OpenGLRenderer.cpp revision ecca6da4eab601f05a9d977c8d2651068b6e16b2
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 // *set* draw modifiers to be 0 116 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 117 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 118 119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 120 121 mFirstSnapshot = new Snapshot; 122 mFrameStarted = false; 123 mCountOverdraw = false; 124 125 mScissorOptimizationDisabled = false; 126} 127 128OpenGLRenderer::~OpenGLRenderer() { 129 // The context has already been destroyed at this point, do not call 130 // GL APIs. All GL state should be kept in Caches.h 131} 132 133void OpenGLRenderer::initProperties() { 134 char property[PROPERTY_VALUE_MAX]; 135 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 136 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 137 INIT_LOGD(" Scissor optimization %s", 138 mScissorOptimizationDisabled ? "disabled" : "enabled"); 139 } else { 140 INIT_LOGD(" Scissor optimization enabled"); 141 } 142} 143 144/////////////////////////////////////////////////////////////////////////////// 145// Setup 146/////////////////////////////////////////////////////////////////////////////// 147 148void OpenGLRenderer::setName(const char* name) { 149 if (name) { 150 mName.setTo(name); 151 } else { 152 mName.clear(); 153 } 154} 155 156const char* OpenGLRenderer::getName() const { 157 return mName.string(); 158} 159 160bool OpenGLRenderer::isDeferred() { 161 return false; 162} 163 164void OpenGLRenderer::setViewport(int width, int height) { 165 initViewport(width, height); 166 167 glDisable(GL_DITHER); 168 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 169 170 glEnableVertexAttribArray(Program::kBindingPosition); 171} 172 173void OpenGLRenderer::initViewport(int width, int height) { 174 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 175 176 mWidth = width; 177 mHeight = height; 178 179 mFirstSnapshot->height = height; 180 mFirstSnapshot->viewport.set(0, 0, width, height); 181} 182 183void OpenGLRenderer::setupFrameState(float left, float top, 184 float right, float bottom, bool opaque) { 185 mCaches.clearGarbage(); 186 187 mOpaque = opaque; 188 mSnapshot = new Snapshot(mFirstSnapshot, 189 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 190 mSnapshot->fbo = getTargetFbo(); 191 mSaveCount = 1; 192 193 mSnapshot->setClip(left, top, right, bottom); 194 mTilingClip.set(left, top, right, bottom); 195} 196 197status_t OpenGLRenderer::startFrame() { 198 if (mFrameStarted) return DrawGlInfo::kStatusDone; 199 mFrameStarted = true; 200 201 mDirtyClip = true; 202 203 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 204 205 glViewport(0, 0, mWidth, mHeight); 206 207 // Functors break the tiling extension in pretty spectacular ways 208 // This ensures we don't use tiling when a functor is going to be 209 // invoked during the frame 210 mSuppressTiling = mCaches.hasRegisteredFunctors(); 211 212 startTiling(mSnapshot, true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepare(bool opaque) { 221 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 222} 223 224status_t OpenGLRenderer::prepareDirty(float left, float top, 225 float right, float bottom, bool opaque) { 226 227 setupFrameState(left, top, right, bottom, opaque); 228 229 // Layer renderers will start the frame immediately 230 // The framebuffer renderer will first defer the display list 231 // for each layer and wait until the first drawing command 232 // to start the frame 233 if (mSnapshot->fbo == 0) { 234 syncState(); 235 updateLayers(); 236 } else { 237 return startFrame(); 238 } 239 240 return DrawGlInfo::kStatusDone; 241} 242 243void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 244 // If we know that we are going to redraw the entire framebuffer, 245 // perform a discard to let the driver know we don't need to preserve 246 // the back buffer for this frame. 247 if (mExtensions.hasDiscardFramebuffer() && 248 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 249 const bool isFbo = getTargetFbo() == 0; 250 const GLenum attachments[] = { 251 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 252 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 253 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 254 } 255} 256 257status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 258 if (!opaque || mCountOverdraw) { 259 mCaches.enableScissor(); 260 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 261 glClear(GL_COLOR_BUFFER_BIT); 262 return DrawGlInfo::kStatusDrew; 263 } 264 265 mCaches.resetScissor(); 266 return DrawGlInfo::kStatusDone; 267} 268 269void OpenGLRenderer::syncState() { 270 if (mCaches.blend) { 271 glEnable(GL_BLEND); 272 } else { 273 glDisable(GL_BLEND); 274 } 275} 276 277void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 278 if (!mSuppressTiling) { 279 Rect* clip = &mTilingClip; 280 if (s->flags & Snapshot::kFlagFboTarget) { 281 clip = &(s->layer->clipRect); 282 } 283 284 startTiling(*clip, s->height, opaque); 285 } 286} 287 288void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 289 if (!mSuppressTiling) { 290 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 291 clip.right - clip.left, clip.bottom - clip.top, opaque); 292 } 293} 294 295void OpenGLRenderer::endTiling() { 296 if (!mSuppressTiling) mCaches.endTiling(); 297} 298 299void OpenGLRenderer::finish() { 300 renderOverdraw(); 301 endTiling(); 302 303 // When finish() is invoked on FBO 0 we've reached the end 304 // of the current frame 305 if (getTargetFbo() == 0) { 306 mCaches.pathCache.trim(); 307 } 308 309 if (!suppressErrorChecks()) { 310#if DEBUG_OPENGL 311 GLenum status = GL_NO_ERROR; 312 while ((status = glGetError()) != GL_NO_ERROR) { 313 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 314 switch (status) { 315 case GL_INVALID_ENUM: 316 ALOGE(" GL_INVALID_ENUM"); 317 break; 318 case GL_INVALID_VALUE: 319 ALOGE(" GL_INVALID_VALUE"); 320 break; 321 case GL_INVALID_OPERATION: 322 ALOGE(" GL_INVALID_OPERATION"); 323 break; 324 case GL_OUT_OF_MEMORY: 325 ALOGE(" Out of memory!"); 326 break; 327 } 328 } 329#endif 330 331#if DEBUG_MEMORY_USAGE 332 mCaches.dumpMemoryUsage(); 333#else 334 if (mCaches.getDebugLevel() & kDebugMemory) { 335 mCaches.dumpMemoryUsage(); 336 } 337#endif 338 } 339 340 if (mCountOverdraw) { 341 countOverdraw(); 342 } 343 344 mFrameStarted = false; 345} 346 347void OpenGLRenderer::interrupt() { 348 if (mCaches.currentProgram) { 349 if (mCaches.currentProgram->isInUse()) { 350 mCaches.currentProgram->remove(); 351 mCaches.currentProgram = NULL; 352 } 353 } 354 mCaches.unbindMeshBuffer(); 355 mCaches.unbindIndicesBuffer(); 356 mCaches.resetVertexPointers(); 357 mCaches.disableTexCoordsVertexArray(); 358 debugOverdraw(false, false); 359} 360 361void OpenGLRenderer::resume() { 362 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 363 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 364 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 365 debugOverdraw(true, false); 366 367 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 368 369 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 370 mCaches.enableScissor(); 371 mCaches.resetScissor(); 372 dirtyClip(); 373 374 mCaches.activeTexture(0); 375 mCaches.resetBoundTextures(); 376 377 mCaches.blend = true; 378 glEnable(GL_BLEND); 379 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 380 glBlendEquation(GL_FUNC_ADD); 381} 382 383void OpenGLRenderer::resumeAfterLayer() { 384 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 385 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 386 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 387 debugOverdraw(true, false); 388 389 mCaches.resetScissor(); 390 dirtyClip(); 391} 392 393void OpenGLRenderer::detachFunctor(Functor* functor) { 394 mFunctors.remove(functor); 395} 396 397void OpenGLRenderer::attachFunctor(Functor* functor) { 398 mFunctors.add(functor); 399} 400 401status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 402 status_t result = DrawGlInfo::kStatusDone; 403 size_t count = mFunctors.size(); 404 405 if (count > 0) { 406 interrupt(); 407 SortedVector<Functor*> functors(mFunctors); 408 mFunctors.clear(); 409 410 DrawGlInfo info; 411 info.clipLeft = 0; 412 info.clipTop = 0; 413 info.clipRight = 0; 414 info.clipBottom = 0; 415 info.isLayer = false; 416 info.width = 0; 417 info.height = 0; 418 memset(info.transform, 0, sizeof(float) * 16); 419 420 for (size_t i = 0; i < count; i++) { 421 Functor* f = functors.itemAt(i); 422 result |= (*f)(DrawGlInfo::kModeProcess, &info); 423 424 if (result & DrawGlInfo::kStatusDraw) { 425 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 426 dirty.unionWith(localDirty); 427 } 428 429 if (result & DrawGlInfo::kStatusInvoke) { 430 mFunctors.add(f); 431 } 432 } 433 resume(); 434 } 435 436 return result; 437} 438 439status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 440 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 441 442 interrupt(); 443 detachFunctor(functor); 444 445 mCaches.enableScissor(); 446 if (mDirtyClip) { 447 setScissorFromClip(); 448 setStencilFromClip(); 449 } 450 451 Rect clip(*mSnapshot->clipRect); 452 clip.snapToPixelBoundaries(); 453 454 // Since we don't know what the functor will draw, let's dirty 455 // tne entire clip region 456 if (hasLayer()) { 457 dirtyLayerUnchecked(clip, getRegion()); 458 } 459 460 DrawGlInfo info; 461 info.clipLeft = clip.left; 462 info.clipTop = clip.top; 463 info.clipRight = clip.right; 464 info.clipBottom = clip.bottom; 465 info.isLayer = hasLayer(); 466 info.width = getSnapshot()->viewport.getWidth(); 467 info.height = getSnapshot()->height; 468 getSnapshot()->transform->copyTo(&info.transform[0]); 469 470 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 471 472 if (result != DrawGlInfo::kStatusDone) { 473 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 474 dirty.unionWith(localDirty); 475 476 if (result & DrawGlInfo::kStatusInvoke) { 477 mFunctors.add(functor); 478 } 479 } 480 481 resume(); 482 return result | DrawGlInfo::kStatusDrew; 483} 484 485/////////////////////////////////////////////////////////////////////////////// 486// Debug 487/////////////////////////////////////////////////////////////////////////////// 488 489void OpenGLRenderer::eventMark(const char* name) const { 490 mCaches.eventMark(0, name); 491} 492 493void OpenGLRenderer::startMark(const char* name) const { 494 mCaches.startMark(0, name); 495} 496 497void OpenGLRenderer::endMark() const { 498 mCaches.endMark(); 499} 500 501void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 502 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 503 if (clear) { 504 mCaches.disableScissor(); 505 mCaches.stencil.clear(); 506 } 507 if (enable) { 508 mCaches.stencil.enableDebugWrite(); 509 } else { 510 mCaches.stencil.disable(); 511 } 512 } 513} 514 515void OpenGLRenderer::renderOverdraw() { 516 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 517 const Rect* clip = &mTilingClip; 518 519 mCaches.enableScissor(); 520 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 521 clip->right - clip->left, clip->bottom - clip->top); 522 523 mCaches.stencil.enableDebugTest(2); 524 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 525 mCaches.stencil.enableDebugTest(3); 526 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 527 mCaches.stencil.enableDebugTest(4); 528 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 529 mCaches.stencil.enableDebugTest(4, true); 530 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 531 mCaches.stencil.disable(); 532 } 533} 534 535void OpenGLRenderer::countOverdraw() { 536 size_t count = mWidth * mHeight; 537 uint32_t* buffer = new uint32_t[count]; 538 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 539 540 size_t total = 0; 541 for (size_t i = 0; i < count; i++) { 542 total += buffer[i] & 0xff; 543 } 544 545 mOverdraw = total / float(count); 546 547 delete[] buffer; 548} 549 550/////////////////////////////////////////////////////////////////////////////// 551// Layers 552/////////////////////////////////////////////////////////////////////////////// 553 554bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 555 if (layer->deferredUpdateScheduled && layer->renderer && 556 layer->displayList && layer->displayList->isRenderable()) { 557 ATRACE_CALL(); 558 559 Rect& dirty = layer->dirtyRect; 560 561 if (inFrame) { 562 endTiling(); 563 debugOverdraw(false, false); 564 } 565 566 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 567 layer->render(); 568 } else { 569 layer->defer(); 570 } 571 572 if (inFrame) { 573 resumeAfterLayer(); 574 startTiling(mSnapshot); 575 } 576 577 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 578 layer->hasDrawnSinceUpdate = false; 579 580 return true; 581 } 582 583 return false; 584} 585 586void OpenGLRenderer::updateLayers() { 587 // If draw deferring is enabled this method will simply defer 588 // the display list of each individual layer. The layers remain 589 // in the layer updates list which will be cleared by flushLayers(). 590 int count = mLayerUpdates.size(); 591 if (count > 0) { 592 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 593 startMark("Layer Updates"); 594 } else { 595 startMark("Defer Layer Updates"); 596 } 597 598 // Note: it is very important to update the layers in order 599 for (int i = 0; i < count; i++) { 600 Layer* layer = mLayerUpdates.itemAt(i); 601 updateLayer(layer, false); 602 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 603 mCaches.resourceCache.decrementRefcount(layer); 604 } 605 } 606 607 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 608 mLayerUpdates.clear(); 609 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 610 } 611 endMark(); 612 } 613} 614 615void OpenGLRenderer::flushLayers() { 616 int count = mLayerUpdates.size(); 617 if (count > 0) { 618 startMark("Apply Layer Updates"); 619 char layerName[12]; 620 621 // Note: it is very important to update the layers in order 622 for (int i = 0; i < count; i++) { 623 sprintf(layerName, "Layer #%d", i); 624 startMark(layerName); 625 626 ATRACE_BEGIN("flushLayer"); 627 Layer* layer = mLayerUpdates.itemAt(i); 628 layer->flush(); 629 ATRACE_END(); 630 631 mCaches.resourceCache.decrementRefcount(layer); 632 633 endMark(); 634 } 635 636 mLayerUpdates.clear(); 637 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 638 639 endMark(); 640 } 641} 642 643void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 644 if (layer) { 645 // Make sure we don't introduce duplicates. 