OpenGLRenderer.cpp revision edacf22ca132ac48207a68aa30998f5b43d893b8
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "DisplayListRenderer.h" 21#include "GammaFontRenderer.h" 22#include "Glop.h" 23#include "GlopBuilder.h" 24#include "Patch.h" 25#include "PathTessellator.h" 26#include "Properties.h" 27#include "RenderNode.h" 28#include "renderstate/MeshState.h" 29#include "renderstate/RenderState.h" 30#include "ShadowTessellator.h" 31#include "SkiaShader.h" 32#include "Vector.h" 33#include "VertexBuffer.h" 34#include "utils/GLUtils.h" 35#include "utils/PaintUtils.h" 36#include "utils/TraceUtils.h" 37 38#include <stdlib.h> 39#include <stdint.h> 40#include <sys/types.h> 41 42#include <SkCanvas.h> 43#include <SkColor.h> 44#include <SkShader.h> 45#include <SkTypeface.h> 46 47#include <utils/Log.h> 48#include <utils/StopWatch.h> 49 50#include <private/hwui/DrawGlInfo.h> 51 52#include <ui/Rect.h> 53 54#if DEBUG_DETAILED_EVENTS 55 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 56#else 57 #define EVENT_LOGD(...) 58#endif 59 60#define USE_GLOPS true 61 62namespace android { 63namespace uirenderer { 64 65/////////////////////////////////////////////////////////////////////////////// 66// Constructors/destructor 67/////////////////////////////////////////////////////////////////////////////// 68 69OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 70 : mState(*this) 71 , mCaches(Caches::getInstance()) 72 , mRenderState(renderState) 73 , mFrameStarted(false) 74 , mScissorOptimizationDisabled(false) 75 , mSuppressTiling(false) 76 , mFirstFrameAfterResize(true) 77 , mDirty(false) 78 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 79 , mLightRadius(FLT_MIN) 80 , mAmbientShadowAlpha(0) 81 , mSpotShadowAlpha(0) { 82 // *set* draw modifiers to be 0 83 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 84 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 85 86 memcpy(mMeshVertices, kUnitQuadVertices, sizeof(kUnitQuadVertices)); 87} 88 89OpenGLRenderer::~OpenGLRenderer() { 90 // The context has already been destroyed at this point, do not call 91 // GL APIs. All GL state should be kept in Caches.h 92} 93 94void OpenGLRenderer::initProperties() { 95 char property[PROPERTY_VALUE_MAX]; 96 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 97 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 98 INIT_LOGD(" Scissor optimization %s", 99 mScissorOptimizationDisabled ? "disabled" : "enabled"); 100 } else { 101 INIT_LOGD(" Scissor optimization enabled"); 102 } 103} 104 105void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 106 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 107 mLightCenter = lightCenter; 108 mLightRadius = lightRadius; 109 mAmbientShadowAlpha = ambientShadowAlpha; 110 mSpotShadowAlpha = spotShadowAlpha; 111} 112 113/////////////////////////////////////////////////////////////////////////////// 114// Setup 115/////////////////////////////////////////////////////////////////////////////// 116 117void OpenGLRenderer::onViewportInitialized() { 118 glDisable(GL_DITHER); 119 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 120 mFirstFrameAfterResize = true; 121} 122 123void OpenGLRenderer::setupFrameState(float left, float top, 124 float right, float bottom, bool opaque) { 125 mCaches.clearGarbage(); 126 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 127 mOpaque = opaque; 128 mTilingClip.set(left, top, right, bottom); 129} 130 131void OpenGLRenderer::startFrame() { 132 if (mFrameStarted) return; 133 mFrameStarted = true; 134 135 mState.setDirtyClip(true); 136 137 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 138 139 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 140 141 // Functors break the tiling extension in pretty spectacular ways 142 // This ensures we don't use tiling when a functor is going to be 143 // invoked during the frame 144 mSuppressTiling = mCaches.hasRegisteredFunctors() 145 || mFirstFrameAfterResize; 146 mFirstFrameAfterResize = false; 147 148 startTilingCurrentClip(true); 149 150 debugOverdraw(true, true); 151 152 clear(mTilingClip.left, mTilingClip.top, 153 mTilingClip.right, mTilingClip.bottom, mOpaque); 154} 155 156void OpenGLRenderer::prepareDirty(float left, float top, 157 float right, float bottom, bool opaque) { 158 159 setupFrameState(left, top, right, bottom, opaque); 160 161 // Layer renderers will start the frame immediately 162 // The framebuffer renderer will first defer the display list 163 // for each layer and wait until the first drawing command 164 // to start the frame 165 if (currentSnapshot()->fbo == 0) { 166 mRenderState.blend().syncEnabled(); 167 updateLayers(); 168 } else { 169 startFrame(); 170 } 171} 172 173void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 174 // If we know that we are going to redraw the entire framebuffer, 175 // perform a discard to let the driver know we don't need to preserve 176 // the back buffer for this frame. 177 if (mCaches.extensions().hasDiscardFramebuffer() && 178 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 179 const bool isFbo = getTargetFbo() == 0; 180 const GLenum attachments[] = { 181 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 182 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 183 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 184 } 185} 186 187void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 188 if (!opaque) { 189 mRenderState.scissor().setEnabled(true); 190 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 191 glClear(GL_COLOR_BUFFER_BIT); 192 mDirty = true; 193 return; 194 } 195 196 mRenderState.scissor().reset(); 197} 198 199void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 200 if (!mSuppressTiling) { 201 const Snapshot* snapshot = currentSnapshot(); 202 203 const Rect* clip = &mTilingClip; 204 if (snapshot->flags & Snapshot::kFlagFboTarget) { 205 clip = &(snapshot->layer->clipRect); 206 } 207 208 startTiling(*clip, getViewportHeight(), opaque, expand); 209 } 210} 211 212void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 213 if (!mSuppressTiling) { 214 if(expand) { 215 // Expand the startTiling region by 1 216 int leftNotZero = (clip.left > 0) ? 1 : 0; 217 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 218 219 mCaches.startTiling( 220 clip.left - leftNotZero, 221 windowHeight - clip.bottom - topNotZero, 222 clip.right - clip.left + leftNotZero + 1, 223 clip.bottom - clip.top + topNotZero + 1, 224 opaque); 225 } else { 226 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 227 clip.right - clip.left, clip.bottom - clip.top, opaque); 228 } 229 } 230} 231 232void OpenGLRenderer::endTiling() { 233 if (!mSuppressTiling) mCaches.endTiling(); 234} 235 236bool OpenGLRenderer::finish() { 237 renderOverdraw(); 238 endTiling(); 239 mTempPaths.clear(); 240 241 // When finish() is invoked on FBO 0 we've reached the end 242 // of the current frame 243 if (getTargetFbo() == 0) { 244 mCaches.pathCache.trim(); 245 mCaches.tessellationCache.trim(); 246 } 247 248 if (!suppressErrorChecks()) { 249#if DEBUG_OPENGL 250 GLUtils::dumpGLErrors(); 251#endif 252 253#if DEBUG_MEMORY_USAGE 254 mCaches.dumpMemoryUsage(); 255#else 256 if (mCaches.getDebugLevel() & kDebugMemory) { 257 mCaches.dumpMemoryUsage(); 258 } 259#endif 260 } 261 262 mFrameStarted = false; 263 264 return reportAndClearDirty(); 265} 266 267void OpenGLRenderer::resumeAfterLayer() { 268 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 269 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 270 debugOverdraw(true, false); 271 272 mRenderState.scissor().reset(); 273 dirtyClip(); 274} 275 276void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 277 if (mState.currentlyIgnored()) return; 278 279 Rect clip(mState.currentClipRect()); 280 clip.snapToPixelBoundaries(); 281 282 // Since we don't know what the functor will draw, let's dirty 283 // the entire clip region 284 if (hasLayer()) { 285 dirtyLayerUnchecked(clip, getRegion()); 286 } 287 288 DrawGlInfo info; 289 info.clipLeft = clip.left; 290 info.clipTop = clip.top; 291 info.clipRight = clip.right; 292 info.clipBottom = clip.bottom; 293 info.isLayer = hasLayer(); 294 info.width = getViewportWidth(); 295 info.height = getViewportHeight(); 296 currentTransform()->copyTo(&info.transform[0]); 297 298 bool prevDirtyClip = mState.getDirtyClip(); 299 // setup GL state for functor 300 if (mState.getDirtyClip()) { 301 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 302 } 303 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 304 setScissorFromClip(); 305 } 306 307 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 308 // Scissor may have been modified, reset dirty clip 309 dirtyClip(); 310 311 mDirty = true; 312} 313 314/////////////////////////////////////////////////////////////////////////////// 315// Debug 316/////////////////////////////////////////////////////////////////////////////// 317 318void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 319#if DEBUG_DETAILED_EVENTS 320 const int BUFFER_SIZE = 256; 321 va_list ap; 322 char buf[BUFFER_SIZE]; 323 324 va_start(ap, fmt); 325 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 326 va_end(ap); 327 328 eventMark(buf); 329#endif 330} 331 332 333void OpenGLRenderer::eventMark(const char* name) const { 334 mCaches.eventMark(0, name); 335} 336 337void OpenGLRenderer::startMark(const char* name) const { 338 mCaches.startMark(0, name); 339} 340 341void OpenGLRenderer::endMark() const { 342 mCaches.endMark(); 343} 344 345void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 346 mRenderState.debugOverdraw(enable, clear); 347} 348 349void OpenGLRenderer::renderOverdraw() { 350 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 351 const Rect* clip = &mTilingClip; 352 353 mRenderState.scissor().setEnabled(true); 354 mRenderState.scissor().set(clip->left, 355 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 356 clip->right - clip->left, 357 clip->bottom - clip->top); 358 359 // 1x overdraw 360 mRenderState.stencil().enableDebugTest(2); 361 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 362 363 // 2x overdraw 364 mRenderState.stencil().enableDebugTest(3); 365 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 366 367 // 3x overdraw 368 mRenderState.stencil().enableDebugTest(4); 369 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 370 371 // 4x overdraw and higher 372 mRenderState.stencil().enableDebugTest(4, true); 373 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 374 375 mRenderState.stencil().disable(); 376 } 377} 378 379/////////////////////////////////////////////////////////////////////////////// 380// Layers 381/////////////////////////////////////////////////////////////////////////////// 382 383bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 384 if (layer->deferredUpdateScheduled && layer->renderer 385 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 386 387 if (inFrame) { 388 endTiling(); 389 debugOverdraw(false, false); 390 } 391 392 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 393 layer->render(*this); 394 } else { 395 layer->defer(*this); 396 } 397 398 if (inFrame) { 399 resumeAfterLayer(); 400 startTilingCurrentClip(); 401 } 402 403 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 404 layer->hasDrawnSinceUpdate = false; 405 406 return true; 407 } 408 409 return false; 410} 411 412void OpenGLRenderer::updateLayers() { 413 // If draw deferring is enabled this method will simply defer 414 // the display list of each individual layer. The layers remain 415 // in the layer updates list which will be cleared by flushLayers(). 416 int count = mLayerUpdates.size(); 417 if (count > 0) { 418 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 419 startMark("Layer Updates"); 420 } else { 421 startMark("Defer Layer Updates"); 422 } 423 424 // Note: it is very important to update the layers in order 425 for (int i = 0; i < count; i++) { 426 Layer* layer = mLayerUpdates.itemAt(i).get(); 427 updateLayer(layer, false); 428 } 429 430 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 431 mLayerUpdates.clear(); 432 mRenderState.bindFramebuffer(getTargetFbo()); 433 } 434 endMark(); 435 } 436} 437 438void OpenGLRenderer::flushLayers() { 439 int count = mLayerUpdates.size(); 440 if (count > 0) { 441 startMark("Apply Layer Updates"); 442 443 // Note: it is very important to update the layers in order 444 for (int i = 0; i < count; i++) { 445 mLayerUpdates.itemAt(i)->flush(); 446 } 447 448 mLayerUpdates.clear(); 449 mRenderState.bindFramebuffer(getTargetFbo()); 450 451 endMark(); 452 } 453} 454 455void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 456 if (layer) { 457 // Make sure we don't introduce duplicates. 458 // SortedVector would do this automatically but we need to respect 459 // the insertion order. The linear search is not an issue since 460 // this list is usually very short (typically one item, at most a few) 461 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 462 if (mLayerUpdates.itemAt(i) == layer) { 463 return; 464 } 465 } 466 mLayerUpdates.push_back(layer); 467 } 468} 469 470void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 471 if (layer) { 472 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 473 if (mLayerUpdates.itemAt(i) == layer) { 474 mLayerUpdates.removeAt(i); 475 break; 476 } 477 } 478 } 479} 480 481void OpenGLRenderer::flushLayerUpdates() { 482 ATRACE_NAME("Update HW Layers"); 483 mRenderState.blend().syncEnabled(); 484 updateLayers(); 485 flushLayers(); 486 // Wait for all the layer updates to be executed 487 glFinish(); 488} 489 490void OpenGLRenderer::markLayersAsBuildLayers() { 491 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 492 mLayerUpdates[i]->wasBuildLayered = true; 493 } 494} 495 496/////////////////////////////////////////////////////////////////////////////// 497// State management 498/////////////////////////////////////////////////////////////////////////////// 499 500void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 501 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 502 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 503 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 504 505 if (restoreViewport) { 506 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 507 } 508 509 if (restoreClip) { 510 dirtyClip(); 511 } 512 513 if (restoreLayer) { 514 endMark(); // Savelayer 515 ATRACE_END(); // SaveLayer 516 startMark("ComposeLayer"); 517 composeLayer(removed, restored); 518 endMark(); 519 } 520} 521 522/////////////////////////////////////////////////////////////////////////////// 523// Layers 524/////////////////////////////////////////////////////////////////////////////// 525 526int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 527 const SkPaint* paint, int flags, const SkPath* convexMask) { 528 // force matrix/clip isolation for layer 529 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 530 531 const int count = mState.saveSnapshot(flags); 532 533 if (!mState.currentlyIgnored()) { 534 createLayer(left, top, right, bottom, paint, flags, convexMask); 535 } 536 537 return count; 538} 539 540void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 541 const Rect untransformedBounds(bounds); 542 543 currentTransform()->mapRect(bounds); 544 545 // Layers only make sense if they are in the framebuffer's bounds 546 if (bounds.intersect(mState.currentClipRect())) { 547 // We cannot work with sub-pixels in this case 548 bounds.snapToPixelBoundaries(); 549 550 // When