int color = paint->getColor(); 3262 // If a shader is set, preserve only the alpha 3263 if (getShader(paint)) { 3264 color |= 0x00ffffff; 3265 } 3266 3267 setupDraw(); 3268 setupDrawNoTexture(); 3269 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3270 setupDrawShader(getShader(paint)); 3271 setupDrawColorFilter(getColorFilter(paint)); 3272 setupDrawBlending(paint); 3273 setupDrawProgram(); 3274 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3275 left, top, right, bottom, ignoreTransform); 3276 setupDrawColorUniforms(getShader(paint)); 3277 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3278 setupDrawColorFilterUniforms(getColorFilter(paint)); 3279 setupDrawSimpleMesh(); 3280 3281 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 3282} 3283 3284void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3285 Texture* texture, const SkPaint* paint) { 3286 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3287 3288 GLvoid* vertices = (GLvoid*) nullptr; 3289 GLvoid* texCoords = (GLvoid*) kMeshTextureOffset; 3290 3291 if (texture->uvMapper) { 3292 vertices = &mMeshVertices[0].x; 3293 texCoords = &mMeshVertices[0].u; 3294 3295 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3296 texture->uvMapper->map(uvs); 3297 3298 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3299 } 3300 3301 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3302 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3303 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3304 3305 texture->setFilter(GL_NEAREST, true); 3306 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3307 paint, texture->blend, vertices, texCoords, 3308 GL_TRIANGLE_STRIP, kMeshCount, false, true); 3309 } else { 3310 texture->setFilter(getFilter(paint), true); 3311 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3312 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kMeshCount); 3313 } 3314 3315 if (texture->uvMapper) { 3316 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3317 } 3318} 3319 3320void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3321 GLuint texture, const SkPaint* paint, bool blend, 3322 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3323 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3324 ModelViewMode modelViewMode, bool dirty) { 3325 3326 int a; 3327 SkXfermode::Mode mode; 3328 getAlphaAndMode(paint, &a, &mode); 3329 const float alpha = a / 255.0f; 3330 3331 setupDraw(); 3332 setupDrawWithTexture(); 3333 setupDrawColor(alpha, alpha, alpha, alpha); 3334 setupDrawColorFilter(getColorFilter(paint)); 3335 setupDrawBlending(paint, blend, swapSrcDst); 3336 setupDrawProgram(); 3337 if (!dirty) setupDrawDirtyRegionsDisabled(); 3338 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3339 setupDrawTexture(texture); 3340 setupDrawPureColorUniforms(); 3341 setupDrawColorFilterUniforms(getColorFilter(paint)); 3342 setupDrawMesh(vertices, texCoords, vbo); 3343 3344 glDrawArrays(drawMode, 0, elementsCount); 3345} 3346 3347void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3348 GLuint texture, const SkPaint* paint, bool blend, 3349 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3350 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3351 ModelViewMode modelViewMode, bool dirty) { 3352 3353 int a; 3354 SkXfermode::Mode mode; 3355 getAlphaAndMode(paint, &a, &mode); 3356 const float alpha = a / 255.0f; 3357 3358 setupDraw(); 3359 setupDrawWithTexture(); 3360 setupDrawColor(alpha, alpha, alpha, alpha); 3361 setupDrawColorFilter(getColorFilter(paint)); 3362 setupDrawBlending(paint, blend, swapSrcDst); 3363 setupDrawProgram(); 3364 if (!dirty) setupDrawDirtyRegionsDisabled(); 3365 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3366 setupDrawTexture(texture); 3367 setupDrawPureColorUniforms(); 3368 setupDrawColorFilterUniforms(getColorFilter(paint)); 3369 setupDrawMeshIndices(vertices, texCoords, vbo); 3370 3371 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3372} 3373 3374void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3375 GLuint texture, const SkPaint* paint, 3376 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3377 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3378 3379 int color = paint != nullptr ? paint->getColor() : 0; 3380 int alpha; 3381 SkXfermode::Mode mode; 3382 getAlphaAndMode(paint, &alpha, &mode); 3383 3384 setupDraw(); 3385 setupDrawWithTexture(true); 3386 if (paint != nullptr) { 3387 setupDrawAlpha8Color(color, alpha); 3388 } 3389 setupDrawColorFilter(getColorFilter(paint)); 3390 setupDrawShader(getShader(paint)); 3391 setupDrawBlending(paint, true); 3392 setupDrawProgram(); 3393 if (!dirty) setupDrawDirtyRegionsDisabled(); 3394 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3395 setupDrawTexture(texture); 3396 setupDrawPureColorUniforms(); 3397 setupDrawColorFilterUniforms(getColorFilter(paint)); 3398 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3399 setupDrawMesh(vertices, texCoords); 3400 3401 glDrawArrays(drawMode, 0, elementsCount); 3402} 3403 3404void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3405 ProgramDescription& description, bool swapSrcDst) { 3406 3407 if (writableSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3408 blend = true; 3409 mDescription.hasRoundRectClip = true; 3410 } 3411 mSkipOutlineClip = true; 3412 3413 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3414 3415 if (blend) { 3416 // These blend modes are not supported by OpenGL directly and have 3417 // to be implemented using shaders. Since the shader will perform 3418 // the blending, turn blending off here 3419 // If the blend mode cannot be implemented using shaders, fall 3420 // back to the default SrcOver blend mode instead 3421 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3422 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3423 description.framebufferMode = mode; 3424 description.swapSrcDst = swapSrcDst; 3425 3426 mRenderState.blend().disable(); 3427 return; 3428 } else { 3429 mode = SkXfermode::kSrcOver_Mode; 3430 } 3431 } 3432 mRenderState.blend().enable(mode, swapSrcDst); 3433 } else { 3434 mRenderState.blend().disable(); 3435 } 3436} 3437 3438void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3439 TextureVertex* v = &mMeshVertices[0]; 3440 TextureVertex::setUV(v++, u1, v1); 3441 TextureVertex::setUV(v++, u2, v1); 3442 TextureVertex::setUV(v++, u1, v2); 3443 TextureVertex::setUV(v++, u2, v2); 3444} 3445 3446void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3447 SkXfermode::Mode* mode) const { 3448 getAlphaAndModeDirect(paint, alpha, mode); 3449 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3450 // if drawing a layer, ignore the paint's alpha 3451 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3452 } 3453 *alpha *= currentSnapshot()->alpha; 3454} 3455 3456float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3457 float alpha; 3458 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3459 alpha = mDrawModifiers.mOverrideLayerAlpha; 3460 } else { 3461 alpha = layer->getAlpha() / 255.0f; 3462 } 3463 return alpha * currentSnapshot()->alpha; 3464} 3465 3466}; // namespace uirenderer 3467}; // namespace android 3468