646 // SortedVector would do this automatically but we need to respect 647 // the insertion order. The linear search is not an issue since 648 // this list is usually very short (typically one item, at most a few) 649 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 650 if (mLayerUpdates.itemAt(i) == layer) { 651 return; 652 } 653 } 654 mLayerUpdates.push_back(layer); 655 mCaches.resourceCache.incrementRefcount(layer); 656 } 657} 658 659void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 660 if (layer) { 661 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 662 if (mLayerUpdates.itemAt(i) == layer) { 663 mLayerUpdates.removeAt(i); 664 mCaches.resourceCache.decrementRefcount(layer); 665 break; 666 } 667 } 668 } 669} 670 671void OpenGLRenderer::clearLayerUpdates() { 672 size_t count = mLayerUpdates.size(); 673 if (count > 0) { 674 mCaches.resourceCache.lock(); 675 for (size_t i = 0; i < count; i++) { 676 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 677 } 678 mCaches.resourceCache.unlock(); 679 mLayerUpdates.clear(); 680 } 681} 682 683void OpenGLRenderer::flushLayerUpdates() { 684 syncState(); 685 updateLayers(); 686 flushLayers(); 687 // Wait for all the layer updates to be executed 688 AutoFence fence; 689} 690 691/////////////////////////////////////////////////////////////////////////////// 692// State management 693/////////////////////////////////////////////////////////////////////////////// 694 695int OpenGLRenderer::getSaveCount() const { 696 return mSaveCount; 697} 698 699int OpenGLRenderer::save(int flags) { 700 return saveSnapshot(flags); 701} 702 703void OpenGLRenderer::restore() { 704 if (mSaveCount > 1) { 705 restoreSnapshot(); 706 } 707} 708 709void OpenGLRenderer::restoreToCount(int saveCount) { 710 if (saveCount < 1) saveCount = 1; 711 712 while (mSaveCount > saveCount) { 713 restoreSnapshot(); 714 } 715} 716 717int OpenGLRenderer::saveSnapshot(int flags) { 718 mSnapshot = new Snapshot(mSnapshot, flags); 719 return mSaveCount++; 720} 721 722bool OpenGLRenderer::restoreSnapshot() { 723 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 724 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 725 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 726 727 sp<Snapshot> current = mSnapshot; 728 sp<Snapshot> previous = mSnapshot->previous; 729 730 if (restoreOrtho) { 731 Rect& r = previous->viewport; 732 glViewport(r.left, r.top, r.right, r.bottom); 733 mOrthoMatrix.load(current->orthoMatrix); 734 } 735 736 mSaveCount--; 737 mSnapshot = previous; 738 739 if (restoreClip) { 740 dirtyClip(); 741 } 742 743 if (restoreLayer) { 744 endMark(); // Savelayer 745 startMark("ComposeLayer"); 746 composeLayer(current, previous); 747 endMark(); 748 } 749 750 return restoreClip; 751} 752 753/////////////////////////////////////////////////////////////////////////////// 754// Layers 755/////////////////////////////////////////////////////////////////////////////// 756 757int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 758 int alpha, SkXfermode::Mode mode, int flags) { 759 const GLuint previousFbo = mSnapshot->fbo; 760 const int count = saveSnapshot(flags); 761 762 if (!mSnapshot->isIgnored()) { 763 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 764 } 765 766 return count; 767} 768 769void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 770 const Rect untransformedBounds(bounds); 771 772 currentTransform().mapRect(bounds); 773 774 // Layers only make sense if they are in the framebuffer's bounds 775 if (bounds.intersect(*mSnapshot->clipRect)) { 776 // We cannot work with sub-pixels in this case 777 bounds.snapToPixelBoundaries(); 778 779 // When the layer is not an FBO, we may use glCopyTexImage so we 780 // need to make sure the layer does not extend outside the bounds 781 // of the framebuffer 782 if (!bounds.intersect(mSnapshot->previous->viewport)) { 783 bounds.setEmpty(); 784 } else if (fboLayer) { 785 clip.set(bounds); 786 mat4 inverse; 787 inverse.loadInverse(currentTransform()); 788 inverse.mapRect(clip); 789 clip.snapToPixelBoundaries(); 790 if (clip.intersect(untransformedBounds)) { 791 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 792 bounds.set(untransformedBounds); 793 } else { 794 clip.setEmpty(); 795 } 796 } 797 } else { 798 bounds.setEmpty(); 799 } 800} 801 802void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 803 bool fboLayer, int alpha) { 804 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 805 bounds.getHeight() > mCaches.maxTextureSize || 806 (fboLayer && clip.isEmpty())) { 807 mSnapshot->empty = fboLayer; 808 } else { 809 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 810 } 811} 812 813int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 814 int alpha, SkXfermode::Mode mode, int flags) { 815 const GLuint previousFbo = mSnapshot->fbo; 816 const int count = saveSnapshot(flags); 817 818 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 819 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 820 // operations will be able to store and restore the current clip and transform info, and 821 // quick rejection will be correct (for display lists) 822 823 Rect bounds(left, top, right, bottom); 824 Rect clip; 825 calculateLayerBoundsAndClip(bounds, clip, true); 826 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 827 828 if (!mSnapshot->isIgnored()) { 829 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 830 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 831 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 832 } 833 } 834 835 return count; 836} 837 838 839/** 840 * Layers are viewed by Skia are slightly different than layers in image editing 841 * programs (for instance.) When a layer is created, previously created layers 842 * and the frame buffer still receive every drawing command. For instance, if a 843 * layer is created and a shape intersecting the bounds of the layers and the 844 * framebuffer is draw, the shape will be drawn on both (unless the layer was 845 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 846 * 847 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 848 * texture. Unfortunately, this is inefficient as it requires every primitive to 849 * be drawn n + 1 times, where n is the number of active layers. In practice this 850 * means, for every primitive: 851 * - Switch active frame buffer 852 * - Change viewport, clip and projection matrix 853 * - Issue the drawing 854 * 855 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 856 * To avoid this, layers are implemented in a different way here, at least in the 857 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 858 * is set. When this flag is set we can redirect all drawing operations into a 859 * single FBO. 860 * 861 * This implementation relies on the frame buffer being at least RGBA 8888. When 862 * a layer is created, only a texture is created, not an FBO. The content of the 863 * frame buffer contained within the layer's bounds is copied into this texture 864 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 865 * buffer and drawing continues as normal. This technique therefore treats the 866 * frame buffer as a scratch buffer for the layers. 867 * 868 * To compose the layers back onto the frame buffer, each layer texture 869 * (containing the original frame buffer data) is drawn as a simple quad over 870 * the frame buffer. The trick is that the quad is set as the composition 871 * destination in the blending equation, and the frame buffer becomes the source 872 * of the composition. 873 * 874 * Drawing layers with an alpha value requires an extra step before composition. 875 * An empty quad is drawn over the layer's region in the frame buffer. This quad 876 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 877 * quad is used to multiply the colors in the frame buffer. This is achieved by 878 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 879 * GL_ZERO, GL_SRC_ALPHA. 880 * 881 * Because glCopyTexImage2D() can be slow, an alternative implementation might 882 * be use to draw a single clipped layer. The implementation described above 883 * is correct in every case. 884 * 885 * (1) The frame buffer is actually not cleared right away. To allow the GPU 886 * to potentially optimize series of calls to glCopyTexImage2D, the frame 887 * buffer is left untouched until the first drawing operation. Only when 888 * something actually gets drawn are the layers regions cleared. 889 */ 890bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 891 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 892 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 893 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 894 895 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 896 897 // Window coordinates of the layer 898 Rect clip; 899 Rect bounds(left, top, right, bottom); 900 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 901 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 902 903 // Bail out if we won't draw in this snapshot 904 if (mSnapshot->isIgnored()) { 905 return false; 906 } 907 908 mCaches.activeTexture(0); 909 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 910 if (!layer) { 911 return false; 912 } 913 914 layer->setAlpha(alpha, mode); 915 layer->layer.set(bounds); 916 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 917 bounds.getWidth() / float(layer->getWidth()), 0.0f); 918 layer->setColorFilter(mDrawModifiers.mColorFilter); 919 layer->setBlend(true); 920 layer->setDirty(false); 921 922 // Save the layer in the snapshot 923 mSnapshot->flags |= Snapshot::kFlagIsLayer; 924 mSnapshot->layer = layer; 925 926 startMark("SaveLayer"); 927 if (fboLayer) { 928 return createFboLayer(layer, bounds, clip, previousFbo); 929 } else { 930 // Copy the framebuffer into the layer 931 layer->bindTexture(); 932 if (!bounds.isEmpty()) { 933 if (layer->isEmpty()) { 934 // Workaround for some GL drivers. When reading pixels lying outside 935 // of the window we should get undefined values for those pixels. 936 // Unfortunately some drivers will turn the entire target texture black 937 // when reading outside of the window. 938 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 939 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 940 layer->setEmpty(false); 941 } 942 943 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 944 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 945 946 // Enqueue the buffer coordinates to clear the corresponding region later 947 mLayers.push(new Rect(bounds)); 948 } 949 } 950 951 return true; 952} 953 954bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 955 layer->clipRect.set(clip); 956 layer->setFbo(mCaches.fboCache.get()); 957 958 mSnapshot->region = &mSnapshot->layer->region; 959 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 960 Snapshot::kFlagDirtyOrtho; 961 mSnapshot->fbo = layer->getFbo(); 962 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 963 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 964 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 965 mSnapshot->height = bounds.getHeight(); 966 mSnapshot->orthoMatrix.load(mOrthoMatrix); 967 968 endTiling(); 969 debugOverdraw(false, false); 970 // Bind texture to FBO 971 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 972 layer->bindTexture(); 973 974 // Initialize the texture if needed 975 if (layer->isEmpty()) { 976 layer->allocateTexture(); 977 layer->setEmpty(false); 978 } 979 980 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 981 layer->getTexture(), 0); 982 983 startTiling(mSnapshot, true); 984 985 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 986 mCaches.enableScissor(); 987 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 988 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 989 glClear(GL_COLOR_BUFFER_BIT); 990 991 dirtyClip(); 992 993 // Change the ortho projection 994 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 995 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 996 997 return true; 998} 999 1000/** 1001 * Read the documentation of createLayer() before doing anything in this method. 