the layer is not an FBO, we may use glCopyTexImage so we 551 // need to make sure the layer does not extend outside the bounds 552 // of the framebuffer 553 const Snapshot& previous = *(currentSnapshot()->previous); 554 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 555 if (!bounds.intersect(previousViewport)) { 556 bounds.setEmpty(); 557 } else if (fboLayer) { 558 clip.set(bounds); 559 mat4 inverse; 560 inverse.loadInverse(*currentTransform()); 561 inverse.mapRect(clip); 562 clip.snapToPixelBoundaries(); 563 if (clip.intersect(untransformedBounds)) { 564 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 565 bounds.set(untransformedBounds); 566 } else { 567 clip.setEmpty(); 568 } 569 } 570 } else { 571 bounds.setEmpty(); 572 } 573} 574 575void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 576 bool fboLayer, int alpha) { 577 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 578 bounds.getHeight() > mCaches.maxTextureSize || 579 (fboLayer && clip.isEmpty())) { 580 writableSnapshot()->empty = fboLayer; 581 } else { 582 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 583 } 584} 585 586int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 587 const SkPaint* paint, int flags) { 588 const int count = mState.saveSnapshot(flags); 589 590 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 591 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 592 // operations will be able to store and restore the current clip and transform info, and 593 // quick rejection will be correct (for display lists) 594 595 Rect bounds(left, top, right, bottom); 596 Rect clip; 597 calculateLayerBoundsAndClip(bounds, clip, true); 598 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 599 600 if (!mState.currentlyIgnored()) { 601 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 602 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 603 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 604 writableSnapshot()->roundRectClipState = nullptr; 605 } 606 } 607 608 return count; 609} 610 611/** 612 * Layers are viewed by Skia are slightly different than layers in image editing 613 * programs (for instance.) When a layer is created, previously created layers 614 * and the frame buffer still receive every drawing command. For instance, if a 615 * layer is created and a shape intersecting the bounds of the layers and the 616 * framebuffer is draw, the shape will be drawn on both (unless the layer was 617 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 618 * 619 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 620 * texture. Unfortunately, this is inefficient as it requires every primitive to 621 * be drawn n + 1 times, where n is the number of active layers. In practice this 622 * means, for every primitive: 623 * - Switch active frame buffer 624 * - Change viewport, clip and projection matrix 625 * - Issue the drawing 626 * 627 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 628 * To avoid this, layers are implemented in a different way here, at least in the 629 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 630 * is set. When this flag is set we can redirect all drawing operations into a 631 * single FBO. 632 * 633 * This implementation relies on the frame buffer being at least RGBA 8888. When 634 * a layer is created, only a texture is created, not an FBO. The content of the 635 * frame buffer contained within the layer's bounds is copied into this texture 636 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 637 * buffer and drawing continues as normal. This technique therefore treats the 638 * frame buffer as a scratch buffer for the layers. 639 * 640 * To compose the layers back onto the frame buffer, each layer texture 641 * (containing the original frame buffer data) is drawn as a simple quad over 642 * the frame buffer. The trick is that the quad is set as the composition 643 * destination in the blending equation, and the frame buffer becomes the source 644 * of the composition. 645 * 646 * Drawing layers with an alpha value requires an extra step before composition. 647 * An empty quad is drawn over the layer's region in the frame buffer. This quad 648 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 649 * quad is used to multiply the colors in the frame buffer. This is achieved by 650 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 651 * GL_ZERO, GL_SRC_ALPHA. 652 * 653 * Because glCopyTexImage2D() can be slow, an alternative implementation might 654 * be use to draw a single clipped layer. The implementation described above 655 * is correct in every case. 656 * 657 * (1) The frame buffer is actually not cleared right away. To allow the GPU 658 * to potentially optimize series of calls to glCopyTexImage2D, the frame 659 * buffer is left untouched until the first drawing operation. Only when 660 * something actually gets drawn are the layers regions cleared. 661 */ 662bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 663 const SkPaint* paint, int flags, const SkPath* convexMask) { 664 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 665 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 666 667 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 668 669 // Window coordinates of the layer 670 Rect clip; 671 Rect bounds(left, top, right, bottom); 672 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 673 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 674 675 // Bail out if we won't draw in this snapshot 676 if (mState.currentlyIgnored()) { 677 return false; 678 } 679 680 mCaches.textureState().activateTexture(0); 681 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 682 if (!layer) { 683 return false; 684 } 685 686 layer->setPaint(paint); 687 layer->layer.set(bounds); 688 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 689 bounds.getWidth() / float(layer->getWidth()), 0.0f); 690 691 layer->setBlend(true); 692 layer->setDirty(false); 693 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 694 695 // Save the layer in the snapshot 696 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 697 writableSnapshot()->layer = layer; 698 699 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 700 fboLayer ? "" : "unclipped ", 701 layer->getWidth(), layer->getHeight()); 702 startMark("SaveLayer"); 703 if (fboLayer) { 704 return createFboLayer(layer, bounds, clip); 705 } else { 706 // Copy the framebuffer into the layer 707 layer->bindTexture(); 708 if (!bounds.isEmpty()) { 709 if (layer->isEmpty()) { 710 // Workaround for some GL drivers. When reading pixels lying outside 711 // of the window we should get undefined values for those pixels. 712 // Unfortunately some drivers will turn the entire target texture black 713 // when reading outside of the window. 714 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 715 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 716 layer->setEmpty(false); 717 } 718 719 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 720 bounds.left, getViewportHeight() - bounds.bottom, 721 bounds.getWidth(), bounds.getHeight()); 722 723 // Enqueue the buffer coordinates to clear the corresponding region later 724 mLayers.push_back(Rect(bounds)); 725 } 726 } 727 728 return true; 729} 730 731bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 732 layer->clipRect.set(clip); 733 layer->setFbo(mCaches.fboCache.get()); 734 735 writableSnapshot()->region = &writableSnapshot()->layer->region; 736 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 737 writableSnapshot()->fbo = layer->getFbo(); 738 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 739 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 740 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 741 writableSnapshot()->roundRectClipState = nullptr; 742 743 endTiling(); 744 debugOverdraw(false, false); 745 // Bind texture to FBO 746 mRenderState.bindFramebuffer(layer->getFbo()); 747 layer->bindTexture(); 748 749 // Initialize the texture if needed 750 if (layer->isEmpty()) { 751 layer->allocateTexture(); 752 layer->setEmpty(false); 753 } 754 755 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 756 layer->getTextureId(), 0); 757 758 // Expand the startTiling region by 1 759 startTilingCurrentClip(true, true); 760 761 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 762 mRenderState.scissor().setEnabled(true); 763 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 764 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 765 glClear(GL_COLOR_BUFFER_BIT); 766 767 dirtyClip(); 768 769 // Change the ortho projection 770 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 771 return true; 772} 773 774/** 775 * Read the documentation of createLayer() before doing anything in this method. 776 */ 777void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 778 if (!removed.layer) { 779 ALOGE("Attempting to compose a layer that does not exist"); 780 return; 781 } 782 783 Layer* layer = removed.layer; 784 const Rect& rect = layer->layer; 785 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 786 787 bool clipRequired = false; 788 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 789 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 790 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 791 792 if (fboLayer) { 793 endTiling(); 794 795 // Detach the texture from the FBO 796 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 797 798 layer->removeFbo(false); 799 800 // Unbind current FBO and restore previous one 801 mRenderState.bindFramebuffer(restored.fbo); 802 debugOverdraw(true, false); 803 804 startTilingCurrentClip(); 805 } 806 807 if (!fboLayer && layer->getAlpha() < 255) { 808 SkPaint layerPaint; 809 layerPaint.setAlpha(layer->getAlpha()); 810 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 811 layerPaint.setColorFilter(layer->getColorFilter()); 812 813 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 814 // Required below, composeLayerRect() will divide by 255 815 layer->setAlpha(255); 816 } 817 818 mRenderState.meshState().unbindMeshBuffer(); 819 820 mCaches.textureState().activateTexture(0); 821 822 // When the layer is stored in an FBO, we can save a bit of fillrate by 823 // drawing only the dirty region 824 if (fboLayer) { 825 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 826 composeLayerRegion(layer, rect); 827 } else if (!rect.isEmpty()) { 828 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 829 830 save(0); 831 // the layer contains screen buffer content that shouldn't be alpha modulated 832 // (and any necessary alpha modulation was handled drawing into the layer) 833 writableSnapshot()->alpha = 1.0f; 834 composeLayerRect(layer, rect, true); 835 restore(); 836 } 837 838 dirtyClip(); 839 840 // Failing to add the layer to the cache should happen only if the layer is too large 841 layer->setConvexMask(nullptr); 842 if (!mCaches.layerCache.put(layer)) { 843 LAYER_LOGD("Deleting layer"); 844 layer->decStrong(nullptr); 845 } 846} 847 848void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 849 if (USE_GLOPS) { 850 bool snap = !layer->getForceFilter() 851 && layer->getWidth() == (uint32_t) rect.getWidth() 852 && layer->getHeight() == (uint32_t) rect.getHeight(); 853 Glop glop; 854 GlopBuilder(mRenderState, mCaches, &glop) 855 .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 856 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 857 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 858 .setModelViewMapUnitToRectOptionalSnap(snap, rect) 859 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 860 .build(); 861 } 862 863 float alpha = getLayerAlpha(layer); 864 setupDraw(); 865 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 866 setupDrawWithTexture(); 867 } else { 868 setupDrawWithExternalTexture(); 869 } 870 setupDrawTextureTransform(); 871 setupDrawColor(alpha, alpha, alpha, alpha); 872 setupDrawColorFilter(layer->getColorFilter()); 873 setupDrawBlending(layer); 874 setupDrawProgram(); 875 setupDrawPureColorUniforms(); 876 setupDrawColorFilterUniforms(layer->getColorFilter()); 877 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 878 setupDrawTexture(layer->getTextureId()); 879 } else { 880 setupDrawExternalTexture(layer->getTextureId()); 881 } 882 if (currentTransform()->isPureTranslate() 883 && !layer->getForceFilter() 884 && layer->getWidth() == (uint32_t) rect.getWidth() 885 && layer->getHeight() == (uint32_t) rect.getHeight()) { 886 const float x = floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 887 const float y = floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 888 889 layer->setFilter(GL_NEAREST); 890 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 891 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 892 } else { 893 layer->setFilter(GL_LINEAR); 894 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 895 rect.left, rect.top, rect.right, rect.bottom); 896 } 897 setupDrawTextureTransformUniforms(layer->getTexTransform()); 898 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 899 900 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 901} 902 903void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 904 if (layer->isTextureLayer()) { 905 EVENT_LOGD("composeTextureLayerRect"); 906 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 907 drawTextureLayer(layer, rect); 908 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 909 } else { 910 EVENT_LOGD("composeHardwareLayerRect"); 911 912 if (USE_GLOPS) { 913 Blend::ModeOrderSwap modeUsage = swap ? 914 Blend::ModeOrderSwap::Swap : Blend::ModeOrderSwap::NoSwap; 915 const Matrix4& transform = swap ? Matrix4::identity() : *currentTransform(); 916 bool snap = !swap 917 && layer->getWidth() == static_cast<uint32_t>(rect.getWidth()) 918 && layer->getHeight() == static_cast<uint32_t>(rect.getHeight()); 919 Glop glop; 920 GlopBuilder(mRenderState, mCaches, &glop) 921 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 922 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), modeUsage) 923 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 924 .setModelViewMapUnitToRectOptionalSnap(snap, rect) 925 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 926 .build(); 927 renderGlop(glop); 928 return; 929 } 930 931 const Rect& texCoords = layer->texCoords; 932 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 933 texCoords.right, texCoords.bottom); 934 935 float x = rect.left; 936 float y = rect.top; 937 bool simpleTransform = currentTransform()->isPureTranslate() 938 && layer->getWidth() == (uint32_t) rect.getWidth() 939 && layer->getHeight() == (uint32_t) rect.getHeight(); 940 941 if (simpleTransform) { 942 // When we're swapping, the layer is already in screen coordinates 943 if (!swap) { 944 x = floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 945 y = floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 946 } 947 948 layer->setFilter(GL_NEAREST, true); 949 } else { 950 layer->setFilter(GL_LINEAR, true); 951 } 952 953 SkPaint layerPaint; 954 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 955 layerPaint.setXfermodeMode(layer->getMode()); 956 layerPaint.setColorFilter(layer->getColorFilter()); 957 958 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 959 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 960 layer->getTextureId(), &layerPaint, blend, 961 &mMeshVertices[0].x, &mMeshVertices[0].u, 962 GL_TRIANGLE_STRIP, kUnitQuadCount, swap, swap || simpleTransform); 963 964 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 965 } 966} 967 968/** 969 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 970 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 971 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 972 * by saveLayer's restore 973 */ 974#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 975 DRAW_COMMAND; \ 976 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 977 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 978 DRAW_COMMAND; \ 979 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 980 } \ 981 } 982 983#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 984 985// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 986// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 987class LayerShader : public SkShader { 988public: 989 LayerShader(Layer* layer, const SkMatrix* localMatrix) 990 : INHERITED(localMatrix) 991 , mLayer(layer) { 992 } 993 994 virtual bool asACustomShader(void** data) const override { 995 if (data) { 996 *data = static_cast<void*>(mLayer); 997 } 998 return true; 999 } 1000 1001 virtual bool isOpaque() const override { 1002 return !mLayer->isBlend(); 1003 } 1004 1005protected: 1006 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1007 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1008 } 1009 1010 virtual void flatten(SkWriteBuffer&) const override { 1011 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1012 } 1013 1014 virtual Factory getFactory() const override { 1015 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1016 return nullptr; 1017 } 1018private: 1019 // Unowned. 