1002 */ 1003void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1004 if (!current->layer) { 1005 ALOGE("Attempting to compose a layer that does not exist"); 1006 return; 1007 } 1008 1009 Layer* layer = current->layer; 1010 const Rect& rect = layer->layer; 1011 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1012 1013 bool clipRequired = false; 1014 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1015 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1016 1017 if (fboLayer) { 1018 endTiling(); 1019 1020 // Detach the texture from the FBO 1021 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1022 1023 layer->removeFbo(false); 1024 1025 // Unbind current FBO and restore previous one 1026 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1027 debugOverdraw(true, false); 1028 1029 startTiling(previous); 1030 } 1031 1032 if (!fboLayer && layer->getAlpha() < 255) { 1033 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1034 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1035 // Required below, composeLayerRect() will divide by 255 1036 layer->setAlpha(255); 1037 } 1038 1039 mCaches.unbindMeshBuffer(); 1040 1041 mCaches.activeTexture(0); 1042 1043 // When the layer is stored in an FBO, we can save a bit of fillrate by 1044 // drawing only the dirty region 1045 if (fboLayer) { 1046 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1047 if (layer->getColorFilter()) { 1048 setupColorFilter(layer->getColorFilter()); 1049 } 1050 composeLayerRegion(layer, rect); 1051 if (layer->getColorFilter()) { 1052 resetColorFilter(); 1053 } 1054 } else if (!rect.isEmpty()) { 1055 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1056 composeLayerRect(layer, rect, true); 1057 } 1058 1059 dirtyClip(); 1060 1061 // Failing to add the layer to the cache should happen only if the layer is too large 1062 if (!mCaches.layerCache.put(layer)) { 1063 LAYER_LOGD("Deleting layer"); 1064 Caches::getInstance().resourceCache.decrementRefcount(layer); 1065 } 1066} 1067 1068void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1069 float alpha = getLayerAlpha(layer); 1070 1071 setupDraw(); 1072 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1073 setupDrawWithTexture(); 1074 } else { 1075 setupDrawWithExternalTexture(); 1076 } 1077 setupDrawTextureTransform(); 1078 setupDrawColor(alpha, alpha, alpha, alpha); 1079 setupDrawColorFilter(); 1080 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1081 setupDrawProgram(); 1082 setupDrawPureColorUniforms(); 1083 setupDrawColorFilterUniforms(); 1084 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1085 setupDrawTexture(layer->getTexture()); 1086 } else { 1087 setupDrawExternalTexture(layer->getTexture()); 1088 } 1089 if (currentTransform().isPureTranslate() && 1090 layer->getWidth() == (uint32_t) rect.getWidth() && 1091 layer->getHeight() == (uint32_t) rect.getHeight()) { 1092 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1093 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1094 1095 layer->setFilter(GL_NEAREST); 1096 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1097 } else { 1098 layer->setFilter(GL_LINEAR); 1099 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1100 } 1101 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1102 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1103 1104 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1105 1106 finishDrawTexture(); 1107} 1108 1109void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1110 if (!layer->isTextureLayer()) { 1111 const Rect& texCoords = layer->texCoords; 1112 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1113 texCoords.right, texCoords.bottom); 1114 1115 float x = rect.left; 1116 float y = rect.top; 1117 bool simpleTransform = currentTransform().isPureTranslate() && 1118 layer->getWidth() == (uint32_t) rect.getWidth() && 1119 layer->getHeight() == (uint32_t) rect.getHeight(); 1120 1121 if (simpleTransform) { 1122 // When we're swapping, the layer is already in screen coordinates 1123 if (!swap) { 1124 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1125 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1126 } 1127 1128 layer->setFilter(GL_NEAREST, true); 1129 } else { 1130 layer->setFilter(GL_LINEAR, true); 1131 } 1132 1133 float alpha = getLayerAlpha(layer); 1134 bool blend = layer->isBlend() || alpha < 1.0f; 1135 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1136 layer->getTexture(), alpha, layer->getMode(), blend, 1137 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1138 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1139 1140 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1141 } else { 1142 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1143 drawTextureLayer(layer, rect); 1144 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1145 } 1146} 1147 1148/** 1149 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1150 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1151 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1152 * by saveLayer's restore 1153 */ 1154#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1155 DRAW_COMMAND; \ 1156 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1157 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1158 DRAW_COMMAND; \ 1159 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1160 } \ 1161 } 1162 1163#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1164 1165void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1166 if (layer->region.isRect()) { 1167 layer->setRegionAsRect(); 1168 1169 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1170 1171 layer->region.clear(); 1172 return; 1173 } 1174 1175 if (CC_LIKELY(!layer->region.isEmpty())) { 1176 size_t count; 1177 const android::Rect* rects; 1178 Region safeRegion; 1179 if (CC_LIKELY(hasRectToRectTransform())) { 1180 rects = layer->region.getArray(&count); 1181 } else { 1182 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1183 rects = safeRegion.getArray(&count); 1184 } 1185 1186 const float alpha = getLayerAlpha(layer); 1187 const float texX = 1.0f / float(layer->getWidth()); 1188 const float texY = 1.0f / float(layer->getHeight()); 1189 const float height = rect.getHeight(); 1190 1191 setupDraw(); 1192 1193 // We must get (and therefore bind) the region mesh buffer 1194 // after we setup drawing in case we need to mess with the 1195 // stencil buffer in setupDraw() 1196 TextureVertex* mesh = mCaches.getRegionMesh(); 1197 uint32_t numQuads = 0; 1198 1199 setupDrawWithTexture(); 1200 setupDrawColor(alpha, alpha, alpha, alpha); 1201 setupDrawColorFilter(); 1202 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1203 setupDrawProgram(); 1204 setupDrawDirtyRegionsDisabled(); 1205 setupDrawPureColorUniforms(); 1206 setupDrawColorFilterUniforms(); 1207 setupDrawTexture(layer->getTexture()); 1208 if (currentTransform().isPureTranslate()) { 1209 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1210 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1211 1212 layer->setFilter(GL_NEAREST); 1213 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1214 } else { 1215 layer->setFilter(GL_LINEAR); 1216 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1217 } 1218 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1219 1220 for (size_t i = 0; i < count; i++) { 1221 const android::Rect* r = &rects[i]; 1222 1223 const float u1 = r->left * texX; 1224 const float v1 = (height - r->top) * texY; 1225 const float u2 = r->right * texX; 1226 const float v2 = (height - r->bottom) * texY; 1227 1228 // TODO: Reject quads outside of the clip 1229 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1230 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1231 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1232 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1233 1234 numQuads++; 1235 1236 if (numQuads >= gMaxNumberOfQuads) { 1237 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1238 GL_UNSIGNED_SHORT, NULL)); 1239 numQuads = 0; 1240 mesh = mCaches.getRegionMesh(); 1241 } 1242 } 1243 1244 if (numQuads > 0) { 1245 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1246 GL_UNSIGNED_SHORT, NULL)); 1247 } 1248 1249 finishDrawTexture(); 1250 1251#if DEBUG_LAYERS_AS_REGIONS 1252 drawRegionRects(layer->region); 1253#endif 1254 1255 layer->region.clear(); 1256 } 1257} 1258 1259void OpenGLRenderer::drawRegionRects(const Region& region) { 1260#if DEBUG_LAYERS_AS_REGIONS 1261 size_t count; 1262 const android::Rect* rects = region.getArray(&count); 1263 1264 uint32_t colors[] = { 1265 0x7fff0000, 0x7f00ff00, 1266 0x7f0000ff, 0x7fff00ff, 1267 }; 1268 1269 int offset = 0; 1270 int32_t top = rects[0].top; 1271 1272 for (size_t i = 0; i < count; i++) { 1273 if (top != rects[i].top) { 1274 offset ^= 0x2; 1275 top = rects[i].top; 1276 } 1277 1278 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1279 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1280 SkXfermode::kSrcOver_Mode); 1281 } 1282#endif 1283} 1284 1285void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1286 SkXfermode::Mode mode, bool dirty) { 1287 int count = 0; 1288 Vector<float> rects; 1289 1290 SkRegion::Iterator it(region); 1291 while (!it.done()) { 1292 const SkIRect& r = it.rect(); 1293 rects.push(r.fLeft); 1294 rects.push(r.fTop); 1295 rects.push(r.fRight); 1296 rects.push(r.fBottom); 1297 count += 4; 1298 it.next(); 1299 } 1300 1301 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1302} 1303 1304void OpenGLRenderer::dirtyLayer(const float left, const float top, 1305 const float right, const float bottom, const mat4 transform) { 1306 if (hasLayer()) { 1307 Rect bounds(left, top, right, bottom); 1308 transform.mapRect(bounds); 1309 dirtyLayerUnchecked(bounds, getRegion()); 1310 } 1311} 1312 1313void OpenGLRenderer::dirtyLayer(const float left, const float top, 1314 const float right, const float bottom) { 1315 if (hasLayer()) { 1316 Rect bounds(left, top, right, bottom); 1317 dirtyLayerUnchecked(bounds, getRegion()); 1318 } 1319} 1320 1321void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1322 if (bounds.intersect(*mSnapshot->clipRect)) { 1323 bounds.snapToPixelBoundaries(); 1324 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1325 if (!dirty.isEmpty()) { 1326 region->orSelf(dirty); 1327 } 1328 } 1329} 1330 1331void OpenGLRenderer::clearLayerRegions() { 1332 const size_t count = mLayers.size(); 1333 if (count == 0) return; 1334 1335 if (!mSnapshot->isIgnored()) { 1336 // Doing several glScissor/glClear here can negatively impact 1337 // GPUs with a tiler architecture, instead we draw quads with 1338 // the Clear blending mode 1339 1340 // The list contains bounds that have already been clipped 1341 // against their initial clip rect, and the current clip 1342 // is likely different so we need to disable clipping here 1343 bool scissorChanged = mCaches.disableScissor(); 1344 1345 Vertex mesh[count * 6]; 1346 Vertex* vertex = mesh; 1347 1348 for (uint32_t i = 0; i < count; i++) { 1349 Rect* bounds = mLayers.itemAt(i); 1350 1351 Vertex::set(vertex++, bounds->left, bounds->bottom); 1352 Vertex::set(vertex++, bounds->left, bounds->top); 1353 Vertex::set(vertex++, bounds->right, bounds->top); 1354 Vertex::set(vertex++, bounds->left, bounds->bottom); 1355 Vertex::set(vertex++, bounds->right, bounds->top); 1356 Vertex::set(vertex++, bounds->right, bounds->bottom); 1357 1358 delete bounds; 1359 } 1360 // We must clear the list of dirty rects before we 1361 // call setupDraw() to prevent stencil setup to do 1362 // the same thing again 1363 mLayers.clear(); 1364 1365 setupDraw(false); 1366 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1367 setupDrawBlending(true, SkXfermode::kClear_Mode); 1368 setupDrawProgram(); 1369 setupDrawPureColorUniforms(); 1370 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1371 setupDrawVertices(&mesh[0].position[0]); 1372 1373 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1374 1375 if (scissorChanged) mCaches.enableScissor(); 1376 } else { 1377 for (uint32_t i = 0; i < count; i++) { 1378 delete mLayers.itemAt(i); 1379 } 1380 mLayers.clear(); 1381 } 1382} 1383 1384/////////////////////////////////////////////////////////////////////////////// 1385// State Deferral 1386/////////////////////////////////////////////////////////////////////////////// 1387 1388bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1389 const Rect& currentClip = *(mSnapshot->clipRect); 1390 const mat4& currentMatrix = *(mSnapshot->transform); 1391 1392 if (stateDeferFlags & kStateDeferFlag_Draw) { 1393 // state has bounds initialized in local coordinates 1394 if (!state.mBounds.isEmpty()) { 1395 currentMatrix.mapRect(state.mBounds); 1396 Rect clippedBounds(state.mBounds); 1397 if(!clippedBounds.intersect(currentClip)) { 1398 // quick rejected 1399 return true; 1400 } 1401 1402 state.mClipSideFlags = kClipSide_None; 1403 if (!currentClip.contains(state.mBounds)) { 1404 int& flags = state.mClipSideFlags; 1405 // op partially clipped, so record which sides are clipped for clip-aware merging 1406 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1407 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1408 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1409 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1410 } 1411 state.mBounds.set(clippedBounds); 1412 } else { 1413 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1414 // overdraw avoidance (since we don't know what it overlaps) 1415 state.mClipSideFlags = kClipSide_ConservativeFull; 1416 state.mBounds.set(currentClip); 1417 } 1418 } 1419 1420 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1421 if (state.mClipValid) { 1422 state.mClip.set(currentClip); 1423 } 1424 1425 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1426 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1427 state.mMatrix.load(currentMatrix); 1428 state.mDrawModifiers = mDrawModifiers; 1429 state.mAlpha = mSnapshot->alpha; 1430 return false; 1431} 1432 1433void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1434 currentTransform().load(state.mMatrix); 1435 mDrawModifiers = state.mDrawModifiers; 1436 mSnapshot->alpha = state.mAlpha; 1437 1438 if (state.mClipValid && !skipClipRestore) { 1439 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1440 state.mClip.right, state.mClip.bottom); 1441 dirtyClip(); 1442 } 1443} 1444 1445/** 1446 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1447 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1448 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1449 * 1450 * This method should be called when restoreDisplayState() won't be restoring the clip 1451 */ 1452void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1453 if (clipRect != NULL) { 1454 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1455 } else { 1456 mSnapshot->setClip(0, 0, mWidth, mHeight); 1457 } 1458 dirtyClip(); 1459 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1460} 1461 1462/////////////////////////////////////////////////////////////////////////////// 1463// Transforms 1464/////////////////////////////////////////////////////////////////////////////// 1465 1466void OpenGLRenderer::translate(float dx, float dy) { 1467 currentTransform().translate(dx, dy); 1468} 1469 1470void OpenGLRenderer::rotate(float degrees) { 1471 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1472} 1473 1474void OpenGLRenderer::scale(float sx, float sy) { 1475 currentTransform().scale(sx, sy, 1.0f); 1476} 1477 1478void OpenGLRenderer::skew(float sx, float sy) { 1479 currentTransform().skew(sx, sy); 1480} 1481 1482void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1483 if (matrix) { 1484 currentTransform().load(*matrix); 1485 } else { 1486 currentTransform().loadIdentity(); 1487 } 1488} 1489 1490bool OpenGLRenderer::hasRectToRectTransform() { 1491 return CC_LIKELY(currentTransform().rectToRect()); 1492} 1493 1494void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1495 currentTransform().copyTo(*matrix); 1496} 1497 1498void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1499 SkMatrix transform; 1500 currentTransform().copyTo(transform); 1501 transform.preConcat(*matrix); 1502 currentTransform().load(transform); 1503} 1504 1505/////////////////////////////////////////////////////////////////////////////// 1506// Clipping 1507/////////////////////////////////////////////////////////////////////////////// 1508 1509void OpenGLRenderer::setScissorFromClip() { 1510 Rect clip(*mSnapshot->clipRect); 1511 clip.snapToPixelBoundaries(); 1512 1513 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1514 clip.getWidth(), clip.getHeight())) { 1515 mDirtyClip = false; 1516 } 1517} 1518 1519void OpenGLRenderer::ensureStencilBuffer() { 1520 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1521 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1522 // just hope we have one when hasLayer() returns false. 1523 if (hasLayer()) { 1524 attachStencilBufferToLayer(mSnapshot->layer); 1525 } 1526} 1527 1528void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1529 // The layer's FBO is already bound when we reach this stage 1530 if (!layer->getStencilRenderBuffer()) { 1531 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1532 // is attached after we initiated tiling. We must turn it off, 1533 // attach the new render buffer then turn tiling back on 1534 endTiling(); 1535 1536 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1537 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1538 layer->setStencilRenderBuffer(buffer); 1539 1540 startTiling(layer->clipRect, layer->layer.getHeight()); 1541 } 1542} 1543 1544void OpenGLRenderer::setStencilFromClip() { 1545 if (!mCaches.debugOverdraw) { 1546 if (!mSnapshot->clipRegion->isEmpty()) { 1547 // NOTE: The order here is important, we must set dirtyClip to false 1548 // before any draw call to avoid calling back into this method 1549 mDirtyClip = false; 1550 1551 ensureStencilBuffer(); 1552 1553 mCaches.stencil.enableWrite(); 1554 1555 // Clear the stencil but first make sure we restrict drawing 1556 // to the region's bounds 1557 bool resetScissor = mCaches.enableScissor(); 1558 if (resetScissor) { 1559 // The scissor was not set so we now need to update it 1560 setScissorFromClip(); 1561 } 1562 mCaches.stencil.clear(); 1563 if (resetScissor) mCaches.disableScissor(); 1564 1565 // NOTE: We could use the region contour path to generate a smaller mesh 1566 // Since we are using the stencil we could use the red book path 1567 // drawing technique. It might increase bandwidth usage though. 1568 1569 // The last parameter is important: we are not drawing in the color buffer 1570 // so we don't want to dirty the current layer, if any 1571 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1572 1573 mCaches.stencil.enableTest(); 1574 1575 // Draw the region used to generate the stencil if the appropriate debug 1576 // mode is enabled 1577 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1578 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1579 } 1580 } else { 1581 mCaches.stencil.disable(); 1582 } 1583 } 1584} 1585 1586const Rect& OpenGLRenderer::getClipBounds() { 1587 return mSnapshot->getLocalClip(); 1588} 1589 1590bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1591 bool* clipRequired) { 1592 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1593 return true; 1594 } 1595 1596 Rect r(left, top, right, bottom); 1597 currentTransform().mapRect(r); 1598 r.snapToPixelBoundaries(); 1599 1600 Rect clipRect(*mSnapshot->clipRect); 1601 clipRect.snapToPixelBoundaries(); 1602 1603 if (!clipRect.intersects(r)) return true; 1604 1605 if (clipRequired) *clipRequired = !clipRect.contains(r); 1606 return false; 1607} 1608 1609bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1610 SkPaint* paint) { 1611 if (paint->getStyle() != SkPaint::kFill_Style) { 1612 float outset = paint->getStrokeWidth() * 0.5f; 1613 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1614 } else { 1615 return quickReject(left, top, right, bottom); 1616 } 1617} 1618 1619bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1620 bool clipRequired = false; 1621 if (quickRejectNoScissor(left, top, right, bottom, &clipRequired)) { 1622 return true; 1623 } 1624 1625 if (!isDeferred()) { 1626 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1627 } 1628 return false; 1629} 1630 1631void OpenGLRenderer::debugClip() { 1632#if DEBUG_CLIP_REGIONS 1633 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1634 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1635 } 1636#endif 1637} 1638 1639bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1640 if (CC_LIKELY(currentTransform().rectToRect())) { 1641 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1642 if (clipped) { 1643 dirtyClip(); 1644 } 1645 return !mSnapshot->clipRect->isEmpty(); 1646 } 1647 1648 SkPath path; 1649 path.addRect(left, top, right, bottom); 1650 1651 return clipPath(&path, op); 1652} 1653 1654bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1655 SkMatrix transform; 1656 currentTransform().copyTo(transform); 1657 1658 SkPath transformed; 1659 path->transform(transform, &transformed); 1660 1661 SkRegion clip; 1662 if (!mSnapshot->clipRegion->isEmpty()) { 1663 clip.setRegion(*mSnapshot->clipRegion); 1664 } else { 1665 Rect* bounds = mSnapshot->clipRect; 1666 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1667 } 1668 1669 SkRegion region; 1670 region.setPath(transformed, clip); 1671 1672 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1673 if (clipped) { 1674 dirtyClip(); 1675 } 1676 return !mSnapshot->clipRect->isEmpty(); 1677} 1678 1679bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1680 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1681 if (clipped) { 1682 dirtyClip(); 1683 } 1684 return !mSnapshot->clipRect->isEmpty(); 1685} 1686 1687Rect* OpenGLRenderer::getClipRect() { 1688 return mSnapshot->clipRect; 1689} 1690 1691/////////////////////////////////////////////////////////////////////////////// 1692// Drawing commands 1693/////////////////////////////////////////////////////////////////////////////// 1694 1695void OpenGLRenderer::setupDraw(bool clear) { 1696 // TODO: It would be best if we could do this before quickReject() 1697 // changes the scissor test state 1698 if (clear) clearLayerRegions(); 1699 // Make sure setScissor & setStencil happen at the beginning of 1700 // this method 1701 if (mDirtyClip) { 1702 if (mCaches.scissorEnabled) { 1703 setScissorFromClip(); 1704 } 1705 setStencilFromClip(); 1706 } 1707 1708 mDescription.reset(); 1709 1710 mSetShaderColor = false; 1711 mColorSet = false; 1712 mColorA = mColorR = mColorG = mColorB = 0.0f; 1713 mTextureUnit = 0; 1714 mTrackDirtyRegions = true; 1715 1716 // Enable debug highlight when what we're about to draw is tested against 1717 // the stencil buffer and if stencil highlight debugging is on 1718 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1719 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1720 mCaches.stencil.isTestEnabled(); 1721 1722 mDescription.emulateStencil = mCountOverdraw; 1723} 1724 1725void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1726 mDescription.hasTexture = true; 1727 mDescription.hasAlpha8Texture = isAlpha8; 1728} 1729 1730void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1731 mDescription.hasTexture = true; 1732 mDescription.hasColors = true; 1733 mDescription.hasAlpha8Texture = isAlpha8; 1734} 1735 1736void OpenGLRenderer::setupDrawWithExternalTexture() { 1737 mDescription.hasExternalTexture = true; 1738} 1739 1740void OpenGLRenderer::setupDrawNoTexture() { 1741 mCaches.disableTexCoordsVertexArray(); 1742} 1743 1744void OpenGLRenderer::setupDrawAA() { 1745 mDescription.isAA = true; 1746} 1747 1748void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1749 mColorA = alpha / 255.0f; 1750 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1751 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1752 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1753 mColorSet = true; 1754 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1755} 1756 1757void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1758 mColorA = alpha / 255.0f; 1759 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1760 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1761 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1762 mColorSet = true; 1763 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1764} 1765 1766void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1767 mCaches.fontRenderer->describe(mDescription, paint); 1768} 1769 1770void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1771 mColorA = a; 1772 mColorR = r; 1773 mColorG = g; 1774 mColorB = b; 1775 mColorSet = true; 1776 mSetShaderColor = mDescription.setColor(r, g, b, a); 1777} 1778 1779void OpenGLRenderer::setupDrawShader() { 1780 if (mDrawModifiers.mShader) { 1781 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1782 } 1783} 1784 1785void OpenGLRenderer::setupDrawColorFilter() { 1786 if (mDrawModifiers.mColorFilter) { 1787 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1788 } 1789} 1790 1791void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1792 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1793 mColorA = 1.0f; 1794 mColorR = mColorG = mColorB = 0.0f; 1795 mSetShaderColor = mDescription.modulate = true; 1796 } 1797} 1798 1799void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1800 // When the blending mode is kClear_Mode, we need to use a modulate color 1801 // argb=1,0,0,0 1802 accountForClear(mode); 1803 bool blend = (mColorSet && mColorA < 1.0f) || 1804 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1805 chooseBlending(blend, mode, mDescription, swapSrcDst); 1806} 1807 1808void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1809 // When the blending mode is kClear_Mode, we need to use a modulate color 1810 // argb=1,0,0,0 1811 accountForClear(mode); 1812 blend |= (mColorSet && mColorA < 1.0f) || 1813 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1814 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1815 chooseBlending(blend, mode, mDescription, swapSrcDst); 1816} 1817 1818void OpenGLRenderer::setupDrawProgram() { 1819 useProgram(mCaches.programCache.get(mDescription)); 1820} 1821 1822void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1823 mTrackDirtyRegions = false; 1824} 1825 1826void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1827 bool ignoreTransform) { 1828 mModelView.loadTranslate(left, top, 0.0f); 1829 if (!ignoreTransform) { 1830 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1831 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1832 } else { 1833 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1834 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1835 } 1836} 1837 1838void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1839 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1840} 1841 1842void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1843 bool ignoreTransform, bool ignoreModelView) { 1844 if (!ignoreModelView) { 1845 mModelView.loadTranslate(left, top, 0.0f); 1846 mModelView.scale(right - left, bottom - top, 1.0f); 1847 } else { 1848 mModelView.loadIdentity(); 1849 } 1850 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1851 if (!ignoreTransform) { 1852 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1853 if (mTrackDirtyRegions && dirty) { 1854 dirtyLayer(left, top, right, bottom, currentTransform()); 1855 } 1856 } else { 1857 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1858 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1859 } 1860} 1861 1862void OpenGLRenderer::setupDrawColorUniforms() { 1863 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1864 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1865 } 1866} 1867 1868void OpenGLRenderer::setupDrawPureColorUniforms() { 1869 if (mSetShaderColor) { 1870 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1871 } 1872} 1873 1874void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1875 if (mDrawModifiers.mShader) { 1876 if (ignoreTransform) { 1877 mModelView.loadInverse(currentTransform()); 1878 } 1879 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1880 mModelView, *mSnapshot, &mTextureUnit); 1881 } 1882} 1883 1884void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1885 if (mDrawModifiers.mShader) { 1886 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1887 mat4::identity(), *mSnapshot, &mTextureUnit); 1888 } 1889} 1890 1891void OpenGLRenderer::setupDrawColorFilterUniforms() { 1892 if (mDrawModifiers.mColorFilter) { 1893 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1894 } 1895} 1896 1897void OpenGLRenderer::setupDrawTextGammaUniforms() { 1898 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1899} 1900 1901void OpenGLRenderer::setupDrawSimpleMesh() { 1902 bool force = mCaches.bindMeshBuffer(); 1903 mCaches.bindPositionVertexPointer(force, 0); 1904 mCaches.unbindIndicesBuffer(); 1905} 1906 1907void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1908 if (texture) bindTexture(texture); 1909 mTextureUnit++; 1910 mCaches.enableTexCoordsVertexArray(); 1911} 1912 1913void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1914 bindExternalTexture(texture); 1915 mTextureUnit++; 1916 mCaches.enableTexCoordsVertexArray(); 1917} 1918 1919void OpenGLRenderer::setupDrawTextureTransform() { 1920 mDescription.hasTextureTransform = true; 1921} 1922 1923void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1924 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1925 GL_FALSE, &transform.data[0]); 1926} 1927 1928void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1929 bool force = false; 1930 if (!vertices || vbo) { 1931 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1932 } else { 1933 force = mCaches.unbindMeshBuffer(); 1934 } 1935 1936 mCaches.bindPositionVertexPointer(force, vertices); 1937 if (mCaches.currentProgram->texCoords >= 0) { 1938 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1939 } 1940 1941 mCaches.unbindIndicesBuffer(); 1942} 1943 