1020 Layer* mLayer; 1021 typedef SkShader INHERITED; 1022}; 1023 1024void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1025 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1026 1027 if (layer->getConvexMask()) { 1028 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1029 1030 // clip to the area of the layer the mask can be larger 1031 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1032 1033 SkPaint paint; 1034 paint.setAntiAlias(true); 1035 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1036 1037 // create LayerShader to map SaveLayer content into subsequent draw 1038 SkMatrix shaderMatrix; 1039 shaderMatrix.setTranslate(rect.left, rect.bottom); 1040 shaderMatrix.preScale(1, -1); 1041 LayerShader layerShader(layer, &shaderMatrix); 1042 paint.setShader(&layerShader); 1043 1044 // Since the drawing primitive is defined in local drawing space, 1045 // we don't need to modify the draw matrix 1046 const SkPath* maskPath = layer->getConvexMask(); 1047 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1048 1049 paint.setShader(nullptr); 1050 restore(); 1051 1052 return; 1053 } 1054 1055 if (layer->region.isRect()) { 1056 layer->setRegionAsRect(); 1057 1058 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1059 1060 layer->region.clear(); 1061 return; 1062 } 1063 1064 EVENT_LOGD("composeLayerRegion"); 1065 // standard Region based draw 1066 size_t count; 1067 const android::Rect* rects; 1068 Region safeRegion; 1069 if (CC_LIKELY(hasRectToRectTransform())) { 1070 rects = layer->region.getArray(&count); 1071 } else { 1072 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1073 rects = safeRegion.getArray(&count); 1074 } 1075 1076 const float texX = 1.0f / float(layer->getWidth()); 1077 const float texY = 1.0f / float(layer->getHeight()); 1078 const float height = rect.getHeight(); 1079 1080 if (USE_GLOPS) { 1081 TextureVertex quadVertices[count * 4]; 1082 //std::unique_ptr<TextureVertex[]> quadVertices(new TextureVertex[count * 4]); 1083 TextureVertex* mesh = &quadVertices[0]; 1084 for (size_t i = 0; i < count; i++) { 1085 const android::Rect* r = &rects[i]; 1086 1087 const float u1 = r->left * texX; 1088 const float v1 = (height - r->top) * texY; 1089 const float u2 = r->right * texX; 1090 const float v2 = (height - r->bottom) * texY; 1091 1092 // TODO: Reject quads outside of the clip 1093 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1094 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1095 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1096 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1097 } 1098 Glop glop; 1099 GlopBuilder(mRenderState, mCaches, &glop) 1100 .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6) 1101 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 1102 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 1103 .setModelViewOffsetRectSnap(0, 0, rect) 1104 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1105 .build(); 1106 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 1107 return; 1108 } 1109 1110 const float alpha = getLayerAlpha(layer); 1111 1112 setupDraw(); 1113 1114 // We must get (and therefore bind) the region mesh buffer 1115 // after we setup drawing in case we need to mess with the 1116 // stencil buffer in setupDraw() 1117 TextureVertex* mesh = mCaches.getRegionMesh(); 1118 uint32_t numQuads = 0; 1119 1120 setupDrawWithTexture(); 1121 setupDrawColor(alpha, alpha, alpha, alpha); 1122 setupDrawColorFilter(layer->getColorFilter()); 1123 setupDrawBlending(layer); 1124 setupDrawProgram(); 1125 setupDrawDirtyRegionsDisabled(); 1126 setupDrawPureColorUniforms(); 1127 setupDrawColorFilterUniforms(layer->getColorFilter()); 1128 setupDrawTexture(layer->getTextureId()); 1129 if (currentTransform()->isPureTranslate()) { 1130 const float x = floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1131 const float y = floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1132 1133 layer->setFilter(GL_NEAREST); 1134 setupDrawModelView(kModelViewMode_Translate, false, 1135 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1136 } else { 1137 layer->setFilter(GL_LINEAR); 1138 setupDrawModelView(kModelViewMode_Translate, false, 1139 rect.left, rect.top, rect.right, rect.bottom); 1140 } 1141 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1142 1143 for (size_t i = 0; i < count; i++) { 1144 const android::Rect* r = &rects[i]; 1145 1146 const float u1 = r->left * texX; 1147 const float v1 = (height - r->top) * texY; 1148 const float u2 = r->right * texX; 1149 const float v2 = (height - r->bottom) * texY; 1150 1151 // TODO: Reject quads outside of the clip 1152 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1153 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1154 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1155 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1156 1157 numQuads++; 1158 1159 if (numQuads >= kMaxNumberOfQuads) { 1160 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1161 GL_UNSIGNED_SHORT, nullptr)); 1162 numQuads = 0; 1163 mesh = mCaches.getRegionMesh(); 1164 } 1165 } 1166 1167 if (numQuads > 0) { 1168 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1169 GL_UNSIGNED_SHORT, nullptr)); 1170 } 1171 1172#if DEBUG_LAYERS_AS_REGIONS 1173 drawRegionRectsDebug(layer->region); 1174#endif 1175 1176 layer->region.clear(); 1177} 1178 1179#if DEBUG_LAYERS_AS_REGIONS 1180void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1181 size_t count; 1182 const android::Rect* rects = region.getArray(&count); 1183 1184 uint32_t colors[] = { 1185 0x7fff0000, 0x7f00ff00, 1186 0x7f0000ff, 0x7fff00ff, 1187 }; 1188 1189 int offset = 0; 1190 int32_t top = rects[0].top; 1191 1192 for (size_t i = 0; i < count; i++) { 1193 if (top != rects[i].top) { 1194 offset ^= 0x2; 1195 top = rects[i].top; 1196 } 1197 1198 SkPaint paint; 1199 paint.setColor(colors[offset + (i & 0x1)]); 1200 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1201 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1202 } 1203} 1204#endif 1205 1206void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1207 Vector<float> rects; 1208 1209 SkRegion::Iterator it(region); 1210 while (!it.done()) { 1211 const SkIRect& r = it.rect(); 1212 rects.push(r.fLeft); 1213 rects.push(r.fTop); 1214 rects.push(r.fRight); 1215 rects.push(r.fBottom); 1216 it.next(); 1217 } 1218 1219 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1220} 1221 1222void OpenGLRenderer::dirtyLayer(const float left, const float top, 1223 const float right, const float bottom, const Matrix4& transform) { 1224 if (hasLayer()) { 1225 Rect bounds(left, top, right, bottom); 1226 transform.mapRect(bounds); 1227 dirtyLayerUnchecked(bounds, getRegion()); 1228 } 1229} 1230 1231void OpenGLRenderer::dirtyLayer(const float left, const float top, 1232 const float right, const float bottom) { 1233 if (hasLayer()) { 1234 Rect bounds(left, top, right, bottom); 1235 dirtyLayerUnchecked(bounds, getRegion()); 1236 } 1237} 1238 1239void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1240 if (bounds.intersect(mState.currentClipRect())) { 1241 bounds.snapToPixelBoundaries(); 1242 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1243 if (!dirty.isEmpty()) { 1244 region->orSelf(dirty); 1245 } 1246 } 1247} 1248 1249void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1250 GLsizei elementsCount = quadsCount * 6; 1251 while (elementsCount > 0) { 1252 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 1253 1254 setupDrawIndexedVertices(&mesh[0].x); 1255 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1256 1257 elementsCount -= drawCount; 1258 // Though there are 4 vertices in a quad, we use 6 indices per 1259 // quad to draw with GL_TRIANGLES 1260 mesh += (drawCount / 6) * 4; 1261 } 1262} 1263 1264void OpenGLRenderer::clearLayerRegions() { 1265 const size_t quadCount = mLayers.size(); 1266 if (quadCount == 0) return; 1267 1268 if (!mState.currentlyIgnored()) { 1269 EVENT_LOGD("clearLayerRegions"); 1270 // Doing several glScissor/glClear here can negatively impact 1271 // GPUs with a tiler architecture, instead we draw quads with 1272 // the Clear blending mode 1273 1274 // The list contains bounds that have already been clipped 1275 // against their initial clip rect, and the current clip 1276 // is likely different so we need to disable clipping here 1277 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1278 1279 Vertex mesh[quadCount * 4]; 1280 Vertex* vertex = mesh; 1281 1282 for (uint32_t i = 0; i < quadCount; i++) { 1283 const Rect& bounds = mLayers[i]; 1284 1285 Vertex::set(vertex++, bounds.left, bounds.top); 1286 Vertex::set(vertex++, bounds.right, bounds.top); 1287 Vertex::set(vertex++, bounds.left, bounds.bottom); 1288 Vertex::set(vertex++, bounds.right, bounds.bottom); 1289 } 1290 // We must clear the list of dirty rects before we 1291 // call setupDraw() to prevent stencil setup to do 1292 // the same thing again 1293 mLayers.clear(); 1294 1295 if (USE_GLOPS) { 1296 Glop glop; 1297 GlopBuilder(mRenderState, mCaches, &glop) 1298 .setMeshIndexedQuads(&mesh[0], quadCount) 1299 .setFillClear() 1300 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1301 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect())) 1302 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1303 .build(); 1304 renderGlop(glop, false); 1305 } else { 1306 SkPaint clearPaint; 1307 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1308 1309 setupDraw(false); 1310 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1311 setupDrawBlending(&clearPaint, true); 1312 setupDrawProgram(); 1313 setupDrawPureColorUniforms(); 1314 setupDrawModelView(kModelViewMode_Translate, false, 1315 0.0f, 0.0f, 0.0f, 0.0f, true); 1316 1317 issueIndexedQuadDraw(&mesh[0], quadCount); 1318 } 1319 1320 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1321 } else { 1322 mLayers.clear(); 1323 } 1324} 1325 1326/////////////////////////////////////////////////////////////////////////////// 1327// State Deferral 1328/////////////////////////////////////////////////////////////////////////////// 1329 1330bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1331 const Rect& currentClip = mState.currentClipRect(); 1332 const mat4* currentMatrix = currentTransform(); 1333 1334 if (stateDeferFlags & kStateDeferFlag_Draw) { 1335 // state has bounds initialized in local coordinates 1336 if (!state.mBounds.isEmpty()) { 1337 currentMatrix->mapRect(state.mBounds); 1338 Rect clippedBounds(state.mBounds); 1339 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1340 // is used, it should more closely duplicate the quickReject logic (in how it uses 1341 // snapToPixelBoundaries) 1342 1343 if (!clippedBounds.intersect(currentClip)) { 1344 // quick rejected 1345 return true; 1346 } 1347 1348 state.mClipSideFlags = kClipSide_None; 1349 if (!currentClip.contains(state.mBounds)) { 1350 int& flags = state.mClipSideFlags; 1351 // op partially clipped, so record which sides are clipped for clip-aware merging 1352 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1353 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1354 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1355 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1356 } 1357 state.mBounds.set(clippedBounds); 1358 } else { 1359 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1360 // overdraw avoidance (since we don't know what it overlaps) 1361 state.mClipSideFlags = kClipSide_ConservativeFull; 1362 state.mBounds.set(currentClip); 1363 } 1364 } 1365 1366 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1367 if (state.mClipValid) { 1368 state.mClip.set(currentClip); 1369 } 1370 1371 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1372 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1373 state.mMatrix.load(*currentMatrix); 1374 state.mDrawModifiers = mDrawModifiers; 1375 state.mAlpha = currentSnapshot()->alpha; 1376 1377 // always store/restore, since it's just a pointer 1378 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1379 return false; 1380} 1381 1382void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1383 setMatrix(state.mMatrix); 1384 writableSnapshot()->alpha = state.mAlpha; 1385 mDrawModifiers = state.mDrawModifiers; 1386 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1387 1388 if (state.mClipValid && !skipClipRestore) { 1389 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1390 state.mClip.right, state.mClip.bottom); 1391 dirtyClip(); 1392 } 1393} 1394 1395/** 1396 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1397 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1398 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1399 * 1400 * This method should be called when restoreDisplayState() won't be restoring the clip 1401 */ 1402void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1403 if (clipRect != nullptr) { 1404 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1405 } else { 1406 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1407 } 1408 dirtyClip(); 1409 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1410 mRenderState.scissor().setEnabled(enableScissor); 1411} 1412 1413/////////////////////////////////////////////////////////////////////////////// 1414// Clipping 1415/////////////////////////////////////////////////////////////////////////////// 1416 1417void OpenGLRenderer::setScissorFromClip() { 1418 Rect clip(mState.currentClipRect()); 1419 clip.snapToPixelBoundaries(); 1420 1421 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1422 clip.getWidth(), clip.getHeight())) { 1423 mState.setDirtyClip(false); 1424 } 1425} 1426 1427void OpenGLRenderer::ensureStencilBuffer() { 1428 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1429 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1430 // just hope we have one when hasLayer() returns false. 