1944void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1945 bool force = mCaches.unbindMeshBuffer(); 1946 GLsizei stride = sizeof(ColorTextureVertex); 1947 1948 mCaches.bindPositionVertexPointer(force, vertices, stride); 1949 if (mCaches.currentProgram->texCoords >= 0) { 1950 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1951 } 1952 int slot = mCaches.currentProgram->getAttrib("colors"); 1953 if (slot >= 0) { 1954 glEnableVertexAttribArray(slot); 1955 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1956 } 1957 1958 mCaches.unbindIndicesBuffer(); 1959} 1960 1961void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1962 bool force = false; 1963 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1964 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1965 // use the default VBO found in Caches 1966 if (!vertices || vbo) { 1967 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1968 } else { 1969 force = mCaches.unbindMeshBuffer(); 1970 } 1971 mCaches.bindIndicesBuffer(); 1972 1973 mCaches.bindPositionVertexPointer(force, vertices); 1974 if (mCaches.currentProgram->texCoords >= 0) { 1975 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1976 } 1977} 1978 1979void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1980 bool force = mCaches.unbindMeshBuffer(); 1981 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1982 mCaches.unbindIndicesBuffer(); 1983} 1984 1985void OpenGLRenderer::finishDrawTexture() { 1986} 1987 1988/////////////////////////////////////////////////////////////////////////////// 1989// Drawing 1990/////////////////////////////////////////////////////////////////////////////// 1991 1992status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1993 int32_t replayFlags) { 1994 status_t status; 1995 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1996 // will be performed by the display list itself 1997 if (displayList && displayList->isRenderable()) { 1998 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1999 status = startFrame(); 2000 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2001 displayList->replay(replayStruct, 0); 2002 return status | replayStruct.mDrawGlStatus; 2003 } 2004 2005 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2006 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2007 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2008 displayList->defer(deferStruct, 0); 2009 2010 flushLayers(); 2011 status = startFrame(); 2012 2013 return status | deferredList.flush(*this, dirty); 2014 } 2015 2016 return DrawGlInfo::kStatusDone; 2017} 2018 2019void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2020 if (displayList) { 2021 displayList->output(1); 2022 } 2023} 2024 2025void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2026 int alpha; 2027 SkXfermode::Mode mode; 2028 getAlphaAndMode(paint, &alpha, &mode); 2029 2030 int color = paint != NULL ? paint->getColor() : 0; 2031 2032 float x = left; 2033 float y = top; 2034 2035 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2036 2037 bool ignoreTransform = false; 2038 if (currentTransform().isPureTranslate()) { 2039 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2040 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2041 ignoreTransform = true; 2042 2043 texture->setFilter(GL_NEAREST, true); 2044 } else { 2045 texture->setFilter(FILTER(paint), true); 2046 } 2047 2048 // No need to check for a UV mapper on the texture object, only ARGB_8888 2049 // bitmaps get packed in the atlas 2050 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2051 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2052 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2053} 2054 2055/** 2056 * Important note: this method is intended to draw batches of bitmaps and 2057 * will not set the scissor enable or dirty the current layer, if any. 2058 * The caller is responsible for properly dirtying the current layer. 2059 */ 2060status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2061 TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) { 2062 mCaches.activeTexture(0); 2063 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2064 if (!texture) return DrawGlInfo::kStatusDone; 2065 2066 const AutoTexture autoCleanup(texture); 2067 2068 int alpha; 2069 SkXfermode::Mode mode; 2070 getAlphaAndMode(paint, &alpha, &mode); 2071 2072 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2073 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2074 2075 const float x = (int) floorf(bounds.left + 0.5f); 2076 const float y = (int) floorf(bounds.top + 0.5f); 2077 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2078 int color = paint != NULL ? paint->getColor() : 0; 2079 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2080 texture->id, paint != NULL, color, alpha, mode, 2081 &vertices[0].position[0], &vertices[0].texture[0], 2082 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2083 } else { 2084 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2085 texture->id, alpha / 255.0f, mode, texture->blend, 2086 &vertices[0].position[0], &vertices[0].texture[0], 2087 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2088 } 2089 2090 return DrawGlInfo::kStatusDrew; 2091} 2092 2093status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2094 const float right = left + bitmap->width(); 2095 const float bottom = top + bitmap->height(); 2096 2097 if (quickReject(left, top, right, bottom)) { 2098 return DrawGlInfo::kStatusDone; 2099 } 2100 2101 mCaches.activeTexture(0); 2102 Texture* texture = getTexture(bitmap); 2103 if (!texture) return DrawGlInfo::kStatusDone; 2104 const AutoTexture autoCleanup(texture); 2105 2106 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2107 drawAlphaBitmap(texture, left, top, paint); 2108 } else { 2109 drawTextureRect(left, top, right, bottom, texture, paint); 2110 } 2111 2112 return DrawGlInfo::kStatusDrew; 2113} 2114 2115status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2116 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2117 const mat4 transform(*matrix); 2118 transform.mapRect(r); 2119 2120 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2121 return DrawGlInfo::kStatusDone; 2122 } 2123 2124 mCaches.activeTexture(0); 2125 Texture* texture = getTexture(bitmap); 2126 if (!texture) return DrawGlInfo::kStatusDone; 2127 const AutoTexture autoCleanup(texture); 2128 2129 // This could be done in a cheaper way, all we need is pass the matrix 2130 // to the vertex shader. The save/restore is a bit overkill. 2131 save(SkCanvas::kMatrix_SaveFlag); 2132 concatMatrix(matrix); 2133 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2134 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2135 } else { 2136 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2137 } 2138 restore(); 2139 2140 return DrawGlInfo::kStatusDrew; 2141} 2142 2143status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2144 const float right = left + bitmap->width(); 2145 const float bottom = top + bitmap->height(); 2146 2147 if (quickReject(left, top, right, bottom)) { 2148 return DrawGlInfo::kStatusDone; 2149 } 2150 2151 mCaches.activeTexture(0); 2152 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2153 const AutoTexture autoCleanup(texture); 2154 2155 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2156 drawAlphaBitmap(texture, left, top, paint); 2157 } else { 2158 drawTextureRect(left, top, right, bottom, texture, paint); 2159 } 2160 2161 return DrawGlInfo::kStatusDrew; 2162} 2163 2164status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2165 float* vertices, int* colors, SkPaint* paint) { 2166 if (!vertices || mSnapshot->isIgnored()) { 2167 return DrawGlInfo::kStatusDone; 2168 } 2169 2170 // TODO: use quickReject on bounds from vertices 2171 mCaches.enableScissor(); 2172 2173 float left = FLT_MAX; 2174 float top = FLT_MAX; 2175 float right = FLT_MIN; 2176 float bottom = FLT_MIN; 2177 2178 const uint32_t count = meshWidth * meshHeight * 6; 2179 2180 ColorTextureVertex mesh[count]; 2181 ColorTextureVertex* vertex = mesh; 2182 2183 bool cleanupColors = false; 2184 if (!colors) { 2185 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2186 colors = new int[colorsCount]; 2187 memset(colors, 0xff, colorsCount * sizeof(int)); 2188 cleanupColors = true; 2189 } 2190 2191 mCaches.activeTexture(0); 2192 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2193 const UvMapper& mapper(getMapper(texture)); 2194 2195 for (int32_t y = 0; y < meshHeight; y++) { 2196 for (int32_t x = 0; x < meshWidth; x++) { 2197 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2198 2199 float u1 = float(x) / meshWidth; 2200 float u2 = float(x + 1) / meshWidth; 2201 float v1 = float(y) / meshHeight; 2202 float v2 = float(y + 1) / meshHeight; 2203 2204 mapper.map(u1, v1, u2, v2); 2205 2206 int ax = i + (meshWidth + 1) * 2; 2207 int ay = ax + 1; 2208 int bx = i; 2209 int by = bx + 1; 2210 int cx = i + 2; 2211 int cy = cx + 1; 2212 int dx = i + (meshWidth + 1) * 2 + 2; 2213 int dy = dx + 1; 2214 2215 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2216 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2217 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2218 2219 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2220 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2221 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2222 2223 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2224 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2225 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2226 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2227 } 2228 } 2229 2230 if (quickReject(left, top, right, bottom)) { 2231 if (cleanupColors) delete[] colors; 2232 return DrawGlInfo::kStatusDone; 2233 } 2234 2235 if (!texture) { 2236 texture = mCaches.textureCache.get(bitmap); 2237 if (!texture) { 2238 if (cleanupColors) delete[] colors; 2239 return DrawGlInfo::kStatusDone; 2240 } 2241 } 2242 const AutoTexture autoCleanup(texture); 2243 2244 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2245 texture->setFilter(FILTER(paint), true); 2246 2247 int alpha; 2248 SkXfermode::Mode mode; 2249 getAlphaAndMode(paint, &alpha, &mode); 2250 2251 float a = alpha / 255.0f; 2252 2253 if (hasLayer()) { 2254 dirtyLayer(left, top, right, bottom, currentTransform()); 2255 } 2256 2257 setupDraw(); 2258 setupDrawWithTextureAndColor(); 2259 setupDrawColor(a, a, a, a); 2260 setupDrawColorFilter(); 2261 setupDrawBlending(true, mode, false); 2262 setupDrawProgram(); 2263 setupDrawDirtyRegionsDisabled(); 2264 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2265 setupDrawTexture(texture->id); 2266 setupDrawPureColorUniforms(); 2267 setupDrawColorFilterUniforms(); 2268 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2269 2270 glDrawArrays(GL_TRIANGLES, 0, count); 2271 2272 finishDrawTexture(); 2273 2274 int slot = mCaches.currentProgram->getAttrib("colors"); 2275 if (slot >= 0) { 2276 glDisableVertexAttribArray(slot); 2277 } 2278 2279 if (cleanupColors) delete[] colors; 2280 2281 return DrawGlInfo::kStatusDrew; 2282} 2283 2284status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2285 float srcLeft, float srcTop, float srcRight, float srcBottom, 2286 float dstLeft, float dstTop, float dstRight, float dstBottom, 2287 SkPaint* paint) { 2288 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2289 return DrawGlInfo::kStatusDone; 2290 } 2291 2292 mCaches.activeTexture(0); 2293 Texture* texture = getTexture(bitmap); 2294 if (!texture) return DrawGlInfo::kStatusDone; 2295 const AutoTexture autoCleanup(texture); 2296 2297 const float width = texture->width; 2298 const float height = texture->height; 2299 2300 float u1 = fmax(0.0f, srcLeft / width); 2301 float v1 = fmax(0.0f, srcTop / height); 2302 float u2 = fmin(1.0f, srcRight / width); 2303 float v2 = fmin(1.0f, srcBottom / height); 2304 2305 getMapper(texture).map(u1, v1, u2, v2); 2306 2307 mCaches.unbindMeshBuffer(); 2308 resetDrawTextureTexCoords(u1, v1, u2, v2); 2309 2310 int alpha; 2311 SkXfermode::Mode mode; 2312 getAlphaAndMode(paint, &alpha, &mode); 2313 2314 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2315 2316 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2317 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2318 2319 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2320 // Apply a scale transform on the canvas only when a shader is in use 2321 // Skia handles the ratio between the dst and src rects as a scale factor 2322 // when a shader is set 2323 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2324 bool ignoreTransform = false; 2325 2326 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2327 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2328 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2329 2330 dstRight = x + (dstRight - dstLeft); 2331 dstBottom = y + (dstBottom - dstTop); 2332 2333 dstLeft = x; 2334 dstTop = y; 2335 2336 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2337 ignoreTransform = true; 2338 } else { 2339 texture->setFilter(FILTER(paint), true); 2340 } 2341 2342 if (CC_UNLIKELY(useScaleTransform)) { 2343 save(SkCanvas::kMatrix_SaveFlag); 2344 translate(dstLeft, dstTop); 2345 scale(scaleX, scaleY); 2346 2347 dstLeft = 0.0f; 2348 dstTop = 0.0f; 2349 2350 dstRight = srcRight - srcLeft; 2351 dstBottom = srcBottom - srcTop; 2352 } 2353 2354 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2355 int color = paint ? paint->getColor() : 0; 2356 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2357 texture->id, paint != NULL, color, alpha, mode, 2358 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2359 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2360 } else { 2361 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2362 texture->id, alpha / 255.0f, mode, texture->blend, 2363 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2364 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2365 } 2366 2367 if (CC_UNLIKELY(useScaleTransform)) { 2368 restore(); 2369 } 2370 2371 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2372 2373 return DrawGlInfo::kStatusDrew; 2374} 2375 2376status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2377 float left, float top, float