1431 if (hasLayer()) { 1432 attachStencilBufferToLayer(currentSnapshot()->layer); 1433 } 1434} 1435 1436void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1437 // The layer's FBO is already bound when we reach this stage 1438 if (!layer->getStencilRenderBuffer()) { 1439 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1440 // is attached after we initiated tiling. We must turn it off, 1441 // attach the new render buffer then turn tiling back on 1442 endTiling(); 1443 1444 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1445 Stencil::getSmallestStencilFormat(), 1446 layer->getWidth(), layer->getHeight()); 1447 layer->setStencilRenderBuffer(buffer); 1448 1449 startTiling(layer->clipRect, layer->layer.getHeight()); 1450 } 1451} 1452 1453static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1454 float x, float y) { 1455 Vertex v; 1456 v.x = x; 1457 v.y = y; 1458 transform.mapPoint(v.x, v.y); 1459 rectangleVertices.push_back(v); 1460} 1461 1462static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1463 Vertex v; 1464 v.x = x; 1465 v.y = y; 1466 rectangleVertices.push_back(v); 1467} 1468 1469void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1470 int quadCount = rectangleList.getTransformedRectanglesCount(); 1471 std::vector<Vertex> rectangleVertices(quadCount * 4); 1472 Rect scissorBox = rectangleList.calculateBounds(); 1473 scissorBox.snapToPixelBoundaries(); 1474 for (int i = 0; i < quadCount; ++i) { 1475 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1476 const Matrix4& transform = tr.getTransform(); 1477 Rect bounds = tr.getBounds(); 1478 if (transform.rectToRect()) { 1479 transform.mapRect(bounds); 1480 if (!bounds.intersect(scissorBox)) { 1481 bounds.setEmpty(); 1482 } else { 1483 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1484 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1485 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1486 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1487 } 1488 } else { 1489 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1490 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1491 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1492 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1493 } 1494 } 1495 1496 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1497 scissorBox.getWidth(), scissorBox.getHeight()); 1498 1499 if (USE_GLOPS) { 1500 Glop glop; 1501 GlopBuilder(mRenderState, mCaches, &glop) 1502 .setMeshIndexedQuads(&rectangleVertices[0], rectangleVertices.size() / 4) 1503 .setFillBlack() 1504 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1505 .setModelViewOffsetRect(0, 0, scissorBox) 1506 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1507 .build(); 1508 renderGlop(glop); 1509 return; 1510 } 1511 1512 const SkPaint* paint = nullptr; 1513 setupDraw(); 1514 setupDrawNoTexture(); 1515 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1516 setupDrawShader(getShader(paint)); 1517 setupDrawColorFilter(getColorFilter(paint)); 1518 setupDrawBlending(paint); 1519 setupDrawProgram(); 1520 setupDrawDirtyRegionsDisabled(); 1521 setupDrawModelView(kModelViewMode_Translate, false, 1522 0.0f, 0.0f, 0.0f, 0.0f, true); 1523 setupDrawColorUniforms(getShader(paint)); 1524 setupDrawShaderUniforms(getShader(paint)); 1525 setupDrawColorFilterUniforms(getColorFilter(paint)); 1526 1527 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1528} 1529 1530void OpenGLRenderer::setStencilFromClip() { 1531 if (!mCaches.debugOverdraw) { 1532 if (!currentSnapshot()->clipIsSimple()) { 1533 int incrementThreshold; 1534 EVENT_LOGD("setStencilFromClip - enabling"); 1535 1536 // NOTE: The order here is important, we must set dirtyClip to false 1537 // before any draw call to avoid calling back into this method 1538 mState.setDirtyClip(false); 1539 1540 ensureStencilBuffer(); 1541 1542 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1543 1544 bool isRectangleList = clipArea.isRectangleList(); 1545 if (isRectangleList) { 1546 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1547 } else { 1548 incrementThreshold = 0; 1549 } 1550 1551 mRenderState.stencil().enableWrite(incrementThreshold); 1552 1553 // Clean and update the stencil, but first make sure we restrict drawing 1554 // to the region's bounds 1555 bool resetScissor = mRenderState.scissor().setEnabled(true); 1556 if (resetScissor) { 1557 // The scissor was not set so we now need to update it 1558 setScissorFromClip(); 1559 } 1560 1561 mRenderState.stencil().clear(); 1562 1563 // stash and disable the outline clip state, since stencil doesn't account for outline 1564 bool storedSkipOutlineClip = mSkipOutlineClip; 1565 mSkipOutlineClip = true; 1566 1567 SkPaint paint; 1568 paint.setColor(SK_ColorBLACK); 1569 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1570 1571 if (isRectangleList) { 1572 drawRectangleList(clipArea.getRectangleList()); 1573 } else { 1574 // NOTE: We could use the region contour path to generate a smaller mesh 1575 // Since we are using the stencil we could use the red book path 1576 // drawing technique. It might increase bandwidth usage though. 1577 1578 // The last parameter is important: we are not drawing in the color buffer 1579 // so we don't want to dirty the current layer, if any 1580 drawRegionRects(clipArea.getClipRegion(), paint, false); 1581 } 1582 if (resetScissor) mRenderState.scissor().setEnabled(false); 1583 mSkipOutlineClip = storedSkipOutlineClip; 1584 1585 mRenderState.stencil().enableTest(incrementThreshold); 1586 1587 // Draw the region used to generate the stencil if the appropriate debug 1588 // mode is enabled 1589 // TODO: Implement for rectangle list clip areas 1590 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1591 !clipArea.isRectangleList()) { 1592 paint.setColor(0x7f0000ff); 1593 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1594 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1595 } 1596 } else { 1597 EVENT_LOGD("setStencilFromClip - disabling"); 1598 mRenderState.stencil().disable(); 1599 } 1600 } 1601} 1602 1603/** 1604 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1605 * 1606 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1607 * style, and tessellated AA ramp 1608 */ 1609bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1610 const SkPaint* paint) { 1611 bool snapOut = paint && paint->isAntiAlias(); 1612 1613 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1614 float outset = paint->getStrokeWidth() * 0.5f; 1615 left -= outset; 1616 top -= outset; 1617 right += outset; 1618 bottom += outset; 1619 } 1620 1621 bool clipRequired = false; 1622 bool roundRectClipRequired = false; 1623 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1624 &clipRequired, &roundRectClipRequired, snapOut)) { 1625 return true; 1626 } 1627 1628 // not quick rejected, so enable the scissor if clipRequired 1629 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1630 mSkipOutlineClip = !roundRectClipRequired; 1631 return false; 1632} 1633 1634void OpenGLRenderer::debugClip() { 1635#if DEBUG_CLIP_REGIONS 1636 if (!currentSnapshot()->clipRegion->isEmpty()) { 1637 SkPaint paint; 1638 paint.setColor(0x7f00ff00); 1639 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1640 1641 } 1642#endif 1643} 1644 1645void OpenGLRenderer::renderGlop(const Glop& glop, bool clearLayer) { 1646 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1647 // changes the scissor test state 1648 if (clearLayer) clearLayerRegions(); 1649 1650 if (mState.getDirtyClip()) { 1651 if (mRenderState.scissor().isEnabled()) { 1652 setScissorFromClip(); 1653 } 1654 1655 setStencilFromClip(); 1656 } 1657 mRenderState.render(glop); 1658 if (!mRenderState.stencil().isWriteEnabled()) { 1659 // TODO: specify more clearly when a draw should dirty the layer. 1660 // is writing to the stencil the only time we should ignore this? 1661 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1662 mDirty = true; 1663 } 1664} 1665 1666/////////////////////////////////////////////////////////////////////////////// 1667// Drawing commands 1668/////////////////////////////////////////////////////////////////////////////// 1669 1670void OpenGLRenderer::setupDraw(bool clearLayer) { 1671 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1672 // changes the scissor test state 1673 if (clearLayer) clearLayerRegions(); 1674 // Make sure setScissor & setStencil happen at the beginning of 1675 // this method 1676 if (mState.getDirtyClip()) { 1677 if (mRenderState.scissor().isEnabled()) { 1678 setScissorFromClip(); 1679 } 1680 1681 setStencilFromClip(); 1682 } 1683 1684 mDescription.reset(); 1685 1686 mSetShaderColor = false; 1687 mColorSet = false; 1688 mColor.a = mColor.r = mColor.g = mColor.b = 0.0f; 1689 mTextureUnit = 0; 1690 mTrackDirtyRegions = true; 1691 1692 // Enable debug highlight when what we're about to draw is tested against 1693 // the stencil buffer and if stencil highlight debugging is on 1694 mDescription.hasDebugHighlight = !mCaches.debugOverdraw 1695 && mCaches.debugStencilClip == Caches::kStencilShowHighlight 1696 && mRenderState.stencil().isTestEnabled(); 1697} 1698 1699void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1700 mDescription.hasTexture = true; 1701 mDescription.hasAlpha8Texture = isAlpha8; 1702} 1703 1704void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1705 mDescription.hasTexture = true; 1706 mDescription.hasColors = true; 1707 mDescription.hasAlpha8Texture = isAlpha8; 1708} 1709 1710void OpenGLRenderer::setupDrawWithExternalTexture() { 1711 mDescription.hasExternalTexture = true; 1712} 1713 1714void OpenGLRenderer::setupDrawNoTexture() { 1715 mRenderState.meshState().disableTexCoordsVertexArray(); 1716} 1717 1718void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1719 mDescription.hasVertexAlpha = true; 1720 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1721} 1722 1723void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1724 mColor.a = alpha / 255.0f; 1725 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1726 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1727 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1728 mColorSet = true; 1729 mSetShaderColor = mDescription.setColorModulate(mColor.a); 1730} 1731 1732void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1733 mColor.a = alpha / 255.0f; 1734 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1735 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1736 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1737 mColorSet = true; 1738 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColor.r, mColor.g, mColor.b, mColor.a); 1739} 1740 1741void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1742 mCaches.fontRenderer->describe(mDescription, paint); 1743} 1744 1745void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1746 mColor.a = a; 1747 mColor.r = r; 1748 mColor.g = g; 1749 mColor.b = b; 1750 mColorSet = true; 1751 mSetShaderColor = mDescription.setColorModulate(a); 1752} 1753 1754void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1755 if (shader != nullptr) { 1756 SkiaShader::describe(&mCaches, mDescription, mCaches.extensions(), *shader); 1757 } 1758} 1759 1760void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1761 if (filter == nullptr) { 1762 return; 1763 } 1764 1765 SkXfermode::Mode mode; 1766 if (filter->asColorMode(nullptr, &mode)) { 1767 mDescription.colorOp = ProgramDescription::kColorBlend; 1768 mDescription.colorMode = mode; 1769 } else if (filter->asColorMatrix(nullptr)) { 1770 mDescription.colorOp = ProgramDescription::kColorMatrix; 1771 } 1772} 1773 1774void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1775 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1776 mColor.a = 1.0f; 1777 mColor.r = mColor.g = mColor.b = 0.0f; 1778 mSetShaderColor = mDescription.modulate = true; 1779 } 1780} 1781 1782void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1783 SkXfermode::Mode mode = layer->getMode(); 1784 // When the blending mode is kClear_Mode, we need to use a modulate color 1785 // argb=1,0,0,0 1786 accountForClear(mode); 1787 // TODO: check shader blending, once we have shader drawing support for layers. 1788 bool blend = layer->isBlend() 1789 || getLayerAlpha(layer) < 1.0f 1790 || (mColorSet && mColor.a < 1.0f) 1791 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1792 chooseBlending(blend, mode, mDescription, swapSrcDst); 1793} 1794 1795void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1796 SkXfermode::Mode mode = getXfermodeDirect(paint); 1797 // When the blending mode is kClear_Mode, we need to use a modulate color 1798 // argb=1,0,0,0 1799 accountForClear(mode); 1800 blend |= (mColorSet && mColor.a < 1.0f) 1801 || (getShader(paint) && !getShader(paint)->isOpaque()) 1802 || PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1803 chooseBlending(blend, mode, mDescription, swapSrcDst); 1804} 1805 1806void OpenGLRenderer::setupDrawProgram() { 1807 mCaches.setProgram(mDescription); 1808 if (mDescription.hasRoundRectClip) { 1809 // TODO: avoid doing this repeatedly, stashing state pointer in program 1810 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1811 const Rect& innerRect = state->innerRect; 1812 glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"), 1813 innerRect.left, innerRect.top, 1814 innerRect.right, innerRect.bottom); 1815 glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"), 1816 1, GL_FALSE, &state->matrix.data[0]); 1817 1818 // add half pixel to round out integer rect space to cover pixel centers 1819 float roundedOutRadius = state->radius + 0.5f; 1820 glUniform1f(mCaches.program().getUniform("roundRectRadius"), 1821 roundedOutRadius); 1822 } 1823} 1824 1825void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1826 mTrackDirtyRegions = false; 1827} 1828 1829void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1830 float left, float top, float right, float bottom, bool ignoreTransform) { 1831 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1832 if (mode == kModelViewMode_TranslateAndScale) { 1833 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1834 } 1835 1836 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1837 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1838 1839 mCaches.program().set(currentSnapshot()->getOrthoMatrix(), 1840 mModelViewMatrix, transformMatrix, offset); 1841 if (dirty && mTrackDirtyRegions) { 1842 if (!ignoreTransform) { 1843 dirtyLayer(left, top, right, bottom, *currentTransform()); 1844 } else { 1845 dirtyLayer(left, top, right, bottom); 1846 } 1847 } 1848} 1849 1850void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1851 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1852 mCaches.program().setColor(mColor); 1853 } 1854} 1855 1856void OpenGLRenderer::setupDrawPureColorUniforms() { 1857 if (mSetShaderColor) { 1858 mCaches.program().setColor(mColor); 1859 } 1860} 1861 1862void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1863 if (shader == nullptr) { 1864 return; 1865 } 1866 1867 if (ignoreTransform) { 1868 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1869 // because it was built into modelView / the geometry, and the description needs to 1870 // compensate. 1871 mat4 modelViewWithoutTransform; 1872 modelViewWithoutTransform.loadInverse(*currentTransform()); 1873 modelViewWithoutTransform.multiply(mModelViewMatrix); 1874 mModelViewMatrix.load(modelViewWithoutTransform); 1875 } 1876 1877 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, 1878 mCaches.extensions(), *shader); 1879} 1880 1881void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1882 if (nullptr == filter) { 1883 return; 1884 } 1885 1886 SkColor color; 1887 SkXfermode::Mode mode; 1888 if (filter->asColorMode(&color, &mode)) { 1889 const int alpha = SkColorGetA(color); 1890 const GLfloat a = alpha / 255.0f; 1891 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1892 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1893 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1894 glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a); 1895 return; 1896 } 1897 1898 SkScalar srcColorMatrix[20]; 1899 if (filter->asColorMatrix(srcColorMatrix)) { 1900 1901 float colorMatrix[16]; 1902 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1903 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1904 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1905 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1906 1907 // Skia uses the range [0..255] for the addition vector, but we need 1908 // the [0..1] range to apply the vector in GLSL 1909 float colorVector[4]; 1910 colorVector[0] = srcColorMatrix[4] / 255.0f; 1911 colorVector[1] = srcColorMatrix[9] / 255.0f; 1912 colorVector[2] = srcColorMatrix[14] / 255.0f; 1913 colorVector[3] = srcColorMatrix[19] / 255.0f; 1914 1915 glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1, 1916 GL_FALSE, colorMatrix); 1917 glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector); 1918 return; 1919 } 1920 1921 // it is an error if we ever get here 1922} 1923 1924void OpenGLRenderer::setupDrawTextGammaUniforms() { 1925 mCaches.fontRenderer->setupProgram(mDescription, mCaches.program()); 1926} 1927 1928void OpenGLRenderer::setupDrawSimpleMesh() { 1929 bool force = mRenderState.meshState().bindMeshBuffer(); 1930 mRenderState.meshState().bindPositionVertexPointer(force, nullptr); 1931 mRenderState.meshState().unbindIndicesBuffer(); 1932} 1933 1934void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1935 if (texture) mCaches.textureState().bindTexture(texture); 1936 mTextureUnit++; 1937 mRenderState.meshState().enableTexCoordsVertexArray(); 1938} 1939 1940void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1941 mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture); 1942 mTextureUnit++; 1943 mRenderState.meshState().enableTexCoordsVertexArray(); 1944} 1945 1946void OpenGLRenderer::setupDrawTextureTransform() { 1947 mDescription.hasTextureTransform = true; 1948} 1949 1950void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1951 glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1, 1952 GL_FALSE, &transform.data[0]); 1953} 1954 1955void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1956 const GLvoid* texCoords, GLuint vbo) { 1957 bool force = false; 1958 if (!vertices || vbo) { 1959 force = mRenderState.meshState().bindMeshBuffer(vbo); 1960 } else { 1961 force = mRenderState.meshState().unbindMeshBuffer(); 1962 } 1963 1964 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1965 if (mCaches.program().texCoords >= 0) { 1966 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1967 } 1968 1969 mRenderState.meshState().unbindIndicesBuffer(); 1970} 1971 1972void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1973 const GLvoid* texCoords, const GLvoid* colors) { 1974 bool force = mRenderState.meshState().unbindMeshBuffer(); 1975 GLsizei stride = sizeof(ColorTextureVertex); 1976 1977 mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride); 1978 if (mCaches.program().texCoords >= 0) { 1979 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride); 1980 } 1981 int slot = mCaches.program().getAttrib("colors"); 1982 if (slot >= 0) { 1983 glEnableVertexAttribArray(slot); 1984 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1985 } 1986 1987 mRenderState.meshState().unbindIndicesBuffer(); 1988} 1989 1990void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1991 const GLvoid* texCoords, GLuint vbo) { 1992 bool force = false; 1993 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1994 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1995 // use the default VBO found in RenderState 1996 if (!vertices || vbo) { 1997 force = mRenderState.meshState().bindMeshBuffer(vbo); 1998 } else { 1999 force = mRenderState.meshState().unbindMeshBuffer(); 2000 } 2001 mRenderState.meshState().bindQuadIndicesBuffer(); 2002 2003 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 2004 if (mCaches.program().texCoords >= 0) { 2005 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 2006 } 2007} 2008 2009void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2010 bool force = mRenderState.meshState().unbindMeshBuffer(); 2011 mRenderState.meshState().bindQuadIndicesBuffer(); 2012 mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride); 2013} 2014 2015/////////////////////////////////////////////////////////////////////////////// 2016// Drawing 2017/////////////////////////////////////////////////////////////////////////////// 2018 2019void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 2020 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2021 // will be performed by the display list itself 2022 if (renderNode && renderNode->isRenderable()) { 2023 // compute 3d ordering 2024 renderNode->computeOrdering(); 2025 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2026 startFrame(); 2027 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2028 renderNode->replay(replayStruct, 0); 2029 return; 2030 } 2031 2032 // Don't avoid overdraw when visualizing, since that makes it harder to 2033 // debug where it's coming from, and when the problem occurs. 2034 bool avoidOverdraw = !mCaches.debugOverdraw; 2035 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 2036 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2037 renderNode->defer(deferStruct, 0); 2038 2039 flushLayers(); 2040 startFrame(); 2041 2042 deferredList.flush(*this, dirty); 2043 } else { 2044 // Even if there is no drawing command(Ex: invisible), 2045 // it still needs startFrame to clear buffer and start tiling. 2046 startFrame(); 2047 } 2048} 2049 2050void OpenGLRenderer::drawAlphaBitmap(Texture* texture, const SkPaint* paint) { 2051 float x = 0; 2052 float y = 0; 2053 2054 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2055 2056 bool ignoreTransform = false; 2057 if (currentTransform()->isPureTranslate()) { 2058 x = floorf(currentTransform()->getTranslateX() + 0.5f); 2059 y = floorf(currentTransform()->getTranslateY() + 0.5f); 2060 ignoreTransform = true; 2061 2062 texture->setFilter(GL_NEAREST, true); 2063 } else { 2064 texture->setFilter(PaintUtils::getFilter(paint), true); 2065 } 2066 2067 // No need to check for a UV mapper on the texture object, only ARGB_8888 2068 // bitmaps get packed in the atlas 2069 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2070 paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset, 2071 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2072} 2073 2074/** 2075 * Important note: this method is intended to draw batches of bitmaps and 2076 * will not set the scissor enable or dirty the current layer, if any. 2077 * The caller is responsible for properly dirtying the current layer. 2078 */ 2079void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2080 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2081 const Rect& bounds, const SkPaint* paint) { 2082 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2083 if (!texture) return; 2084 2085 const AutoTexture autoCleanup(texture); 2086 2087 if (USE_GLOPS) { 2088 // TODO: remove layer dirty in multi-draw callers 2089 // TODO: snap doesn't need to touch transform, only texture filter. 2090 bool snap = pureTranslate; 2091 const float x = floorf(bounds.left + 0.5f); 2092 const float y = floorf(bounds.top + 0.5f); 2093 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 2094 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 2095 Glop glop; 2096 GlopBuilder(mRenderState, mCaches, &glop) 2097 .setMeshTexturedMesh(vertices, bitmapCount * 6) 2098 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2099 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 2100 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight())) 2101 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2102 .build(); 2103 renderGlop(glop); 2104 return; 2105 } 2106 2107 mCaches.textureState().activateTexture(0); 2108 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2109 texture->setFilter(pureTranslate ? GL_NEAREST : PaintUtils::getFilter(paint), true); 2110 2111 const float x = floorf(bounds.left + 0.5f); 2112 const float y = floorf(bounds.top + 0.5f); 2113 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2114 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2115 texture->id, paint, &vertices[0].x, &vertices[0].u, 2116 GL_TRIANGLES, bitmapCount * 6, true, 2117 kModelViewMode_Translate, false); 2118 } else { 2119 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2120 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2121 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2122 kModelViewMode_Translate, false); 2123 } 2124 2125 mDirty = true; 2126} 2127 2128void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2129 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2130 return; 2131 } 2132 2133 mCaches.textureState().activateTexture(0); 2134 Texture* texture = getTexture(bitmap); 2135 if (!texture) return; 2136 const AutoTexture autoCleanup(texture); 2137 2138 if (USE_GLOPS) { 2139 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 2140 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 2141 Glop glop; 2142 GlopBuilder(mRenderState, mCaches, &glop) 2143 .setMeshTexturedUnitQuad(texture->uvMapper) 2144 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2145 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2146 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 2147 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2148 .build(); 2149 renderGlop(glop); 2150 return; 2151 } 2152 2153 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2154 drawAlphaBitmap(texture, paint); 2155 } else { 2156 drawTextureRect(texture, paint); 2157 } 2158 2159 mDirty = true; 2160} 2161 2162void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2163 const float* vertices, const int* colors, const SkPaint* paint) { 2164 if (!vertices || mState.currentlyIgnored()) { 2165 return; 2166 } 2167 2168 float left = FLT_MAX; 2169 float top = FLT_MAX; 2170 float right = FLT_MIN; 2171 float bottom = FLT_MIN; 2172 2173 const uint32_t elementCount = meshWidth * meshHeight * 6; 2174 2175 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 2176 ColorTextureVertex* vertex = &mesh[0]; 2177 2178 std::unique_ptr<int[]> tempColors; 2179 if (!colors) { 2180 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2181 tempColors.reset(new int[colorsCount]); 2182 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2183 colors = tempColors.get(); 2184 } 2185 2186 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2187 const UvMapper& mapper(getMapper(texture)); 2188 2189 for (int32_t y = 0; y < meshHeight; y++) { 2190 for (int32_t x = 0; x < meshWidth; x++) { 2191 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2192 2193 float u1 = float(x) / meshWidth; 2194 float u2 = float(x + 1) / meshWidth; 2195 float v1 = float(y) / meshHeight; 2196 float v2 = float(y + 1) / meshHeight; 2197 2198 mapper.map(u1, v1, u2, v2); 2199 2200 int ax = i + (meshWidth + 1) * 2; 2201 int ay = ax + 1; 2202 int bx = i; 2203 int by = bx + 1; 2204 int cx = i + 2; 2205 int cy = cx + 1; 2206 int dx = i + (meshWidth + 1) * 2 + 2; 2207 int dy = dx + 1; 2208 2209 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2210 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2211 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2212 2213 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2214 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2215 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2216 2217 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2218 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2219 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2220 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2221 } 2222 } 2223 2224 if (quickRejectSetupScissor(left, top, right, bottom)) { 2225 return; 2226 } 2227 2228 if (!texture) { 2229 texture = mCaches.textureCache.get(bitmap); 2230 if (!texture) { 2231 return; 2232 } 2233 } 2234 const AutoTexture autoCleanup(texture); 2235 2236 if (USE_GLOPS) { 2237 /* 2238 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 2239 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 2240 */ 2241 Glop glop; 2242 GlopBuilder(mRenderState, mCaches, &glop) 2243 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 2244 .setFillTexturePaint(*texture, static_cast<int>(TextureFillFlags::kNone), paint, currentSnapshot()->alpha) 2245 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2246 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2247 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2248 .build(); 2249 renderGlop(glop); 2250 return; 2251 } 2252 2253 mCaches.textureState().activateTexture(0); 2254 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2255 texture->setFilter(PaintUtils::getFilter(paint), true); 2256 2257 int alpha; 2258 SkXfermode::Mode mode; 2259 getAlphaAndMode(paint, &alpha, &mode); 2260 2261 2262 dirtyLayer(left, top, right, bottom, *currentTransform()); 2263 2264 float a = alpha / 255.0f; 2265 setupDraw(); 2266 setupDrawWithTextureAndColor(); 2267 setupDrawColor(a, a, a, a); 2268 setupDrawColorFilter(getColorFilter(paint)); 2269 setupDrawBlending(paint, true); 2270 setupDrawProgram(); 2271 setupDrawDirtyRegionsDisabled(); 2272 setupDrawModelView(kModelViewMode_Translate, false, 0, 0, 0, 0); 2273 setupDrawTexture(texture->id); 2274 setupDrawPureColorUniforms(); 2275 setupDrawColorFilterUniforms(getColorFilter(paint)); 2276 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2277 2278 glDrawArrays(GL_TRIANGLES, 0, elementCount); 2279 2280 int slot = mCaches.program().getAttrib("colors"); 2281 if (slot >= 0) { 2282 glDisableVertexAttribArray(slot); 2283 } 2284 2285 mDirty = true; 2286} 2287 2288void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 2289 if (quickRejectSetupScissor(dst)) { 2290 return; 2291 } 2292 2293 Texture* texture = getTexture(bitmap); 2294 if (!texture) return; 2295 const AutoTexture autoCleanup(texture); 2296 2297 if (USE_GLOPS) { 2298 Rect uv(fmax(0.0f, src.left / texture->width), 2299 fmax(0.0f, src.top / texture->height), 2300 fmin(1.0f, src.right / texture->width), 2301 fmin(1.0f, src.bottom / texture->height)); 2302 2303 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 2304 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 2305 Glop glop; 2306 GlopBuilder(mRenderState, mCaches, &glop) 2307 .setMeshTexturedUvQuad(texture->uvMapper, uv) 2308 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2309 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2310 .setModelViewMapUnitToRectSnap(dst) 2311 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2312 .build(); 2313 renderGlop(glop); 2314 return; 2315 } 2316 2317 mCaches.textureState().activateTexture(0); 2318 2319 const float width = texture->width; 2320 const float height = texture->height; 2321 2322 float u1 = fmax(0.0f, src.left / width); 2323 float v1 = fmax(0.0f, src.top / height); 2324 float u2 = fmin(1.0f, src.right / width); 2325 float v2 = fmin(1.0f, src.bottom / height); 2326 2327 getMapper(texture).map(u1, v1, u2, v2); 2328 2329 mRenderState.meshState().unbindMeshBuffer(); 2330 resetDrawTextureTexCoords(u1, v1, u2, v2); 2331 2332 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2333 2334 float scaleX = (dst.right - dst.left) / (src.right - src.left); 2335 float scaleY = (dst.bottom - dst.top) / (src.bottom - src.top); 2336 2337 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2338 bool ignoreTransform = false; 2339 2340 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2341 float x = floorf(dst.left + currentTransform()->getTranslateX() + 0.5f); 2342 float y = floorf(dst.top + currentTransform()->getTranslateY() + 0.5f); 2343 2344 dst.right = x + (dst.right - dst.left); 2345 dst.bottom = y + (dst.bottom - dst.top); 2346 2347 dst.left = x; 2348 dst.top = y; 2349 2350 texture->setFilter(scaled ? PaintUtils::getFilter(paint) : GL_NEAREST, true); 2351 ignoreTransform = true; 2352 } else { 2353 texture->setFilter(PaintUtils::getFilter(paint), true); 2354 } 2355 2356 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2357 drawAlpha8TextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2358 texture->id, paint, 2359 &mMeshVertices[0].x, &mMeshVertices[0].u, 2360 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2361 } else { 2362 drawTextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2363 texture->id, paint, texture->blend, 2364 &mMeshVertices[0].x, &mMeshVertices[0].u, 2365 GL_TRIANGLE_STRIP, kUnitQuadCount, false, ignoreTransform); 2366 } 2367 2368 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2369 2370 mDirty = true; 2371} 2372 2373void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2374 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2375 const SkPaint* paint) { 2376 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 2377 return; 2378 } 2379 2380 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2381 if (!texture) return; 2382 2383 if (USE_GLOPS) { 2384 // 9 patches are built for stretching - always filter 2385 int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter); 2386 if (bitmap->colorType() == kAlpha_8_SkColorType) { 2387 textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture; 2388 } 2389 Glop glop; 2390 GlopBuilder(mRenderState, mCaches, &glop) 2391 .setMeshPatchQuads(*mesh) 2392 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2393 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2394 .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch 2395 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2396 .build(); 2397 renderGlop(glop); 2398 return; 2399 } 2400 2401 mCaches.textureState().activateTexture(0); 2402 const AutoTexture autoCleanup(texture); 2403 2404 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2405 texture->setFilter(GL_LINEAR, true); 2406 2407 const bool pureTranslate = currentTransform()->isPureTranslate(); 2408 // Mark the current layer dirty where we are going to draw the patch 2409 if (hasLayer() && mesh->hasEmptyQuads) { 2410 const float offsetX = left + currentTransform()->getTranslateX(); 2411 const float offsetY = top + currentTransform()->getTranslateY(); 2412 const size_t count = mesh->quads.size(); 2413 for (size_t i = 0; i < count; i++) { 2414 const Rect& bounds = mesh->quads.itemAt(i); 2415 if (CC_LIKELY(pureTranslate)) { 2416 const float x = floorf(bounds.left + offsetX + 0.5f); 2417 const float y = floorf(bounds.top + offsetY + 0.5f); 2418 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2419 } else { 2420 dirtyLayer(left + bounds.left, top + bounds.top, 2421 left + bounds.right, top + bounds.bottom, *currentTransform()); 2422 } 2423 } 2424 } 2425 2426 bool ignoreTransform = false; 2427 if (CC_LIKELY(pureTranslate)) { 2428 const float x = floorf(left + currentTransform()->getTranslateX() + 0.5f); 2429 const float y = floorf(top + currentTransform()->getTranslateY() + 0.5f); 2430 2431 right = x + right - left; 2432 bottom = y + bottom - top; 2433 left = x; 2434 top = y; 2435 ignoreTransform = true; 2436 } 2437 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2438 texture->blend, (GLvoid*) mesh->positionOffset, (GLvoid*) mesh->textureOffset, 2439 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2440 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2441 2442 mDirty = true; 2443} 2444 2445/** 2446 * Important note: this method is intended to draw batches of 9-patch objects and 2447 * will not set the scissor enable or dirty the current layer, if any. 2448 * The caller is responsible for properly dirtying the current layer. 2449 */ 2450void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2451 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 2452 mCaches.textureState().activateTexture(0); 2453 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2454 if (!texture) return; 2455 const AutoTexture autoCleanup(texture); 2456 2457 if (USE_GLOPS) { 2458 // TODO: get correct bounds from caller 2459 // 9 patches are built for stretching - always filter 2460 int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter); 2461 if (bitmap->colorType() == kAlpha_8_SkColorType) { 2462 textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture; 2463 } 2464 Glop glop; 2465 GlopBuilder(mRenderState, mCaches, &glop) 2466 .setMeshTexturedIndexedQuads(vertices, elementCount) 2467 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 2468 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 2469 .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0)) 2470 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2471 .build(); 2472 renderGlop(glop); 2473 return; 2474 } 2475 2476 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2477 texture->setFilter(GL_LINEAR, true); 2478 2479 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2480 texture->blend, &vertices[0].x, &vertices[0].u, 2481 GL_TRIANGLES, elementCount, false, true, 0, kModelViewMode_Translate, false); 2482 2483 mDirty = true; 2484} 2485 2486void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2487 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2488 // not missing call to quickReject/dirtyLayer, always done at a higher level 2489 if (!vertexBuffer.getVertexCount()) { 2490 // no vertices to draw 2491 return; 2492 } 2493 2494 if (USE_GLOPS) { 2495 bool fudgeOffset = displayFlags & kVertexBuffer_Offset; 2496 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 2497 Glop glop; 2498 GlopBuilder(mRenderState, mCaches, &glop) 2499 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 2500 .setFillPaint(*paint, currentSnapshot()->alpha) 2501 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset) 2502 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 2503 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2504 .build(); 2505 renderGlop(glop); 2506 return; 2507 } 2508 2509 const VertexBuffer::MeshFeatureFlags meshFeatureFlags = vertexBuffer.getMeshFeatureFlags(); 2510 Rect bounds(vertexBuffer.getBounds()); 2511 bounds.translate(translateX, translateY); 2512 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2513 2514 int color = paint->getColor(); 2515 bool isAA = meshFeatureFlags & VertexBuffer::kAlpha; 2516 2517 setupDraw(); 2518 setupDrawNoTexture(); 2519 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2520 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 2521 setupDrawColorFilter(getColorFilter(paint)); 2522 setupDrawShader(getShader(paint)); 2523 setupDrawBlending(paint, isAA); 2524 setupDrawProgram(); 2525 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2526 translateX, translateY, 0, 0); 2527 setupDrawColorUniforms(getShader(paint)); 2528 setupDrawColorFilterUniforms(getColorFilter(paint)); 2529 setupDrawShaderUniforms(getShader(paint)); 2530 2531 const void* vertices = vertexBuffer.getBuffer(); 2532 mRenderState.meshState().unbindMeshBuffer(); 2533 mRenderState.meshState().bindPositionVertexPointer(true, vertices, 2534 isAA ? kAlphaVertexStride : kVertexStride); 2535 mRenderState.meshState().resetTexCoordsVertexPointer(); 2536 2537 int alphaSlot = -1; 2538 if (isAA) { 2539 void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset; 2540 alphaSlot = mCaches.program().getAttrib("vtxAlpha"); 2541 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2542 glEnableVertexAttribArray(alphaSlot); 2543 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords); 2544 } 2545 2546 if (meshFeatureFlags & VertexBuffer::kIndices) { 2547 mRenderState.meshState().unbindIndicesBuffer(); 2548 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2549 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2550 } else { 2551 mRenderState.meshState().unbindIndicesBuffer(); 2552 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2553 } 2554 2555 if (isAA) { 2556 glDisableVertexAttribArray(alphaSlot); 2557 } 2558 2559 mDirty = true; 2560} 2561 2562/** 2563 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2564 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2565 * screen space in all directions. However, instead of using a fragment shader to compute the 2566 * translucency of the color from its position, we simply use a varying parameter to define how far 2567 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2568 * 2569 * Doesn't yet support joins, caps, or path effects. 2570 */ 2571void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2572 VertexBuffer vertexBuffer; 2573 // TODO: try clipping large paths to viewport 2574 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2575 drawVertexBuffer(vertexBuffer, paint); 2576} 2577 2578/** 2579 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2580 * and additional geometry for defining an alpha slope perimeter. 2581 * 2582 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2583 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2584 * in-shader alpha region, but found it to be taxing on some GPUs. 2585 * 2586 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2587 * memory transfer by removing need for degenerate vertices. 2588 */ 2589void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2590 if (mState.currentlyIgnored() || count < 4) return; 2591 2592 count &= ~0x3; // round down to nearest four 2593 2594 VertexBuffer buffer; 2595 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2596 const Rect& bounds = buffer.getBounds(); 2597 2598 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2599 return; 2600 } 2601 2602 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2603 drawVertexBuffer(buffer, paint, displayFlags); 2604} 2605 2606void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2607 if (mState.currentlyIgnored() || count < 2) return; 2608 2609 count &= ~0x1; // round down to nearest two 2610 2611 VertexBuffer buffer; 2612 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2613 2614 const Rect& bounds = buffer.getBounds(); 2615 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2616 return; 2617 } 2618 2619 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2620 drawVertexBuffer(buffer, paint, displayFlags); 2621 2622 mDirty = true; 2623} 2624 2625void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2626 // No need to check against the clip, we fill the clip region 2627 if (mState.currentlyIgnored()) return; 2628 2629 Rect clip(mState.currentClipRect()); 2630 clip.snapToPixelBoundaries(); 2631 2632 SkPaint paint; 2633 paint.setColor(color); 2634 paint.setXfermodeMode(mode); 2635 2636 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2637 2638 mDirty = true; 2639} 2640 2641void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 2642 const SkPaint* paint) { 2643 if (!texture) return; 2644 const AutoTexture autoCleanup(texture); 2645 2646 const float x = left + texture->left - texture->offset; 2647 const float y = top + texture->top - texture->offset; 2648 2649 drawPathTexture(texture, x, y, paint); 2650 2651 mDirty = true; 2652} 2653 2654void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2655 float rx, float ry, const SkPaint* p) { 2656 if (mState.currentlyIgnored() 2657 || quickRejectSetupScissor(left, top, right, bottom, p) 2658 || PaintUtils::paintWillNotDraw(*p)) { 2659 return; 2660 } 2661 2662 if (p->getPathEffect() != nullptr) { 2663 mCaches.textureState().activateTexture(0); 2664 PathTexture* texture = mCaches.pathCache.getRoundRect( 2665 right - left, bottom - top, rx, ry, p); 2666 drawShape(left, top, texture, p); 2667 } else { 2668 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2669 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2670 drawVertexBuffer(left, top, *vertexBuffer, p); 2671 } 2672} 2673 2674void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2675 if (mState.currentlyIgnored() 2676 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2677 || PaintUtils::paintWillNotDraw(*p)) { 2678 return; 2679 } 2680 if (p->getPathEffect() != nullptr) { 2681 mCaches.textureState().activateTexture(0); 2682 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2683 drawShape(x - radius, y - radius, texture, p); 2684 } else { 2685 SkPath path; 2686 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2687 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2688 } else { 2689 path.addCircle(x, y, radius); 2690 } 2691 drawConvexPath(path, p); 2692 } 2693} 2694 2695void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2696 const SkPaint* p) { 2697 if (mState.currentlyIgnored() 2698 || quickRejectSetupScissor(left, top, right, bottom, p) 2699 || PaintUtils::paintWillNotDraw(*p)) { 2700 return; 2701 } 2702 2703 if (p->getPathEffect() != nullptr) { 2704 mCaches.textureState().activateTexture(0); 2705 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2706 drawShape(left, top, texture, p); 2707 } else { 2708 SkPath path; 2709 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2710 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2711 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2712 } 2713 path.addOval(rect); 2714 drawConvexPath(path, p); 2715 } 2716} 2717 2718void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2719 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2720 if (mState.currentlyIgnored() 2721 || quickRejectSetupScissor(left, top, right, bottom, p) 2722 || PaintUtils::paintWillNotDraw(*p)) { 2723 return; 2724 } 2725 2726 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2727 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2728 mCaches.textureState().activateTexture(0); 2729 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2730 startAngle, sweepAngle, useCenter, p); 2731 drawShape(left, top, texture, p); 2732 return; 2733 } 2734 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2735 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2736 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2737 } 2738 2739 SkPath path; 2740 if (useCenter) { 2741 path.moveTo(rect.centerX(), rect.centerY()); 2742 } 2743 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2744 if (useCenter) { 2745 path.close(); 2746 } 2747 drawConvexPath(path, p); 2748} 2749 2750// See SkPaintDefaults.h 2751#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2752 2753void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2754 const SkPaint* p) { 2755 if (mState.currentlyIgnored() 2756 || quickRejectSetupScissor(left, top, right, bottom, p) 2757 || PaintUtils::paintWillNotDraw(*p)) { 2758 return; 2759 } 2760 2761 if (p->getStyle() != SkPaint::kFill_Style) { 2762 // only fill style is supported by drawConvexPath, since