right, float bottom, SkPaint* paint) { 2378 if (quickReject(left, top, right, bottom)) { 2379 return DrawGlInfo::kStatusDone; 2380 } 2381 2382 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2383 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2384 right - left, bottom - top, patch); 2385 2386 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2387} 2388 2389status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2390 float left, float top, float right, float bottom, SkPaint* paint) { 2391 if (quickReject(left, top, right, bottom)) { 2392 return DrawGlInfo::kStatusDone; 2393 } 2394 2395 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2396 mCaches.activeTexture(0); 2397 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2398 if (!texture) return DrawGlInfo::kStatusDone; 2399 const AutoTexture autoCleanup(texture); 2400 2401 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2402 texture->setFilter(GL_LINEAR, true); 2403 2404 int alpha; 2405 SkXfermode::Mode mode; 2406 getAlphaAndMode(paint, &alpha, &mode); 2407 2408 const bool pureTranslate = currentTransform().isPureTranslate(); 2409 // Mark the current layer dirty where we are going to draw the patch 2410 if (hasLayer() && mesh->hasEmptyQuads) { 2411 const float offsetX = left + currentTransform().getTranslateX(); 2412 const float offsetY = top + currentTransform().getTranslateY(); 2413 const size_t count = mesh->quads.size(); 2414 for (size_t i = 0; i < count; i++) { 2415 const Rect& bounds = mesh->quads.itemAt(i); 2416 if (CC_LIKELY(pureTranslate)) { 2417 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2418 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2419 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2420 } else { 2421 dirtyLayer(left + bounds.left, top + bounds.top, 2422 left + bounds.right, top + bounds.bottom, currentTransform()); 2423 } 2424 } 2425 } 2426 2427 if (CC_LIKELY(pureTranslate)) { 2428 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2429 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2430 2431 right = x + right - left; 2432 bottom = y + bottom - top; 2433 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2434 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2435 GL_TRIANGLES, mesh->indexCount, false, true, 2436 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2437 } else { 2438 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2439 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2440 GL_TRIANGLES, mesh->indexCount, false, false, 2441 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2442 } 2443 } 2444 2445 return DrawGlInfo::kStatusDrew; 2446} 2447 2448/** 2449 * Important note: this method is intended to draw batches of 9-patch objects and 2450 * will not set the scissor enable or dirty the current layer, if any. 2451 * The caller is responsible for properly dirtying the current layer. 2452 */ 2453status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2454 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2455 mCaches.activeTexture(0); 2456 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2457 if (!texture) return DrawGlInfo::kStatusDone; 2458 const AutoTexture autoCleanup(texture); 2459 2460 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2461 texture->setFilter(GL_LINEAR, true); 2462 2463 int alpha; 2464 SkXfermode::Mode mode; 2465 getAlphaAndMode(paint, &alpha, &mode); 2466 2467 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2468 mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], 2469 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2470 2471 return DrawGlInfo::kStatusDrew; 2472} 2473 2474status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2475 bool useOffset) { 2476 if (!vertexBuffer.getVertexCount()) { 2477 // no vertices to draw 2478 return DrawGlInfo::kStatusDone; 2479 } 2480 2481 int color = paint->getColor(); 2482 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2483 bool isAA = paint->isAntiAlias(); 2484 2485 setupDraw(); 2486 setupDrawNoTexture(); 2487 if (isAA) setupDrawAA(); 2488 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2489 setupDrawColorFilter(); 2490 setupDrawShader(); 2491 setupDrawBlending(isAA, mode); 2492 setupDrawProgram(); 2493 setupDrawModelViewIdentity(useOffset); 2494 setupDrawColorUniforms(); 2495 setupDrawColorFilterUniforms(); 2496 setupDrawShaderIdentityUniforms(); 2497 2498 void* vertices = vertexBuffer.getBuffer(); 2499 bool force = mCaches.unbindMeshBuffer(); 2500 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2501 mCaches.resetTexCoordsVertexPointer(); 2502 mCaches.unbindIndicesBuffer(); 2503 2504 int alphaSlot = -1; 2505 if (isAA) { 2506 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2507 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2508 2509 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2510 glEnableVertexAttribArray(alphaSlot); 2511 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2512 } 2513 2514 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2515 2516 if (isAA) { 2517 glDisableVertexAttribArray(alphaSlot); 2518 } 2519 2520 return DrawGlInfo::kStatusDrew; 2521} 2522 2523/** 2524 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2525 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2526 * screen space in all directions. However, instead of using a fragment shader to compute the 2527 * translucency of the color from its position, we simply use a varying parameter to define how far 2528 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2529 * 2530 * Doesn't yet support joins, caps, or path effects. 2531 */ 2532status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2533 VertexBuffer vertexBuffer; 2534 // TODO: try clipping large paths to viewport 2535 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2536 2537 if (hasLayer()) { 2538 SkRect bounds = path.getBounds(); 2539 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2540 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2541 } 2542 2543 return drawVertexBuffer(vertexBuffer, paint); 2544} 2545 2546/** 2547 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2548 * and additional geometry for defining an alpha slope perimeter. 2549 * 2550 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2551 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2552 * in-shader alpha region, but found it to be taxing on some GPUs. 2553 * 2554 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2555 * memory transfer by removing need for degenerate vertices. 2556 */ 2557status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2558 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2559 2560 count &= ~0x3; // round down to nearest four 2561 2562 VertexBuffer buffer; 2563 SkRect bounds; 2564 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2565 2566 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2567 return DrawGlInfo::kStatusDone; 2568 } 2569 2570 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2571 2572 bool useOffset = !paint->isAntiAlias(); 2573 return drawVertexBuffer(buffer, paint, useOffset); 2574} 2575 2576status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2577 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2578 2579 count &= ~0x1; // round down to nearest two 2580 2581 VertexBuffer buffer; 2582 SkRect bounds; 2583 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2584 2585 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2586 return DrawGlInfo::kStatusDone; 2587 } 2588 2589 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2590 2591 bool useOffset = !paint->isAntiAlias(); 2592 return drawVertexBuffer(buffer, paint, useOffset); 2593} 2594 2595status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2596 // No need to check against the clip, we fill the clip region 2597 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2598 2599 Rect& clip(*mSnapshot->clipRect); 2600 clip.snapToPixelBoundaries(); 2601 2602 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2603 2604 return DrawGlInfo::kStatusDrew; 2605} 2606 2607status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2608 SkPaint* paint) { 2609 if (!texture) return DrawGlInfo::kStatusDone; 2610 const AutoTexture autoCleanup(texture); 2611 2612 const float x = left + texture->left - texture->offset; 2613 const float y = top + texture->top - texture->offset; 2614 2615 drawPathTexture(texture, x, y, paint); 2616 2617 return DrawGlInfo::kStatusDrew; 2618} 2619 2620status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2621 float rx, float ry, SkPaint* p) { 2622 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2623 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2624 return DrawGlInfo::kStatusDone; 2625 } 2626 2627 if (p->getPathEffect() != 0) { 2628 mCaches.activeTexture(0); 2629 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2630 right - left, bottom - top, rx, ry, p); 2631 return drawShape(left, top, texture, p); 2632 } 2633 2634 SkPath path; 2635 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2636 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2637 float outset = p->getStrokeWidth() / 2; 2638 rect.outset(outset, outset); 2639 rx += outset; 2640 ry += outset; 2641 } 2642 path.addRoundRect(rect, rx, ry); 2643 return drawConvexPath(path, p); 2644} 2645 2646status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2647 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2648 x + radius, y + radius, p) || 2649 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2650 return DrawGlInfo::kStatusDone; 2651 } 2652 if (p->getPathEffect() != 0) { 2653 mCaches.activeTexture(0); 2654 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2655 return drawShape(x - radius, y - radius, texture, p); 2656 } 2657 2658 SkPath path; 2659 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2660 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2661 } else { 2662 path.addCircle(x, y, radius); 2663 } 2664 return drawConvexPath(path, p); 2665} 2666 2667status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2668 SkPaint* p) { 2669 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2670 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2671 return DrawGlInfo::kStatusDone; 2672 } 2673 2674 if (p->getPathEffect() != 0) { 2675 mCaches.activeTexture(0); 2676 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2677 return drawShape(left, top, texture, p); 2678 } 2679 2680 SkPath path; 2681 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2682 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2683 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2684 } 2685 path.addOval(rect); 2686 return drawConvexPath(path, p); 2687} 2688 2689status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2690 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2691 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2692 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2693 return DrawGlInfo::kStatusDone; 2694 } 2695 2696 if (fabs(sweepAngle) >= 360.0f) { 2697 return drawOval(left, top, right, bottom, p); 2698 } 2699 2700 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2701 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2702 mCaches.activeTexture(0); 2703 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2704 startAngle, sweepAngle, useCenter, p); 2705 return drawShape(left, top, texture, p); 2706 } 2707 2708 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2709 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2710 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2711 } 2712 2713 SkPath path; 2714 if (useCenter) { 2715 path.moveTo(rect.centerX(), rect.centerY()); 2716 } 2717 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2718 if (useCenter) { 2719 path.close(); 2720 } 2721 return drawConvexPath(path, p); 2722} 2723 2724// See SkPaintDefaults.h 2725#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2726 2727status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2728 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2729 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2730 return DrawGlInfo::kStatusDone; 2731 } 2732 2733 if (p->getStyle() != SkPaint::kFill_Style) { 2734 // only fill style is supported by drawConvexPath, since others have to handle joins 2735 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2736 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2737 mCaches.activeTexture(0); 2738 const PathTexture* texture = 2739 mCaches.pathCache.getRect(right - left, bottom - top, p); 2740 return drawShape(left, top, texture, p); 2741 } 2742 2743 SkPath path; 2744 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2745 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2746 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2747 } 2748 path.addRect(rect); 2749 return drawConvexPath(path, p); 2750 } 2751 2752 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2753 SkPath path; 2754 path.addRect(left, top, right, bottom); 2755 return drawConvexPath(path, p); 2756 } else { 2757 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2758 return DrawGlInfo::kStatusDrew; 2759 } 2760} 2761 2762void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2763 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2764 float x, float y) { 2765 mCaches.activeTexture(0); 2766 2767 // NOTE: The drop shadow will not perform gamma correction 2768 // if shader-based correction is enabled 2769 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2770 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2771 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2772 // If the drop shadow exceeds the max texture size or couldn't be 2773 // allocated, skip drawing 2774 if (!shadow) return; 2775 const AutoTexture autoCleanup(shadow); 2776 2777 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2778 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2779 2780 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2781 int shadowColor = mDrawModifiers.mShadowColor; 2782 if (mDrawModifiers.mShader) { 2783 shadowColor = 0xffffffff; 2784 } 2785 2786 setupDraw(); 2787 setupDrawWithTexture(true); 2788 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2789 setupDrawColorFilter(); 2790 setupDrawShader(); 2791 setupDrawBlending(true, mode); 2792 setupDrawProgram(); 2793 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2794 setupDrawTexture(shadow->id); 2795 setupDrawPureColorUniforms(); 2796 setupDrawColorFilterUniforms(); 2797 setupDrawShaderUniforms(); 2798 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2799 2800 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2801} 2802 2803bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2804 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2805 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2806} 2807 2808class TextSetupFunctor: public Functor { 2809public: 2810 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2811 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2812 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2813 alpha(alpha), mode(mode), paint(paint) { 2814 } 2815 ~TextSetupFunctor() { } 2816 2817 status_t operator ()(int what, void* data) { 2818 renderer.setupDraw(); 2819 renderer.setupDrawTextGamma(paint); 2820 renderer.setupDrawDirtyRegionsDisabled(); 2821 renderer.setupDrawWithTexture(true); 2822 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2823 renderer.setupDrawColorFilter(); 2824 renderer.setupDrawShader(); 2825 renderer.setupDrawBlending(true, mode); 2826 renderer.setupDrawProgram(); 2827 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2828 // Calling setupDrawTexture with the name 0 will enable the 2829 // uv attributes and increase the texture unit count 2830 // texture binding will be performed by the font renderer as 2831 // needed 2832 renderer.setupDrawTexture(0); 2833 renderer.setupDrawPureColorUniforms(); 2834 renderer.setupDrawColorFilterUniforms(); 2835 renderer.setupDrawShaderUniforms(pureTranslate); 2836 renderer.setupDrawTextGammaUniforms(); 2837 2838 return NO_ERROR; 2839 } 2840 2841 OpenGLRenderer& renderer; 2842 float x; 2843 float y; 2844 bool pureTranslate; 2845 int alpha; 2846 SkXfermode::Mode mode; 2847 SkPaint* paint; 2848}; 2849 2850status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2851 const float* positions, SkPaint* paint) { 2852 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2853 return DrawGlInfo::kStatusDone; 2854 } 2855 2856 // NOTE: Skia does not support perspective transform on drawPosText yet 2857 if (!currentTransform().isSimple()) { 2858 return DrawGlInfo::kStatusDone; 2859 } 2860 2861 mCaches.enableScissor(); 2862 2863 float x = 0.0f; 2864 float y = 0.0f; 2865 const bool pureTranslate = currentTransform().isPureTranslate(); 2866 if (pureTranslate) { 2867 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2868 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2869 } 2870 2871 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2872 fontRenderer.setFont(paint, mat4::identity()); 2873 2874 int alpha; 2875 SkXfermode::Mode mode; 2876 getAlphaAndMode(paint, &alpha, &mode); 2877 2878 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2879 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2880 alpha, mode, 0.0f, 0.0f); 2881 } 2882 2883 // Pick the appropriate texture filtering 2884 bool linearFilter = currentTransform().changesBounds(); 2885 if (pureTranslate && !linearFilter) { 2886 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2887 } 2888 fontRenderer.setTextureFiltering(linearFilter); 2889 2890 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2891 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2892 2893 const bool hasActiveLayer = hasLayer(); 2894 2895 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2896 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2897 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2898 if (hasActiveLayer) { 2899 if (!pureTranslate) { 2900 currentTransform().mapRect(bounds); 2901 } 2902 dirtyLayerUnchecked(bounds, getRegion()); 2903 } 2904 } 2905 2906 return DrawGlInfo::kStatusDrew; 2907} 2908 2909mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2910 mat4 fontTransform; 2911 if (CC_LIKELY(transform.isPureTranslate())) { 2912 fontTransform = mat4::identity(); 2913 } else { 2914 if (CC_UNLIKELY(transform.isPerspective())) { 2915 fontTransform = mat4::identity(); 2916 } else { 2917 float sx, sy; 2918 currentTransform().decomposeScale(sx, sy); 2919 fontTransform.loadScale(sx, sy, 1.0f); 2920 } 2921 } 2922 return fontTransform; 2923} 2924 2925status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2926 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2927 DrawOpMode drawOpMode) { 2928 2929 if (drawOpMode == kDrawOpMode_Immediate) { 2930 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2931 // drawing as ops from DeferredDisplayList are already filtered for these 2932 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2933 quickReject(bounds)) { 2934 return DrawGlInfo::kStatusDone; 2935 } 2936 } 2937 2938 const float oldX = x; 2939 const float oldY = y; 2940 2941 const mat4& transform = currentTransform(); 2942 const bool pureTranslate = transform.isPureTranslate(); 2943 2944 if (CC_LIKELY(pureTranslate)) { 2945 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2946 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2947 } 2948 2949 int alpha; 2950 SkXfermode::Mode mode; 2951 getAlphaAndMode(paint, &alpha, &mode); 2952 2953 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2954 2955 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2956 fontRenderer.setFont(paint, mat4::identity()); 2957 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2958 alpha, mode, oldX, oldY); 2959 } 2960 2961 const bool hasActiveLayer = hasLayer(); 2962 2963 // We only pass a partial transform to the font renderer. That partial 2964 // matrix defines how glyphs are rasterized. Typically we want glyphs 2965 // to be rasterized at their final size on screen, which means the partial 2966 // matrix needs to take the scale factor into account. 2967 // When a partial matrix is used to transform glyphs during rasterization, 2968 // the mesh is generated with the inverse transform (in the case of scale, 2969 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2970 // apply the full transform matrix at draw time in the vertex shader. 2971 // Applying the full matrix in the shader is the easiest way to handle 2972 // rotation and perspective and allows us to always generated quads in the 2973 // font renderer which greatly simplifies the code, clipping in particular. 2974 mat4 fontTransform = findBestFontTransform(transform); 2975 fontRenderer.setFont(paint, fontTransform); 2976 2977 // Pick the appropriate texture filtering 2978 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2979 fontRenderer.setTextureFiltering(linearFilter); 2980 2981 // TODO: Implement better clipping for scaled/rotated text 2982 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2983 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2984 2985 bool status; 2986 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2987 2988 // don't call issuedrawcommand, do it at end of batch 2989 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2990 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2991 SkPaint paintCopy(*paint); 2992 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2993 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2994 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2995 } else { 2996 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2997 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2998 } 2999 3000 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 3001 if (!pureTranslate) { 3002 transform.mapRect(layerBounds); 3003 } 3004 dirtyLayerUnchecked(layerBounds, getRegion()); 3005 } 3006 3007 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 3008 3009 return DrawGlInfo::kStatusDrew; 3010} 3011 3012status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3013 float hOffset, float vOffset, SkPaint* paint) { 3014 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3015 return DrawGlInfo::kStatusDone; 3016 } 3017 3018 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3019 mCaches.enableScissor(); 3020 3021 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3022 fontRenderer.setFont(paint, mat4::identity()); 3023 fontRenderer.setTextureFiltering(true); 3024 3025 int alpha; 3026 SkXfermode::Mode mode; 3027 getAlphaAndMode(paint, &alpha, &mode); 3028 3029 setupDraw(); 3030 setupDrawTextGamma(paint); 3031 setupDrawDirtyRegionsDisabled(); 3032 setupDrawWithTexture(true); 3033 setupDrawAlpha8Color(paint->getColor(), alpha); 3034 setupDrawColorFilter(); 3035 setupDrawShader(); 3036 setupDrawBlending(true, mode); 3037 setupDrawProgram(); 3038 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 3039 // Calling setupDrawTexture with the name 0 will enable the 3040 // uv attributes and increase the texture unit count 3041 // texture binding will be performed by the font renderer as 3042 // needed 3043 setupDrawTexture(0); 3044 setupDrawPureColorUniforms(); 3045 setupDrawColorFilterUniforms(); 3046 setupDrawShaderUniforms(false); 3047 setupDrawTextGammaUniforms(); 3048 3049 const Rect* clip = &mSnapshot->getLocalClip(); 3050 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3051 3052 const bool hasActiveLayer = hasLayer(); 3053 3054 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3055 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 3056 if (hasActiveLayer) { 3057 currentTransform().mapRect(bounds); 3058 dirtyLayerUnchecked(bounds, getRegion()); 3059 } 3060 } 3061 3062 return DrawGlInfo::kStatusDrew; 3063} 3064 3065status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3066 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3067 3068 mCaches.activeTexture(0); 3069 3070 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3071 if (!texture) return DrawGlInfo::kStatusDone; 3072 const AutoTexture autoCleanup(texture); 3073 3074 const float x = texture->left - texture->offset; 3075 const float y = texture->top - texture->offset; 3076 3077 drawPathTexture(texture, x, y, paint); 3078 3079 return DrawGlInfo::kStatusDrew; 3080} 3081 3082status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3083 if (!layer) { 3084 return DrawGlInfo::kStatusDone; 3085 } 3086 3087 mat4* transform = NULL; 3088 if (layer->isTextureLayer()) { 3089 transform = &layer->getTransform(); 3090 if (!transform->isIdentity()) { 3091 save(0); 3092 currentTransform().multiply(*transform); 3093 } 3094 } 3095 3096 bool clipRequired = false; 3097 const bool rejected = quickRejectNoScissor(x, y, 3098 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired); 3099 3100 if (rejected) { 3101 if (transform && !transform->isIdentity()) { 3102 restore(); 3103 } 3104 return DrawGlInfo::kStatusDone; 3105 } 3106 3107 updateLayer(layer, true); 3108 3109 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3110 mCaches.activeTexture(0); 3111 3112 if (CC_LIKELY(!layer->region.isEmpty())) { 3113 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3114 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3115 3116 if (layer->region.isRect()) { 3117 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3118 composeLayerRect(layer, layer->regionRect)); 3119 } else if (layer->mesh) { 3120 const float a = getLayerAlpha(layer); 3121 setupDraw(); 3122 setupDrawWithTexture(); 3123 setupDrawColor(a, a, a, a); 3124 setupDrawColorFilter(); 3125 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3126 setupDrawProgram(); 3127 setupDrawPureColorUniforms(); 3128 setupDrawColorFilterUniforms(); 3129 setupDrawTexture(layer->getTexture()); 3130 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3131 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3132 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3133 3134 layer->setFilter(GL_NEAREST); 3135 setupDrawModelViewTranslate(tx, ty, 3136 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3137 } else { 3138 layer->setFilter(GL_LINEAR); 3139 setupDrawModelViewTranslate(x, y, 3140 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3141 } 3142 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3143 3144 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3145 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3146 GL_UNSIGNED_SHORT, layer->meshIndices)); 3147 3148 finishDrawTexture(); 3149 3150#if DEBUG_LAYERS_AS_REGIONS 3151 drawRegionRects(layer->region); 3152#endif 3153 } 3154 3155 mDrawModifiers.mColorFilter = oldFilter; 3156 3157 if (layer->debugDrawUpdate) { 3158 layer->debugDrawUpdate = false; 3159 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3160 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3161 } 3162 } 3163 layer->hasDrawnSinceUpdate = true; 3164 3165 if (transform && !transform->isIdentity()) { 3166 restore(); 3167 } 3168 3169 return DrawGlInfo::kStatusDrew; 3170} 3171 3172/////////////////////////////////////////////////////////////////////////////// 3173// Shaders 3174/////////////////////////////////////////////////////////////////////////////// 3175 3176void OpenGLRenderer::resetShader() { 3177 mDrawModifiers.mShader = NULL; 3178} 3179 3180void OpenGLRenderer::setupShader(SkiaShader* shader) { 3181 mDrawModifiers.mShader = shader; 3182 if (mDrawModifiers.mShader) { 3183 mDrawModifiers.mShader->setCaches(mCaches); 3184 } 3185} 3186 3187/////////////////////////////////////////////////////////////////////////////// 3188// Color filters 3189/////////////////////////////////////////////////////////////////////////////// 3190 3191void OpenGLRenderer::resetColorFilter() { 3192 mDrawModifiers.mColorFilter = NULL; 3193} 3194 3195void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3196 mDrawModifiers.mColorFilter = filter; 3197} 3198 3199/////////////////////////////////////////////////////////////////////////////// 3200// Drop shadow 3201/////////////////////////////////////////////////////////////////////////////// 3202 3203void OpenGLRenderer::resetShadow() { 3204 mDrawModifiers.mHasShadow = false; 3205} 3206 3207void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3208 mDrawModifiers.mHasShadow = true; 3209 mDrawModifiers.mShadowRadius = radius; 3210 mDrawModifiers.mShadowDx = dx; 3211 mDrawModifiers.mShadowDy = dy; 