others have to handle joins 2763 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2764 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2765 mCaches.textureState().activateTexture(0); 2766 PathTexture* texture = 2767 mCaches.pathCache.getRect(right - left, bottom - top, p); 2768 drawShape(left, top, texture, p); 2769 } else { 2770 SkPath path; 2771 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2772 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2773 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2774 } 2775 path.addRect(rect); 2776 drawConvexPath(path, p); 2777 } 2778 } else { 2779 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2780 SkPath path; 2781 path.addRect(left, top, right, bottom); 2782 drawConvexPath(path, p); 2783 } else { 2784 drawColorRect(left, top, right, bottom, p); 2785 2786 mDirty = true; 2787 } 2788 } 2789} 2790 2791void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2792 int bytesCount, int count, const float* positions, 2793 FontRenderer& fontRenderer, int alpha, float x, float y) { 2794 mCaches.textureState().activateTexture(0); 2795 2796 TextShadow textShadow; 2797 if (!getTextShadow(paint, &textShadow)) { 2798 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2799 } 2800 2801 // NOTE: The drop shadow will not perform gamma correction 2802 // if shader-based correction is enabled 2803 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2804 ShadowTexture* texture = mCaches.dropShadowCache.get( 2805 paint, text, bytesCount, count, textShadow.radius, positions); 2806 // If the drop shadow exceeds the max texture size or couldn't be 2807 // allocated, skip drawing 2808 if (!texture) return; 2809 const AutoTexture autoCleanup(texture); 2810 2811 const float sx = x - texture->left + textShadow.dx; 2812 const float sy = y - texture->top + textShadow.dy; 2813 2814 if (USE_GLOPS) { 2815 Glop glop; 2816 GlopBuilder(mRenderState, mCaches, &glop) 2817 .setMeshTexturedUnitQuad(nullptr) 2818 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 2819 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2820 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 2821 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2822 .build(); 2823 renderGlop(glop); 2824 return; 2825 } 2826 2827 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * currentSnapshot()->alpha; 2828 if (getShader(paint)) { 2829 textShadow.color = SK_ColorWHITE; 2830 } 2831 2832 setupDraw(); 2833 setupDrawWithTexture(true); 2834 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2835 setupDrawColorFilter(getColorFilter(paint)); 2836 setupDrawShader(getShader(paint)); 2837 setupDrawBlending(paint, true); 2838 setupDrawProgram(); 2839 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2840 sx, sy, sx + texture->width, sy + texture->height); 2841 setupDrawTexture(texture->id); 2842 setupDrawPureColorUniforms(); 2843 setupDrawColorFilterUniforms(getColorFilter(paint)); 2844 setupDrawShaderUniforms(getShader(paint)); 2845 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 2846 2847 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 2848} 2849 2850bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2851 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2852 return MathUtils::isZero(alpha) 2853 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2854} 2855 2856void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2857 const float* positions, const SkPaint* paint) { 2858 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2859 return; 2860 } 2861 2862 // NOTE: Skia does not support perspective transform on drawPosText yet 2863 if (!currentTransform()->isSimple()) { 2864 return; 2865 } 2866 2867 mRenderState.scissor().setEnabled(true); 2868 2869 float x = 0.0f; 2870 float y = 0.0f; 2871 const bool pureTranslate = currentTransform()->isPureTranslate(); 2872 if (pureTranslate) { 2873 x = floorf(x + currentTransform()->getTranslateX() + 0.5f); 2874 y = floorf(y + currentTransform()->getTranslateY() + 0.5f); 2875 } 2876 2877 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2878 fontRenderer.setFont(paint, SkMatrix::I()); 2879 2880 int alpha; 2881 SkXfermode::Mode mode; 2882 getAlphaAndMode(paint, &alpha, &mode); 2883 2884 if (CC_UNLIKELY(hasTextShadow(paint))) { 2885 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2886 alpha, 0.0f, 0.0f); 2887 } 2888 2889 // Pick the appropriate texture filtering 2890 bool linearFilter = currentTransform()->changesBounds(); 2891 if (pureTranslate && !linearFilter) { 2892 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2893 } 2894 fontRenderer.setTextureFiltering(linearFilter); 2895 2896 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2897 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2898 2899 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2900 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2901 positions, hasLayer() ? &bounds : nullptr, &functor)) { 2902 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2903 mDirty = true; 2904 } 2905 2906} 2907 2908bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2909 if (CC_LIKELY(transform.isPureTranslate())) { 2910 outMatrix->setIdentity(); 2911 return false; 2912 } else if (CC_UNLIKELY(transform.isPerspective())) { 2913 outMatrix->setIdentity(); 2914 return true; 2915 } 2916 2917 /** 2918 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2919 * with values rounded to the nearest int. 2920 */ 2921 float sx, sy; 2922 transform.decomposeScale(sx, sy); 2923 outMatrix->setScale( 2924 roundf(fmaxf(1.0f, sx)), 2925 roundf(fmaxf(1.0f, sy))); 2926 return true; 2927} 2928 2929int OpenGLRenderer::getSaveCount() const { 2930 return mState.getSaveCount(); 2931} 2932 2933int OpenGLRenderer::save(int flags) { 2934 return mState.save(flags); 2935} 2936 2937void OpenGLRenderer::restore() { 2938 return mState.restore(); 2939} 2940 2941void OpenGLRenderer::restoreToCount(int saveCount) { 2942 return mState.restoreToCount(saveCount); 2943} 2944 2945void OpenGLRenderer::translate(float dx, float dy, float dz) { 2946 return mState.translate(dx, dy, dz); 2947} 2948 2949void OpenGLRenderer::rotate(float degrees) { 2950 return mState.rotate(degrees); 2951} 2952 2953void OpenGLRenderer::scale(float sx, float sy) { 2954 return mState.scale(sx, sy); 2955} 2956 2957void OpenGLRenderer::skew(float sx, float sy) { 2958 return mState.skew(sx, sy); 2959} 2960 2961void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2962 mState.setMatrix(matrix); 2963} 2964 2965void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2966 mState.concatMatrix(matrix); 2967} 2968 2969bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2970 return mState.clipRect(left, top, right, bottom, op); 2971} 2972 2973bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2974 return mState.clipPath(path, op); 2975} 2976 2977bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2978 return mState.clipRegion(region, op); 2979} 2980 2981void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2982 mState.setClippingOutline(allocator, outline); 2983} 2984 2985void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2986 const Rect& rect, float radius, bool highPriority) { 2987 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2988} 2989 2990void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2991 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2992 DrawOpMode drawOpMode) { 2993 2994 if (drawOpMode == DrawOpMode::kImmediate) { 2995 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2996 // drawing as ops from DeferredDisplayList are already filtered for these 2997 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2998 quickRejectSetupScissor(bounds)) { 2999 return; 3000 } 3001 } 3002 3003 const float oldX = x; 3004 const float oldY = y; 3005 3006 const mat4& transform = *currentTransform(); 3007 const bool pureTranslate = transform.isPureTranslate(); 3008 3009 if (CC_LIKELY(pureTranslate)) { 3010 x = floorf(x + transform.getTranslateX() + 0.5f); 3011 y = floorf(y + transform.getTranslateY() + 0.5f); 3012 } 3013 3014 int alpha; 3015 SkXfermode::Mode mode; 3016 getAlphaAndMode(paint, &alpha, &mode); 3017 3018 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3019 3020 if (CC_UNLIKELY(hasTextShadow(paint))) { 3021 fontRenderer.setFont(paint, SkMatrix::I()); 3022 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 3023 alpha, oldX, oldY); 3024 } 3025 3026 const bool hasActiveLayer = hasLayer(); 3027 3028 // We only pass a partial transform to the font renderer. That partial 3029 // matrix defines how glyphs are rasterized. Typically we want glyphs 3030 // to be rasterized at their final size on screen, which means the partial 3031 // matrix needs to take the scale factor into account. 3032 // When a partial matrix is used to transform glyphs during rasterization, 3033 // the mesh is generated with the inverse transform (in the case of scale, 3034 // the mesh is generated at 1.0 / scale for instance.) This allows us to 3035 // apply the full transform matrix at draw time in the vertex shader. 3036 // Applying the full matrix in the shader is the easiest way to handle 3037 // rotation and perspective and allows us to always generated quads in the 3038 // font renderer which greatly simplifies the code, clipping in particular. 3039 SkMatrix fontTransform; 3040 bool linearFilter = findBestFontTransform(transform, &fontTransform) 3041 || fabs(y - (int) y) > 0.0f 3042 || fabs(x - (int) x) > 0.0f; 3043 fontRenderer.setFont(paint, fontTransform); 3044 fontRenderer.setTextureFiltering(linearFilter); 3045 3046 // TODO: Implement better clipping for scaled/rotated text 3047 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 3048 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3049 3050 bool status; 3051 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 3052 3053 // don't call issuedrawcommand, do it at end of batch 3054 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 3055 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 3056 SkPaint paintCopy(*paint); 3057 paintCopy.setTextAlign(SkPaint::kLeft_Align); 3058 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 3059 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 3060 } else { 3061 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 3062 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 3063 } 3064 3065 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 3066 if (!pureTranslate) { 3067 transform.mapRect(layerBounds); 3068 } 3069 dirtyLayerUnchecked(layerBounds, getRegion()); 3070 } 3071 3072 drawTextDecorations(totalAdvance, oldX, oldY, paint); 3073 3074 mDirty = true; 3075} 3076 3077void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 3078 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 3079 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 3080 return; 3081 } 3082 3083 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3084 mRenderState.scissor().setEnabled(true); 3085 3086 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3087 fontRenderer.setFont(paint, SkMatrix::I()); 3088 fontRenderer.setTextureFiltering(true); 3089 3090 int alpha; 3091 SkXfermode::Mode mode; 3092 getAlphaAndMode(paint, &alpha, &mode); 3093 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3094 3095 const Rect* clip = &writableSnapshot()->getLocalClip(); 3096 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3097 3098 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3099 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 3100 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 3101 mDirty = true; 3102 } 3103} 3104 3105void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 3106 if (mState.currentlyIgnored()) return; 3107 3108 mCaches.textureState().activateTexture(0); 3109 3110 PathTexture* texture = mCaches.pathCache.get(path, paint); 3111 if (!texture) return; 3112 const AutoTexture autoCleanup(texture); 3113 3114 const float x = texture->left - texture->offset; 3115 const float y = texture->top - texture->offset; 3116 3117 drawPathTexture(texture, x, y, paint); 3118 mDirty = true; 3119} 3120 3121void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3122 if (!layer) { 3123 return; 3124 } 3125 3126 mat4* transform = nullptr; 3127 if (layer->isTextureLayer()) { 3128 transform = &layer->getTransform(); 3129 if (!transform->isIdentity()) { 3130 save(SkCanvas::kMatrix_SaveFlag); 3131 concatMatrix(*transform); 3132 } 3133 } 3134 3135 bool clipRequired = false; 3136 const bool rejected = mState.calculateQuickRejectForScissor( 3137 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3138 &clipRequired, nullptr, false); 3139 3140 if (rejected) { 3141 if (transform && !transform->isIdentity()) { 3142 restore(); 3143 } 3144 return; 3145 } 3146 3147 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 3148 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 3149 3150 updateLayer(layer, true); 3151 3152 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 3153 mCaches.textureState().activateTexture(0); 3154 3155 if (CC_LIKELY(!layer->region.isEmpty())) { 3156 if (layer->region.isRect()) { 3157 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3158 composeLayerRect(layer, layer->regionRect)); 3159 } else if (layer->mesh) { 3160 if (USE_GLOPS) { 3161 Glop glop; 3162 GlopBuilder(mRenderState, mCaches, &glop) 3163 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 3164 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 3165 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3166 .setModelViewOffsetRectSnap(x, y, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 3167 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3168 .build(); 3169 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 3170 } else { 3171 const float a = getLayerAlpha(layer); 3172 setupDraw(); 3173 setupDrawWithTexture(); 3174 setupDrawColor(a, a, a, a); 3175 setupDrawColorFilter(layer->getColorFilter()); 3176 setupDrawBlending(layer); 3177 setupDrawProgram(); 3178 setupDrawPureColorUniforms(); 3179 setupDrawColorFilterUniforms(layer->getColorFilter()); 3180 setupDrawTexture(layer->getTextureId()); 3181 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3182 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3183 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3184 3185 layer->setFilter(GL_NEAREST); 3186 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3187 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3188 } else { 3189 layer->setFilter(GL_LINEAR); 3190 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3191 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3192 } 3193 3194 TextureVertex* mesh = &layer->mesh[0]; 3195 GLsizei elementsCount = layer->meshElementCount; 3196 3197 while (elementsCount > 0) { 3198 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 3199 3200 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3201 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3202 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3203 3204 elementsCount -= drawCount; 3205 // Though there are 4 vertices in a quad, we use 6 indices per 3206 // quad to draw with GL_TRIANGLES 3207 mesh += (drawCount / 6) * 4; 3208 } 3209 } 3210#if DEBUG_LAYERS_AS_REGIONS 3211 drawRegionRectsDebug(layer->region); 3212#endif 3213 } 3214 3215 if (layer->debugDrawUpdate) { 3216 layer->debugDrawUpdate = false; 3217 3218 SkPaint paint; 3219 paint.setColor(0x7f00ff00); 3220 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3221 } 3222 } 3223 layer->hasDrawnSinceUpdate = true; 3224 3225 if (transform && !transform->isIdentity()) { 3226 restore(); 3227 } 3228 3229 mDirty = true; 3230} 3231 3232/////////////////////////////////////////////////////////////////////////////// 3233// Draw filters 3234/////////////////////////////////////////////////////////////////////////////// 3235void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3236 // We should never get here since we apply the draw filter when stashing 3237 // the paints in the DisplayList. 3238 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3239} 3240 3241/////////////////////////////////////////////////////////////////////////////// 3242// Drawing implementation 3243/////////////////////////////////////////////////////////////////////////////// 3244 3245Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3246 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3247 if (!texture) { 3248 return mCaches.textureCache.get(bitmap); 3249 } 3250 return texture; 3251} 3252 3253void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 3254 const SkPaint* paint) { 3255 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3256 return; 3257 } 3258 3259 if (USE_GLOPS) { 3260 Glop glop; 3261 GlopBuilder(mRenderState, mCaches, &glop) 3262 .setMeshTexturedUnitQuad(nullptr) 3263 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 3264 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3265 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 3266 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3267 .build(); 3268 renderGlop(glop); 3269 return; 3270 } 3271 3272 3273 int alpha; 3274 SkXfermode::Mode mode; 3275 getAlphaAndMode(paint, &alpha, &mode); 3276 3277 setupDraw(); 3278 setupDrawWithTexture(true); 3279 setupDrawAlpha8Color(paint->getColor(), alpha); 3280 setupDrawColorFilter(getColorFilter(paint)); 3281 setupDrawShader(getShader(paint)); 3282 setupDrawBlending(paint, true); 3283 setupDrawProgram(); 3284 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3285 x, y, x + texture->width, y + texture->height); 3286 setupDrawTexture(texture->id); 3287 setupDrawPureColorUniforms(); 3288 setupDrawColorFilterUniforms(getColorFilter(paint)); 3289 setupDrawShaderUniforms(getShader(paint)); 3290 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 3291 3292 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3293} 3294 3295// Same values used by Skia 3296#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3297#define kStdUnderline_Offset (1.0f / 9.0f) 3298#define kStdUnderline_Thickness (1.0f / 18.0f) 3299 3300void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3301 const SkPaint* paint) { 3302 // Handle underline and strike-through 3303 uint32_t flags = paint->getFlags(); 3304 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3305 SkPaint paintCopy(*paint); 3306 3307 if (CC_LIKELY(underlineWidth > 0.0f)) { 3308 const float textSize = paintCopy.getTextSize(); 3309 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3310 3311 const float left = x; 3312 float top = 0.0f; 3313 3314 int linesCount = 0; 3315 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3316 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3317 3318 const int pointsCount = 4 * linesCount; 3319 float points[pointsCount]; 3320 int currentPoint = 0; 3321 3322 if (flags & SkPaint::kUnderlineText_Flag) { 3323 top = y + textSize * kStdUnderline_Offset; 3324 points[currentPoint++] = left; 3325 points[currentPoint++] = top; 3326 points[currentPoint++] = left + underlineWidth; 3327 points[currentPoint++] = top; 3328 } 3329 3330 if (flags & SkPaint::kStrikeThruText_Flag) { 3331 top = y + textSize * kStdStrikeThru_Offset; 3332 points[currentPoint++] = left; 3333 points[currentPoint++] = top; 3334 points[currentPoint++] = left + underlineWidth; 3335 points[currentPoint++] = top; 3336 } 3337 3338 paintCopy.setStrokeWidth(strokeWidth); 3339 3340 drawLines(&points[0], pointsCount, &paintCopy); 3341 } 3342 } 3343} 3344 3345void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3346 if (mState.currentlyIgnored()) { 3347 return; 3348 } 3349 3350 drawColorRects(rects, count, paint, false, true, true); 3351} 3352 3353void OpenGLRenderer::drawShadow(float casterAlpha, 3354 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3355 if (mState.currentlyIgnored()) return; 3356 3357 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3358 mRenderState.scissor().setEnabled(true); 3359 3360 SkPaint paint; 3361 paint.setAntiAlias(true); // want to use AlphaVertex 3362 3363 // The caller has made sure casterAlpha > 0. 3364 float ambientShadowAlpha = mAmbientShadowAlpha; 3365 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3366 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3367 } 3368 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3369 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3370 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3371 } 3372 3373 float spotShadowAlpha = mSpotShadowAlpha; 3374 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3375 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3376 } 3377 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3378 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3379 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3380 } 3381 3382 mDirty=true; 3383} 3384 3385void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3386 bool ignoreTransform, bool dirty, bool clip) { 3387 if (count == 0) { 3388 return; 3389 } 3390 3391 float left = FLT_MAX; 3392 float top = FLT_MAX; 3393 float right = FLT_MIN; 3394 float bottom = FLT_MIN; 3395 3396 Vertex mesh[count]; 3397 Vertex* vertex = mesh; 3398 3399 for (int index = 0; index < count; index += 4) { 3400 float l = rects[index + 0]; 3401 float t = rects[index + 1]; 3402 float r = rects[index + 2]; 3403 float b = rects[index + 3]; 3404 3405 Vertex::set(vertex++, l, t); 3406 Vertex::set(vertex++, r, t); 3407 Vertex::set(vertex++, l, b); 3408 Vertex::set(vertex++, r, b); 3409 3410 left = fminf(left, l); 3411 top = fminf(top, t); 3412 right = fmaxf(right, r); 3413 bottom = fmaxf(bottom, b); 3414 } 3415 3416 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3417 return; 3418 } 3419 3420 if (USE_GLOPS) { 3421 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3422 Glop glop; 3423 GlopBuilder(mRenderState, mCaches, &glop) 3424 .setMeshIndexedQuads(&mesh[0], count / 4) 3425 .setFillPaint(*paint, currentSnapshot()->alpha) 3426 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3427 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 3428 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3429 .build(); 3430 renderGlop(glop); 3431 return; 3432 } 3433 3434 int color = paint->getColor(); 3435 // If a shader is set, preserve only the alpha 3436 if (getShader(paint)) { 3437 color |= 0x00ffffff; 3438 } 3439 3440 setupDraw(); 3441 setupDrawNoTexture(); 3442 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3443 setupDrawShader(getShader(paint)); 3444 setupDrawColorFilter(getColorFilter(paint)); 3445 setupDrawBlending(paint); 3446 setupDrawProgram(); 3447 setupDrawDirtyRegionsDisabled(); 3448 setupDrawModelView(kModelViewMode_Translate, false, 3449 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3450 setupDrawColorUniforms(getShader(paint)); 3451 setupDrawShaderUniforms(getShader(paint)); 3452 setupDrawColorFilterUniforms(getColorFilter(paint)); 3453 3454 if (dirty && hasLayer()) { 3455 dirtyLayer(left, top, right, bottom, *currentTransform()); 3456 } 3457 3458 issueIndexedQuadDraw(&mesh[0], count / 4); 3459 3460 mDirty = true; 3461} 3462 3463void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3464 const SkPaint* paint, bool ignoreTransform) { 3465 3466 if (USE_GLOPS) { 3467 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3468 Glop glop; 3469 GlopBuilder(mRenderState, mCaches, &glop) 3470 .setMeshUnitQuad() 3471 .setFillPaint(*paint, currentSnapshot()->alpha) 3472 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3473 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 3474 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3475 .build(); 3476 renderGlop(glop); 3477 return; 3478 } 3479 3480 int color = paint->getColor(); 3481 // If a shader is set, preserve only the alpha 3482 if (getShader(paint)) { 3483 color |= 0x00ffffff; 3484 } 3485 3486 setupDraw(); 3487 setupDrawNoTexture(); 3488 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3489 setupDrawShader(getShader(paint)); 3490 setupDrawColorFilter(getColorFilter(paint)); 3491 setupDrawBlending(paint); 3492 setupDrawProgram(); 3493 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3494 left, top, right, bottom, ignoreTransform); 3495 setupDrawColorUniforms(getShader(paint)); 3496 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3497 setupDrawColorFilterUniforms(getColorFilter(paint)); 3498 setupDrawSimpleMesh(); 3499 3500 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3501} 3502 3503void OpenGLRenderer::drawTextureRect(Texture* texture, const SkPaint* paint) { 3504 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3505 3506 GLvoid* vertices = (GLvoid*) nullptr; 3507 GLvoid* texCoords = (GLvoid*) kMeshTextureOffset; 3508 3509 if (texture->uvMapper) { 3510 vertices = &mMeshVertices[0].x; 3511 texCoords = &mMeshVertices[0].u; 3512 3513 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3514 texture->uvMapper->map(uvs); 3515 3516 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3517 } 3518 3519 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3520 const float x = floorf(currentTransform()->getTranslateX() + 0.5f); 3521 const float y = floorf(currentTransform()->getTranslateY() + 0.5f); 3522 3523 texture->setFilter(GL_NEAREST, true); 3524 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3525 paint, texture->blend, vertices, texCoords, 3526 GL_TRIANGLE_STRIP, kUnitQuadCount, false, true); 3527 } else { 3528 texture->setFilter(PaintUtils::getFilter(paint), true); 3529 drawTextureMesh(0, 0, texture->width, texture->height, texture->id, paint, 3530 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kUnitQuadCount); 3531 } 3532 3533 if (texture->uvMapper) { 3534 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3535 } 3536} 3537 3538void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3539 GLuint texture, const SkPaint* paint, bool blend, 3540 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3541 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3542 ModelViewMode modelViewMode, bool dirty) { 3543 3544 int a; 3545 SkXfermode::Mode mode; 3546 getAlphaAndMode(paint, &a, &mode); 3547 const float alpha = a / 255.0f; 3548 3549 setupDraw(); 3550 setupDrawWithTexture(); 3551 setupDrawColor(alpha, alpha, alpha, alpha); 3552 setupDrawColorFilter(getColorFilter(paint)); 3553 setupDrawBlending(paint, blend, swapSrcDst); 3554 setupDrawProgram(); 3555 if (!dirty) setupDrawDirtyRegionsDisabled(); 3556 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3557 setupDrawTexture(texture); 3558 setupDrawPureColorUniforms(); 3559 setupDrawColorFilterUniforms(getColorFilter(paint)); 3560 setupDrawMesh(vertices, texCoords, vbo); 3561 3562 glDrawArrays(drawMode, 0, elementsCount); 3563} 3564 3565void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3566 GLuint texture, const SkPaint* paint, bool blend, 3567 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3568 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3569 ModelViewMode modelViewMode, bool dirty) { 3570 3571 int a; 3572 SkXfermode::Mode mode; 3573 getAlphaAndMode(paint, &a, &mode); 3574 const float alpha = a / 255.0f; 3575 3576 setupDraw(); 3577 setupDrawWithTexture(); 3578 setupDrawColor(alpha, alpha, alpha, alpha); 3579 setupDrawColorFilter(getColorFilter(paint)); 3580 setupDrawBlending(paint, blend, swapSrcDst); 3581 setupDrawProgram(); 3582 if (!dirty) setupDrawDirtyRegionsDisabled(); 3583 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3584 setupDrawTexture(texture); 3585 setupDrawPureColorUniforms(); 3586 setupDrawColorFilterUniforms(getColorFilter(paint)); 3587 setupDrawMeshIndices(vertices, texCoords, vbo); 3588 3589 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3590} 3591 3592void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3593 GLuint texture, const SkPaint* paint, 3594 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3595 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3596 3597 int color = paint != nullptr ? paint->getColor() : 0; 3598 int alpha; 3599 SkXfermode::Mode mode; 3600 getAlphaAndMode(paint, &alpha, &mode); 3601 3602 setupDraw(); 3603 setupDrawWithTexture(true); 3604 if (paint != nullptr) { 3605 setupDrawAlpha8Color(color, alpha); 3606 } 3607 setupDrawColorFilter(getColorFilter(paint)); 3608 setupDrawShader(getShader(paint)); 3609 setupDrawBlending(paint, true); 3610 setupDrawProgram(); 3611 if (!dirty) setupDrawDirtyRegionsDisabled(); 3612 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3613 setupDrawTexture(texture); 3614 setupDrawPureColorUniforms(); 3615 setupDrawColorFilterUniforms(getColorFilter(paint)); 3616 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3617 setupDrawMesh(vertices, texCoords); 3618 3619 glDrawArrays(drawMode, 0, elementsCount); 3620} 3621 3622void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3623 ProgramDescription& description, bool swapSrcDst) { 3624 3625 if (currentSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3626 blend = true; 3627 mDescription.hasRoundRectClip = true; 3628 } 3629 mSkipOutlineClip = true; 3630 3631 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3632 3633 if (blend) { 3634 // These blend modes are not supported by OpenGL directly and have 3635 // to be implemented using shaders. Since the shader will perform 3636 // the blending, turn blending off here 3637 // If the blend mode cannot be implemented using shaders, fall 3638 // back to the default SrcOver blend mode instead 3639 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3640 if (CC_UNLIKELY(mCaches.extensions().hasFramebufferFetch())) { 3641 description.framebufferMode = mode; 3642 description.swapSrcDst = swapSrcDst; 3643 3644 mRenderState.blend().disable(); 3645 return; 3646 } else { 3647 mode = SkXfermode::kSrcOver_Mode; 3648 } 3649 } 3650 mRenderState.blend().enable(mode, 3651 swapSrcDst ? Blend::ModeOrderSwap::Swap : Blend::ModeOrderSwap::NoSwap); 3652 } else { 3653 mRenderState.blend().disable(); 3654 } 3655} 3656 3657void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3658 TextureVertex* v = &mMeshVertices[0]; 3659 TextureVertex::setUV(v++, u1, v1); 3660 TextureVertex::setUV(v++, u2, v1); 3661 TextureVertex::setUV(v++, u1, v2); 3662 TextureVertex::setUV(v++, u2, v2); 3663} 3664 3665void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3666 SkXfermode::Mode* mode) const { 3667 getAlphaAndModeDirect(paint, alpha, mode); 3668 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3669 // if drawing a layer, ignore the paint's alpha 3670 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3671 } 3672 *alpha *= currentSnapshot()->alpha; 3673} 3674 3675float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3676 float alpha; 3677 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3678 alpha = mDrawModifiers.mOverrideLayerAlpha; 3679 } else { 3680 alpha = layer->getAlpha() / 255.0f; 3681 } 3682 return alpha * currentSnapshot()->alpha; 3683} 3684 3685}; // namespace uirenderer 3686}; // namespace android 3687