3212 mDrawModifiers.mShadowColor = color; 3213} 3214 3215/////////////////////////////////////////////////////////////////////////////// 3216// Draw filters 3217/////////////////////////////////////////////////////////////////////////////// 3218 3219void OpenGLRenderer::resetPaintFilter() { 3220 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3221 // comparison, see MergingDrawBatch::canMergeWith 3222 mDrawModifiers.mHasDrawFilter = false; 3223 mDrawModifiers.mPaintFilterClearBits = 0; 3224 mDrawModifiers.mPaintFilterSetBits = 0; 3225} 3226 3227void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3228 mDrawModifiers.mHasDrawFilter = true; 3229 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3230 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3231} 3232 3233SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3234 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3235 return paint; 3236 } 3237 3238 uint32_t flags = paint->getFlags(); 3239 3240 mFilteredPaint = *paint; 3241 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3242 mDrawModifiers.mPaintFilterSetBits); 3243 3244 return &mFilteredPaint; 3245} 3246 3247/////////////////////////////////////////////////////////////////////////////// 3248// Drawing implementation 3249/////////////////////////////////////////////////////////////////////////////// 3250 3251Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3252 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3253 if (!texture) { 3254 return mCaches.textureCache.get(bitmap); 3255 } 3256 return texture; 3257} 3258 3259void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3260 float x, float y, SkPaint* paint) { 3261 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3262 return; 3263 } 3264 3265 int alpha; 3266 SkXfermode::Mode mode; 3267 getAlphaAndMode(paint, &alpha, &mode); 3268 3269 setupDraw(); 3270 setupDrawWithTexture(true); 3271 setupDrawAlpha8Color(paint->getColor(), alpha); 3272 setupDrawColorFilter(); 3273 setupDrawShader(); 3274 setupDrawBlending(true, mode); 3275 setupDrawProgram(); 3276 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3277 setupDrawTexture(texture->id); 3278 setupDrawPureColorUniforms(); 3279 setupDrawColorFilterUniforms(); 3280 setupDrawShaderUniforms(); 3281 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3282 3283 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3284 3285 finishDrawTexture(); 3286} 3287 3288// Same values used by Skia 3289#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3290#define kStdUnderline_Offset (1.0f / 9.0f) 3291#define kStdUnderline_Thickness (1.0f / 18.0f) 3292 3293void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3294 float x, float y, SkPaint* paint) { 3295 // Handle underline and strike-through 3296 uint32_t flags = paint->getFlags(); 3297 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3298 SkPaint paintCopy(*paint); 3299 3300 if (CC_LIKELY(underlineWidth > 0.0f)) { 3301 const float textSize = paintCopy.getTextSize(); 3302 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3303 3304 const float left = x; 3305 float top = 0.0f; 3306 3307 int linesCount = 0; 3308 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3309 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3310 3311 const int pointsCount = 4 * linesCount; 3312 float points[pointsCount]; 3313 int currentPoint = 0; 3314 3315 if (flags & SkPaint::kUnderlineText_Flag) { 3316 top = y + textSize * kStdUnderline_Offset; 3317 points[currentPoint++] = left; 3318 points[currentPoint++] = top; 3319 points[currentPoint++] = left + underlineWidth; 3320 points[currentPoint++] = top; 3321 } 3322 3323 if (flags & SkPaint::kStrikeThruText_Flag) { 3324 top = y + textSize * kStdStrikeThru_Offset; 3325 points[currentPoint++] = left; 3326 points[currentPoint++] = top; 3327 points[currentPoint++] = left + underlineWidth; 3328 points[currentPoint++] = top; 3329 } 3330 3331 paintCopy.setStrokeWidth(strokeWidth); 3332 3333 drawLines(&points[0], pointsCount, &paintCopy); 3334 } 3335 } 3336} 3337 3338status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3339 if (mSnapshot->isIgnored()) { 3340 return DrawGlInfo::kStatusDone; 3341 } 3342 3343 int color = paint->getColor(); 3344 // If a shader is set, preserve only the alpha 3345 if (mDrawModifiers.mShader) { 3346 color |= 0x00ffffff; 3347 } 3348 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3349 3350 return drawColorRects(rects, count, color, mode); 3351} 3352 3353status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3354 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3355 if (count == 0) { 3356 return DrawGlInfo::kStatusDone; 3357 } 3358 3359 float left = FLT_MAX; 3360 float top = FLT_MAX; 3361 float right = FLT_MIN; 3362 float bottom = FLT_MIN; 3363 3364 int vertexCount = 0; 3365 Vertex mesh[count * 6]; 3366 Vertex* vertex = mesh; 3367 3368 for (int index = 0; index < count; index += 4) { 3369 float l = rects[index + 0]; 3370 float t = rects[index + 1]; 3371 float r = rects[index + 2]; 3372 float b = rects[index + 3]; 3373 3374 Vertex::set(vertex++, l, b); 3375 Vertex::set(vertex++, l, t); 3376 Vertex::set(vertex++, r, t); 3377 Vertex::set(vertex++, l, b); 3378 Vertex::set(vertex++, r, t); 3379 Vertex::set(vertex++, r, b); 3380 3381 vertexCount += 6; 3382 3383 left = fminf(left, l); 3384 top = fminf(top, t); 3385 right = fmaxf(right, r); 3386 bottom = fmaxf(bottom, b); 3387 } 3388 3389 if (clip && quickReject(left, top, right, bottom)) { 3390 return DrawGlInfo::kStatusDone; 3391 } 3392 3393 setupDraw(); 3394 setupDrawNoTexture(); 3395 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3396 setupDrawShader(); 3397 setupDrawColorFilter(); 3398 setupDrawBlending(mode); 3399 setupDrawProgram(); 3400 setupDrawDirtyRegionsDisabled(); 3401 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3402 setupDrawColorUniforms(); 3403 setupDrawShaderUniforms(); 3404 setupDrawColorFilterUniforms(); 3405 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3406 3407 if (dirty && hasLayer()) { 3408 dirtyLayer(left, top, right, bottom, currentTransform()); 3409 } 3410 3411 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3412 3413 return DrawGlInfo::kStatusDrew; 3414} 3415 3416void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3417 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3418 // If a shader is set, preserve only the alpha 3419 if (mDrawModifiers.mShader) { 3420 color |= 0x00ffffff; 3421 } 3422 3423 setupDraw(); 3424 setupDrawNoTexture(); 3425 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3426 setupDrawShader(); 3427 setupDrawColorFilter(); 3428 setupDrawBlending(mode); 3429 setupDrawProgram(); 3430 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3431 setupDrawColorUniforms(); 3432 setupDrawShaderUniforms(ignoreTransform); 3433 setupDrawColorFilterUniforms(); 3434 setupDrawSimpleMesh(); 3435 3436 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3437} 3438 3439void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3440 Texture* texture, SkPaint* paint) { 3441 int alpha; 3442 SkXfermode::Mode mode; 3443 getAlphaAndMode(paint, &alpha, &mode); 3444 3445 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3446 3447 GLvoid* vertices = (GLvoid*) NULL; 3448 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3449 3450 if (texture->uvMapper) { 3451 vertices = &mMeshVertices[0].position[0]; 3452 texCoords = &mMeshVertices[0].texture[0]; 3453 3454 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3455 texture->uvMapper->map(uvs); 3456 3457 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3458 } 3459 3460 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3461 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3462 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3463 3464 texture->setFilter(GL_NEAREST, true); 3465 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3466 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3467 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3468 } else { 3469 texture->setFilter(FILTER(paint), true); 3470 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3471 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3472 } 3473 3474 if (texture->uvMapper) { 3475 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3476 } 3477} 3478 3479void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3480 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3481 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3482 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3483} 3484 3485void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3486 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3487 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3488 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3489 3490 setupDraw(); 3491 setupDrawWithTexture(); 3492 setupDrawColor(alpha, alpha, alpha, alpha); 3493 setupDrawColorFilter(); 3494 setupDrawBlending(blend, mode, swapSrcDst); 3495 setupDrawProgram(); 3496 if (!dirty) setupDrawDirtyRegionsDisabled(); 3497 if (!ignoreScale) { 3498 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3499 } else { 3500 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3501 } 3502 setupDrawTexture(texture); 3503 setupDrawPureColorUniforms(); 3504 setupDrawColorFilterUniforms(); 3505 setupDrawMesh(vertices, texCoords, vbo); 3506 3507 glDrawArrays(drawMode, 0, elementsCount); 3508 3509 finishDrawTexture(); 3510} 3511 3512void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3513 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3514 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3515 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3516 3517 setupDraw(); 3518 setupDrawWithTexture(); 3519 setupDrawColor(alpha, alpha, alpha, alpha); 3520 setupDrawColorFilter(); 3521 setupDrawBlending(blend, mode, swapSrcDst); 3522 setupDrawProgram(); 3523 if (!dirty) setupDrawDirtyRegionsDisabled(); 3524 if (!ignoreScale) { 3525 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3526 } else { 3527 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3528 } 3529 setupDrawTexture(texture); 3530 setupDrawPureColorUniforms(); 3531 setupDrawColorFilterUniforms(); 3532 setupDrawMeshIndices(vertices, texCoords, vbo); 3533 3534 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3535 3536 finishDrawTexture(); 3537} 3538 3539void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3540 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3541 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3542 bool ignoreTransform, bool ignoreScale, bool dirty) { 3543 3544 setupDraw(); 3545 setupDrawWithTexture(true); 3546 if (hasColor) { 3547 setupDrawAlpha8Color(color, alpha); 3548 } 3549 setupDrawColorFilter(); 3550 setupDrawShader(); 3551 setupDrawBlending(true, mode); 3552 setupDrawProgram(); 3553 if (!dirty) setupDrawDirtyRegionsDisabled(); 3554 if (!ignoreScale) { 3555 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3556 } else { 3557 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3558 } 3559 setupDrawTexture(texture); 3560 setupDrawPureColorUniforms(); 3561 setupDrawColorFilterUniforms(); 3562 setupDrawShaderUniforms(); 3563 setupDrawMesh(vertices, texCoords); 3564 3565 glDrawArrays(drawMode, 0, elementsCount); 3566 3567 finishDrawTexture(); 3568} 3569 3570void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3571 ProgramDescription& description, bool swapSrcDst) { 3572 if (mCountOverdraw) { 3573 if (!mCaches.blend) glEnable(GL_BLEND); 3574 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3575 glBlendFunc(GL_ONE, GL_ONE); 3576 } 3577 3578 mCaches.blend = true; 3579 mCaches.lastSrcMode = GL_ONE; 3580 mCaches.lastDstMode = GL_ONE; 3581 3582 return; 3583 } 3584 3585 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3586 3587 if (blend) { 3588 // These blend modes are not supported by OpenGL directly and have 3589 // to be implemented using shaders. Since the shader will perform 3590 // the blending, turn blending off here 3591 // If the blend mode cannot be implemented using shaders, fall 3592 // back to the default SrcOver blend mode instead 3593 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3594 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3595 description.framebufferMode = mode; 3596 description.swapSrcDst = swapSrcDst; 3597 3598 if (mCaches.blend) { 3599 glDisable(GL_BLEND); 3600 mCaches.blend = false; 3601 } 3602 3603 return; 3604 } else { 3605 mode = SkXfermode::kSrcOver_Mode; 3606 } 3607 } 3608 3609 if (!mCaches.blend) { 3610 glEnable(GL_BLEND); 3611 } 3612 3613 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3614 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3615 3616 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3617 glBlendFunc(sourceMode, destMode); 3618 mCaches.lastSrcMode = sourceMode; 3619 mCaches.lastDstMode = destMode; 3620 } 3621 } else if (mCaches.blend) { 3622 glDisable(GL_BLEND); 3623 } 3624 mCaches.blend = blend; 3625} 3626 3627bool OpenGLRenderer::useProgram(Program* program) { 3628 if (!program->isInUse()) { 3629 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3630 program->use(); 3631 mCaches.currentProgram = program; 3632 return false; 3633 } 3634 return true; 3635} 3636 3637void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3638 TextureVertex* v = &mMeshVertices[0]; 3639 TextureVertex::setUV(v++, u1, v1); 3640 TextureVertex::setUV(v++, u2, v1); 3641 TextureVertex::setUV(v++, u1, v2); 3642 TextureVertex::setUV(v++, u2, v2); 3643} 3644 3645void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3646 getAlphaAndModeDirect(paint, alpha, mode); 3647 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3648 // if drawing a layer, ignore the paint's alpha 3649 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3650 } 3651 *alpha *= mSnapshot->alpha; 3652} 3653 3654float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3655 float alpha; 3656 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3657 alpha = mDrawModifiers.mOverrideLayerAlpha; 3658 } else { 3659 alpha = layer->getAlpha() / 255.0f; 3660 } 3661 return alpha * mSnapshot->alpha; 3662} 3663 3664}; // namespace uirenderer 3665}; // namespace android 3666